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Richard Osman's House of Games
  • Language: en
  • Pages: 311

Richard Osman's House of Games

  • Type: Book
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  • Published: 2019-10-17
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  • Publisher: Random House

Do you know how many post boxes there are in the UK? Could you guess how many times the word 'goat' appear in the King James Version of the bible? Fancy playing a game of charades where all of the books, films and plays are entirely made up? Now, look around the room. Is anyone there the kind of person who’ll say ‘I just don’t understand this’, when faced with something that’s not just perfectly easy to understand, but is ... well, fun? Ask them to leave. Have they gone? Good. Now welcome inside the House of Games ... Featuring questions based on some of the most loved rounds from the hit BBC2 show, including Roonerspisims, Venn Will I Be Famous?, Dim Sums and Answer Smash, Richard Osman’s House of Games Quiz Book is the ultimate test of wit, wisdom and imagination. Curated by Richard Osman and Alan Connor and featuring over 50 new and exclusive games to try out, this is your chance to step inside the House of Games and pitch your trivia skills against your family and friends. Quirky, unique and exactly the right amount of silly, House of Games contains hours of guaranteed fun!

Parsantium
  • Language: en
  • Pages: 176

Parsantium

  • Type: Book
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  • Published: 2014-02-16
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  • Publisher: Unknown

Parsantium: City at the Crossroads is a city sourcebook for use with all editions of the world's bestselling fantasy RPGs. Parsantium is a melting pot, a cosmopolitan city where trade routes meet and great cultures collide. Inspired by real-life Byzantium with its rich Greco-Roman heritage, Parsantium is packed with characters, monsters and magic from the Tales of the Arabian Nights, ancient India and the Far East, alongside traditional medieval fantasy elements. Featuring evil cults and exotic gods, unscrupulous politicians and nobles, scheming rakshasas and serpentfolk, ancient dungeons buried beneath the city streets, powerful criminal gangs, gladiators and chariot racing, Parsantium cont...

Characteristics of Games
  • Language: en
  • Pages: 331

Characteristics of Games

  • Type: Book
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  • Published: 2020-12-08
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  • Publisher: MIT Press

Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

The Amber Treasure
  • Language: en
  • Pages: 370

The Amber Treasure

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The Game Audio Tutorial
  • Language: en
  • Pages: 722

The Game Audio Tutorial

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

Tomorrow's Guardian
  • Language: en
  • Pages: 370

Tomorrow's Guardian

Tom Oakley experiences disturbing episodes of deja-vu and believes he is going mad. Then, he discovers that he's a "Walker" - someone who can transport himself to other times and places. Tom dreams about other "Walkers" in moments of mortal danger: Edward Dyson killed in a battle in 1879; Mary Brown who perished in the Great Fire of London; and Charlie Hawker, a sailor who drowned on a U-boat in 1943. Agreeing to travel back in time and rescue them, Tom has three dangerous adventures, before returning to the present day. But Tom's troubles have only just begun. He finds that he's drawn the attention of evil individuals who seek to bend history to their will. Soon, Tom's family are obliterated from existence and Tom must make a choice between saving them and saving his entire world. Tomorrow's Guardian is a Young Adult Fantasy Novel."

String Games
  • Language: en
  • Pages: 102

String Games

Provides directions, illustrated with photographs, for making many different string figures-- from the fairly simple Jacob's Ladder to more complex Mt. Fuji-- along with information about their history and meaning.

Games of No Chance
  • Language: en
  • Pages: 556

Games of No Chance

Is Nine-Men Morris, in the hands of perfect players, a win for white or for black - or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches and minies? This book deals with combinatorial games, that is, games not involving chance or hidden information. Their study is at once old and young: though some games, such as chess, have been analyzed for centuries, the first full analysis of a nontrivial combinatorial game (Nim) only appeared in 1902. The first part of this book will be accessible to anyone, regardless of background: it contains introductory expositions, reports of unusual tournaments, and a fascinating article by John H. Conway on the possibly everlasting contest between an angel and a devil. For those who want to delve more deeply, the book also contains combinatorial studies of chess and Go; reports on computer advances such as the solution of Nine-Men Morris and Pentominoes; and theoretical approaches to such problems as games with many players. If you have read and enjoyed Martin Gardner, or if you like to learn and analyze new games, this book is for you.

Explore/Create
  • Language: en
  • Pages: 250

Explore/Create

An inventor, adventurer, entrepreneur, collector, and entertainer, and son of legendary scientist-astronaut Owen Garriott, Richard Garriott de Cayeux has been behind some of the most exciting undertakings of our time. A legendary pioneer of the online gaming industry—and a member of every gaming Hall of Fame—Garriott invented the multi-player online game, and coined the term “Avatar” to describe an individual’s online character. A lifelong adventurer and member of the Explorers Club, Garriott has used the fortune he amassed from the gaming business to embark on a number of thrilling expeditions. He has plumbed the depths of the Atlantic ocean to see the remains of the Titanic, hunt...

Grandmaster Gambits: 1 e4
  • Language: en
  • Pages: 1200

Grandmaster Gambits: 1 e4

Are you bored with playing it safe in the opening? Had enough of developing your pieces sensibly, aiming to control the centre and getting your king castled? Do you yearn to tear the opposition apart in the style of the great 19th century masters? Then Grandmaster Gambits 1 e4 is the book for you! The highly successful writing duo of Richard Palliser and Simon (GingerGM) Williams have teamed up again to create a repertoire based on jettisoning a pawn (and often a whole lot more) very early on. Whatever opening your opponent favours against 1 e4, the authors have a dynamic gambiteering counter which will throw them onto their own resources. The Sicilian Defence? Attack it with the Wing Gambit. 1...e5? Tear Black apart with the Max Lange Attack. The French? Suffocate Black with the Advance Variation including Magnus Carlsen’s souped-up version of the Milner-Barry Gambit. The Caro-Kann? Play the Hillbilly Attack with 2 Bc4! Your opponent might laugh but they won’t be laughing when you crash through on f7. Forget about playing “properly” in the opening. Open 1 e4, play the Grandmaster Gambits and rip your unprepared opponents apart!