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WEREWOLF BOOKS

Posted in Werewolf (Friday, July 25, 2008)

Written by Bruce Baugh and Chris Campbell and Jackie Cassada and Nicky Rea and Adam Tinworth. By White Wolf Publishing. The regular list price is $19.95. Sells new for $14.25. There are some available for $9.99.
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4 comments about *OP World of Rage (Werewolf: The Apocalypse).
  1. This title just released by White Wolf is a must have. This continues any on going story arcs for rage across the world books. This gives a in depth perspective on the garou, and how life has been for them these past five years. This book also detail for the first time really Europe as a continent. They explain current affairs and key players in this game for keeps. The format has been modified so it's pleasing to the eyes. Everything you would expect from White Wolf.


  2. I'm much more of a Vampire player than Werewolf player (thought that doesn't stop me from playing as a shapechanger at times), but I am very glad I bought this book. Since the Garou and the Kindred live in the same world, what happens to one WILL affect the other. And while it tells about some of the ends of story arcs, it's always vague enough so that you can do your own story in that timeframe. A good buy.


  3. Sorry guys, this book doesn't cut. What we have here is a tour guide which reviews in-depth and out-of-phase the world advancement through the brink of the new millenium. Not as dramatic as it might sound, fot two reaseons. The first - most of the articles are devoted regionally and supply a wealth of un-needed information concerning the geography and history of the said locale, with no regard to the werewolf population living there. Second reason - this book does not disclose the information presented in the "rage across the world" guides, so if you do not have access to the relevant guides, you can not make full use of the information given in this one. If you do, however - it is an entire story altogether. I own the "rage-acrosses" of New York and the Russian motherland, and I have to say that the parts written in the "World of Rage" about New York state and the Soviet Union (ex) makes much more sense. Not surprising at all. Overall, if you do not have a "Rage Acros the World" at home that you would like to catch up with, don't bother getting this book - it's too out of phase and tediuos to read. If you do - maybe it's worth the effort. Just maybe. I only read it once.


  4. Okay, well don't get me wrong. This is a decent book, but my two biggest criticisms are that its pretty akward, with parts being better written than others, and also that it is very metaplot heavy. Overall, it does what it sets out to do, covering different parts of the world and how the Garou fight the war here and there. But alot of the stuff is stuff that you could get by researching that particular country or region, while other stuff is just updates on Rage across X.

    The first part covers the Americas, including Canada, the US, Mexico and South America (with an update on the Amazon War). The tribal dynamics are examined, showing why certain tribes are more populous in certain regions, as well as the concerns of the Garou (and to a lesser degree other Fera) in the region and even interesting cultural tidbits (like a note on the Metis and Inuit Nations of Canada, or the U'wa and their struggle with Occidental petrolium in Colombia; frighteningly enough thats from the real world and NOT the WoD). Nothing that you couldn't assume or do yourself with your own research but still interesting. I also found the conflicts between the Wyrmcomer European tribes (the Fianna, Get and Silver Fangs mainly) and the Pure Ones (the Wendigo in Canada and the northern US, the Croatan on the eastern coast, and the Uktena in the southern US, Mexico and South America) to be interesting. But then the Uktena and Wendigo are really fun tribes.

    The next section covers Europe and its current problems. Tribal structure is much more regional in this case (eastern Europe is Shadow Lord territory, Germany and Scandinavia is mainly Get, the British Isles, Spain and France is mainly Fianna, etc) and each Tribe's write up includes regional concerns and issues. It then goes on to Russia, which is basically an update of the fall of Baba Yaga and the Shadow Curtain. Having Rage across Russia helps out alot here. The most interesting section by far, however, is the Middle East and Africa, which covers the formation of the Ahadi, an alliance between the Silent Striders, African wild dog Talons, Mokole, Bastet and other African shifters to defeat Black Tooth. This is very metaplot heavy stuff and I found great use for it in my chronicles already. Admittedly not the greatest, as Africa is divided more by region (explaining chronologically how each region played a role in Black Tooth's fall and what each Tribe and Fera breed is up to there now) and info on the Middle East is mainly just a bunch of random facts and statistics focusing on every country from Bahrain to Yemen. Still great stuff, especially if you have Rage Across Egypt or working knowledge of African/Mid-Eastern history and culture.

