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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Steve Jackson Games. By Steve Jackson Games. The regular list price is $24.95. Sells new for $15.02. There are some available for $15.02.
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No comments about GURPS Supers (Gurps).



Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Author-Of The Coast Wizards; Author-Wizards of the Coast. By Wizards of the Coast. There are some available for $59.77.
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3 comments about Star Wars Mini Clone Strike Starter Set.
  1. What could be better than pre-painted plastic miniatures for your Star Wars roleplaying neeeds? I highly recommend these to anyone playing the game or just into collecting Star Wars stuff. The detailing is better than anything I could achieve if I painted them. Open a box and get ready to play!


  2. This is an ideal intro to Star Wars Miniatures, and it's pretty cheap too! If you want to get into Minis start with this one. The only problem is that the board is paper and prone to ripping. Laminate it and you're good to go!


  3. This is a great set to start with. It is also good to use with the other sets. I have the Revenge of the Sith and the Rebel Strike. I love playing this game.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by White Wolf. By White Wolf Publishing. The regular list price is $26.99. Sells new for $17.81. There are some available for $13.50.
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2 comments about Werewolf Lore of the Forsaken (Werewolf: The Forsaken).
  1. This supplement for the Werewolf: The Forsaken game introduces additional information on Auspices, Tribal initiation rituals, Gifts, Spirits, Fetishes, and Rites. It's a grab bag of goodies and most certainly has something for everyone.

    The production values are high quality, and mirror those of the Werewolf: The Forsaken core book. The very evocative art is excellent, and the paper stock is high quality.

    The new abilities, largely Gifts, introduced in the book are very interesting and seem to be more generally useful than those presented in the core book. The 50 Fetishes included in the book are very helpful, both because they provide a better idea of what a Fetish is supposed to look like mechanically but also because they're ready to go.

    The best part of the book by far is its handling of Auspices and Tribal initiation. Auspices discusses what it really means to be a given Auspice, provides some excellent Gifts that work to create some niche protection, and throws out a variety of interesting ideas for future stories. The Tribal initiation sections are very well crafted. Storytellers interested in beginning a Mortals or Ghost Wolf game and advancing it into a Forsaken game will find this section indespensible.

    If you're looking for an excellent general expansion of the material found in the core book then this is the product for you.


  2. This book offers additional rules for Werewolf the forsaken game. It offers an explanation of animism, one of the main elements in the new Werewolf game and how it adds scope and depth to a true horror game.

    Chapter one offers an exploration of what is the Change, how it affects a human and what it means to undergo a transformation into a werewolf. It also offers an explanation into the motivations of the Uratha and the ways of the werewolf.

    Chapter two is all about the gifts of Luna and auspices, the phases of the moon that grant werewolves their powers and gifts. What is an auspice and what is the practical application of an auspice? These are answered and developed in order to give your character all the necessary information on gifts, powers and auspices.

    Chapter three is about spirit magic and the powers of the werewolf-gifts. How do spirits teach, guide and offer their secrets? How do you get spirits to do your bidding and serve you? What is a rite and how does your character go about fullfilling one? Story hooks involving these questions are also found here.

    Finally chapter four develops and gives more in depth information on the world the Uratha live in, their viewpoints and perspectives and how they make their place therein.

    I highly recommend this book as a fine addition to any werewolf game or chronicle you run or play in. It contains a wealth of information to flesh out any character or campaign. Great artwork and very concise layout!


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Bill Slavicsek and Jeff Grubb and Eric Cagle and David Noonan. By Wizards of the Coast. The regular list price is $39.95. Sells new for $27.92. There are some available for $27.91.
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3 comments about Urban Arcana Campaign Setting (d20 Modern).
  1. Okay, so first off, I have to admit that I haven't used this in actual play, but over all this is a good looking campaign supplement. It delivers on the promise that we got in the tiny section of D20 Modern and then some. It looks like the kind of fun, fast campaign world that atttracted me to D&D oh, so many years ago.
    In fact, with all the changes to D&D, and the 3.5 "update", I may just cut to the chase and play D20 Modern in the Urban Arcana world instead!


