All New Square Foot Gardening


Mel Bartholomew - 1981
    Sure, it's even simpler than it was before. Of course, you don't have to worry about fertilizer or poor soil ever again because you'll be growing above the ground. However, the best feature is that anyone, anywhere can enjoy a square foot garden - children, adults with limited mobility, and even complete novices can achieve spectacular results. But, let's get back to the ten improvements. You're going to love them: 1. New Location - Move your garden closer to your house by eliminating single-row gardening. Square foot gardens need just 20% of the space of a traditional garden.2. New Direction - Locate your garden on top of existing soil. Forget about pH soil tests, double-digging (who enjoys that?), or those never-ending soil improvements.3. New Soil - The new "Mel's Mix" is the perfect growing mix. We give you the recipe, and best of all, you can even buy the different types of compost needed.4. New Depth - You only need to prepare a SFG box to a depth of 6 inches! It's true - the majority of plants develop just fine when grown at this depth.5. No Fertilizer - The all new SFG does not need any fertilizer - ever! If you start with the perfect soil mix, then you don't need to add fertilizer.6. New Boxes - The new method uses bottomless boxes placed above ground. We show you how to build your own (with step-by-step photos).7. New Aisles - The ideal gardening aisle width is about three to four feet. That makes it even easier to kneel, work, and harvest.8. New Grids - Prominent and permanent grids added to your SFG box help you visualize your planting squares and properly space them for maximum harvest.9. New Seed-Saving Idea - The old-fashioned way advocates planting many seeds and then thinning the extras (that means pulling them up). The new method means planting a pinch - literally two or three seeds - per planting hole.10. Tabletop Gardens - The new boxes are so much smaller and lighter (only 6 inches of soil, remember?), you can add a plywood bottom to make them portable. Of course, that's not all. We've also included simple, easy-to-follow instructions using lots of photos and illustrations. You're going to love it!

The Ashley Book of Knots


Clifford W. Ashley - 1944
    Here are approximately 3900 different kinds, from simple hitches to "Marlingspike Seamanship." Mr. Ashley has included almost everything there is to know about them. Precisely named and classified (some new ones for the first time officially), they can be easily found in the big index. He tells when they appeared, something about their history, and what they are good for. Above all, Mr. Ashley gives explicit directions on how to tie them. He describes each step simply and clearly in the text and has penned right alongside some 7000 drawings to make it still more graphic. This book and a piece of cord will open a new and challenging world of practical adventure to readers of all ages. There are many distinctive features to this informal encyclopedia. Outstanding are the delightful sketches and illustrations by the author that enliven every page. Mr. Ashley, a prominent marine artist, is at his best here. Sailors have been the greatest experimenters with rope, but since they have no monopoly on the art, the author describes knots used in over ninety other occupations. These range alphabetically from Archer to Yachtsman, and aesthetically from Florist to Hangman. The forty-one chapters include knots classed under such general types as "Hooks, Beckets, and Toggles," "The Noose," and "Tricks and Puzzles." Mr. Ashley has devoted eleven years to writing this book, and it is based on forty years of looking for, trying out, and thinking up new knots. His drawings abound in humor and the text is full of colorful anecdotes. THE ASHLEY BOOK OF KNOTS will make a unique and permanent addition to any library.

Wonderbook: The Illustrated Guide to Creating Imaginative Fiction


Jeff VanderMeer - 2013
    Employing an accessible, example-rich approach, Wonderbook energizes and motivates while also providing practical, nuts-and-bolts information needed to improve as a writer. Aimed at aspiring and intermediate-level writers, Wonderbook includes helpful sidebars and essays from some of the biggest names in fantasy today, such as George R. R. Martin, Lev Grossman, Neil Gaiman, Michael Moorcock, Catherynne M. Valente, and Karen Joy Fowler, to name a few.Praise for Wonderbook: “Jammed with storytelling wisdom.” —Fast Company’s Co.Create blog“This is the kind of book you leave sitting out for all to see . . . and the kind of book you will find yourself picking up again and again.” —Kirkus Reviews online“If you’re looking for a handy guide to not just crafting imaginative fiction like sci-fi, fantasy, and horror, but to writing in general, be sure to pick up a copy of Steampunk Bible author Jeff Vandermeer’s lovingly compiled Wonderbook."  —Flavorwire“Jeff Vandermeer and Jeremy Zerfoss have created a kaleidoscopically rich and beautiful book about fiction writing.”  —Star Tribune“Because it is so layered and filled with text, tips, and links to online extras, this book can be read again and again by both those who want to learn the craft of writing and those interested in the process of others.” —Library Journal

Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Animal Crossing: New Horizons Official Companion Guide


Jade Bacalso - 2020
    Your one-stop guide to a perfect island vacation is right here!Animal Crossing™: New Horizons takes you to a deserted island and lets you craft it into your own personal paradise inhabited by a unique, character-filled community. This premium book is both the perfect guide for getting the most out of island life, and the ultimate reference for anyone who insists on having it all.

