Gamebooks Books
Related Subjects: Lone Wolf Fighting Fantasy
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Used price: $5.88

Hits the nail on the head!Review Date: 2008-06-03
beef up your game poker strategy!Review Date: 2008-03-03
beefed up my game when i needed that something extra.great value too!
Wow!Review Date: 2006-11-05

Used price: $20.89
Collectible price: $33.00

OMFGReview Date: 2008-07-29
Exalted dragon-Blooded 1ed wos great but 2ed just as good fire aspect so get this book if you wot a Dragon-blooded.
Excellent Dragon Blooded RuleReview Date: 2007-07-24
Full of great charms, rules, animas even better, more things to do and have.
The story is full of possibilties, every House is great and all trademark characters have been redefined. WOAW.
A must have. Trust me.
Worth every cent! [or pesos]
A great bookReview Date: 2007-01-17
Used price: $0.27

Easier than most string books to figure out!! Great for beginners, or old hats!Review Date: 2008-05-09
I highly recommend this book.
Enjoy the world of more complex string figuresReview Date: 2000-12-07
As if that is not enough, this book also includes two stories to be told with the use of the figures as "props." One story uses a single string figure, but the other is a delightful retelling from the Pacific Islands that uses a tour de force of numerous figures from throughout the book. As a storyteller who only uses a string as any kind of prop, I found this to be a wonderful addition to this already great series of books. Although it is out of print, it is only recently so, and is worth the trouble to search out.
J'adore!Review Date: 1999-08-15

Best maze books we've foundReview Date: 2002-05-04
Our 3.5 year old loves them. Though the attention span of a 3 year old is not very high, he will gladly sit in my lap and go throuh half the mazes in the book at one sitting. I think in some ways it has helped his attention span.
We're looking forward to collecting the whole set...
Wonderful!Review Date: 2001-11-17
Marvelous MazesReview Date: 2000-04-23


Of all in this series, 'Masters' is most memorableReview Date: 2000-08-08
The Magnakai Climax!Review Date: 2001-06-04
Absolute Success-Indubitable MasterpieceReview Date: 1997-04-11

Used price: $4.16

Too short!Review Date: 2006-06-23
Great valueReview Date: 2008-05-04
It's much like the blue book (Mensa Challenge Your Brain Math & Logic Puzzles) - same authors, format, number of pages, etc. Only the puzzles are different :)
So, you get around 75 pages of mostly well-known puzzles and 20 pages of answers.
There are typically between 8 and 20 puzzles of each type, although there are some extremes such as End View (30 puzzles) and Kakuro (only 6).
The puzzle types are:
- Alternate corners
- Battleships (classic, lighthouses variant, minesweeper variant)
- Black and White
- Cross Sums (Kakuro)
- Dominoes (Domino Hunt)
- End View (ABCD)
- Fences (Slitherlink)
- Half-Dominoes
- Hex Loops
- Lighthouses
- Minesweeper
- Number Place
- Rain Clouds
- Skyscrapers
- Snaky Tiles
- Spokes
- Square Numbers
- Square Routes
- Tents
- Worms
Another Excellent Puzzle Collection!Review Date: 2008-03-26

