National Geographic Kids Brain Games: The Mind-Blowing Science of Your Amazing Brain


Jennifer Swanson - 2015
    Give up? Here’s a hint: It’s housed in your head and it’s the one thing that makes you YOU. Your brain is mission control for the rest of your body and steers you through life. Not bad for something the size of a softball that looks like a wrinkled grey sponge!In this fascinating, interactive book -- a companion to the National Geographic Channel hit show – kids explore the parts of the brain and how it all works, brainy news nuggets from a neuroscientist, plus fun facts and crazy challenges.

Dark Ages Vampire


Mark Rein-Hagen - 2002
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.

Hemingway's Paris: A User's Guide (Kindle Single)


John Baxter - 2016
     What was Paris to Hemingway, and he to Paris? And how much of his city survives for us to visit and explore? In Hemingway's Paris: A User's Guide, prize-winning author John Baxter (The Most Beautiful Walk in the World) evokes the French capital as it was between 1921 and 1926, when Hemingway lived there, and provides a unique insider's guide to the city he knew and loved. John Baxter was born in Australia, but has lived in Paris for 25 years, most of that time in the building which Sylvia Beach made her home while running the famous Shakespeare and Company bookshop. As well as writing extensively about the city and its history, he leads literary walks around sites associated with James Joyce, Gertrude Stein, F Scott Fitzgerald and Ernest Hemingway. More details on www.johnbaxterparis.com.

Scavenger Hunt


Michaelbrent Collings - 2019
    As for me... you can call me Mr. Do-Good.”Five strangers have woken up in a white room. A room with no doors, no windows. A room with no hope.Because these strangers have been kidnapped, drugged... and brought here as the newest contestants in the world’s most high-stakes scavenger hunt. Run by a madman named Mr. Do-Good, the game offers only two options: win or die. All they have to do to survive is... complete every task... on time... and not break any of Do-Good’s rules.Playing the game will bring the players to their breaking point and beyond. But play they will, because Do-Good has plans for these strangers, and their only chance to live through the night is to discover what's really behind his Scavenger Hunt.

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games


Peter Leigh - 2018
    Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

Twinspiration: Real-Life Advice from Pregnancy Through the First Year


Cheryl Lage - 2005
    Incorporating a conversational, humorous tone throughout, Cheryl Lage provides a double dose of user-friendly suggestions, real-life advice, and heartfelt empathy.

A Demon Lord's Virtual [Magic Life]: Tutorial Zone


Nathan Valerio - 2018
    Orphaned at the young age of 10, his life is filled with struggles as a Superhuman, a genetically enhanced human. Living a life of poverty in the 23rd century, he could only barely sustain himself with his genetic differences compared to a normal human and survived by gaining money in virtual reality to pay for his food and survival. Now his final break came with a less then popular game [Magic Life] which features a special auto character creation process. During this process, he ends up with the Race Demon Lord and the class of the same name. Follow him as he plays in the virtual world that changed his life as the Demon Lord Akor as he trains in the tutorial zone facing countless choices in his [Magic Life].

Mini Weapons of Mass Destruction: Build a Secret Agent Arsenal


John Austin - 2011
    If you’re a budding spy, what better way to conceal your clandestine activities than to miniaturize your secret agent arsenal? MiniWeapons of Mass Destruction 2 provides fully illustrated step-by-step instructions for building 30 different spy weapons and surveillance tools, including:* Paper Dart Watch                 * Pen Blowgun* Rubber Band Derringer          * Mint Tin Catapult* Pushpin Dart                          * Cotton Swab .38 Special* Toothpaste Periscope            * Paper Throwing Star* Bionic Ear                             * And more!Once you’ve assembled your weaponry, the author provides a number of ideas on how to hide your stash—inside a deck of cards, a false-bottom soda bottle, or a cereal box briefcase—and targets for practicing your spycraft, including a flip-down firing range, a fake security camera, and sharks with laser beams.

Air Disaster 3: Terror In The Sky


Macarthur Job - 2015
    But that safety continues to be tested – and, occasionally, found wanting – by pilot error, freak weather conditions, poor maintenance and sheer bad luck. As ever, the lessons learned are painful.From the passengers sucked to their deaths from a gaping hole in a United Airlines Boeing 747 over Hawaii, to the astonishing escape of most of those aboard the Airbus which crashed into a forest at Mulhouse, to the insane decision of an Aeroflot captain to allow his young children to ‘fly’ his laden passenger jet over the Siberian wastelands, award-winning aviator writer Macarthur Job looks at what went wrong, and how it can be prevented from happening again.With photographs, and detailed illustrations by aviation artist Matthew Tesch, 'Air Disaster 3: Terror In The Sky' is a classic of its genre.Look out for two other books in Macarthur Job's Air Disaster series:Air Disaster 1: The Propeller EraAir Disaster 2: The Jet Age

Gametek: The Math and Science of Gaming


Geoffrey Engelstein - 2018
    Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower

