Battletech Technical Readout: 3060


Herbert A. Beas IIBryan Nystul - 1997
    But the Clan forces they face also have new BattleMechs, as well as vehicles constructed with the Clans' vastly superior technology, and some other surprises. Technical Readout: 3060 contains illustrations and complete game statistics for the latest Inner Sphere and Clan BattleMechs, tanks, hovercraft, VTOLS, and more.

Partial Differential Equations


Lawrence C. Evans - 1998
    

Business Data Communications and Networking


Jerry FitzGerald - 1995
    Updated with the latest advances in the field, Jerry FitzGerald and Alan Dennis' 10th Edition of Business Data Communications and Networking continues to provide the fundamental concepts and cutting-edge coverage applications that students need to succeed in this fast-moving field.Authors FitzGerald and Dennis have developed a foundation and balanced presentation from which new technologies and applications can be easily understood, evaluated, and compared.

The Poker Tournament Formula


Arnold Snyder - 2006
    The strategies for small buy-in no-limit hold'em tournaments are similar to the big-money games, but the important factors-hand value, position, aggression and others, and speed of play-cause a radical change of strategy. Snyder recounts his own experience with these methods at a win rate of almost 300% and gives readers specific strategies for winning the big money available in prizes at the hundreds of small buy-in no-limit hold'em tournaments taking place weekly around the country and on the Internet.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Applications of No-Limit Hold ’em: A Guide to Understanding Theoretically Sound Poker


Matthew Janda - 2013
    This task would be impossible if a player had to actually think about every other hand in his range, but by understanding theoretical sound poker, he can quickly design balanced ranges using the proper bet-sizing while playing. Applications of No-Limit Hold 'em teaches theoretical sound poker, and thus the ability to create the bet-sizings and ranges which will beat the better players. The theory in this book is not designed to be complex or abstract, but rather it's intended to be applied immediately producing better overall results.Many confusing concepts such as overbetting, balancing multiple bet-sizing ranges, donk betting, and check-raising as the preflop raiser are crucial to a player's strategy despite few players implementing them or talking

Dungeon Master's Screen: A 4th Edition D&D Accessory


Wizards of the Coast - 2008
    Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.

Tell Me The Odds: A 15 Page Introduction To Bayes Theorem


Scott Hartshorn - 2017
    Essentially, you make an initial guess, and then get more data to improve it. Bayes Theorem, or Bayes Rule, has a ton of real world applications, from estimating your risk of a heart attack to making recommendations on Netflix But It Isn't That Complicated This book is a short introduction to Bayes Theorem. It is only 15 pages long, and is intended to show you how Bayes Theorem works as quickly as possible. The examples are intentionally kept simple to focus solely on Bayes Theorem without requiring that the reader know complicated probability distributions. If you want to learn the basics of Bayes Theorem as quickly as possible, with some easy to duplicate examples, this is a good book for you.

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Gladiators, Pirates and Games of Trust: How Game Theory, Strategy and Probability Rule Our Lives


Haim Shapira - 2017
    Game Theory is the mathematical formalization of interactive decision-making - it assumes that each player's goal is to maximize his/her benefit, whatever it may be. Players may be friends, foes, political parties, states, or any entity that behaves interactively, whether collectively or individually. One of the problems with game analysis is the fact that, as a player, it's very hard to know what would benefit each of the other players; some of us are not even clear about our own goals or what might actually benefit us. Haim Shapira uses multiple examples to explain what Game Theory is and how the different interactions between decision-makers can play out. In this book you will: Meet the Nobel Laureate John F Nash and familiarize yourself with his celebrated equilibrium Learn the basic ideas of the art of negotiation Visit the gladiators' ring and apply for a coaching position Build an airport and divide inheritance Issue ultimatums and learn to trust

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.

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Does God Play Dice?: The New Mathematics of Chaos


Ian Stewart - 1989
    It also incorporates new information regarding the solar system and an account of complexity theory. This witty, lucid and engaging book makes the complex mathematics of chaos accessible and entertaining. Presents complex mathematics in an accessible style. Includes three new chapters on prediction in chaotic systems, control of chaotic systems, and on the concept of chaos. Provides a discussion of complexity theory.