Genki I: An Integrated Course in Elementary Japanese


Eri Banno - 1999
    Abundantly illustrated and containing a wide variety of exercises, Genki is sure to bring vigor to your classroom! Though primarily meant for use in college-level classes, it is also a good guide for independent learners and is a nice resource book for teachers of Japanese. Genki's authors teach at Kansai Gaidai University, which hosts the largest number of North American students spending their junior year in Japan.

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.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

1,000 Places to See Before You Die


Patricia Schultz - 2003
    Sacred ruins, grand hotels, wildlife preserves, hilltop villages, snack shacks, castles, festivals, reefs, restaurants, cathedrals, hidden islands, opera houses, museums, and more. Each entry tells exactly why it's essential to visit. Then come the nuts and bolts: addresses, websites, phone and fax numbers, best times to visit. Stop dreaming and get going.This hefty volume reminds vacationers that hot tourist spots are small percentage of what's worth seeing out there. A quick sampling: Venice's Cipriani Hotel; California's Monterey Peninsula; the Lewis and Clark Trail in Oregon; the Great Wall of China; Robert Louis Stevenson's home in Western Samoa; and the Alhambra in Andalusia, Spain. Veteran travel guide writer Schultz divides the book geographically, presenting a little less than a page on each location. Each entry lists exactly where to find the spot (e.g. Moorea is located "12 miles/19 km northwest of Tahiti; 10 minutes by air, 1 hour by boat") and when to go (e.g., if you want to check out The Complete Fly Fisher hotel in Montana, "May and Sept.-Oct. offer productive angling in a solitary setting"). This is an excellent resource for the intrepid traveler.Copyright 2003 Reed Business Information, Inc.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Lasker's Manual of Chess


Emanuel Lasker - 1925
    Certainly no man has ever held the world championship longer — 28 years — or kept his powers so long. In his sixties, Lasker began what amounted to a fresh career in chess by playing his first serious game in ten years, and defeating Max Euwe, the man who was the following year to become world champion. The secret behind his extraordinary abilities may perhaps be found in Lasker’s wide knowledge of every phase of the game, and his ability to be independent of schools or fashions.This knowledge is reflected in the Manual of Chess, making it one of the great studies of the game, acclaimed by the chess world almost from the day it appeared. The book is one of the most thorough studies ever written, and though its main appeal is to the intermediate to skilled player, it begins its explanations at a level that can be understood by the beginner. Lasker analyzes basic methods of gaining advantages, exchange value of pieces, combinations, position play, the aesthetics of chess, and almost every other important aspect of the game. He examines dozens of different openings, including the Petroff Defense, the Hungarian Defense, King’s Bishop, Ponziani, Giuoco Piano, and Four Knights’ Game. He constantly illustrates his discussions with games played by the great modern masters. Lasker is always delightful reading, revealing a mind as quick to entertain and philosophize as it is to explain.One of the most rewarding features of the book is Lasker’s illumination and elaboration of the theories of William Steinitz. An interesting sidelight is that although Lasker always thought of himself as a disciple of Steinitz, he was actually an original, more versatile player, inclined to take calculated risks. His exposition of Steinitz’s thought and maxims, his principles of attack and evaluation, however, cannot help but be profitable to any chess player.

Is That a Fish in Your Ear? Translation and the Meaning of Everything


David Bellos - 2011
    Using translation as his lens, David Bellos shows how much we can learn about ourselves by exploring the ways we use translation, from the historical roots of written language to the stylistic choices of Ingmar Bergman, from the United Nations General Assembly to the significance of James Cameron's Avatar.Is That a Fish in Your Ear? ranges across human experience to describe why translation sits deep within us all, and why we need it in so many situations, from the spread of religion to our appreciation of literature; indeed, Bellos claims that all writers are by definition translators. Written with joie de vivre, reveling both in misunderstanding and communication, littered with wonderful asides, it promises any reader new eyes through which to understand the world. In the words of Bellos: "The practice of translation rests on two presuppositions. The first is that we are all different: we speak different tongues, and see the world in ways that are deeply influenced by the particular features of the tongue that we speak. The second is that we are all the same—that we can share the same broad and narrow kinds of feelings, information, understandings, and so forth. Without both of these suppositions, translation could not exist. Nor could anything we would like to call social life. Translation is another name for the human condition."

A Monk's Guide to a Clean House and Mind


Shoukei Matsumoto - 2011
    In this Japanese bestseller a Buddhist monk explains the traditional meditative techniques that will help cleanse not only your house - but your soul.Live clean. Feel calm. Be happy.We remove dust to sweep away our worldly cares. We live simply and take time to contemplate the self, mindfully living each moment. It's not just monks that need to live this way. Everyone in today's busy world needs it.In Japan, cleanliness is next to enlightenment. This bestselling guide by a Zen Buddhist monk draws on ancient traditions to show you how a few simple changes to your daily habits - from your early morning routine to preparing food, from respecting the objects around you to working together as a team -will not only make your home calmer and cleaner, but will leave you feeling refreshed, happier and more fulfilled.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.