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GAMES BOOKS

Posted in Games (Sunday, July 6, 2008)

Written by David Hodgson. By Prima Games. The regular list price is $16.99. Sells new for $8.75. There are some available for $7.75.
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5 comments about Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide).
  1. This guide was a HUGE help for me while playing the game. It provides a walkthrough with tips on how to defeat tough opponents, a guide to all items, and information on how to gain/lose influence with your party members, and what conversation choices will affect your Force alignment. I found this review to be a great help, although it's definitely not a necessity.


  2. great. tells you all the tip and take advantage of all the character.


  3. While this strategy guide can come in handy when you can't do the math for the computer puzzles, it fails to give an accurate description of where and what do to and see. The character guides and information is weak and often useless. If you played through the game once, the guide offers no additional use in changing your gameplay.


  4. The game guide was in excellent condition, brand new even though it was no longer in print, and the poster was in brand new condition as well. It arrived quickly and the family is now enjoying it!


  5. I wanted the one for the PC , but this one would have do just fine. very helpful


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Posted in Games (Sunday, July 6, 2008)

Written by Staff. By Pinnacle Entertainment. The regular list price is $9.99. Sells new for $8.68. There are some available for $8.68.
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5 comments about Savage Worlds Explorers Edition (S2P10010).
  1. Savage Worlds is marketed with the tagline "Fast, Fun, Furious" or something along those lines and it lives up to that. The game mechanics are quick to learn and seem to draw heavily on many common miniatures wargames. This makes combat fairly quick and gives it a tactical flavor that many other RPG's don't have. The non-combat rules are equally to the point. The philosophy here seems to be that role-playing is best left to the players and the GM, not to the dice. The book has nice illustrations and very useful summary charts and tables at the end of each section. The book covers everything you need to play including rules for vehicle combat and chases, mass combat (wars and the like), terror and psychological damage, and also has a variety of staple monsters as well as guidelines for creating settings and races. Recommended for role-playing groups who are also fans of wargames and/or for those who prefer rules-light and laid-back gaming.


  2. If you've ever desired an RPG system that would allow you to create your own setting and have it up and running literally within a few hours- Savage Worlds is your baby. It is a "universal" system that covers nearly everything you or your players would want to do while remaining extremely simple to organize. It's also a great system for people who are new to RPG's due to the relatively short list of skills and abilities (you don't have to be a genius to put together an effective character), and all of the skills are useful, intuitive, and flexible. For example, "fighting" covers all type of combat- fists, swords, clubs, kung-fu, lightsabers, etc, while "shooting" covers any type of ranged attack- guns, bow & arrow, throwing knives, machine guns, laser rifles... It really lets you be creative with your character without needing to specify in the rules exactly what they specialize in. The Savage Worlds systems also supports roleplaying and creativity through it's use of "tricks" your players can think up on the spot: declare what you're trying to do, make a basic check (agility, strength, etc), and if you pull it off you'll get a bonus against the enemy or task you're working on. Players can also be awarded "bennies" for creative play, which can be spent to re-roll dice.

    Savage Worlds really does boil down to its declaration of being Fast! Furious! and Fun! And for about 10 bucks, it's certainly the most affordable core RPG book on the market. After playing around with the information provided in this book, you'll definitely want to explore some of the official Savage Worlds settings which include themes such as swashbuckling high-seas adventure, supernatural westerns, gothic horror, pulp action, and super heros.

    I think it would take more effort to make a Savage Worlds game NOT entertaining than it takes to get one up and running. RPG fans, you can't go wrong with this one.


  3. Savage Worlds advertises its mechanics as "fast and furious", which is true: the rules are bareboned but solid, and combat proceeds quickly, and in an interesting fashion. Die rolls outide of combat are quick, without much "searching for the right chart" time spent. The book itself is concise, compact, and provides a good deal of rules and info for such a small package. Sometimes, it's a little hard to find exactly what you're looking for, a back-of-book index would have been nice, but that's really my only complaint. Personally, I prefer a bit more crunch in my RPG systems, but it's all subjective. The wonderful thing about SW is the AMAZING array of variable settings available. Whether they are hardbound setting/campaign books, PDF downloads, or setting converions found online and made by enthusiastic gamers, there is no dearth of a selection. I am playing in a Rippers (Savage Worlds; S2P10005) story right now and having a blast. Highly recommended!


