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GAMES BOOKS

Posted in Games (Wednesday, July 9, 2008)

Written by Claudia Zaslavsky. By Chicago Review Press. The regular list price is $14.95. Sells new for $8.00. There are some available for $8.88.
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3 comments about Math Games & Activities from Around the World.
  1. This is a very detailed book for ages 9 and up. It consists of games that correlate with some of today's districts standards. We have Native American patterning, Symmetry from Japan, Geometry from Kenya, Probability games from Mexico and Hawaii, and board games anywhere from China, Korea, and New Zealand.

    This is a recomended book for those teacher or parents that want to make math a little more exicitng for children. Mathematics is not only about learning it from a textbook, but also from hands on experiences through games and visual aids. This books touched upon the idea that it's okay to make math fun for you and a child.

    One or two games in this collection dates back about 3,300 years ago in Egyptian times. Symmetry is learned from making masks and faces from the U.S. and Native Americans. Islamic "POLYGONS" are also found in this book. You can learn to make "Hopi Flat Baskets" that dates back about 1,500 years ago when baskets were found in the ruins of Anasazi homes. These baskets show children about symmetry and design. Repeated patterns from Alaska show children that we don't only have patterns in designs but, we also have patterns in every day items all around us.

    This is an excellent book that lets children view math from the fun and creative perspective. Teachers can have fun while teaching district standards and make sure that our youth isn't bored with the "textbook" syndrome as Harry Wong puts it. We need to show children that mathematics deals with every day life and that it doesn't only appear on the pages of a text every five days. Mathematics is the necessary means for survival in our complex and equative society. This books let's us step outside of the "textbook syndrome" and let children explore the "real-world" experiences.



  2. Featuring more than seventy 'kid friendly' math games, puzzles, and projects from all over the world, "Math Games & Activities From Around The World" by Claudia Zaslavsky is 160 pages of fun, math skill developing exercises that will have enormous appeal for children ages 9 and older. Children will engage in the use of geometry to design game boards, probability to analyze games of chance, logical thinking to devise gaming strategies, and more. From Tic-tac-toe (first played in ancient Egypt), to Nine Men's Morris (once played in England with living pieces), and Mankala - the oldest and most popular game in the world. From building a model pyramid to working maze-like African network puzzles, "Math Games & Activities From Around The World" is a unique and welcome supplemental addition to school math and logic skill development curriculums. Also very highly recommended for classroom and homeschool curriculums is Claudia Zaslavsky's companion book, "More Math Games & Activities From Around The World" featuring seventy more games, puzzlers and projects ranging from Mongolian 'Jirig', to Sudan's 'Little Goat Game', to the game of 'Achi' from Ghana.


  3. One of the goals of teaching math is for students to apply and synthesis what they are shown. These problem solving and critical thinking games are so much fun for the students that they want to create their own version of some of these games. A great resource for every classroom.


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Posted in Games (Wednesday, July 9, 2008)

Written by Matthew Sernett and Rob Heinsoo. By Wizards of the Coast. The regular list price is $14.95. Sells new for $1.44. There are some available for $1.44.
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3 comments about Fantastic Locations: Hellspike Prison (Dungeon & Dragons Roleplaying Game: Rules Supplements).
  1. This is a premium product from Wizards, again showcasing the major changes since buying-out TSR. The packaging is great: shrinkwrapped, with an outer cardstock cover, great cover art by Francis Tsai; interior cardstock is a color repro of the four miniatures maps included in the module. As alluded to, the module also includes four full-color maps of Hellspike, printed on bonded, heavy gloss paper. These look good, and are great for use with miniatures and as a imagination booster. The text of the product is well-written, informative and interesting to read, with great, atmospheric B&W interior illustrations that borrow from the surrounding text (not just cool art that has nothng to do with the story, as in some old TSR works). A great bonus is a collection of encounters that can easily and creatively be combined by a DM into a short adventure; the encounters are designed for 9th Level PCs, but a good DM can adjust to allow for lower-level players. The text is a short 16 pages, but the maps are worth the additional four dollars (over a typical module cost of around ten bucks). I bought this at a hobby shop at 10% off; but it's discounted pretty steeply here at Amazon, and costs the same as a standard module. All told, a fun product. I run my own brand of D&D gaming, based off the 2nd Ed Rules (1989), with selected changes found in the new 2000+ (3.0, 3.5) rules. Works great all the way around. To run this accessory/module you must have a Player's Handbook and Dungeon Master's Guide. Players DON'T need to buy this, or similar products; let your DMs buy these things, and you'll enjoy the surprise of new discovery as you play in a 'Fantastic Location!' The Monster Manuals are pretty cool, but with some imagination you can make your own monsters, or download some cool critters free off the internet. There are a few Hellspike-specific monsters included in this product, but not enough to really play an adventure. PS: I don't work for WOTC; this is an honest review.