    The section on Asia, or rather South and East Asia was suprisingly thin. It does tell stuff about the breeds and interests in each region, as well as an update on the Stargazers, but you almost need Hengeyokai to follow the whole thing. Also, India was scarcely covered, which I found to be a shame with there being so many wolves in India in the real world. Plus they never actually detailed the Indian shifters in detail, save to say that its different from both the "east" and the "west". The section on the South Pacific gives a look at the Garou in Indonesia, New Zealand and Polynesia plus a quick update of Rage across Australia. It then goes on with some dark lore about ancient evils sleeping under the ice in Antarctica. Very Lovecraftian.

    As I said, it is an interesting book and certainly worth using. I especially loved the Ahadi-Black Tooth material in Africa and the Middle East and the stuff about the Pure Ones in the Americas section. But I was equally disappointed with the scant information on India and the Pacific. So its kind of a mixed bag. Take it for whatever you want, but it depends on how much use you expect to get out of this stuff.



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Posted in Werewolf (Friday, July 25, 2008)

Written by Richard Dansky and Justin Achilli and Deena McHinney and Clayton Oliver. By White Wolf Publishing. The regular list price is $17.95. Sells new for $19.49. There are some available for $8.74.
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2 comments about *OP Subsidiaries: A Guide to Pentex (Werewolf: The Apocalypse).
  1. This book is a summary of six of Pentex's most influential subsidiaries. Though a Werewolf the Apocalypse book, these Pentex companies can be used as antagonists or story hooks for any game in the World of Darkness. A lot of real-world research went into the making of this book. Nothing is over-the-top and the fact that these evil companies resemble so many real companies only makes the setting creepier. Well, the rpg company in the book is a spoof, but everything else was serious. The book deals with the business and operations of Pentex oil, pharmaceutical, alcohol, toy, video game, and rpg companies. This was a very good read and I encourage all White Wolf storyteller's to pick up this book. The antagonists here can be used against vampires, werewolves, wraiths, mages, hunters, and anything else the players decide to play. I enjoyed every section in the book. It would have been better if there were more companies listed for your enjoyment.


  2. For any of White Wolf gaming this makes for great adversaries. Subtle yet wicked.


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Posted in Werewolf (Friday, July 25, 2008)

Written by Thomas Stratman. By White Wolf Publishing. The regular list price is $15.00. Sells new for $2.50. There are some available for $2.99.
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3 comments about *OP Laws of the Wild (Mind's Eye Theatre).
  1. If you want to LARP with Garou and other shapeshifters, this is a necessary supplement. Unfortunately, it is full of errors and internal contradictions as well as some _extremely_ bad mechanics. With moderate effort this can be cleaned up into a respectable and usable book, but it really needed to have been playtested and edited a lot better.


  2. this book is great all around. for being small it is not only a great reference, but also a a great guide for beginers. a must have for begining MET or LARP players.


  3. Thankfully, the much better thought-out and edited Laws of the Wild Revised has come out. Don't bother with this edition.


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Posted in Werewolf (Friday, July 25, 2008)

Written by Phyllis Bowen and Dawn Bromley. By White Wolf Publishing. The regular list price is $29.99. Sells new for $25.00. There are some available for $17.95.
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4 comments about *OP Werewolf: Apocalypse (2004) (Werewolf).
  1. Then it would be fairly obvious: Buy it!

    This book is the second in a series of World of Darkness apocalypse games. It concludes the Werewolf metaplot storyline and offers many different alternatives to implement into your gaming group.

