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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, September 8, 2008)

Written by Steven Kent. By Microsoft Pr. The regular list price is $16.99. Sells new for $2.50. There are some available for $0.31.
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5 comments about Microsoft Age of Empires Inside Moves: Inside Moves.
  1. This book tells you in detail everything in a scenario you need to know to win. The book offers deeper insight on the historical aspects of the game, making it a different experience altogether.


  2. Don't buy this book expecting alot. I could get much better tips for FREE from somebodys webpage.This book in my opinion is a waste of time if you plan to read it, and a waste of money if you plan to buy it. I hope if you read my review you will be smart enough not to buy this book.


  3. I got this book free with the game, and it proved to be a waste of my time. Its only strong point is telling you how to beat the scenarios--and it isn't much fun to play them if you already know everything in them=no challenge or surprises. As far as strategy--WHAT strategy??? The only strategy I saw was "archers attack well in groups." As far as civilization strengths, you get that information in the tiny book that comes with the game anyway. Why pay money to read the same thing in more verbose language. If all you have is the information in this book, be prepared to be laughed at if you play anyone who has ANY experience with the game! Free web sites galore give you REAL information. I don't think this book was worth what I paid for it, which was nothing, since I got it for free. I'm ashamed of Microsoft for foisting off such worthless stuff when they could have made a great guide for a great game.


  4. This book was awsome! Just the historical section was worth the 13 bucks. If you like Age of Empires fan, this is a must buy


  5. I found the book very helpful. I am something of a newbie to the game. I have played AOE both 1 and 2 for only a couple of months but I found this book a real help in picking up some of the more subtle aspects of the game's dynamics.

    Compared to the Inside Moves Edition strategy guide for AOE 2, this one is far superior. Kent has obviously done quite a bit of work on figuring out the strengths and weaknesses of the various units. There are comparisons and contrasts and useful strategy suggestions. I particularly liked the discussions of the times required for particular units of one type to vanquish units of another type. The book would have been better for including yet MORE of this kind of information (e.g. How many stone age club men does it take to kill an Iron Age chariot archer? How does one recover from certain tactical mistakes and unit mismatches? What do you do when facing a catapult and you only have archers? etc.) The author goes into detail when explaining how he experimented using the scenario editor and explains this process to the user so that even the newbies can continue their educations beyond the book.

    The walkthroughs were readable, the instructions were clear and complete and the advice is good, given that the suggestions worked and behaved as indicated. The section on multi-player gaming may have been a bit light, but then, experience is definitely the best teacher in that realm and everyone has their own style. There may indeed be more extensive information on the various fan web sites, but as a tutorial, reference, and walkthough guide, I find the book useful and recommend it.



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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Fantasy Flight Games. By Fantasy Flight Games. The regular list price is $29.95. Sells new for $19.77.
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No comments about Warhammer RPG: Shades of Empire (Warhammer).



Posted in Role Playing Games (Monday, September 8, 2008)

Written by Fanpro. By FanPro. The regular list price is $29.99. Sells new for $15.45. There are some available for $17.75.
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1 comments about Shadowrun: Shadows of Europe (FPR25002) (Shadowrun).
  1. This book is pretty good for those of you who have a thirst for the the places in Shadowrun besides Seattle and Denver. This book details most of Europe with the exception of the Balkans and western Russia which i suspect will be covered in Shadows of Asia. Shadows of Europe gives all the info needed to do runs and evan campaignes in Europe. Ranging from cities like London Paris to evan Rome and Munich. This is a must for the runners tired of Seattle and Denver


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by John B. Monroe and Fred Behrendt and Chris Adams. By Chaosium, Inc.. There are some available for $2.00.
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No comments about Blood Brothers (Call of Cthulhu No. 2329).



