Secrets of Self-Healing: Harness Nature's Power to Heal Common Ailments, Boost Your Vitality, and Achieve Optimum Wellness


Maoshing Ni - 2007
    Inspirational yet practical, this work can put readers on the path to a balanced and healthy life.

Learn to Play Go: A Master's Guide to the Ultimate Game


Janice Kim - 1994
    In Volume 1 of this award-winning series, professional Go player Janice Kim 3 dan helps you brush up on the fundamentals, or learn the game from scratch. Suitable for children, de-mystifying for adults, with plenty of historical and cultural notes and resource lists to learn more about the game and get you started right away. Includes a complete Go set with punch-out stones.

Player's Option: Spells and Magic (Advanced Dungeons & Dragons, First Printing, Rulebook/2163)


Richard Baker - 1995
    Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!

Armored Thunderbolt: The U.S. Army Sherman in World War II


Steven J. Zaloga - 2008
    George Patton, believed that the Sherman helped win World War II. So which was it: death trap or war winner? Armor expert Steven Zaloga answers that question by recounting the Sherman's combat history. Focusing on Northwest Europe (but also including a chapter on the Pacific), Zaloga follows the Sherman into action on D-Day, among the Normandy hedgerows, during Patton's race across France, in the great tank battle at Arracourt in September 1944, at the Battle of the Bulge, across the Rhine, and in the Ruhr pocket in 1945.

Clanbook: Brujah Revised


Justin Achilli - 2000
    Whether challenging the tyranny of feudalism or rallying against stagnant institutions, the Brujah take their fight into the modern nights. Whether she is a political dissenter or a common thug, a Brujah wears her emotions on her sleeve, and woe to those who get in her way.Intellectuals and IdealistsAs the second entry in the revised lineup of clanbooks, Brujah takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

1001 Dumbest Things Ever Said


Steven D. Price - 2004
    A collection of stupid utterances, mostly unintentional--although not always--from politics, show business, sports, and anywhere else people can put their feet in their mouths.

EarthBound (Legends of Localization #2)


Clyde Mandelin - 2016
    Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!

The Inquisition War


Ian Watson - 2004
    Declared a renegade of the Imperium Draco, his assassin consort and a Space Marine trek the galaxy in search of the mysterious Black Library and information that can overcome the conspiracy around them.

The Warlock Enlarged


Christopher Stasheff
    Its five continents and numerous small islands were covered with rain forest and inhabited by amphibians and hordes of insects—very much like Terra during its Carboniferous Era. One large island was noticeably different, however, It had been terraformed by human colonists centuries earlier…colonists who had abandoned technology in order to re-create the medieval/renaissance culture of Old Earth, right down to the belief in magic and witches. And on Gramarye, those beliefs were not merely archaic superstitions; they were facts of life.Rod Gallowglass, agent for the Society for the Conversion of Extraterrestrial Nascent Totalitarianisms (SCENT, for short), had sniffed out the Lost Colony—and been amazed to discover it was a communications gold mine: a segment of the population were genuine espers. No matter that, in this particular anachronistic setting, they were known as witches and warlocks; they were telepaths, and with their ability to communicate instantaneously, regardless of distance, they would be invaluable to the Decentralized Democratic Tribunal which had created SCENT.It was Rod’s job to steer them gently in the right direction…to see that Gramarye’s monarchy gradually evolved among democratic lines. And, aided by an old family retainer named Fess—an antique robot whose brain he had placed in a black steel horse’s body—the agent was doing quite well. He had earned the Crown’s respect and, in recognition of his “powers,” been awarded the title “High Warlock.” He had also married a beautiful, gifted witch, and together they had begun a family—strange as it was to raise children who were capable of levitation and telekinesis, among other adorable tricks.But if Gramarye had strategic value for the DDT, it was equally important to the opponents of democracy. With all of the technology at their command—resources unknown on Gramarye—and no scruples about using it to distort the colony’s natural development, Rod’s enemies had a powerful advantage. And their insidious attacks could take any form. How, for instance, was a space-age Warlock supposed to combat deadly, real-life bogeymen…?It’s fast-paced fun and adventure—three complete novels in one volume: King Kobold Revived, The Warlock Unlocked and The Warlock Enraged.