Used price: $4.17

WowReview Date: 2003-04-20
I found, overall, the book to be well balanced, and a worthy addition to anyone's gaming library. kudos to AEG.
Great d20 sourcebookReview Date: 2002-12-13
Outstanding guide for players & GMsReview Date: 2004-07-03
The "fighter" class in most role-playing games is a character with no clearly defined role in society. A bard entertains, clerics and druids care for the spiritual and /or physical needs of those they care for, rangers are hunters and scouts, thieves are ... well ... thieves, and magic-users are either scholarly recluses or people who interact with the community for good or ill with their magical powers. Fighters just ... fight. When there is no battle brewing or adventure to go on, what do fighters DO? They either become trouble-making brawlers or else they get jobs. If they work at farming or some trade, they pick up experience as commoners or as experts (in 3rd edition D & D, anyway). If they become soldiers working for a noble or for a city or country, they are warriors who are burdened with the regular duties of a soldier: cleaning equipment, standing for inspection, pulling long night watches or boring garrison duty.
If a fighter wants to keep fighting even when not adventuring, then the mercenary career may beckon, and AEG's "Mercenaries" tells the whole story, from why someone would want to become a mercenary, to how to get a job (or how to hire mercenaries if you're on the other side of the coin), to what may await a mercenary in retirement.
"Mercenaries" is, as far as I know, the ONLY book in the whole history of fantasy role playing gaming to be devoted entirely to mercenaries and their careers, so it is, of necessity, the best book there is on the subject, but the AEG writing team (Noah Dudley, Andrew Getting, Travis Heerman, etc.) didn't settle for second-rate writing -- they wrote as if they intend this book to REMAIN the best even when other books on this subject are published.
I wasn't terribly impressed by the very first chapter on new races -- I think we have enough PC races already -- but it is well-written and well-illustrated. I personally thought this chapter was unnecessary; other GMs may love it and use some of the races. (The first race --the Aradan, rat-like vermin who can leap into battle with twin daggers! -- may especially appeal to some GMs; the drawing for it is certainly clever!)
Every other chapter in "Mercenaries" has something which almost any player or GM could put to good use. The book also helps to raise some serious questions which might arise when mercenaries are employed. What, for example, will a lawful good mercenary do if his company has been hired to fight for an evil cause? He has a contract; to break it would be unlawful and against his alignment; to stick to the contract may mean doing evil deeds for an evil cause, again going against his alignment. What does a lawful good ruler do when he needs an experienced army fast and the only troops available are a lawful evil mercenary company, who will follow their contract, but do who-knows-what in battle, and donate their pay to who-knows-what evil gods, but who WILL win whatever battle the lawful good ruler needs won? "Mercenaries" sums up the dilemma by returning often to the basic principle that a mercenary is someone who fights for money. If you take a job and are paid, you do the job, no matter what; if you need mercenaries, you hire the best fighters you can afford, regardless of their morals. AEG books excel at getting players and GMs into role-playing situations, and "Mercenaries" presents many examples of situations where role-play would be a lot better than just rolling dice.
The chapter on mercenary companies should provide inspiration for GMs who want to create a group of paid fighters into which to funnel those fighter PCs between dungeon crawls, and also inspiration for PCs who would like to form their own "official" mercenary companies (a requirement in order to bear arms in many lawful societies).
The chapters on "classes" and "prestige classes" are NOT a waste of space as so many added classes and "prestige classes" are in other gaming supplements. These classes are ACTUALLY USEFUL! I would suggest that a GM and a player mix and match information in order to find the perfect career plan for a PC, and "Mercenaries" provides all of the information needed for a PC to grow from raw recruit to trusted bodyguard, pillar of the community, royal (or racial) champion -- or dreaded assassin or warlord.
One of the ironies of military history is that during the heyday of the "great companies" of mercenaries in late Medieval and early Renaissance Italy, many of the great companies rarely FOUGHT at all! They would often be hired, go to a battlefield, check out the deployment of the enemy company, skirmish very briefly, and then decide on the basis of tactical probablities and the reputations of the two captains and their companies who the likely winner of the battle would be, shake hands and have a good meal, freely spending their pay, and then announce to their employers who "won" the "battle" which they didn't fight! AEG's "Mercenaries" can help you to create mercenary companies with such extraordinary reputations that they can win battles simply by showing up. The path to that level may be long and hard, though, and "Mercenaries" can help you to create "guerillas," "legionnaires," "scouts" and such who will fight their way to legendary status.
I strongly recommend "Mercenaries" to all players and GMs. Gamemasters ESPECIALLY should have a copy so that they can give some form and substance to the NPCs the characters face, making them into something other than just evil cannon fodder. What does a PC Paladin do when he captures a lawful good mercenary who is fighting for an evil cause? Slay him or hold him captive -- which might not be easy in the midst of a battle? What does a hungry PC do when there is no money left and the only options are stealing or joining a mercenary company which may fight for an evil cause? Decisions! Decisions! "Mercenaries" can help you to decide. Buy it!
I also very strongly recommend AEG's "War," ISBN 1887953450, as a companion to this volume. Together they can take a military-style campaign to whole new levels.

Used price: $6.50

The Best Sunday Crosswords!Review Date: 2000-06-16
Another thing that distinguishes Reagle's work is his wonderful themes. He loves to play with the long answers, using inventive tricks that rise above the simple puns that most Sunday puzzles use. (A couple of favorites: a "Low-Fat" crossword in which the letters "l-a-r-d" are left out of some of the words; "Buggy Baseball" with answers like "seventh inning scratch.")
I've been working my way through Reagle's puzzle books and I haven't gotten tired of them yet. I think the collected volumes of his puzzles now number 8. They all come highly recommended.
Perfect way to spend a Sunday morningReview Date: 2000-09-04
Excellent (and challenging) puzzle content.Review Date: 1999-11-01

Used price: $30.15
Collectible price: $37.50

SynopsisReview Date: 2007-07-09
Peter Clarke won numerous silver medals in the British Championships, he represented England in the World Championship cycle and he played top board for England in the Chess Olympiad at Havana 1966. He is a fluent Russian reader and his notes access the very best of contemporary Soviet commentary.
Tal's RiseReview Date: 2002-07-31
chess magicianReview Date: 2002-07-09

Used price: $1.79

Marion Walter knows!Review Date: 2003-11-10
You cannot do better than Marion Walter's insights for teaching mathematics. She is the BEST!
"Give a child a power boost to their self esteem"Review Date: 2000-10-01
Mirror Mirror in the Book ....Review Date: 2000-03-21
Related Subjects: Lone Wolf Fighting Fantasy
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