    My first introduction as a storyteller was this game and it is where I learned the mechanics of the storyteller system (it is probably the most action oriented rpg game of the line). As a fan of many WW games it goes without saying that this book deserves a place on my gaming shelf of great games.



  2. This book, the culmination of years of gaming in the world of darkness as the mighty Garou, is a fitting end to the game line. The scenarios contained within are definately everything I expected the Apocalypse to be like, with huge battles, sacrifices, and plot twists. I'd recommend this book to any fan of white wolf, not just werewolf.


  3. The WtA had the most heart, despite it's action packed premise... This book was everything I wanted and more. Amazing battles, heroic sacrafice, and betrayal. It was amazing....

    The WtA creator's put their souls into this and it shows, it's open ended, yet as structured as you want the Apocolypse to be.. It wasn't souless like the Gehenna book, but made you laugh and cry with your characters in the end times...

    Buy this is you ever want to end the world with a bang in your WtA books...


  4. Fantastic is a word I would use to describe this book, the very last supplement in the Werewolf Apocalypse line. The scenarios are all entertaining and capture that doomed yet heroic spirit that the game itself had. Have no doubts that each scenario gaurantees that heroes will fall and victory can only be won at the cost of the entire Garou race.

    You can tell that the writers really loved thei game line and setting and they wanted to make sure the werewolves got a proper send off and the fans of the game are showered with plot points, helpful suggestions and open ended scenarios that allow you to tinker with and add on your own points.

    I heartily recommend this book even as just a good read if you enjoyed the werewolf metaplot or just wanted to see what Apocaplyse was going to be like if you stopped running one of these games long ago. You won't be disappointed. By far this was the best of the Final Judgment books that ended the White Wolf game lines.


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Posted in Werewolf (Friday, July 25, 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 $13.49.
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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 Werewolf (Friday, July 25, 2008)

Written by Matt McFarland and Deena McKinney and Julian Mensch and Mark Rein-Hagen. By White Wolf Publishing. The regular list price is $19.95. Sells new for $50.00. There are some available for $28.00.
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No comments about *OP Book of Auspices (Werewolf the Apocalypse).



Posted in Werewolf (Friday, July 25, 2008)

By White Wolf Publishing. The regular list price is $22.95. Sells new for $29.75. There are some available for $15.00.
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5 comments about *OP Litany of the Tribes 4 (Werewolf: The Apocalypse).
  1. This book features the Fianna, Get of Fenris, and Glass Walkers. Included are new facts, gifts, rites, fetishes, and just about everything you could want to know about them. Learn where the tribes came from and never worry about losing one book..all three are finally together!


  2. This book contains the Tribebooks of the Black Furies, Bone Gnawers, and Children of Gaia. Contents are pretty standard--Camps, Fetishes, New Gifts, and tribe histories make any Werewolf flow better. If you play any of these tribes this book is a must... if you don't, it is still a good buy.


  3. Once again White Wolf reprints information from previous books without giving credit to the orginal authors like they should. For instance, each tribe book was written by different individuals. They don't care to mention this here, but then they were only guns-for-hire freelance writers that don't get any royalites anyway. I hope that everyone that enjoys these books understand that the people that orginally wrote the stuff really cared about what they were writing, because they surely aren't getting the credit they deserve for the work that they did for a good game system that they helped to nurture.


  4. This book is just like the one they publised last. There is no more than about a page of new source material.


  5. Litany of the Tribes is a compilation of the now out of print Tribebooks Silverfang, Stargazers, Uktena, and Wendigo. The Tribebooks are helpful for building better thought out and fleshed out characters for your Werewolf games. I particulary found this one useful as I tend to play a Silverfang or a Wendigo more often than other tribes.