  2. When I read of this setting idea in the back D20 Modern I thought it would be an interesting thing to look over and maybe play. Now that I have it, I can see my expectations were rather justified as Urban Arcana looks like a kind of amalagamation of dark modern ideas like the X-Files and mixes it with a bit of Harry Potter's world. Freaky in some respects but intriguing none the less. Most of the standard D&D races are availble for play as well some non-standard races. I'm getting some other stuff to play with this and I may just try to do a kind of D20 Shadowrun when all is said and done, the possibilties are endless.


  3. Urban Arcana is a very well developed and presented addition to the D20 Modern world. It does a good job of balancing modern settings with fantasy. The races and the reason for the fantasy elements are very well incorporated into the campaign as well as the reason why you don't notice why the grumpy local banker is actually a dwarf. If you are looking at adding a little fantasy (or a lot) to your modern campaign, or just want to play a dwarf with a semi automatic pistol, Urbana Arcana has everything you need. A great product and a good addition to any D20 Modern group.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by James Jacobs and Wayne Reynolds. By Paizo Publishing, LLC.. The regular list price is $19.99. Sells new for $12.23. There are some available for $9.99.
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No comments about Pathfinder #13 Second Darkness: Shadow In The Sky (Pathfinder Adventure Path).



Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Mark C. MacKinnon. By Guardians of Order. The regular list price is $24.95. Sells new for $55.28. There are some available for $3.37.
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5 comments about Sailor Moon Role-Playing Game and Resource Book.
  1. If you like Role Playing and if you like Sailor Moon, you'll absolutely LOVE this book! Guardians of Order has come out with the absolutely simplest RP system possible. They call it the the Tri-Stat System. All you have are three stats and a couple of 6 sided dice. Roll up your character and assign some numbers and attributes... Now, you're ready to play! Based on the popular Anime series, Sailor Moon, this RPG is a sure hit. I've both played and run campaigns with this book and I've enjoyed being on both sides of the coin. Sailor Moon is a wonderful universe Role Play in and Guardians of Order couldn't possibly have made it any easier! Plus, with all the added resource material about the shows, OVAs, characters, and villians, this book is a must have for any serious SM fan!


  2. Buy this!It's such a cool book.Now you can roleplay your favorite Scout and use your own wits to beat the Negaverse.This book features an easy-to-learn roleplaying game,a comprehensive Sailor Moon resource and reference section,a colour character gallery,and hundreds of Sailor Moon images.A summary of every episode in first two seasons is also included.


  3. My first experience with this book was my freshman year in college. Me and my friends go together and played a campaign in which there were no sailor scouts but just knights. We then of course got big eyes small mouth and expanded the possibilities of the gaming sphere. If you want to play an RPG that doesn't have mind boggling statistics then this is it, because everything is based of a roll of 2-12 on two 6 sided dice. Really easy system good for beginners and experts alike. Try it.


  4. The book was in great deteailed,and helped with the plot lines for fans.If you are a fan of the Anime,this book is a most get.If you are mkainly a manga buff it isn't as important.


  5. This was a very good self-contained RPG for playing in the Sailor Moon universe when it came out. Its compatability to the version on BESM out at the time was also fairly decent. With the advent of Tri-Stat dX and BESM d20, this product begins to show signs of its age.
    In addition to the RPG aspect, there is a lot of good art from the series. My only other complaint about it was guessing the eventual American names of the Outer Senshi based on the names given by the doll-making companies. While I would definitely rework it for Tri-Stat dX (d10) or BESM d20, it is still a worthwhile item for a Sailor Moon fan.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Amiel Schotz. By Meriwether Publishing. The regular list price is $17.95. Sells new for $4.71. There are some available for $4.69.
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2 comments about Theatre Games and Beyond: A Creative Approach for Performers.
  1. Being a drama director with young adults, I am constantly in search of new ideas and concepts to continue to stretch their imaginations. I just received this today from Amazon.com and am extemely pleased at what a gem this one is. There are new ideas from cover to cover that I have not come across yet in my library of theater books. I am anxious to share most of these ideas with the kids I work with. Many of the "games and beyond" are excellent tools in challenging the creative process within actors of ALL ages and really allow them to go many steps further in their self-awareness as a performer. Another must have!


