Dungeon Master's Guide


Mike Mearls - 2014
     - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts. - Created as part of a massive public playtest involving more than 170,000 fans of the game.

The Lazy Dungeon Master


Michael E. Shea - 2012
    As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.

The Ultimate Player's Guide to Minecraft


Stephen O'Brien - 2013
    Take an experienced guide who'll help you constantly... from living through your first night, to hosting your own Minecraft server! Stephen O'Brien has been obsessing over Minecraft since its earliest betas. He's seen it all! Now, he'll take you deep inside craft and mine, cave and menagerie, farm and village. He'll reveal combat traps and tricks you needto know... take you deep inside hidden temples... teach you enchantments of unimaginable power... help you survive where few dare to go... help you OWN the infinite worlds of Minecraft! Get registered and get started NOWCustomize your experience: monstrous, peaceful, and moreHarvest resources, craft tools and shelters--let there be lightGrab your pickaxe: mine iron, gold, diamonds, and redstoneEscape (or defeat!) 14 types of hostile mobsGet friendly mobs on your side and build automated farmsBrew potions to cure ills, gain superpowers, and throw at enemiesTransform your shelter into a palace (or a secret underwater base)Create new worlds and master the fine art of terraformingLearn the secrets of redstone devices, and build incredible rail systemsPlay safely through The Nether and The EndDiscover mods that will blow your mindRun your own LAN games, adventures, and worldsProvides complete coverage of the PC and Mac versionsTips for using Minecraft on Xbox, iOS and AndroidBonus downloadable crafting guide available from the publisher's web site

Bridge For Dummies


Eddie Kantar - 1997
    It's challenging--each hand presents a different set of conditions you must figure out and solve. It's very social--you play with a partner and two opponents. And best of all--it's fun. Bridge For Dummies, 2E gives you a step-by-step explanation of the fundamentals of the game in terms you can understand. It walks you through the different aspects of bridge, featuring real-life examples, so that you can feel comfortable with the basics before you ever start to play. And if you're already experienced at the game, you'll discover a wealth of tips and hints that can make you a better player. You'll learn all about:The basics of nontrump play How to play the hand in a trump contract Bidding for fun and profit Taking advantage of advanced bidding techniques Playing a strong defense and keeping score Playing bridge on your computer Playing in bridge clubs and tournaments Where to find other great bridge resources This newly revised edition features an expanded section on playing bridge online, with updated web addresses and other resources, along with new information on the latest bidding techniques. For anyone from novice to pro wanting to learn bridge or learn techniques to improve their game, Bridge For Dummies, 2E makes an ideal partner!

Bike Fit: Optimise Your Bike Position for High Performance and Injury Avoidance


Phil Burt - 2014
     Do you suffer from lower back pain after a long weekend ride? Do your shoes wear out on one side more than the other? Are you experiencing numbness in your hands, or knee pain? Phil Burt, Head Physiotherapist at British Cycling and Team Sky Consultant Physiotherapist, has worked with hundreds of cyclists to help them solve these and many other classic cycling niggles. In this book he outlines his methods to help you analyse your position and get the best from your bike. The right BIKE FIT can mean the difference between a good ride and a bad one, but a professional fit can cost more than you paid for your bike. The information is all here. Let Phil Burt guide you through your own BIKE FIT, to ensure your bike and body work in harmony. Packed with useful diagrams, step by step diagnostics and case studies, this is the must-read for any cyclist keen to get a performance advantage.

I Used to Know That: Stuff You Forgot from School


Caroline Taggart - 2008
    A light-hearted and informative reminder of all the things that we learnt in school but have since become relegated to the backs of our minds, I Used to Know That features hundreds of important snippets of wisdom, facts, theories, equations, phrases, rules and sayings. A practical guide to turn to when an answer is eluding you, when helping a child with homework or preparing them for the new school year, or maybe just to brush up on trivia for the pub quiz. I Used to Know That covers English Language and Literature, Mathematics, Biology, Chemistry, Physics, History, Geography and General Studies, so never again will you find yourself stumped!

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

Harry Anderson's Games You Can't Lose: A Guide for Suckers


Harry Anderson - 1989
    Now, Harry shares many of his hilarious insider tips.

Chess: 5334 Problems, Combinations and Games


László Polgár - 1994
    Organized by problem type, each combination, or game is keyed to an easy-to-follow solution at the back of the book.. More than 6,000 illustrations make it easy to see the possibilities regardless of where your pieces are on the board. The book also includes the basic rules of the game and an international bibliography. Chess is the ultimate book on winning the game.

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

The Art of Video Games: From Pac-Man to Mass Effect


Chris Melissinos - 2012
    Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

Sharp Sports Betting


Stanford Wong - 2001
    Lots of NFL data.

The Complete Idiot's Guide to RVing


April Maher - 2001
    An updated and revised guide for the more than 30 million Americans who are living the RV lifestyle and the millions of others who have considered it but have not yet taken the plunge, The Complete Idiot's Guide® to RVing, Second Edition, includes the following: Basic facts about the different types of RVs-camper, van, motor home, bus, or tow rig-and the advantages of each; Advice on buying your RV, from dealer negotiations to acquiring the proper insurance; Driving tips for piloting your RV; Information on how to choose a campground with an eye for water, electricity, propane, wastewater dump, hookups, phone, cable, and campground rules.

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.