Decoding and creating meanings, book readers always participate in a game. A book can be, however, a game space or a play space in the literal sense. It can be an accessory and a board, often combining the written text with two- or three-dimensional graphic representations. The article focuses on the book publications which are games in their own right (in accordance with Salen and Zimmermen's definition). After a brief discussion of the development and background of such publications, as well as the presentation of their crucial features, the intermediality vs interactivity continuum is being established. The continuum acts as the visual representation of actual and assumed features of the analysed examples, with the conclusion that the assumed position is invariably higher than the actual one.