Posted in Role Playing Games (Monday, September 8, 2008)

Written by Justin Achilli and Ken Cliffe. By For Dummies. The regular list price is $19.99. Sells new for $2.00. There are some available for $0.02.
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3 comments about Vampire: The Requiem For Dummies (For Dummies (Computer/Tech)).
  1. Let's be honest, dear readers: RPGS aren't the easiest to play. Especially RPGS coming out of the White Wolf catelogue, where they care more about style of the rulebooks they crank out than whether or not you understand what's being said.

    With that in mind, how-to-books like the Dummies books are quite useful. They explain, step-by-step, the rules in a way even a dummy like myself can understand.

    With this book, I was able to decifer the Requiem rule books without too much trouble on my part, which enabled me to start my own text-based Requiem game.

    Thanks!


  2. If you are too damn stupid to make it through a White Wolf publication--WHEW!
    These guys USED to be great. Then they "reinvented" themselves and the game. Some went along for the ride, many didn't. Sales and acclaim lagging, these fools are punting with a "For Dummies" book to try for the mainstream. Because the GAMERS went back to D&D. Hey, Soccer Moms, wanna' play vampire? Here's the book to get you started.


  3. The "Dummies" line of books is meant to be a resource tool and this one in particular is quite successful in that endeavor. While it contains pretty much the exact information as the WOD and VtR books do (which is why it loses a star), it presents them in a clear and precise manner.

    This is a great tool for STs to use when trying to explain the world to others who MAY be interested, but not sure enough to go out and buy the actual books. I use it to help me concisely explain the mechanics and general points of the world to potential players so they don't get overwhelmed by a lot of imagery and unneeded flowery writing.

    I admit, the actual WW books are more interesting to read, and if you want to play, you really should spend the time. But when you have 4 people ready to play and one who is completely ignorant of WOD games, you don't always have time to wait around for the one person to learn his stuff. That is where this book comes in. (Another use I just thought of is the inevitable in game rules look-up. This book cuts down time wasted looking rules in game in most situations.)

    While I would not list this book as "must have," I would recognise it's possible uses.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Mark Rein-Hagen and Sam Chupp and Ian Lemke and Joshua Gabriel Timbrook. By White Wolf Publishing. Sells new for $25.00. There are some available for $2.41.
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5 comments about *OP Changeling: The Dreaming (Changeling).
  1. Changeling: the Dreaming has many virtues and a few flaws. White Wolf has done it again. Their latest effort has many virtues. The background is wonderful and full of suprises. The blend of old stories with modern settings has many opportunities for fun and exciting role-playing. The character types are very interesting and varied. The artwork throughout the book is excellent and all of the pages are in full color. There are a couple of flaws. The first is many aspects of the game are very ambigious. A great deal of interpretation is needed in many places. The system for glamour (magic) given uses cards and is very cumbersome. The rest of the system is standard White Wolf fare. I would reccomend buying this game because it is a lot of fun to play. The player's guide (sold seperately) help clear up many aspects of the game and is almost a neccessity.


  2. Forget the others. This is the one. The artwork is great, the descriptions and settings are great. The magic system IS a bit ambiguous, but who cares? It's not an impossible task to work SOMETHING out and your creative investment is well worth it. I haven't played with the next edition, but the artwork isn't nearly as good, and I get the feeling that the only reason they have a new edition at all is to make the system less all-inclusive, to sell supplements. You don't even really need to buy any of the books besides this one, especially if you have the Player's Guide to another WW game. Get out of your deep dark danky dungeons of despair for one night and give this one a shot. Buy before they've all disappeared!


  3. An excellent read. much better written then many other rpg's and much more thought out. as you read more suppliments the game gets more elaborate and thrilling.