  2. The adventure is not all that great but the mini maps are excellant and you can use them for just about anything. I run an Eberron game and needing a cave with some lava running through it makes a great place for a trek into Khyber to a fight for the hard to find Khyber Dragonshards.


  3. Call me a throwback but I miss the days when TSR would at least try give you more bang for your buck. This set consists of nothing more than a 16 page book, poorly concieved and written, and two doublesided maps. There is nothing here that could not have been included in another set. Instead someone in marketing had the idea of squeezing even more money out of us clueless gamers- and so they did. I have maps. I have a monster manual. Therefor I didn't need any of this, especially not for this price. It simply makes more sense to convert second or even first edition modules to third and don't waste your time on this drivel.


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Posted in Games (Wednesday, July 9, 2008)

Written by Ken Jennings. By Villard. The regular list price is $14.95. Sells new for $5.99. There are some available for $4.74.
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5 comments about Brainiac: Adventures in the Curious, Competitive, Compulsive World of Trivia Buffs.
  1. Trivia from the past to the present wrapped into an engaging story of one man's extroardinary run on Jeopardy. You even get to answer trivia questions along the way.

    Light and entertaining.


  2. Ken is just hilarious, which is something you might not have gotten from his appearances on Jeopardy! His book is well written and fun to read, and his self-depreciating style makes him the world's most adorable nerd!


  3. Let's face it: Ken Jennings is a trivia genius, a god of sorts (like Apollo, but not Zeus, a.k.a. Brad Rutter). What surprised me is that Ken is also an excellent writer. He weaves an engrossing tale of childhood gameshow fascination and information obsession that develops into a vehicle for fame and fortune. Yet Ken's modesty about his abilities suggests to me that he hasn't been changed much, if at all, by his successes.

    Note that Brainiac is more of a history of trivia competitions and America's preoccupation with quizzes than it is the endeavors of a single Jeopardy champion. Ken's own efforts are indeed detailed throughout the book, but that story is embedded in a larger tapestry that shows the blooming of trivia-related activities over the decades. The humor and interspersed trivia questions make this book one of my very favorites I've read in a while. Be sure to read this one, folks!


  4. It is a nice read. Lighthearted and really cool to have the little trivia inserted within the body of the text. I very much liked the way it was written and enjoyed it very much.


  5. Ken Jenning's writes as if he is talking with you. He is humble, modest, and yet you know, how bright he really is. His conversational style of writing reminds me of Stephen King. Even Ken's (and Stephen's) forewords and afterwords are interesting and fun to read. I was fascinated by the inside information Ken provided about Jeopardy and his incredible run as champion on the show. That was probably the best part of the book for me. He went into great detail about a huge radio trivia contest held in Wisconsin (I believe) every year. That was somewhat interesting, but I didn't really need quite as much detail as he provided. I, myself, participate in the interactive Buzztime trivia game which is available at many bars throughout the country. Ken gave a brief mention of some of those afficianados of the bar trivia game, but personally I thought he could have spent more time on that. These are people who play trivia year-round, competing with other people throughout the country, sometimes individually, sometimes on teams. They don't just spend one weekend a year doing it. I have since discovered Ken's blog, where he writes almost daily. It is great reading. He is a fascinating, multi-faceted individual, much more than the quiet un-assuming trivia-geek you might assume he is. I would recommend this book highly to anyone who is a Jeopardy or trivia fan.


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Posted in Games (Wednesday, July 9, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $17.99. Sells new for $9.98. There are some available for $6.90.
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5 comments about Resident Evil 4 Official Strategy Guide (PS2) (Official Strategy Guides (Bradygames)).
  1. You can't do anything wrong in Resident Evil 4 as long as you have this guide. The maps show everything down to the ground texture, and the screenshots look like they are still on the TV. The guide covers playing strategies, characters, weapons, enemies, and just about anything else that has to do with the game. Resident Evil 4 is an extremely complex game at times, and this guide makes it a breeze. The only problem that I had was that the first few pages fell out, but the guide is better then any online walkthrough. BUY THIS BOOK!!!


  2. The Guide for RE4 is a beautifully rendered one, covering all the places things hide, all the ways to combine items, and how to get every detail out with regard to outfits and the oddity of "other" weapons. The first time you play it you could probably use this, too, but only if you want to make one run at the game and only if you need it to fast-forward all of the puzzles. The problem with this is that a guide is simply a guide and, in the end, RE4 is player-friendly enough that you won't need it. You might need to find out about what to beat to get something bizarre, but there are things in game that allow for everything else.

