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› Find signed collectible books: 'According to Hoyle: Official Rules of More Than 200 Popular Games of Skill and Chance With Expert Advice on Winning Play'
"A must for anyone who wants to play a game and play it correctly."
Charles H. Goren
Whether you play card games, dice games, parlor games, word games, chess, checker, backgammon, or solitaire games, here is a comprehensive, up-to-date book with the complete rules of your favorite games of skill and chance. ACCORDING TO HOYLE gives not only the rules but expert advice on winning, too. [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Dungeon Masters Guide: Special Reference Work a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables...'
Special Reference Work: a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables and Descriptions, Random Dungeon Generation, Random Wilderness Terrain Generation, Suggestions on Gamemastering, and More. [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Legends & Lore'
Deities & Demigods Cyclopedia provides the Dungeon Master with gods, heroes and monsters from myth, fiction and legend for use in rounding out an Advanced D&D campaign. Within this book are fifteen pantheons of divinities, each profusely illustrated. Also included are new material on clerics' conduct and their relationships with their deities, information on character mortality and immortality, and more! [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Players Handbook: Special Reference Work a Compiled Volume of Information for Players of Advanced Dungeons & Dragons, Including, Character Races, Classes, and Level Abilities; Spell Tables and Descriptions; Equipment...'
This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III [via]
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![Advanced Dungeons and Dragons (0786903295) by [???] [???]: Advanced Dungeons and Dragons](http://ecx.images-amazon.com/images/P/0786903295.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Advanced Dungeons and Dragons Monster Manual'
AD&D Monster manual [via]
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› Find signed collectible books: 'The Amateur's Mind: Turning Chess Misconceptions into Chess Mastery'
This book takes the student on a journey through his own mind and returns him to the chess board with a wealth of new-found knowledge and the promise of a significant gain in strength. Most amateurs possess erroneous thinking processes that remain with them throughout their chess lives. These flaws in their mental armour result in stinging defeats and painful reversals. Books can be bought and studied, lessons can be taken -- but in the end, these elusive problems always prove to be extremely difficult to eradicate. Seeking a solution to this dilemma, the author wrote down the thoughts of his students while they played actual games, analysed them, and catalogued the most common misconceptions that arose. This second edition greatly expands on the information contained in the popular first edition. [via]
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› Find signed collectible books: 'The Backgammon Book'
The Backgammon Book, Hardcover Edition by Oswald Jacoby, The History and Rules of the Game, 224 pages. [via]
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› Find signed collectible books: 'Board and Table Games from Many Civilizations'
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› Find signed collectible books: 'The Boardgame Book'
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› Find signed collectible books: 'Bobby Fischer Teaches Chess'
This book is essentially a teaching machine. The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math. [via]
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› Find signed collectible books: 'The Book of Classic Board Games'
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› Find signed collectible books: 'Book of Go'
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› Find signed collectible books: 'The Book of Questions'
A New York Times bestseller with over 2.5 million copies in print, THE BOOK OF QUESTIONS poses over 300 questions that invite people to explore the most fascinating of subjects: themselves. These questions are as intriguing as our very lives because they are about our lives-our fundamental values and beliefs, our dreams and nightmares about sex, money, love, power.
Some of the questions thrust you into a value-testing hypothetical situation (Would you accept 20 years of extraordinary happiness and fulfillment if it meant you would die at the end of the period?), some ask you to delve into your past (When is the last time you stole anything?) and help you find out if you've changed (Would you now return it if you could?), and others reveal your basic nature by examining your behavior (When you are given a compliment do you usually acknowledge it or suggest that you really do not deserve it?). Whether used as an avenue for personal growth, a tool for deepening relationships, or simply as an entertainment, The Book of Questions may be the only publication that challenges-and even changes-the way readers view the world, without offering a single opinion of its own.
