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.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

A history of the United States


Cecil Chesterton - 1919
    This IS NOT an OCR'd book with strange characters, introduced typographical errors, and jumbled words. This book may have occasional imperfections such as missing or blurred pages, poor pictures, errant marks, etc. that were either part of the original artifact, or were introduced by the scanning process. We believe this work is culturally important, and despite the imperfections, have elected to bring it back into print as part of our continuing commitment to the preservation of printed works worldwide. We appreciate your understanding of the imperfections in the preservation process, and hope you enjoy this valuable book.

Landing Eagle: Inside the Cockpit During the First Moon Landing


Michael Engle - 2019
    It was a sea in name only. It was actually a bone dry, ancient dusty basin pockmarked with craters and littered with rocks and boulders. Somewhere in that 500 mile diameter basin, the astronauts would attempt to make Mankind’s first landing on the Moon. Neil Armstrong would pilot the Lunar Module “Eagle” during its twelve minute descent from orbit down to a landing. Col. Edwin “Buzz” Aldrin would assist him. On the way down they would encounter a host of problems, any one of which could have potentially caused them to have to call off the landing, or, even worse, die making the attempt. The problems were all technical-communications problems, computer problems, guidance problems, sensor problems. Armstrong and Aldrin faced the very real risk of dying by the very same technical sword that they had to live by in order to accomplish the enormous task of landing on the Moon for the first time. Yet the human skills Armstrong and Aldrin employed would be more than equal to the task. Armstrong’s formidable skills as an aviator, honed from the time he was a young boy, would serve him well as he piloted Eagle down amidst a continuing series of systems problems that might have fatally distracted a lesser aviator. Armstrong’s brilliant piloting was complemented by Aldrin’s equally remarkable discipline and calmness as he stoically provided a running commentary on altitude and descent rate while handling systems problems that threatened the landing. Finally, after a harrowing twelve and a half minutes, Armstrong gently landed Eagle at “Tranquility Base”, a name he had personally chosen to denote the location of the first Moon landing. In “Landing Eagle-Inside the Cockpit During the First Moon Landing”, author Mike Engle gives a minute by minute account of the events that occurred throughout Eagle’s descent and landing on the Moon. Engle, a retired NASA engineer and Mission Control flight controller, uses NASA audio files of actual voice recordings made inside Eagle’s cockpit during landing to give the reader an “inside the cockpit” perspective on the first Moon landing. Engle’s transcripts of these recordings, along with background material on the history and technical details behind the enormous effort to accomplish the first Moon landing, give a new and fascinating insight into the events that occurred on that remarkable day fifty years ago.

World of Warcraft Dungeon Companion


Brady Games - 2006
    Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to Ahn' Qiraj.Outdoor World Boss Encounters: Learn exactly what you need to take down Azuregos, Lord Kazzak, and the Dragons of Nightmare.Much more: Monster Information, Quest Guidance, Rewards, and Secret Rooms.Platform: PC CD-ROM Genre: MMORPG   This product is available for sale worldwide.

Fallout 3 Game of the Year Edition - Prima Official Game Guide


David Hodgson - 2009
    • Covers the entire main game and all five Add-On games: Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta.• Your Essential Wasteland Companion: walkthroughs and over 200 detailed maps give you all the tactics, locations, items, and rewards!• Info and stats on all the perks, armor, weapons, items, factions, and entities you'll encounter.• Moral compass choices revealed! Villain or virtuous? Our guide's flowcharts will let you know which road to follow for your chosen path.• Giant map poster to guide you through the Wasteland.

The Great Book of Ireland: Interesting Stories, Irish History & Random Facts About Ireland (History & Fun Facts 1)


Bill O'Neill - 2019
    In this trivia book, you’ll learn more about Ireland’s history, pop culture, folklore, and so much more! In The Great Book of Ireland, you’ll learn: How did Ireland get its name? Why is it known as the Emerald Isle? Who was St. Patrick really? What do leprechauns and shamrocks have to do with St. Patrick’s Day? Which Irish company had a 9,000-year lease? What is Ireland’s top attraction? Which movies have been filmed in Ireland? Which famous novel may have been based on an Irish myth? Which legends did the Irish believe in? And so much more! This book is packed with trivia facts about Ireland. Some of the facts you’ll learn in this book are shocking, some are tragic, and others will leave you with goosebumps. But they’re all interesting! Whether you’re just learning about Ireland or you already think you’re an expert on the state, you’ll learn something you didn’t know in every chapter. Your history teacher will be interesting at all of your newfound knowledge. So what are you waiting for? Get started to learn more about Ireland!

Halo: The Essential Visual Guide


Jeremy Patenaude - 2011
    Halo: The Essential Visual Guide delves even deeper into the phenomenon that is Halo. Covering material from Halo, Halo 2, Halo 3, Halo Wars, and the latest game, Halo: ODST, the book provides amazing images and insightful information making you feel as if you yourself are part of the game! (c)2011 Microsoft Corporation. All Rights Reserved.