  4. I have been a gamer since '79 & savage worlds is fast, fun, & furious as it claims. It loses no punch or depth from its simplicity.


  5. This game is great for both a quick start one shot game or for a long term in depth campaign.


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Posted in Games (Sunday, July 6, 2008)

Written by Fernando Bueno. By Prima Games. The regular list price is $16.99. Sells new for $5.18. There are some available for $10.15.
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3 comments about Ninja Gaiden Sigma: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
  1. Great book it tell you where to go in the game. It helps in the game to find health and chest. and hidden art. The only thing it need is more pictures. I would recomand it If you get lost in the game.


  2. Good guide, it has everything necessary, however, it's a little bit short for my taste


  3. THIS GAME GUIDE WAS NICE. ALSO THE GAME PLAY WITHOUT IT, IT'S HARDLY WALKTHROUGH THE GAME. ALSO THE MAP DESIGN WAS GOOD. I UNDERSTAND WELL.
    IT'S NICE DESCRIPTION. IT'S GOOD GAME GUIDE.


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Posted in Games (Sunday, July 6, 2008)

Written by BradyGames. By Brady Games. The regular list price is $21.99. Sells new for $11.01.
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1 comments about FINAL FANTASY CRYSTAL CHRONICLES: Ring of Fates Official Strategy Guide (Bragygames Official Strategy Guides).
  1. A nice strategy guide for an excellent game.

    The strategy guide is very informative, and makes sure that nothing is missed through the story-line of the game - with two exceptions. At a certain point, the story moves on to a new area of the game and it never goes back to the previous section. While the book does say to finish the tasks in the first section, it doesn't say that you will never have the opportunity to come back.

    The other exception is an event where Zack (the main character) has to save a boy's mother from a fire. But this event will only happen if you have completed another task and reported back to the boy. The book specifically says that there is no need to report back to the boy, but if you don't, you don't get the "fire event". I had to go back to a previous save when I realized what had happened.

    The above two exceptions are the only details that were deficient/incorrect though. The guide gives excellent instructions and tips for the rest of the story-line.

    The best part of the guide is the mini-strategies for the 300 missions in the game. There were no errors, and the strategies were accurate and helpful.

    The one big down-side of the guide, is the scant attention it gives to materia fusion. Part of it is the fault of the game itself, given that they made materia fusion so complex. But the guide could have shone here, by making it more understandable. However, it just provided explanations which were very basic, and difficult to understand. There was also a pull-out section that was nothing but horribly confusing. I had to get better instructions online. Even now, after I get the whole materia fusion thing, I still can't make head or tail of the pull-out fusion guide.

    Even so .. I did not regret getting the guide. Apart from the materia fusion let-down, it was otherwise an excellent guide. I would recommend it to other people, without a doubt.

    Oh, if anyone from Brady reads this ... you people have got to consider the over-40s people with your font-type sizes. I can't even see a lot of it with reading glasses, and have to resort to a magnifying glass. The over-40s demographic is fast being recognized as a major video-game consumer, so strategy guides are no longer the realm of "young eyes".


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Posted in Games (Sunday, July 6, 2008)

Written by White Wolf. By White Wolf Publishing. The regular list price is $34.99. Sells new for $19.80. There are some available for $17.49.
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5 comments about Werewolf: the Forsaken.
  1. I got this along with World of Darkness, Mage and Vampire. My group has decided to "graduate" from Dungeons and Dragons to World of Darkness because its much more sophisticated. In this game you play modern day werewolves who hunt evil spirits and keep a balance with nature. It mixes well with all the other 3 core games and you can easily do crossovers. This game is about modern day horror, not furry power rangers.