[via]More editions of The Book of Questions:
› Find signed collectible books: 'A Book of Surrealist Games'
Surrealism is far more than some dead art movement: it is also a collection of tools for perceiving and representing the world in ways that transcend normative perspectives. This delightful little book is packed with word and image games that surrealists developed to create their written and graphical art. If you have any spark of creativity, you are strongly encouraged to get this book to help loosen the holds of quotidian existence on your craft. And it makes a great book of activities for parties that you want to rise above petite bourgeois posturing. Highly Recommended. [via]
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› Find signed collectible books: 'Bridge for Dummies'

› Find signed collectible books: 'Chess for Beginners'
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› Find signed collectible books: 'Chess for Dummies'
It was inevitable, thank goodness, that the Dummies series would give us an introductory chess book. The light touch is perfect to offset the sober aura of mystery that surrounds the game in many people's minds. And the extras that reach beyond the well-written move explanations, strategies, and pattern-recognition make the book a real winner. It won't take much playing for readers to appreciate the section on chess etiquette, for example, or the one on uncommon moves, subtitled, "The Ones That Start the Fights." Informative tips and amusing bits of trivia add to the fun. [via]

› Find signed collectible books: 'Complete Book of Solitaire and Patience Games'
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› Find signed collectible books: 'Dice Games Properly Explained'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide v.3.5'
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The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians and gnome monks are now possible. THACO, negative armour class, funky saving throws, inflated ability scores, heat-based infravision and just about every other needlessly complex rule has been reworked into a faster, more consistent and fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customised characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf and elf, or relative size differences between creatures or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
The illustrative changes may be too radical a departure from AD&D tradition for some, but the other modifications are definite improvements. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who's played D&D since its inception, then welcome to then new era. You won't want to go back. --Mike Fehlauer, Amazon.com [via]
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› Find signed collectible books: 'Dungeons & Dragons Player's Handbook: Core Rulebook 1'
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› Find signed collectible books: 'Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter'
In his fourth book, Everything Bad Is Good for You, iconoclastic science writer Steven Johnson (who used himself as a test subject for the latest neurological technology in his last book, Mind Wide Open) takes on one of the most widely held preconceptions of the postmodern world--the belief that video games, television shows, and other forms of popular entertainment are detrimental to Americans' cognitive and moral development. Everything Good builds a case to the contrary that is engaging, thorough, and ultimately convincing.
The heart of Johnson's argument is something called the Sleeper Curve--a universe of popular entertainment that trends, intellectually speaking, ever upward, so that today's pop-culture consumer has to do more "cognitive work"--making snap decisions and coming up with long-term strategies in role-playing video games, for example, or mastering new virtual environments on the Internet-- than ever before. Johnson makes a compelling case that even today's least nutritional TV junk foodthe Joe Millionaires and Survivors so commonly derided as evidence of America's cultural decline--is more complex and stimulating, in terms of plot complexity and the amount of external information viewers need to understand them, than the Love Boats and I Love Lucys that preceded it. When it comes to television, even (perhaps especially) crappy television, Johnson argues, "the content is less interesting than the cognitive work the show elicits from your mind."
Johnson's work has been controversial, as befits a writer willing to challenge wisdom so conventional it has ossified into accepted truth. But even the most skeptical readers should be captivated by the intriguing questions Johnson raises, whether or not they choose to accept his answers. --Erica C. Barnett [via]
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› Find signed collectible books: 'Everything Scrabble'
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› Find signed collectible books: 'Finite and Infinite Games'
A fascinating meditation on life as a contest of games to be completed and games to be continued--and on what lies beyond winning and losing. [via]
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› Find signed collectible books: 'Five Weeks to Winning Bridge'
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› Find signed collectible books: 'Games for the Superintelligent'
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› Find signed collectible books: 'A Gamut of Games'

› Find signed collectible books: 'Go and Go Moku'
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› Find signed collectible books: 'Go for Beginners'
Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations. [via]

› Find signed collectible books: 'Hoyle's Encyclopedia of Card Games; Rules of All the Basic Games and Popular Variations,: Rules of All the Basic Games and Popular Variations'
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› Find signed collectible books: 'Hoyle's Rules of Games : Descriptions of Indoor Games of Skill and Chance with Advice on Skillful Play'
From the late-17th to the mid-18th century, Edmond Hoyle undertook the enormous task of codifying the rules of games. From this foundation comes Morehead and Mott-Smith's "Hoyle's Rules of Games", the basic players' reference since 1946. This guide has been expanded and updated to include rules, strategies and odds for over 250 games, from Scrabble to gin rummy, from backgammon to the most unusual versions of solitaire. [via]
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› Find signed collectible books: 'Hoyle's Rules of the Game: Descriptions of Indoor Games of Skill and Chance, With Advice on Skillful Play Based on the Foundations Laid Down by Edmond Hoyle, 1672-1769'
More editions of Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance, with Advice on Skillful Play Based on the Foundations Laid down by Edmond Hoyle, 1672-1769:
› Find signed collectible books: 'Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance, With Advice on Skillful Play Based on the Foundations Laid Down by Edmond Hoyle, 1672-1769'
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› Find signed collectible books: 'Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance, with Advice on Skillful Play Based on the Foundations Laid down by Edmond Hoyle, 1672-1769'
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› Find signed collectible books: 'Jumanji'
When Judy and Peter find a board game in the park, they take it home, hoping to alleviate their boredom. One live lion, an erupting volcano, and a dozen destructive monkeys later, the children are no longer bored. Their jungle adventure game has come to life! Chris Van Allsburg is a master at walking the line between fantasy and reality. His unusually sculptured drawings (familiar to the many devoted fans of the Caldecott-winning The Polar Express and The Garden of Abdul Gasazi) convey the magical transition of a normal house to an exotic jungle. Readers will tremble along with Judy and Peter, urging them to roll the dice that will plunge them from one perilous predicament into another. Jumanji, a New York Times Best Illustrated Book and winner of the 1982 Caldecott Medal, is sure to amaze and thrill even the most jaded young reader. (Ages 9 to 12) [via]
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› Find signed collectible books: 'The Kids' Book Of Questions'
From the author of the 1.9-million-copy bestseller The Book of Questions, here is a collection of questions specially designed to challenge, provoke, entertain, and expand young minds.
