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The
Playmakers: Amazing Origins of Timeless Toys by Tim Walsh
This is quite simply the most gorgeous book about commercial games and toys ever published. This hefty coffee table book, lavishly illustrated with over 400 photographs, celebrates 75 classic toys and games with the histories of their invention and profiles of their inventors. Illuminating, inspirational, and simply a joy to browse and read, this book is an absolute must-have.
The
Complete Pinball Book by Marco Rossignoli
As its title promises, this book is an invaluable history and reference
for the pinball enthusiast. Absolutely packed with super photographs and
information, including stats on every pinball machine ever made.
The
Man Who Counted by Malba Tahan
A delightful book of mathematical oddities and conundrums woven into
a Sheherezadian tale suitable for all ages. A book to relish and
revisit time and again. Reviewed in
TGR 6
A
Gamut of Games by Sid Sackson
Classic collection of original games you can play with common equipment,
from America's most accomplished game designer. Reviewed
in TGR 6
New
Rules for Classic Games by R. Wayne Schmittberger
Breathe new life into classic games with this compendium of variants
from a former editor of Games Magazine.
The
New Games Treasury by Merilyn Simonds Mohr, Roberta Cooke (Illustrator)
Thick, comprehensive reference to traditional games and sports, as
well as some commercial products.
Calhamer on Diplomacy: The Boardgame "Diplomacy" and Diplomatic Historyby Allan B. Calhamer, paperback, 222 pages The inventor of Diplomacy relates the game to its historical foundations, explaining where the game mirrors history and where it diverges, offering a wealth of ideas for successful play.
Oxford History of Board Gamesby David Parlett, hardcover, 352 pages Comprehensive history of classic board games from the reknowned game authority.
The
Monopoly Companion by Phil Orbanes
Trivia, history, and strategy by the former head of Parker Brothers.
The
Billion Dollar Monopoly Swindle by Ralph Anspach
The complete story of the real history of Monopoly and the legal battle fought by the author, the inventor of Anti-Monopoly.
Klutz
Book of Classic Board Games by Klutz Press
Rules, boards, and equipment needed to play 15 classic games, explained
in the breezy, comprehensible style for which Klutz books are known.
Ainslie's
Complete Hoyle by Tom Ainslie
One of the many books staking claim to the Hoyle name, offering rules
for the most popular traditional card, dice, and family games.
Everything
Scrabble by Joe Edley, John D., Jr. Williams
A wealth of information about the most famous word game, from history
to strategy, from national Scrabble experts.
Dice
Games Properly Explained by Reiner Knizia
Thorough exploration of dice games from one of the most prolific game
designers of our time. Includes rules to dozens of games, historical
information, discussion of probability, and more.
The
Everything Games Book by Tracy Fitzsimmons, Pamela Liflander
Rules and discussion of games and sports of all types.
The
Greatest Games of All Time by Matthew Costello
Offers history and trivia about many familiar and commerical games,
plus rules for games to be played without buying any special equipment.
The Penguin Dictionary Game Dictionary by James Cochrane
I haven't seen this myself, but it sounds like it's a dictionary full off obscure, bizarre words you've probably never heard of-- perfect for playing the Dictionary Game (similar to Milton Bradley's Balderdash).
Lateral
Thinking Puzzlers by Paul Sloane
Seen in Milton Bradley's Crack the Case game, lateral thinking
puzzles offer a cryptic situation which you must make sense of (eg, "He
was afraid to go home because the man with the mask was there.")
Great for car trips, passing time in theater or restaurant lines, or perplexing
friends over a beer (let them ask yes or no questions until they figure
it out).
The Oxford A to Z of Word Games by Tony Augarde [hardcover]
[paperback]
Rules for 250 word games, including classic favorites like Hangman
and Categories plus many you've probably never heard of.
Fiction
Ender's
Game by Orson Scott Card Nebula and Hugo award-winning novel about boy genius Ender Wiggin, master
of war games and the Earth's best hope for victory against the alien
"Bugger" threat. Live war games and a computerized adventure
game play major roles in this captivating science fiction classic.
Split
Infinity by Piers Anthony The first book in the Apprentice Adept series, Split Infinity takes us to
two alternate versions of the same world. Magic reigns on Phaze, while
the laws of science apply on Proton. In fact, Proton society is
structured around The Game, an all-encompassing diversion with unlimited
variations, played for wealth and power. When Stile, a lowly Proton serf
but talented game player, accidentally crosses between worlds and discovers
his alter-ego has been murdered, he embarks on a literally magical
journey. Gamers will salivate at the chapters devoted to The Game.
Blue
Adept by Piers Anthony The second book in the Apprentice Adept series continues the story of
Stile as he assumes the mantle of the Blue Adept and tries to win the love of
Lady Blue.
Juxtaposition
by Piers Anthony The conclusion to the Apprentice Adept series.
The
Flanders Panel by Arturo Perez-Reverte
Julia, a young art restorer in Madrid, stumbles in a world of intrigue when
she discovers a long-covered inscription on a Flemish painting: Who killed
the knight? Art, chess, and murder intertwine as Julia must
reconstruct and win the chess game depicted in the painting before more of her
friends are killed.
The
Crossword Murder by Nero Blanc
The body of a flamboyant crossword editor is found under very suspicious
circumstances-and now it's up to private investigator Rosco Polycrates to come
up with some answers, with the help of the beautiful and brainy crossword
editor from the victim's rival newspaper. Six crossword puzzles are included
as part of the mystery.
Two
Down by Nero Blanc Rosco's back with another murder and more mysterious crossword
puzzle clues.