Roll the Bones: The History of Gambling


David G. Schwartz - 2006
    Schwartz tells the epic story of gambling, beginning with its early emergence from divination rituals and ending with today’s global gaming culture. In a sweeping, rollicking narrative, Schwartz looks at the betting games people have played since the dawn of history, and argues convincingly that gambling has always been a crucial part of the human experience. The book begins with the rolling of knucklebones in prehistoric times, progresses through the casting of lots portrayed in the Bible and sacred Hindu writings, and traces gaming through the heights of the Greek and Roman civilizations. Schwartz continues through the Middle Ages, investigating the mysterious invention of playing cards in twelfth-century China, the birth of the casino and table games such as baccarat in Venice, and the British Empire’s work in spreading gambling throughout the world. Schwartz describes how lotteries financed some of the first American colonies, how gambling prospered in the Civil War and the Old West, how organized crime exploded in the twentieth century by running illegal gambling operations, and how gambling dollars transformed Las Vegas into the world’s number-one tourist destination. Packed with colorful characters from Julius Caesar to Casanova, George Washington to Steve Wynn, Roll the Bones is an all-in history of humanity’s fascination with chance. BACKCOVER: Advance Praise for Roll the Bones “Roll the Bones is a comprehensive and compelling look at the history of risk-taking—a necessary book in our age of plutonium poker, state lotteries, and billion-dollar Internet gaming sites. David Schwartz, a serious historian writing for a general audience, illuminates an urge we feel deep in our cells.” —From the Foreword by James McManus, author of Positively Fifth Street “Simultaneously entertaining, informative, and provocative, Roll the Bones looks through the veils of luxury, elegance, and pleasure that surround mankind’s obsession with lady luck, to give a panoramic view of generations of gamblers, from the Caesars of Imperial Rome to Caesar’s Palace in Las Vegas. Behind the lively narrative is a mass of information on the origin and rules of most popular games of chance, and a thoughtful analysis of the place of gambling in the 21st century.” —Iain Gately, author of Tobacco: A Cultural History of How an Exotic Plant Seduced Civilization “David Schwartz has written a masterful and encyclopedic history of gambling, from hunter- gathering peoples to the tourists on the twenty-first-century Las Vegas Strip. Throughout Schwartz maintains an accessible writing style with plenty of enjoyable anecdotes. Both the professional historian and the average reader will find the work rewarding.” —Larry Gragg, author of Englishmen Transplanted and The Salem Witch Crises “Roll the Bones is an impressive telling of our journey with gambling, from its evolutionary beginnings to today—a great read for both the serious student of gambling history and the merely curious. This book will become the ‘gold standard’ of gambling history.” —Crandell Addington, championship poker legend and member of the Poker Hall of Fame

Bookclub-in-a-Box Discusses Cutting For Stone, the novel by Abraham Verghese


Marilyn Herbert - 2010
    The narrative begins in Addis Ababa, Ethiopia, when twin boys, Shiva and Marion, are born to a nun (who dies) and a surgeon (who runs away). The babies, conjoined at the head, are successfully separated immediately after birth. The original conjoinment and separation of the boys becomes the operating theme of the novel and we are given situation after situation in which to consider the concepts of fusion and partition. Bookclub-in-a-Box looks at all that Verghese provides: history (Ethiopia and Eritrea), medicine (blood and liver disease), psychology (the search for identity), sociology (human relationships) and philosophy (of both science and religion). The narrative's real facts and descriptions are especially interesting for their thematic implications. Every Bookclub-in-a-Box printed discussion guide includes complete coverage of the themes and symbols, writing style, and interesting background information on the novel and the author.

In Search of the Unknown


Mike Carr - 1979
    Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.

Hidden Mickeys: A Field Guide to Walt Disney World's Best Kept Secrets


Steven Barrett
    Author Barrett adds to the fun of finding them by turning the search into six scavenger hunts, complete with clues, hints, and points to be scored. You'll find more than 200 new Mickey sightings in this edition over 1,000 hidden Mickeys in all. Fun for all ages!

Deadlands Reloaded (Savage Worlds; S2P10200)


Shane Lacy Hensley - 2006
    The guns of the Civil War are silent thanks to a tense cease fire between North and South. California is shattered by the Great Quake of '68, a new superfuel called ghost rock is revealed in the flooded channels and buried in the cliff faces that loom above. Powerful Rail Barons strive to be the first to complete a transcontinental railroad, and the Great Rail Wars exact a bloody toll on an American frontier divided between not only the Union and Confederacy, but the Sioux Nation, the Mormon state of Deseret, and the Independent Commonwealth of California. Amid the chaos, fortunes can be made by those bold enough to make their way West. These brave souls have more than plain old human violence to contend with. Something's going on in the West, something downright nasty. Fear stalks the land like a hungry beast, and abominations from man's myths and nightmares haunt the High Plains. Legends tell of ancient and powerful beings that thrive on the fear created by these horrific creatures. All around, the night grows darker and the shadows grow longer as evil twists the land. Arrayed against the forces of darkness are the heroes of the Weird West: Grim gunslingers, spell slinging hucksters, brilliant mad scientists, and wizened Indian shamans stake their souls and fortunes on the battle against the evils of the frontier, and often lay down their very lives for the cause of righteousness and light. And sometimes, death is not the end. Back in the Saddle! Deadlands: The Weird West returns, with the popular Savage Worlds game engine under the hood. Within these pages, you'll find all the rules you need to build a posse of heroes, and all the dirt the Marshal (that's the game master, partner) needs to bury 'em. We've also got a whirlwind tour of the Weird West, complete with a whole passel of nasty varmints and critters to vex adventurous souls. If your posse's the ambitious t