  2. ...and a good refresher course for theater educators or others who use the arts in the classroom. The games are organized into 12 units with titles such as "Trust" and "Reality," that guide your search for the right exercise, although I have found that randomly leafing through the pages proves equally as effective. The author places no age restrictions on the games, but most will work easily for students K-6, and many can be expanded or modified for older students. The quotations section in Unit 12 is especially inspirational and provocative. Schotz's style and attention to detail will reassure beginners.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $24.95. Sells new for $18.96.
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No comments about Traders & Gunboats.



Posted in Role Playing Games (Wednesday, October 15, 2008)

By Wizards of the Coast. The regular list price is $16.99. Sells new for $10.09. There are some available for $11.52.
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No comments about 1939-1945 Starter: Axis & Allies Miniatures (Axis & Allies Miniature Game).



Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Peter Spear. By Mcgraw-Hill Osborne Media. There are some available for $4.95.
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5 comments about The King's Quest Companion.
  1. The Kings Quest Companion Is Excellent! It's #1! If You Play The Games, Or If You Are In Need Of A Great Thing To Read, The Kings Quest Companion's More Than A Guide, It Details Each Game In Novels! Read It!


  2. This book does exactly what it claims. It walks you through the King's Quest series step by step ensuring you get maximum gaming from the series. It also adds a story version to each setup. If you want the fast way to solve the series, I'd definately buy this book.


  3. ...However, I've never really liked the KQ companion series of books. I just prefer to make up my own backstories for the events that occur in the games.


  4. I used to own the King's Quest Companion back in the glory days of Roberta's oh-so-nostalgic PC games, but of course time has passed and I lost my book to a basement flood several years ago. When the compilation came out I decided to reorder the guidebook not only to help me out (who can turn Mannanan into a cat all by themself?!), but for the brilliant stories that Peter Spear creates for the world of Daventry and its royal family. Plus, only paying $3.25 for such a treasure was appealing to me as well.

    Of course, the book is just as I remember it being--full of illustrations from scenes of the game, helpful tips from Prince Alexander's perspective, and of course what the book was written for: complete walkthroughs to each game; maps and charts for where the character was to go; and item lists with the points value beside them. Spear was lucky to be the one to think of telling the stories this way. He is a very smart man.

    The only reason that I do not give this book the five stars it deserved was because it did not contain help for the seventh game. This was partly my own fault (I suppose that I could have read the description more thoroughly), and not truly the author's fault, but I was saddened to discover that I'd have to find an alternate help source in guiding Rosella and Valanice through Etheria.

    Howeve, despite my one complaint, I was otherwise completely happy with the book and recommend it to anybody who is looking for help in the 7-game series.


  5. I just received this book,after ordering it here because I just ordered The King's Quest Collection for XP.
    This is what Amazon says.(I ordered the third Edition,which is the one shown in the picture.)


    Editorial Reviews

    Amazon.com
    "By the standards of computer game books, this is a staggering tome. That it covers the solutions to all seven King's Quest games doesn't account for its length and richness--not even when you take into account that it leads to multiple solutions of many problems. This is more than just a computer game solution book: it's a fantasy novel in its own right. In The King's Quest Companion we often follow the narrative stories of the King's Quest characters, seeing their world through their eyes, hearing their voices and thoughts, seeing them not as on-screen game pieces but as fully developed characters. That might even be too mild a description, because Spear insists throughout that the world of Daventry is "real" and that these stories all really happened. Certainly, the characters have become real for the devoted players who've followed their exploits since the first King's Quest changed the face of computer gaming in 1984. Spear's strategy guide offers solutions to the puzzles that have driven players to distraction for years, but more than that, he adds new depth to the King's Quest experience."


    This book is only 482 pages not over 600 as they claim,and it absolutely DOES NOT cover KQ7!

    I think such false advertising is inexcusable!


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GURPS Supers (Gurps)
Star Wars Mini Clone Strike Starter Set
Werewolf Lore of the Forsaken (Werewolf: The Forsaken)
Urban Arcana Campaign Setting (d20 Modern)
Pathfinder #13 Second Darkness: Shadow In The Sky (Pathfinder Adventure Path)
Sailor Moon Role-Playing Game and Resource Book
Theatre Games and Beyond: A Creative Approach for Performers
Traders & Gunboats
1939-1945 Starter: Axis & Allies Miniatures (Axis & Allies Miniature Game)
The King's Quest Companion

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Wed Oct 15 21:15:19 EDT 2008