Going far beyond why the world is round and the sky is blue, these questions delve into fantasies (If you knew that by devoting every single Saturday to some talent, you could be the best in your school, what talent would you choose?), thorny dilemmas (If you agreed to sell your bike to a friend and then someone offered you more money, would you go back on the bargain?), provocative ideas (What things do you think your parents do just to set an example for you?), and embarrassing challenges (Would you kiss someone in front of your whole class for $100?).
The Kids' Book of Questions helps kids deal with fears and hopes, learn about trust, determine right from wrong, and confront divorce and other troubles at home, along with embarrassing or purely amusing challenges. Most of all, it teaches kids to make asking the right questions a part of their lives. [via]
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› Find signed collectible books: 'The Klutz Book of Card Games: For Sharks and Others'
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› Find signed collectible books: 'Learn to Play Go'
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› Find signed collectible books: 'Learn to Play Go: The Way of the Moving Horse'
The Way of the Moving Horse is the second volume of the award-winning Learn to Play Go series. Covers fundamentals of good play, including opening theory, enclosures and approaches, bases and extensions, invasion and reduction, attack and defense, capturing races, ko, life and death, contact fighting, and endgame. Shows the Korean school's strength vs. speed model to choose between six basic moves. Includes self-test and Internet Go section. [via]
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› Find signed collectible books: 'Life and Death'
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› Find signed collectible books: 'A Mah Jong Handbook: How to Play, Score, and Win'
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› Find signed collectible books: 'The Monopoly Book'
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› Find signed collectible books: 'The Official Rules of Card Games'
With complete rules on more than 300 popular card games, including the new international laws of contract bridge, this comprehensive book also includes special sections on: choosing games for particular occasions, teaching card games to children, the etiquette of card games, technical terms used in card games, and more.
From the Paperback edition. [via]
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If you're using the 1991 edition or the 1978 original, you're woefully behind the Scrabble-playing times. With more than 100,000 2- to 8-letter words, there are some interesting additions ("aargh," "aarrgh," and "aarrghh" are all legitimate now), while words they consider offensive are no longer kosher. Why subscribe to the Scrabble dictionary's changeable lexicon? Well, it ends the argument of whose dictionary to use, but the main reason is that it's the winner's dictionary, and why play Scrabble if not to win? Memorize those 2- and 3-letter words, and your Scrabble game becomes lethal. [via]
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› Find signed collectible books: 'The official scrabble players dictionary'
New edition! The book that millions of SCRABBLE® players consider the only necessary resource. Ideal for recreational and school use. More than 100,000 playable two- to eight-letter words including 4,000 new entries. Includes variant spellings. Endorsed by the National SCRABBLE® Association. [via]
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› Find signed collectible books: 'Penguin Book of Card Games'
The rules, history, and strategies of various card games, such as bridge, euchre, hearts, skat, rummy, cribbage, and poker, are described, with their technical terms defined. [via]

› Find signed collectible books: 'Play Poker Like the Pros'
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› Find signed collectible books: 'The Player of Games'
In The Player of Games, Iain M. Banks presents a distant future that could almost be called the end of history. Humanity has filled the galaxy, and thanks to ultra-high technology everyone has everything they want, no one gets sick, and no one dies. It's a playground society of sports, stellar cruises, parties, and festivals. Jernau Gurgeh, a famed master game player, is looking for something more and finds it when he's invited to a game tournament at a small alien empire. Abruptly Banks veers into different territory. The Empire of Azad is exotic, sensual, and vibrant. It has space battle cruisers, a glowing court--all the stuff of good old science fiction--which appears old-fashioned in contrast to Gurgeh's home. At first it's a relief, but further exploration reveals the empire to be depraved and terrifically unjust. Its defects are gross exaggerations of our own, yet they indict us all the same. Clearly Banks is interested in the idea of a future where everyone can be mature and happy. Yet it's interesting to note that in order to give us this compelling adventure story, he has to return to a more traditional setting. Thoughtful science fiction readers will appreciate the cultural comparisons, and fans of big ideas and action will also be rewarded. --Brooks Peck [via]