    The illustrations are incredible, White Wolf really produces amazing work. I cannot rate this game high enough. If you are bored with D&D or other munchkin games like Magic the gathering or even substandard imitations like WitchCraft from Eden Studios, then THIS game is for YOU.


  2. Some of you may have read my review of Requiem. If not, then allow me to retread some of it in order to preface this review.

    When the Original World of Darkness ended, White Wolf promised something new to those who had been longtime fans and players of its games. They released Requiem first, but it wasn't until Forsaken hit the shelves that the promise was really fulfilled.

    Werewolf: The Apocalypse was about a dying race's futile fight. Geopolitics and ecological concerns injected themes that were off topic for the subject matter.

    Forsaken lacks these flaws.

    The mechanics, though sometimes convoluted, are strong. They serve the themes of the game in unique and interesting ways.

    The presentation is complete, and conveys the primal nature of the werewolf. The mythology feels old, as if told from the beginning of time. The individual psychologies of the various factions are understandable, compelling, and complex.

    The setting itself focuses on a much more tightly constrained level than its predecessor. Instead of a large region, the pack is intended to take charge of a small territory, dealing with the brutal threats of other packs, while at the same time hunting in the spirit world... both because it is their nature, and because it is their responsibility.

    Nothing save a few minor terms from Apocalypse are reused, although some concepts see resurgence (the spectrum of forms is nearly the same, and the five auspices are similar to their old counterparts.... though care was taken to make the new renditions distinct from the older versions). There are small nods to the old game, but generally speaking the themes, cosmology, and setting are all new.

    Though the Breeds of Apocalypse have been Excised (all werewolves descend from human lineages), the society and psychology of the Forsaken are remarkably lupine, and the game takes care to emphasize that fact. A legal code is counterpointed with a morality trait (a first for a Werewolf game) that allows the characters to find an animal ethic in acts that would be monsterous to a normal human. Make no mistake, Werewolves are savage beasts, not shape shifting world savers.

    As with Requiem, this game lacks a metaplot. The world is for the storyteller to develop... but discussion of past events, and history goes far to make the setting feel as though it were genuinely alive.

    I daresay there's more wolf in the core rulebook of Forsaken than there was in the entire revised edition of Apocalypse... and in a game called 'Werewolf', that's a good thing.


  3. The book is great. It is a good way for those who want to start playing the WoD.


  4. Let's begin by dispelling the idea that this is or should be seen as an update of the older Werewolf: the Apocalypse. Most other reviews of this product begin with the premise that it should be compared to its predecessor, and review this product from there. What follows, then, is a biased description that starts and ends with the other game.

    This is not Apocalypse. This is a new game. Some elements carry over, some do not. But the themes and stories one tells using it are drastically different and the game deserves to be reviewed on its own flaws and merits and not whether it changes your favorite concept from an earlier game.

    And from that perspective this game does very well. It mixes many traditional Werewolf concepts with a new spiritual slant. Its "dark animism" themes are entirely appropriate to the horror setting presented in White-Wolf's World of Darkness. Its concepts of pack and the local, territorial focus create a strong set up for a role playing group. It somehow mixes bestial fury and violence with elegant symbolism and mysticism, and presents the whole package through a dark lens that sets up exceptional stories for players to create.

    Do not be taken in by those who would compare Forsaken to Apocalypse. I've played both. People who prefer the later are looking for something different than what you'll find in this game. That's fine, but do not let them convince you that apples are bad because they prefer oranges.


  5. Different system; better IMO. Wold of Darkness book will be a help in understanding this system.


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Posted in Games (Sunday, July 6, 2008)

Written by Barry Tunick and Sylvia Bursztyn. By Random House Puzzles & Games. The regular list price is $9.95. Sells new for $5.38. There are some available for $5.55.
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No comments about Los Angeles Times Sunday Crossword Puzzles, Volume 26 (LA Times).