    First, the merchants in the game are really useful and they sell maps that highlight out all the treasure. While this doesn't tell you how to combine everything, you can simply keep all your odd little items and try combining them until you manage a priceless artifact. Second, you can look at the guns and see how they "stat up" to figure out what you want. The guide give advice that works if you want to edge up from one weapon to the other, but some of the weapons are pretty playthings and their use is what makes the experience unique. Third, this is the friendliest game as far as enemies are concerned, and you should be able to beat anything with a little practice and a few lucky shots. The same can be said for the puzzles - none of them are really difficult and finding out stuff on your own makes you feel strong. Finally, just play through the minigames in the game, kick it up and beat the game more than once, and power up your weapons all the way and see what you end up with.

    So, you really don't need a guide and maybe you know it. Still, if you have to have one because you just need it or if you are buying this for someone who you might think needs help, it thrives here. This book is sexy, too, and I was impressed by the quality of the maps and the excellent care taken by the designers of the walk-through. I am of the opinion that a walk-through is either (1) a compulsive need to get everything or (2) a way to even the playing field. If you need either one of those, this is a golden ticket out of Las Plaga land. If not, you know how to run and gun.
    Regardless, try to run the game first! The play-through is exciting when you have no idea what to expect AND you are better than you think. I wish i could wink when saying this, too, and add "trust me" for good measure. Resident Evil 4


  3. A friend introduced me to Resident Evil 4, and after several gruesome deaths during the course of the game I thought that maybe I should by the walk-through book. I first purchased one from a differant company, but found it to be unsatisfactory, and looked for and located a copy of this Bradygames version, which I have been extremely pleased with. The information and maps provided for game play are excellent, to the point where you can be totally prepared for what's around the next corner if you decide to read ahead, or you can just forge ahead, and then go back and read in the book where you messed up after you die, and do it better the next time. Some people might think it spoils the game to be prepared before hand, but it can easily make the game more enjoyable, and this walk-through definately makes it more so, if you decide to play that way. It's an excellent resource, and a definate must for any serious player.


  4. I got this for my daughters friends birthday. She loved it ! It helped her get through the game.She said it was one of the best strategy guides she has ever gotten,very detailed.


  5. The book helped me find all items and find ways to kill all the boss's and tells you how to unlock all characters. I loved it

    Luke Ross


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Posted in Games (Wednesday, July 9, 2008)

Written by Ethan Skemp. By White Wolf Publishing. The regular list price is $29.99. Sells new for $18.52. There are some available for $19.49.
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2 comments about Book of Spirits (World of Darkness).
  1. Book of Spirits is a information tome and antagonist book meant for all games within the World of Darkness. To my knowledge, it should be useful in mortal, Vampire and definitely Mage games. I cannot say about Werewolf since I don't follow that, but the authors seem convinced that this will supplement not replace Werewolf books on spirits. References to Werewolf books in this one would seem to indicate that Werewolf books have more detailed and specific information on spirits than this. This book tends to be fairly general about spirits, establishing a level from which storytellers can build specifics.

    The introduction as usual sets out what the theme and mood of the book is, though the authors don't exactly do this directly. Rather, they point out that they decided to make the Shadow Realm a mad, dark reflection of an already dark setting. They claim that it should be 'easy enough' to make this spirit world a bit brighter, but personally, I find that this book follows a common method of the World of Darkness: the darkness is greater not because of what they put in but what they take out, and that is harder to counter. Anyway, the first chapter sort of continues with setting the theme and mood, as instead of going into specifics of the spirit world, it recounts stories of how ordinary mortals have been made contact with that world, and sometimes also how the material world has affected the spirit world. It is basically story hooks and background info, and it also establishes a minor theme of the book: including things from Werewolf and Mage that can be used in other games without the fine details from those games.

    The second chapter gets into the fine details. It defines the spirit setting. It begins by giving rules on how the spirit world and the material world affect each other, then moves into the points of direct contact between the worlds. Throughout this chapter and the next there are plot hook sub bars and three or four little descriptions of some specific thing for story use. There are locations, but also urban myth type rituals that may give some knowledge or access to the spirit world or other things. After contact are details on travelling and surviving as a mortal within the spirit world. Then comes a general description of the spirit world, various places unusual even there, and descriptions of what is found in the Shadow of urban areas and of natural ones. It is a huge chapter. This might be a good time to mention that White Wolf is no longer putting extensive bookmarks in their ebook versions, and if any book needed more than just chapter bookmarks, it's this one. Eventually, it gets to the fine details of spirits. This whole section is still conceptual, not game mechanic specific. It sets out the life cycle of spirits, defining why they live as they do. It is another long section, but White Wolf sum it up with the phrase "survival of the fittest". This is one area where I find it difficult to adapt to the setting. To me, the natural and therefore spirit worlds should define that phrase in the sense Darwin actually meant, that a creature that survived was fitter than one that got killed. White Wolf uses the phrase in the social darwinist/eugenicist style usually restricted to humans: kill others before they kill you. The spirit world is truly an ugly, brutal place.