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Posted in Werewolf (Friday, July 25, 2008)

Written by Dan Brereton and Steve Prescott and Ron Spencer. By White Wolf Publishing. The regular list price is $25.00. Sells new for $14.00. There are some available for $8.41.
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5 comments about *OP Werewolf Players Guide 2nd Ed (Werewolf: The Apocalypse).
  1. I bought Werewolf the Apocolypse, and was a bit dissapointed in the artwork. Werewolves never appealed to me anyway. But I did get this player's guide for my library of resources, and I am in Awe. GREAT art, and well-written. it actually MADE me want to play a Garou. in addition...I also have Bastet and Gurahl, and if you don't want to spend the kind of money to get the different changing breeds books, this one gives enough information for the Storyteller to throw in some great NPCs.


  2. excelent art, and an even more impressive storyline to go with, white wolf publishing combines (successfuly at that) real world concerns, environmental and the like, with the fantastic mythos (old world and original) regarding the werewolves.


  3. If you bought Werewolf: the Apocolypse, liked it, and want to start playing the game like a REAL MAN, then you have to buy this book. It has information than the Werewolf core rulebook. And it introduces you to each of the awesome Changing Breeds. Get the damn book.


  4. I am the Storyteller to our werewolf games, and my players and I consider this book a nessessity! Werewolf the apocalypse just does'nt have all the info you need. This book contains merits and flaws (a way to earn more freebie points and to spiff up your charater by making it blind, double-jointed, or have a wonderful tolerance to silver, and many more), personality archetypes so that your character may regain willpower more easily, as well as making it more fun to roleplay. An extra list of metis deformities is in this book as well as new abilities (like klaive dueling, pilot, and demolitions), gifts, backgrounds, and rites. This book also contains extended information on ALL of the tribes AND "camps", including the Ronin(if you don't have this book, you've probably never heard of it)! More information for the Storyteller on Packs, Septs, Caerns, Spirits, how to crossover different white wolf games, dueling, new combat maneuvers, aging and it's effects, and the werewolf sickness of Harano. For everyone it contains new totems, and fetishes. But best of all, this book contains all of the changing breeds (like werecats, and weresnakes) except for the werefoxes! This seriously saves you much money if your players insist on being a weredragon!


  5. This book is extremely helpful, especially to new players of Werewolf: The Apocalypse. It adds a lot to the game, including a variety of new merits and flaws, extra rites and gifts, and detailed information about the changing breeds other than the garou. A must-have for any player.


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Posted in Werewolf (Friday, July 25, 2008)

Written by Heather Curatola and Harry Heckel and Kathy Ryan. By White Wolf Publishing. The regular list price is $20.00. Sells new for $25.99. There are some available for $9.99.
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5 comments about Hengeyokai: Shapeshifters of the East.
  1. I have to admit that the whole Kindred of the East project has done little to excite me. But this book changed my views on the concept. By moving the changing breeds of Werewolf: The Apocalypse to the new battlegrounds of Asia, it adds a whole new level to the ususal " Stranger in a strange land " feel of Werewolf. The Kitsune (werefoxes) are easily one of the cooler species of shapeshifter (apart from the Garou themselves, of course). But the main reason I bought this book was for more details on the Hakken Garou. Anyone who's read the Shadowlords Tribebook already knows about the Garou of the East. These guys are samurai with fur and fangs, and you can't get more badass than that! Hengeyokai is more than just Werebeasts in a different land: its a whole other culture, with its own rules and values. This book is a great addition to the Werewolf line, and is reccomended for either Asia-based campaigns, or adding some spice to your current chronicle.


  2. With Shapeshifters of the East I found a great read and a ton of possibilities for new characters. I mean the Kumo and the Same-Bito..whoo hooo. BUT, damn that Treefrog font they used for the paragraph titles and such, drove my eyes -crazy-, small complaint but worth the groan.


  3. What can I say? This is a big must-have for ANY player, it has tons of nifty little fetishes (Of the item variety) and tons of other cool crap. I mean, what can beat people who turn into dragons? Huh?