Posted in Games (Sunday, July 6, 2008)

Written by The New York Times. By St. Martin's Griffin. The regular list price is $6.95. Sells new for $2.87. There are some available for $2.76.
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2 comments about The New York Times Will Shortz's Xtreme Xwords: 75 Ultra-Challenging Puzzles for the Gutsy, Truly Bold and Fearless Solver.
  1. I must admit that I'm a very good crossword solver, so I had high hopes for this book. Some of the crosswords are tough, yes, but some are a breeze. So far there hasn't been one that I couldn't finish. I don't time myself at all, so I can't say I'd be able to complete one in 3, or even 10, minutes. All in all, the puzzles are challenging, but do-able for the seasoned crossword addict. Another thing: the format of the book is much smaller than I'm used to, but that does make it more portable than most.


  2. A gold mine of crossword puzzles crafted for the experienced solver. They have all the Will Shortz characteristics -- challenging but fair, whimsical, and playful.


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Posted in Games (Sunday, July 6, 2008)

Written by Christine Reguigne. By Sterling. The regular list price is $7.95. Sells new for $4.22. There are some available for $0.79.
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5 comments about Photo Puzzle Hunt: The Ultimate Spot-the-Differences Challenge.
  1. I liked all of Christine Reguigne's previously published photo puzzle hunt books. Although I originally purchased the books for my daughter, I loved trying to solve the puzzles (finding the differences) myself. I ordered this book, expecting all new challenges. I was very disappointed to find out that this book contains puzzles from her previous books - nothing new. There was nothing in the description denoting this. Since we had already completed all of the puzzles in this book, I returned it. If you have not tried any of Reguigne's previous puzzle books, you will probably enjoy this collection. If you have, don't waste your money, as these are "old" puzzles.


  2. I enjoyed this book. I did not find it to be as much fun as the Life picture puzzle books that are available through Amazon, but it was pretty much fun. I liked the animal and travel pictures better than the transportation ones.


  3. After tearing through both Life Picture Puzzle books I was eager to do some more "find the difference" puzzles so I picked this one up. However, I was quite disappointed. I think you'd need a microscope to see some of the differences - there were several that I couldn't find even after looking at the answers and careful examination. I'm still convinced a few just weren't there. Many of the differences are just sloppy Photoshop blurs instead of the clever changes in the Life books. Overall the quality of the puzzles is below those in the other books. But for picture puzzle fans, it's still a fix until the next Life book comes out.


  4. Having enjoyed all the Photo Puzzle books published so far by the editors of Life, we hoped to find similar enjoyment with Photo Puzzle Hunt. It was generally enjoyable, but also provided a measure of frustration. On the plus side, the limited number of differences between pictures was welcome - made "keeping track" an easy mental chore. On the minus side, the source of the frustration, were the errors. In at least a dozen cases, the answer version of the puzzle photo was cropped in a significantly different way than the puzzle versions with one of the differences shown in the answer version cropped out of both puzzle versions. Simply working the final copy of the puzzles would have made this preventable. Pity that the publisher didn't do that. I recommend sticking with the Life publications.


  5. I had to give up looking. Some of the images are so blurry that the only differences are globs. When I compare answers to what I find, I am missing part of the pictures. I think the editor was out sick the day this book was printed. Terrible layout, terrible pictures. Not worth getting free.


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Posted in Games (Sunday, July 6, 2008)

By PassPorter Travel Press. The regular list price is $11.95. Sells new for $6.75. There are some available for $5.49.
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5 comments about PassPorter's Treasure Hunts at Walt Disney World (PassPorter).
  1. This lets you see the ins and outs of Disney. It lets you look at Disney in a different way. It's just fun and it's great. So it's great fun!!!!!


  2. I'm sure this is a perfectly wonderful book and I'll give it 5 stars based on how well it's written and how much fun it looks like it would be. However, I bought this book along with the Hidden Mickey's book and we soon learned it was impossible to do both, so we chose looking for Hidden Mickeys. I think the Treasure Hunts would be a lot of fun for large families, church or school groups.


  3. This book is a necessity for anyone who visits WDW. We have been 11 times now, and thought we knew everything. WRONG. We had more much fun on this last trip using this book than ever before.