    After this come two chapters on game mechanics. The third chapter is about merits, mostly for ordinary mortals, that allow them to interact with spirits. For some reason these new merits all have built-in drawbacks. It is a strange addition to the game, especially since the merits seem to mostly be about making it easier for spirits to torment those that have them before getting to the drawbacks. There seems to be little incentive for players to pick any of these new merits. The chapter also has an extensive collection of cursed items tainted by the spirit world and some new fetishes and rites for Werewolves. There is an optional new Discipline for Vampires, that gives them ability and incentive to deal with spirits. Also, while the rites are Werewolf-only, the fetishes can be used by anyone (anyone gullible, in one case).

    The fourth and final chapter at last sets out the game rules for spirits. This deals with everything: gaining and spending Essense, the use of Influences, and of course the Numina spirits have. The Numina listing is a mix of things from various previous games with new ones (I presume some are not in previous Werewolf books). Following that are many examples of the various types of spirits. Most of them are quite weak so that the storyteller can expand and adapt them, but a few are strong and good examples of developed spirits. That said, back in the intro it stated that weak spirits are still a big challenge for characters other than Werewolves or Mages. This section includes people that are ridden by spirits, from people as living fetters, to the types of roaming spirits that possess people, to the Claimed. The combinations are as usual quite strange and intriguing.


  2. This is a really nice extension to World of Darkness, It's really recommended for NWoD:ers who like me, like horror tales then hero-tales.


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Posted in Games (Wednesday, July 9, 2008)

Written by Thomas Reid and Sean Reynolds and Darrin Drader and Wil Upchurch. By Wizards of the Coast. The regular list price is $29.95. Sells new for $3.44. There are some available for $14.99.
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5 comments about Mysteries of the Moonsea (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement).
  1. Please, do not buy this book if you are looking for a core book. Do not make the same mistake I made.
    This is a good book if you are looking for an adventure book. But that is it. Do not spect a lot of descriptions, you will get mostly adventures, not very detailed ones but a lot of them.
    I just gave one single star to this book because it is totally mislabled.


  2. As a long time follower of Zhentil Keep, the Zhentarim, and Lord Bane, I'm sure my opinion is -most- biased. But I have to say that this is one of the best sourcebooks I've read to date. As stated below, yes, this is nore a core book. However, that doesn't at all make it useless.

    As a player myself, I like to read up on the NPCs and lore of the Realms, and this is an amazing book for that. Covering the entire Moonsea region, this book delves into key aspects of the north, south, east, and west regions of the Moonsea. It provides maps of the cities, though not to large amounts of detail, and offers up new NPCs; in Zhentil Keep, it gives you the Slave Master of the city, an Erinyes working eagerly under Fzoul Chembryl's guidance, and the dottering old Evil head of the mage's society.

    All in all? A worthwhile read!


  3. This book is different from most of the other supplements that Wizards of the Coast has released, and I have to say that it was a very refreshing change of pace. The best way to categorize this book would be to say that it's halfway between a regional sourcebook and a campaign module.

    Unlike the other regional books, it doesn't contain a random hodgepodge of information about NPCs, locations, Prestige Classes, new spells, and so on. Instead, you don't have new Prestige Classes, feats, and spells at all, which is just as well, since I think there's more than enough of all three. The book also has much narrower scope, focusing on only the four main cities in the Moonsea region and their surrounding areas. Again, this is just as well, since at least half of the material in my other regional books sit unused.

    And unlike the other published modules, the adventures presented in Mysteries of the Moonsea are very loosely connected. Most are nicely self-contained, and have just enough encounters for a party to face in a single day. Each adventure presents a few possible hooks to draw the players in, and I found that it was very easy to tailor them to fit the flavor and motivations of the players closely.

    Overall, I think that this book strikes the perfect balance between being a generic regional book that puts most of the work on the DM, and a published module that railroads players.


  4. Perfect solution for busy dungeon masters that have no time to prepare whole adventure. It arrived few days ago, I've read just one chapter and complete quest is nearly prepared. As was written earlier, this book is not like other regional books - this one contains several adventures located in four part of Moonsea region guiding your PC from 1st to 16th level. I really look forward to next game session.