Game-Changer: Game Theory and the Art of Transforming Strategic Situations


David McAdams - 2014
    He was referring to battlefield tactics, but the same can be said about any strategic situation. Even seemingly certain defeat can be turned into victory--whether in battle, business, or life--by those with the strategic vision to recognize how to "change the game" to their own advantage.The aim of David McAdams's Game-Changer is nothing less than to empower you with this wisdom--not just to win in every strategic situation (or "game") you face but to change those games and the ecosystems in which they reside to transform your life and our lives together for the better.Game-Changer develops six basic ways to change games--commitment, regulation, cartelization, retaliation, trust, and relationships--enlivened by countless colorful characters and unforgettable examples from the worlds of business, medicine, finance, military history, crime, sports, and more.The book then digs into several real-world strategic challenges, such as how to keep prices low on the Internet, how to restore the public's lost trust in for-charity telemarketers, and even how to save mankind from looming and seemingly unstoppable drug-resistant disease. In each case, McAdams uses the game-theory approach developed in the book to identify the strategic crux of the problem and then leverages that "game-awareness" to brainstorm ways to change the game to solve or at least mitigate the underlying problem.So get ready for a fascinating journey. You'll emerge a deeper strategic thinker, poised to change and win all the games you play. In doing so, you can also make the world a better place. "Just one Game-Changer [is] enough to seed and transform an entire organization into a more productive, happier, and altogether better place," McAdams writes. Just imagine what we can do together.

The Little Seagull Handbook


Richard Bullock - 2010
    This new handbook is an indispensable and affordable tool for all students who write.

Deathwing


Neil JonesGav Thorpe - 1980
    It includes work by blistering talents such as Ian Watson, Storm Constantine, Dan Abnett, Charles Stross, William King, Neil McIntosh, Gav Thorpe and Graham McNeill.Deathwing, a Warhammer 40,000 anthology, is a gripping collection of the darkest science fiction stories set in the stark and brutal universe of Warhammer 40,000, stretching from the exploits of the lethal agents of the Officio Assassinorum to the babbling of incarcerated lunatics, their minds broken by the insanity of Chaos. The Deathwing are the secretive inner circle of the most vigilant and zealous of the Emperor's warriors, the Dark Angels. They alone bear the truth of the hidden shame that taints them and each one of their fellows, and their ancient disgrace is just one in a galaxy of mysteries. In the nightmare future of the 41st Millennium, humanity must fight for survival againt a myriad heretical alien races – but the most dangerous enemies of all are the former champions of mankind, now corrupted by the foul taint of Chaos!Contents: 8Deathwing [Warhammer 40,000] (1990) / novella by Bryan Ansell, William King *Devil's Marauders [Warhammer 40,000] (1990) / novelette by William King *Pestilence [Warhammer 40,000] (2001) / novelette by Dan Abnett *Lacrymata [Warhammer 40,000] (1990) / novelette by Storm Constantine *The Alien Beast Within [Inquisition War] (1990) / novelette by Ian Watson *Seed of Doubt [Warhammer 40,000] (1990) / novelette by Neil McIntosh *Suffer Not the Unclean to Live [Warhammer 40,000] (2001) / novelette by Gav Thorpe *Warped Stars [Inquisition War] (1990) / novella by Ian Watson * Monastery of Death [Warhammer 40,000] (1990) / novelette by Charles Stross * Unforgiven [Warhammer 40,000] (2001) / short story by Graham McNeill.

Miss Gabriel's Gambit


Rita Boucher - 1993
    Chess has been the ruination of her life ending her engagement, filching her fortune and reducing her to poor relation. But when she finds herself falling in love with chessmaster David Rutherford, the new Lord Donhill, Sylvia stakes her heart, her future and her reputation on the riskiest gambit of all.

Pokemon Black Version 2 & Pokemon White Version 2 Scenario Guide: The Official Pokemon Strategy Guide


Pokémon Company International - 2012
    • A complete walkthrough of the games, including all the new Gyms, Trainers, challenges, and even the post-game surprises! • Tips and tricks for evolving your Pokémon, so you can get the most from your Pokémon at every level! • A guide to becoming a star at the Pokéstar Studios and winning at the Pokémon World Tournament! • All the info you need to master the Medal Rally and to catch all of the Pokémon to complete your Pokédex! • Hints and special information to help you find hidden items, with a location index! • Matchup strategies to help you beat the toughest quartet of Trainers in the game, the Elite Four!

Dungeons & Dragons Starter Set


James Wyatt - 2014
    This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Ideal for a group of 4 – 6, the Dungeons & Dragons Starter Set includes a 64-page adventure book with everything the Dungeon Master needs to get started, a 32-page rulebook for playing characters level 1 – 5, 5 pregenerated characters, each with a character sheet and supporting reference material, and 6 dice.