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Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9780786947300
ISBN number: 0786947306
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 64
Printing Date: October 16, 2007
Publishing house: Wizards of the Coast
Release Date: October 23, 2007
Sale Popularity Level: 75271
Studio: Wizards of the Coast
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Editor's Notes and Comments:
Product Description:
Explore the greatest dungeons of the Dungeons & Dragons(R) world!
This lavishly illustrated guide explores the fantastic dungeons of the fictional D&D world, from the perilous Tomb of Horrors to the Sunless Citadel and the Lost Caverns of Tsojcanth. Aimed at the novice dungeoneer, this book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and terrible traps!
The Dungeon Survival Guide is aimed at readers who enjoy fantasy and heroic tales of knights, wizards, and legendary monsters, and it gives non-D&D players a thrilling glimpse into the life of the intrepid dungeon explorer.
User popularity level:

Rated by buyers
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I allmost requested my money back.
Definetly this book earns place on top 5 (Not to buy this book) list!!!
Rated by buyers
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I have been playing Dungeons and Dragons for over twenty years, so when I saw they were releasing a "Dungeon Survival Guide" as a part of of their young readers line of books, I wondered what it would be like. I have already read the Practical Guide to Dragons and A Practical Guide to Monsters, and was impressed at the way that Wizards was trying to reach out to a new audience.
Both of those books were attached to young readers book series, while the Dungeon Survival Guide isn't. It is, in its own way, attached to the role playing game directly instead. Most veteran gamers will wince at this book, we can be an entitled lot thinking that all products are just for us.
But, if I were ten years old again and was wondering what all those guys at the book/comic shop were talking about when discussing "White Plume Mountain" or "The Temple of Elemental Evil," this book would have given me just enough information to want to play the game attached with the book. In fact, as I read it as a veteran gamer, I find the stroll through my own memories to be almost as pleasant.
This book isn't for everyone, and it might be a little pricey for a walk down memory lane, but if you are a parent wondering what kinds of adventures D&D typically expects its players to participate in -- then this is the book for you.
Rated by buyers
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I know that the folks at Hasbr ... er Wizards are super de dooper psyched that they have a shiny new edition out subsequent year, but did they have to put out a hardcover catalog of their previously-published adventures and charge $20 for it? Is it a rule that they have to publish at least one suppliment a month? I really can't see why they wouldn't put out something that wasn't edition specific but yet had some good ideas for dungeon crafting. I wish you could give no stars ...this turkey would get it. I am only glad I was able to peruse this piece of trash at my local bookstore so I didn't waste my money on it.
Rated by buyers
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I checked this book out from the library, just to see for myself if all of these negative reviews are warranted. Unfortunately, I think they are.
First off, this is a 64 page book. That's shorter than many magazines. Yet the book is a hardcover, even though the cover is just as thick as the pages contained therein. The only possible explanation for the cover is that Wizards thinks the information inside is so invaluable, that you'll be returning to this book time and time again. Only a hardcover can provide that kind of durability.
The information inside; however, is anything but invaluable.
The very first half of the book is reminiscent of material found in the `D&D for Dummies' and `Dungeon Master for Dummies' books. But it's less useful. It's mostly a soft overview of what D&D is about. Party roles are covered (Fighters fight things, Rogues find traps, Clerics heal and Wizards cast spells). You get a rundown of what makes a dungeon a dungeon (they tend to be underground. Who knew?). And you get a basic guide to adventuring (what equipment you need and how to use it). Then; after all of that exposition, the reader is treated to almost zero information about the actual mechanics behind playing the game. What were they thinking?
The rest of the book is devoted to two page mini articles about D&D adventures that have been released over the years. I think their intent is to be how-to guides. But they're mostly a random collection of quotes from fictitious adventurers, very generalized bullet points regarding how to survive (it turns out the crampons are really handy in the ice and snow), plus overviews of various aspects of the dungeon. There's also a tiny picture of the adventure's cover, with a note as to the author and its publication date.
I have no idea how or why any of the adventures featured were chosen. The list is apparently meant to be a greatest hits collection, but many of D&D's best known adventures are nowhere to be found. Several of the chosen adventures have been out of print for 15 years or more, so this how-to guide is a little late in the making. A guide is great and all, but not if you can't actually buy a copy of the adventure you're being guided through without searching used bookstores and auction sites. Once again, what were they thinking?
I'll finish with the artwork. There is a lot of full colour art for your eyes to enjoy. Almost all of it can be found in books that have already been published. Much of it is pulled straight from the D&D core rulebooks, which is a shame. Someone at Wizards had a field day with Photoshop.
So, one star it is. Because I can't vote zero.
Rated by buyers
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When I saw the beautiful cover of this book I naturally picked it up. I mean "Dungeon Survival Guide" sounds great doesn't it? Does it give me lists of special gear and generic dos and don't in dungeons? Does it give me a few maps and tactical examples of how to approach a difficult objective? What about suggested strategies for different types of monsters. Not even close.
After hefting it and becoming aware that it had fewer pages than some comic books I thought, "uh oh, this must be some kind of promotional material". You know, something pretty and inexpensive for the coffee table (not that I have a coffee table). Then I flipped the book over and saw the price tag.
20$ This product is clearly mis tagged I think to myself. Scanning through the book was even more of a disappointment. It's basically a spoiler guide for a series of products, most of which I'll never play or probably even see (though oddly they look like advertisements in this "book").
This is no longer a matter of being frustrated. I laughed. I kept laughing all the way back to my car. My friends and I joke all the time about how greedy WOTC has become, reducing page counts, skimping on indexes, and regurgitating material. We joked, in complete fiction, that one day something like this would happen. Wow, it finally has.
Whatever you do, *go look at this book in person* (DO NOT ORDER IT ONLINE).
Once you have had it in your hands for a couple of minutes, it'll most likely be right back on the shelf. When it hits $5, maybe.
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