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SpeedRunner


Adam Elliott - 2017
     That was what they called it. The day when over four million people vanished in an instant from the island of Manhattan. The day earthquakes ravaged the east coast. The day a one hundred and one kilometre tall tower rose from the wreckage of the now empty city. The day every screen, newspaper, and smart phone displayed a single message from an unknown source: The Great Emperor has issued his challenge. From the ruins of the Old World rise the Tower. Its doors will soon open, and the great game will begin. A hundred floors and a hundred challenges await the worthy. And to the victor? A Wish of Unlimited Power. Cayden Caros yearned to play that game. His only problem? The Terms and Conditions. A strict set of rules that, among other things, prevented anyone under the age of sixteen from entering the tower. Forced to wait for over two years, Cayden did the only thing he could do to pass the time. He researched, he practiced and he prepared. It would take a lot to catch up to players with such an enormous head start. Lucky for him, he was a special type of gamer. A SpeedRunner

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

A Terrible Matriarchy


Easterine Kire - 2007
    According to Grandmother, girls didn't need an education, they didn't need love and affection or time to play or even a good piece of meat with their gravy! Naturally Dielieno hates her with a vengeance. This is the evocative tale of a young girl growing up in a traditional society in India's Northeast, which is in the midst of tremendous change. Easterine Iralu writes about a place and a people that she knows well and is a part of and brings to the storytelling a lyrical beauty which can on occasion chill the reader with its realistic portrayals of the spirits of the dead that inhabit the quiet hills and valleys of Nagaland.

Edge of Reality


Andrei Livadny - 2015
    A gamer who's grown up in the web of virtual illusion woven from hundreds of phantom worlds. His biggest dream is to dump the real world for good.His desperate hunger of new experiences forces him to take a risk and become one of the first proud owners of a neuronet implant. The new gadget becomes part of him - but soon it's not enough. If only he could finally burn all his bridges and make a step beyond the real world!He soon gets this opportunity. A new universe, overflowing with mystery and unimaginable, mind-blowing authenticity, opens up before him.This is Phantom Server. The game of the future where your pursuit of an adrenaline rush soon turns into a battle for survival. But the most terrifying mystery lies ahead when you gradually start to realize: this is a road of no return. Your every decision may become your last. Your every step leads you further along the abyss between life and death.

A Book of Surrealist Games


Mel Gooding - 1995
    Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.

Add Toner: A Cometbus Collection


Aaron Cometbus - 1993
    The text is lovingly handwritten, interspersed with bold graphics and illustrations. Includes never-before-published material. Add Toner is the follow-up to Despite Everything, the best-of collection from the first two decades of Cometbus, called "a classic in the subterranean world" by Time, and "the best loved zine ever" by the San Francisco Bay Guardian.

Tales of the Gemsmith - Green


Jared Mandani - 2018
    Fresh out of College, he managed to open his shop to sell his creations and get a toehold in the business. But like most people who start out in life, the beginnings were rough and he had to struggle. Still, he wouldn’t want it any other way. One evening, while he’s busy in his workshop, three men in balaclavas break in and he’s violently assaulted. That burglary will leave him crippled and traumatized. And after weeks of rehabilitation, he will finally have to accept that he’ll never again be able to use his fingers with enough dexterity to pursue this meticulous occupation. Dean is devastated. What will he do with himself now? In the unit where he’s treated, a glimmer of hope will emerge when he’ll be introduced to a virtual world that erases your limitations and where no dream is big or wild enough. He will join Aldaron as a Mage Artificer and he will soon discover that, by drawing from his real life skills, he can progress through the levels much faster. Going from one adventure to the other, Mage Winters will meet legendary players and formidable foes. But right when he thinks he’s found a new purpose, he will learn of the ominous danger that threatens everything he’s come to cherish, and that his peculiar skills might be the only hope to save them all. This is Dean’s story. These are the Tales of the Gemsmith.

Apocalypse World


D. Vincent Baker - 2010
    In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers and battlebabes carve out what they can and defend it with blood and bullets. Drivers and operators search and scavenge, looking for that opportunity, that one perfect chance. Skinners remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now about what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.And you, who are you? This is what we've got, yes. What are you going to make of it?

Bigger Deal: A Year on the New Poker Circuit


Anthony Holden - 2007
    The author of Big Deal takes his game on the worldwide tournament circuit once more to see if his famed card skills can hold up against the vastly changed world of poker in the 21st century.

The Man of Gold


M.A.R. Barker - 1984
    Ruled by the upper clans of the land, the planet's culture is based upon the teachings of gods and demons, upon the ways and wiles of alien races, and upon the layered traditions of monarchs ancient and current. Tékumel is an exquisitely detailed world where surprise and adventure are as natural as night and day.The Man of Gold is the first novel based on the TEKUMEL: EMPIRE OF THE PETAL THRONE RPG. Follow the quest of Harsan, acolyte of the temple of Thumis, as he ventures forth to seek a forgotten empire's super weapon known only as the Man of Gold.

Game Engine Black Book, Wolfenstein 3D


Fabien Sanglard - 2017
    How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.

Puzzle Baron's Logic Puzzles


Puzzle Baron - 2010
    Unlike other logic puzzle books, every puzzle includes statistics - such as the average completion time, the record completion time, and the percentage of people to complete the puzzle - to bring out the competitor in each puzzler and better inform them on how easy or difficult each puzzle is.?Features 200 grid-based logic puzzles?Includes puzzles statistics for added excitement?Ideal for kids and adults

Ten Poems to Say Goodbye


Roger Housden - 2012
    But while the selected poems in this volume may focus upon loss and grief, they also reflect solace, respite, and joy.  A goodbye is an opportunity for kindness, for forgiveness, for intimacy, and ultimately for love and a deepening acceptance of life as it is rather than what it was. Goodbyes can be poignant, sorrowful, sometimes a relief, and—now and then—even an occasion for joy.  They are always transitions that, when embraced, can be the door to a new life both for ourselves and for others. In this inspiring and consoling volume, Housden encourages readers to embrace poetry as a way of enabling us to better see and appreciate the beauty of the world around and within us.

Ideas Behind the Chess Openings: Algebraic Edition


Reuben Fine - 1989
    But there are so many complicated variations -- how can you memorize them all?You can't -- and you don't have to! If you understand the basic goals of the opening you're playing, you will know which moves fit logically into its overall scheme. This classic, best-selling volume, now completely reset in modern algebraic notation, explains everything you need to know to play the opening sensibly and successfully.Reuben Fine, an International Grandmaster, is one of the world's top players and a leading theoretician of chess. He is the author of over half a dozen books, including the definitive Basic Chess Endings.

Fly-Fishing the 41st: Around the World on the 41st Parallel


James Prosek - 2003
    . . . he has taken us on an unforgettable journey.” — Thomas McGuane, author of The Cadence of Grass and The Longest Silence: A Life in FishingThe New York Times has called James Prosek "the Audubon of the fishing world," and in Fly-Fishing the 41st, he uses his talent for descriptive writing to illuminate an astonishing adventure. Beginning in his hometown of Easton, Connecticut, Prosek circumnavigates the globe along the 41st parallel, traveling through Spain, Greece, Turkey, Armenia, Kyrgyzstan, China, and Japan. Along the way he shares some of the best fishing in the world with a host of wonderfully eccentric and memorable characters.