Tough Plants for Southern Gardens


Felder Rushing - 2003
    This is the book for gardeners who want plants they can plant and forget! Tough Plants for Southern Gardens is written for novice and accomplished gardeners alike, for all gardeners who value their leisure time. They also value the appearance of their home and appreciate the benefits of well-placed landscaping…however; they do not want to devote too much time to keeping it beautiful. Tough Plants for Southern Gardens includes 120 of the toughest plants for Southern gardens, including annuals, bulbs, perennials, shrubs and small trees, ornamental vines, and lawns. Each featured plant is noted for its ability to thrive with minimal care. Many of the selections can withstand drought, poor soils, and minimal (or no) pruning, while providing beauty and charm in the home landscape. Each selection provides specific information on the plant's use in the landscape, mature size, flowering characteristics (if applicable), varieties, soil preference, and propagation. Each chapter also contains informative essays covering topics such as: companion planting tips, pest avoidance, and handling invasive plants.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Gamelife: A Memoir


Michael W. Clune - 2015
    So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.

Read Better Faster: How to Triple Your Reading Speed and Comprehension Without Speed Reading, Skimming, or Skipping


Debbie Drum - 2017
    These poor reading habits hold us back, and it’s why so many people don’t enjoy reading. You see, your brain is a lot like Goldilocks. When you read too slow, your mind wanders, you get distracted, and reading feels like a chore. When you try to read too fast, you can't comprehend what you're reading. The key is to read at the right speed using the best reading strategies for your learning type. In this short read, you’ll discover proven strategies to read faster without having to: Practice speed-reading techniques for hours and hours Skim text and risk missing crucial information Read cliff notes or shortened versions of a book This book combines the best lessons from speed reading techniques, neuroscience, and modern technology to allow you to read faster and comprehend more than you ever thought possible—and you can start to see the results today! Say Goodbye to Slow Reading Forever! I was always a slow reader. I could never focus long enough to read an entire book. I often forgot what I had just read, and had to re-read sentences over and over again. Reading was a frustrating, slow, and painful experience, so I tried to make up for my poor reading skills by studying more and working harder. But studying hard will only get you so far when you're using the wrong strategies. I wanted to be able to read more, learn more, and, most importantly, remember more of what I was reading. If you’ve quit reading more books than you can remember because of boredom or frustration, this book will change your life—and every book from now on will be a “quick read” for you. Everything changed when I developed a better way to read entire books very fast… Incredible Reading Results in 7 Days I was able to read four large books in my first week of using these methods. In Read Better Faster: How to Triple Your Reading Speed and Comprehension Without Speed Reading, Skimming, or Skipping you will discover: The exact methods anyone can use to read books faster than you ever imagined Never again struggle to finish a book, no matter how big or complex it is Start reading (and finishing) more books your friends and colleagues recommend to you How to guarantee laser-focused reading so you never have to re-read or forget what you just read How to comprehend and retain everything you read using a method that forces your brain to turn what you read into long-term memory storage How to accelerate your ability to learn more by reading faster and remembering more information than ever before This book is perfect for you if: You need to study for an exam, improve your grades, or do better in school You need to learn new business skills to improve your career or company You want to easily breeze through your favorite fiction books so you can enjoy reading even more You’ve always wanted to read more books but just can’t find the time or struggle to get through a book I encourage you to in

Billion Dollar Hollywood Heist: The A-List Kingpin and the Poker Ring that Brought Down Tinseltown (Front Page Detectives)


Houston Curtis - 2020
    Alex Rodriguez. Tobey Maguire. Ben Affleck. Matt Damon. John Cassavetes.   What do these people have in common? Not just fame and fortune; all these men are also alumni of the ultra-exclusive, high-stakes poker ring that inspired Aaron Sorkin’s Oscar-nominated film, Molly’s Game.   But Houston Curtis, the card shark who co-founded the game with Tobey Maguire, knows that Sorkin’s is the whitewashed version. In Billion Dollar Hollywood Heist, Curtis goes all-in, revealing the true story behind the game. From its origins with Maguire to staking DiCaprio’s first game, installing Molly Bloom, avoiding the hookers and blow down the hall, and weathering the FBI investigation that left Curtis with a lien on his house, this is the no-holds-barred account of the world’s most exclusive Texas Hold ’Em game from the man who started it—with all the names and salacious details that Molly’s Game left out.   With the insider appeal of Rounders, more A-listers than Ocean’s 11, and the excitement of The Sting, Billion Dollar Hollywood Heist is the untold, insider’s story that makes Molly’s Game look tame.

Invasion of the Space Invaders


Martin Amis - 1982
    Delving into the electric atmosphere of the arcades where he misspent his youth, he asks: Why did Space Invaders invade our hearts and minds? How much time, loose change and sex appeal did they cost us? And most importantly, which secret cheats and tactics must we master to reach the next level?Part cautionary tale, part celebration of a lifelong addiction, this is an essential manual for many a self-confessed cyber geek, computer nerd and joystick junkie.

Maestro Mario: How Nintendo Transformed Videogame Music into an Art


Andrew Schartmann - 2013
    for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?