› Find signed collectible books: 'Player's Handbook'
Advanced Dungeons & Dragons Player's Handbook, 2nd Edition THE BOOK IS IN GOOD CONDITION HOWEVER, THE PAGES HAVE SIDE TABS ATTACHED [via]
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› Find signed collectible books: 'Player's Handbook: Core Rulebook I'
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
[via]
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› Find signed collectible books: 'Safe Hunting!: An Introduction to Hunting, Guns, and Gun Safety'
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› Find signed collectible books: 'Scarne's Encyclopedia of Card Games'
A classic in its field, this is the essential, all-inclusive guide to today's card games, including poker, bridge, baccarat, solitaire, and dozens of others, as well as histories and variations in the games, odds, and tips on how to detect cheating. [via]
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› Find signed collectible books: 'Scarne's Encyclopedia of Games'
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› Find signed collectible books: 'String Figures and How to Make Them'
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› Find signed collectible books: 'Sudoku for Dummies'
Sudoku For Dummies Volume 3 will offer 240 original and addictive puzzles including new circular and 16 x 16 puzzles to add new dimensions to game play and keep the most avid Sudoku fan entertained. Of the 240 puzzles, 220 are the popular 9x9 puzzles, 10 are 16 x 16, and 10 are circular puzzles. Within each of these categories there are Easy, Tricky, Tough and Diabolical puzzle ratings; and each puzzle is clearly identified with the rating.
More than just a listing of puzzles, Sudoku For Dummies, Volume 3 features a chapter explaining how to solve puzzles and the strategies involved. Additionally, readers receive all puzzle solutions in the back of the book. Finally, Sudoku For Dummies, Volume 3 includes a brief history of Sudoku (or Su Doku) for those interested. Descriptions of the puzzles are listed below.
Circular Sudoku (10 included: 3 Easy, 3 Tricky, 2 Tough, and 2 Diabolical)
The rules are similar to the normal 9x9 Sudoku but with some important differences. The puzzle is circular for a start, with 8 concentric rings. Each ring must contain the numbers 1-8 and each segment running into the centre of the circle and through to the opposite side of the circle must contain the numbers 1 - 8 and or course there can be no duplicate numbers!
16 x 16 Sudoku (10 included: 3 Easy, 3 Tricky, 2 Tough, and 2 Diabolical)
The grid is larger at 16 x 16 and solvers must fit the letters A-F into the grid alongside the numbers 0-9. 16 x 16 Sudoku are more difficult, take more time and are more infuriating than the normal puzzles - but just as addictive! [via]
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› Find signed collectible books: 'Sudoku for Dummies'
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› Find signed collectible books: 'Theory of Fun for Game Design'
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
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› Find signed collectible books: 'Unearthed Arcana'
Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons. [via]
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› Find signed collectible books: 'Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players'
Like a cross between a linguistic spy and a lexicographic Olympic athlete, journalist Stefan Fatsis gave himself a year to penetrate the highest echelons of international Scrabble competition. Word Freak is the account of his journey. It's a wacky grab bag of travelogue, history, party journal, and psychological study of the misfits and goofballs whose lives are measured out in Scrabble tiles.
Fatsis gives us all the facts about Scrabble--from the story of the down-on-his-luck architect who invented the game in the 1930s to the intricacies of individual international competitions and the corporate wars to control the world's favorite word game. He keeps the reader turning the pages as we get involved in the lives of the Scrabble obsessives: men and women who have a point to prove against the world and have chosen Scrabble as their playground and their pulpit. As Fatsis goes on his own quest to attain the coveted 1600 rating, we actually get obsessed with him as he lies awake at night pondering moves and memorizing lists of words. For anybody who is interested in words, Word Freak provides an entertaining and absorbing read. --Dwight Longenecker, Amazon.co.uk [via]
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› Find signed collectible books: 'L'homme Des Jeux'
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