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Based on the best-selling CD-ROM game on the market, a novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Julian, Dick, Anne, George and Timmy the dog find excitement and adventure wherever they go in Enid Blyton's most popular series. Join the Famous Five on their first adventure to the ruined castle on Kirrin Island - and choose for yourself how the mystery ends. Can you find the submerged wreck and treasure without being captured by ruthless gold hunters? You choose how to reach the treasure, but will you go straight to the gold or be held up by a false trail on the way? This exciting game story is based on Enid Blyton's Five on a Treasure Island. The text in this edition has been sensitively edited for today's reader and is unillustrated.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Julian, Dick, Anne, George and Timmy the dog find excitement and adventure wherever they go in Enid Blyton's most popular series. Join the Famous Five on their third adventure as they run away to Kirrin Island - and choose for yourself how the mystery ends. Find the mysterious trunk and help whoever let out that chilling scream - but don't run into the mysterious intruder. You choose how to unlock the trunk, but will you help in time or be held up by a false trail on the way? This exciting game story is based on Enid Blyton's Five Run Away Together. The text in this edition has been sensitively edited for today's reader and is unillustrated.
Useful pocket size is designed to fit in any fishing jacket Invaluable to record the water, weather conditions, location, fly, weight of your catch Includes space for notes and remarks A perfect gift for anglers of all ages
Journal 29 is a unique book game where you can solve riddles and puzzles and submit your answers online to get the keys and move forward.To solve the riddles, you need to think out of the box.You can write, draw, search, fold pages, combine different methods and try to get those riddles right.Journal 29 is a 148 pages book providing over 63 riddles you can solve.
The timeless million-copy phenomenon that provides not only the key to peak performance in tennis, but the secrets to success in life itself 'Groundbreaking . . . I still give it to friends today' - Bill Gates Described by Billie Jean King as her 'tennis bible', Timothy Gallwey's international bestseller has been essential reading for players of all abilities since it was first published in 1974. Instead of concentrating on how to improve your technique, Timothy Gallwey starts from the understanding that 'every game is composed of two parts, an outer game and an inner game'. The former is played against opponents on the court, but the latter is a battle within ourselves as we try and overcom...
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For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their pl...