  4. This supplement to Werewolf: The Apocalypse is absolutely the best book in the series, if only because the elusive Kitsune are given the full coverage of a Breed Book. The other breeds appear, with a twist making them very different from their Western relatives. It's a perfect setting for mixing shifter types what would automatically attack each other in a traditional werewolf game. Take your gaijin Garou to Tokyo, or your Japanese Kitsune to San Fransisco...


  5. Hengeyokai is an expansion to Werewolf the apocalypse. Hengeyokai is two books in one, first on the ways and culture of the eastern changing breeds. (werewolves, wereravens, weresharks, weredragons, wererats, weretigers, werespiders, and weresnakes) along with new merits, flaws, gifts, auspices (oriental auspices - leaf, steel, lantern, etc..) along with how to combine a western based game into an eastern campaign... or the other way around. The second half of the book is all about the Kitsune, or werefoxes. The mystery makers of gaia. They do not cause the delerium, they have nine tails, and their gifts of paper folding are unique to them. The reason that the two books are combined in one is simple: you can play a Hengeyokai without knowing anything about Kitsune, but you can't play a Kitsune without knowing about Hengeyokai! Two books in one is an excelent deal and a wonderful suprise to those who don't know.


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Posted in Werewolf (Friday, July 25, 2008)

Written by James Moore. By White Wolf Publishing. The regular list price is $18.00. Sells new for $28.00. There are some available for $11.85.
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1 comments about *OP Wild West Companion (Werewolf: The Apocalypse).
  1. Wild West Companion is the best of the books for Werewolf the Wild West. A combination of a players guide and a storytellers guide, WWC shines in both departments. Chapter 1 is devoted to the history of the wild west in the World of Darkness as told by Laughing Manyskins, a Nuwisha. The info is perfect for both players and storytellers, giving you a great idea of what the Savage West was like.

    Chapter 2 covers the other half of the west; the Storm Umbra. The Storm Umbra is a nasty, violent place, with Storm Eater on the loose devouring or destroying everything in it's path. This chapter give a discription of it, as well as nasty rouge storm spirits and ideas for adventures.

    Chapter 3 is the goodies chapter for players. It includes Merits and Flaws, Natures and Demeanors, Tribal Weaknesses, and the big attraction, all new Gifts. Most are good Gifts, with a few incredible ones spiked in here and there (Most notably, the Silver Fang Gift Silver Bullets. Very deadly in the right situation).

    Chapter 4 is the sotrytellers section, starting off with the Storm-Born, twisted creatures merged together by the power of the Storm Umbra. Next up are the stats of various creatures of the wild west. There's every thing here from the normal (Bisons, Horses, Wolves, ect.) to the fantastic (the Chupacabra, or the Jackalope). The chapter finishes with mass-combat rules.

    Chapter 5 is on the other changing breads in the wild west. It covers the Ananasi, the Gurahl, and the Qualmi. It also covers the Cascra AKA Abominations, the Bunyip, and a all new bloodline, Los Infelizos. Overall this is one great book, with a lot of info. However, if you already have the Werewolf Players Guide, there is a lot of info that has been recycled (most of chapter 3 and 5), but if your looking for a real gem for Werewolf the Wild West, GET THIS BOOK!!!



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Page 3 of 9
1  2  3  4  5  6  7  8  9  
*OP World of Rage (Werewolf: The Apocalypse)
*OP Subsidiaries: A Guide to Pentex (Werewolf: The Apocalypse)
*OP Laws of the Wild (Mind's Eye Theatre)
*OP Werewolf: Apocalypse (2004) (Werewolf)
Werewolf Lore of the Forsaken (Werewolf: The Forsaken)
*OP Book of Auspices (Werewolf the Apocalypse)
*OP Litany of the Tribes 4 (Werewolf: The Apocalypse)
*OP Werewolf Players Guide 2nd Ed (Werewolf: The Apocalypse)
Hengeyokai: Shapeshifters of the East
*OP Wild West Companion (Werewolf: The Apocalypse)

Copyright © 2005
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Last updated: Fri Jul 25 04:21:27 EDT 2008