  5. As a DM I'm getting a TON of mileage out of this book. It contains 37 mini adventures based around 4 cities on the Moonsea region of Faerun. The adventures can be linked together into a super adventure or played separately. Perfect for when your group just wants a side quest or little tomb or something to raid outside the larger campaign. Just pop one of these settings in the middle of the woods as they're traveling and you'll have a more diverse, fleshed out world. The cool thing is each of the mini adventures can be wiped out in just a couple short hours and of course you can alter them however you want to contain things they need or NPC's you want them to meet. Since it's set in Moonsea I highly recommend the Sons of Gruumsh adventure for level 5 characters to run alongside this as a larger adventure since tyour PC's will be in the town of Melvaunt and adventuring in the wilds of Thar anyway. One of the most USEABLE adventure books/regional books I have seen. It takes a great load off the DMs back. I just wish they made more like this...


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Posted in Games (Wednesday, July 9, 2008)

By The MIT Press. The regular list price is $45.00. Sells new for $29.99. There are some available for $22.98.
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1 comments about The Game Design Reader: A Rules of Play Anthology.
  1. Curious minds that have delighted in games will love this book! I adored the compilation of shared thoughts from "Who's Who" in game design. Aesthetically, the book is so cute! My copy sits on my coffee table. The book had me at the cover...


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Posted in Games (Wednesday, July 9, 2008)

By The MIT Press. The regular list price is $40.00. Sells new for $31.64. There are some available for $31.60.
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No comments about Second Person: Role-Playing and Story in Games and Playable Media.



Posted in Games (Wednesday, July 9, 2008)

Written by Robert Byrne. By Harvest Books. The regular list price is $21.00. Sells new for $9.95. There are some available for $3.17.
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5 comments about Byrne's Advanced Technique in Pool and Billiards.
  1. If you've already read Byrne's standard book, don't waste your money on this book, unless you're really in to 3cushion billiards. There is very little new info in this book. Borrow it from a friend, or check it out in the library if you can. Some stuff is useful, but you'll be disappointed if you've already read Byrne's.


  2. ...I don't claim any good talent in pool, but i do enjoy reading up on all the strategies and thought processes, and attempting to apply them when I play. Byrne's Advanced Technique isn't so much for advanced players only, but covers some specific topics that aer very interesting as well, such as the half-ball hit, the masse shot, the physics of the heavy tavern cueball, and so on. The section on Three-Cushion billiards is somewhat redundant, though, if you have his Standard. but it has some other topics, including more shots from master play, to keep one engrossed. He also writes some stories on several of the games greats, including three-cushion legends like Ceulemans and Blohmdal. Overall, a very good buy if you want to know as much about the game as you can.


  3. This book contains very little information that will be of use to an 8 or 9-ball player and close to half of the book is spent discussing specific 3-Cushion shots. I bought this book for the defense section hoping to learn some more about that but again it related to 3-Cushion rather than anything for 8 or 9-ball. Since I don't know the first thing about 3-Cushion billiards, I can't say whether or not the information about that is good or not.


  4. If you wanna be a real player read byrne's books and gamble that's it


  5. All of his works are excellent if you play pool for pleasure or have a very competitive approach. I was "fair" at playing pool -- primarily 8 Ball. Now, I'm known as "The King" because of applying the information in his books.


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Posted in Games (Wednesday, July 9, 2008)

Written by Joseph Carriker and Steve Kenson. By Green Ronin Publishing. The regular list price is $26.95. Sells new for $15.57. There are some available for $15.57.
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1 comments about Mutants & Masterminds: Book Of Magic (Mutants & Masterminds).
  1. As the title says, no spells folks, just a collection of magic user templates, items and gods/demons whatnot. Shows how to create mystical adventurers and plan mystical games, mainly a GM tool not bad though.


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Math Games & Activities from Around the World
Fantastic Locations: Hellspike Prison (Dungeon & Dragons Roleplaying Game: Rules Supplements)
Brainiac: Adventures in the Curious, Competitive, Compulsive World of Trivia Buffs
Resident Evil 4 Official Strategy Guide (PS2) (Official Strategy Guides (Bradygames))
Book of Spirits (World of Darkness)
Mysteries of the Moonsea (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement)
The Game Design Reader: A Rules of Play Anthology
Second Person: Role-Playing and Story in Games and Playable Media
Byrne's Advanced Technique in Pool and Billiards
Mutants & Masterminds: Book Of Magic (Mutants & Masterminds)

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Last updated: Wed Jul 9 01:30:31 EDT 2008