    If you look around at WDW, everyone is hurrying, running, to get to the "next" thing. What you may not realize is that every step IS the next thing.

    WDW is not just about shows and rides. It's all the little details that create the whole fun effect. We had never even stopped to read all the handprints in front of The Great Movie Ride, examine the fountain in front of Muppet Labs, notice all the details inside Country Bear Jamboree, or a million other things. Treaure hunting gave this trip so much more and really made this trip more "magical" than ever.


  4. My husband and I are avid Disney goers, visiting at least once a year. We always try to find something different to do when wer're there (i.e. tours around the parks). This book has provided that new fun thing to do on our next trip. It asks a lot of questions and you really have to hunt for answers. There are differnet levels of hunts so it's great for kids, teenagers, or kids at heart. Enjoy!!!!!!


  5. I found this a fantastic guide to finding many of the hidden gems that we all take for granted when visiting Disney World. You blink you will miss them. I like some of the history and meanings behind many of the items that I would have missed otherwise. I think this guide would be great to entertain and the teens on your trip.


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Posted in Games (Sunday, July 6, 2008)

Written by Basil Nestor. By Sterling. The regular list price is $4.95. Sells new for $1.86. There are some available for $1.99.
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5 comments about The Smarter Bet Guide to Craps: Everything You Need to Play Craps Like a Pro (Smarter Bet Guides).
  1. I have a degree in Mathematics. Believe it or not, for a whopping $4.95, this book is the ABSOLUTE BEST on the subject. Teaches you everything you need to know -- concisely -- and LEAVES OUT A BUNCH OF CRAP YOU DO NOT.

    I am dead serious. This book is ALL you need to play craps "right." (Pun intended.)


  2. Nice pocket size--very direct to the point explanation of craps. Going to Vegas, gambling cruise or want to learn the basics of craps?-this book is for you..


  3. Basil Nestor is a fine writer who really knows his subject and this book demonstrates that. Nestor explains clearly and concisely which are the best bets, how to manage your money, and how to have the best chance to win at the game if you are not a golden touch craps dice controller.

    Nestor is one of the new breed of gambling writers who has a flair for language and knows how to instruct at the same time. This is a thoroughly worthwhile book and one I highly recommend.

    Frank Scoblete: Author of Golden Touch Dice Control Revolution!


  4. If you are going to Vegas just to have fun, play the tables and maybe win some cash you will not be disaapointed here. I read this 3 times over a weekend and on the flight to Vegas. Did I win money? Hell, no but that was my fault (read - too many drinks). What I can say is this book allowed me to play intelligently and not look like a fool - which is about all you can ask for.


  5. I liked this book a lot. The size is almost perfect, able to slip into my pants pocket (if you wear loose pants). The advice is good. I already knew how to play craps online, but I needed some assistance with bankroll management and simple advice for playing with real people. It also has an interesting betting system in the bank that it doesn't necessarily recommend. I tried it, and ended up positive for my Las Vegas trip. Good thing too, since I had to offset my new bride's losses. (I know it's just luck; I could have just as easily lost.)


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Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide)
Savage Worlds Explorers Edition (S2P10010)
Ninja Gaiden Sigma: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides)
FINAL FANTASY CRYSTAL CHRONICLES: Ring of Fates Official Strategy Guide (Bragygames Official Strategy Guides)
Werewolf: the Forsaken
Los Angeles Times Sunday Crossword Puzzles, Volume 26 (LA Times)
The New York Times Will Shortz's Xtreme Xwords: 75 Ultra-Challenging Puzzles for the Gutsy, Truly Bold and Fearless Solver
Photo Puzzle Hunt: The Ultimate Spot-the-Differences Challenge
PassPorter's Treasure Hunts at Walt Disney World (PassPorter)
The Smarter Bet Guide to Craps: Everything You Need to Play Craps Like a Pro (Smarter Bet Guides)

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*Amazon.com prices and availability subject to change.
Last updated: Sun Jul 6 18:23:55 EDT 2008