Download PDF by Cho Chikun: Go: A Complete Introduction to the Game

By Cho Chikun

ISBN-10: 4906574505

ISBN-13: 9784906574506

This can be an up-to-date variation of The Magic of cross. it's a ebook for rookies, that alternates chapters at the ideas and easy strategies with short sections concerning the video game, with old info, information regarding expert pass, cross gear, and different issues.

Show description

Read or Download Go: A Complete Introduction to the Game PDF

Similar gaming books

IQ Brainteasers by Norman Sullivan PDF

IQ Brainteasers is the final word attempt of your mind energy. choked with over three hundred puzzles, your visible, mathematical and lateral-thinking skills may be stretched to the restrict. additionally incorporated are a few eastern puzzles – Sudoku, Bridges and Slitherlink – that allows you to relatively get your mind cells operating.

Read e-book online Pendragon Tales of Chivalry and Romance (King Arthur PDF

"Tales of Chivalry & Romance" are adventures which discover the 2 beliefs which set King Arthur Pendragon except such a lot different roleplaying video games. The code of chivalry and the excessive paintings of romance are very important components of the real knight's personality. they could encourage you to nice deeds of valor and honore, or if pissed off, can result in darkish rifts among lords and fanatics.

Read e-book online Victorian Age: Vampire PDF

Ebook via Achilli, Justin, Blackwelde, Kraig, Campbell, Brian, Hindmarch, Will

New PDF release: Fireborn: The Roleplaying Game: Gamemaster's Handbook

The Fireborn video game Master's guide comprises all of the principles and suggestion you want to run your individual Fireborn crusade. This publication supplies the instruments to teach your avid gamers epic event within the mythic age or topic them to darkish mysteries in glossy London. It includes surroundings info for London, in addition to info on 4 epochs from the mythic age, in addition to recommendation on tips on how to run a Fireborn crusade, how you can use flashbacks to their fullest, ideas for karmic goods and taint, and many characters and creatures for use as associates or foes.

Additional resources for Go: A Complete Introduction to the Game

Sample text

The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry.

If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged. Ref lection of Weakness: Psychic feedback causes an enemy to suffer from the same weakening effect it imposes on the subject. The mesmerist can trigger this trick when an attack or spell used by an enemy causes the subject to take ability damage, ability drain, bleed damage, or a minor or moderate condition listed under the touch treatment class 41 feature.

This is an illusion (glamer) effect. Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC.

Download PDF sample

Go: A Complete Introduction to the Game by Cho Chikun

by George

Rated 4.76 of 5 – based on 39 votes