  4. I may be biased, but this is possibly my favourite role-playing game. Firstly, the subject matter appeals to me. The protagonists are fairies, magical creatures. They are hosted within not-quite ordinary people (it's a simbiotic relationship), and they live on Glamour. That translates as Fun, Exciting and Interesting Stuff. Much of the action of the game - from fighting dragons to thwarting evil barons - takes place in what the rest of the world would consider the Changelings' collective imagination. That's right, it's a giant game of make-believe. The default theme is a sort of medieval feudalism revival, but it's not the only possible one. The last point of note is that the chapter on how to run a game suggests using the basic myth structure. In this way the children (as many of the characters are) can defeat the monster, symbollicly descend to the underworld, pass through their trials, and be back in time for dinner. As an added bonus, the rules are well set out and fairly easy to find.

    It's all about keeping imagination alive.



  5. A game in that whole White Wolf family. This one is a little lighter in tone, being set in and amonster the world and peoples of faerie and the fey. A lot of sneaking around and fooling the mortals, and hopefully not being disappeared by mages, eaten by werewolves or tormented by vampires.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Jackie Cassada. By White Wolf Publishing. The regular list price is $17.95. Sells new for $23.75. There are some available for $14.99.
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No comments about *OP MET: Hengeyokai.



Posted in Role Playing Games (Monday, September 8, 2008)

Written by James Jacobs. By Paizo Publishing, LLC.. The regular list price is $19.99. Sells new for $12.37. There are some available for $14.27.
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No comments about Pathfinder #1 Rise of the Runelords Chapter 1: "Burnt Offerings".



Posted in Role Playing Games (Monday, September 8, 2008)

Written by John Snead. By White Wolf Publishing. The regular list price is $19.95. Sells new for $11.33. There are some available for $9.99.
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2 comments about Exalted Manacle and Coin (Exalted).
  1. I bought that book only beacause it's seems quite interresting, all the guild organisation explanation in one book for around 20 box. Well It's really more than what I tought. All about drugs and slaves and the complete hierarchy, history and methods used by the Guild. It's not a must but quite interresting!!


  2. This serves its purpose very successfully! Details about the guild, its trade, more cultural details about everything it deals. And most of all, it gives much information about the different types of money (which is not included in any other supplement).

    A must if your game is dealing much with money, resources, influence and such.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Cam Banks. By Margaret Weis Productions. The regular list price is $34.99. Sells new for $17.96. There are some available for $19.72.
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2 comments about Dragonlance Price Of Courage (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Dragonlance Setting).
  1. This product rocks in every way. It gives plenty of outside opportunities to expand on for future play. It works well as a series or short adventures or long adventures. It follows and builds well on the best fantasy world there is (in my opinion) keeping to the theme and feel. For pure gaming, it is easy to use and follow and is not confusing. Better than Castle Ravenloft or the Fantastic Locations BY FAR. My favorite module from 1st, 2nd, or 3rd edition. THANKS!!


  2. In this great adventure (almost gigantic adventure), the players finally understands who is the final enemy, one of the Dragons Overlords who dominated Krynn in the beginning of the 5th age. In a perfect conclusion, we also see what happens to one of the Heroes of the Lance (a sad end, at last, in my home game).
    There is adventure enough for a year or more in this final part of "Age of Mortals", and even DMs who doesnt like prefab adventures will find that there is much to "inspire" in the news things (like something that will have great impact on my campaing, the "allomanya").
    To be a perfect, could come with maps in more pratical handouts (altought you could just coppy the maps, to avoid damaging the book).


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Microsoft Age of Empires Inside Moves: Inside Moves
Warhammer RPG: Shades of Empire (Warhammer)
Shadowrun: Shadows of Europe (FPR25002) (Shadowrun)
Blood Brothers (Call of Cthulhu No. 2329)
Vampire: The Requiem For Dummies (For Dummies (Computer/Tech))
*OP Changeling: The Dreaming (Changeling)
*OP MET: Hengeyokai
Pathfinder #1 Rise of the Runelords Chapter 1: "Burnt Offerings"
Exalted Manacle and Coin (Exalted)
Dragonlance Price Of Courage (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Dragonlance Setting)

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Last updated: Mon Sep 8 06:16:42 EDT 2008