fantasy games

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Topical Term
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fantasy games

Dungeons & dragons player's handbook, arcane, divine, and martial heroes

roleplaying game core rules
2008
Presents new rules and character options, such as races, base classes, paragon paths, epic destinies, powers, magic items, weapons, armor, and equipment, and provides rules for adventuring, combat, and rituals.

Best battles

ready to brawl : guidebook
2009
Presents a guide with tips and tricks for becoming a Bakugan brawler, with diagrams for the best battle plans and information on how to read Bakugan cards.

Bakugan, field open!

the official brawler and monster guide
2008

Dungeons & dragons monster manual

roleplaying game core rules
2008
Contains alphabetized profiles of nearly five hundred monsters in the game Dungeons and Dragons, covering level, size, origin, type, experience points, initiatives, senses, aura, hit points, defenses, resists, saving throws, speed, action points, attack powers, alignment, skills, ability scores, and healing surges.

The Avatar Chronicles: Edda

2011
In the virtual world of Edda, ruler Scanthax decides he wants to invade another virtual world, embroiling the universes of Edda, Saga, and Epic in war, with only three teenagers to try to restore peace.

Pojo's 2005 Yu-Gi-Oh! annual

2005
A comprehensive guide to Yu-Gi-Oh that provides information on the television show, major characters, trading card game, movie, card sets, and more.

Edda

2012
In the virtual world of Edda, ruler Scanthax decides he wants to invade another virtual world, embroiling the universes of Edda, Saga, and Epic in war, with only three teenagers to try to restore peace.

Missing Abby

2006
As the last one to see thirteen-year-old Abby, Emma is determined to discover the truth about her mysterious disappearance, spurred in part by her feelings of guilt over ending their friendship in order to ensure popularity at her new school.

The amulet of Komondor

2003
When Joe and Katie become actual characters in a fantasy game, they must battle everyone from a dragon to the FBI to unite five pieces of an amulet, scattered across Earth and the fantasy world of Komondor, that will restore everything to normal.

Wizards of the game

2004
Eighth grader Mercer, whose passion is the fantasy role-playing game Wizards of the Warrior World, hopes to use a fund raiser to bring a gaming convention to his middle school, but instead he attracts four genuine wizards who are trapped on Earth and want his help in returning to their own world.

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