Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them


Matt Gaffney - 2006
    Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.

Dungeons & Dragons for Dummies


Bill Slavicsek - 2005
    Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless--but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure.With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through:Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character's power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There's even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

Diary of a Wimpy Villager: Book 2 (An unofficial Minecraft book)


Cube Kid - 2015
    In this diary of a villager boy, you'll catch a glimpse of their secretive lives and find out how they survive in their hostile world. What's behind the calm expressions? What mystical knowledge do they possess? You'll never know by asking them. Dive into this book for the answer. This is Book 2 of the Wimpy Villager series—a great series for gaming fans of all ages! Grab the first book before starting this one! Disclaimer: This is book is not official. It is not endorsed, authorized, sponsored, licensed or supported by Mojang AB, Microsoft Corp. or any other entity owning or controlling rights to the Minecraft name, trademarks or copyrights.

Schott's Sporting, Gaming, and Idling Miscellany


Ben Schott - 2004
    Schott's Sporting, Gaming, and Idling Miscellany scores big with its fascinating hodge-podge of sports- and activity-related trivia.

Gears of War Book Two


Joshua Ortega - 2010
    Don’t miss a moment in the brutal adventures of Marcus Fenix and Delta Squad’s battle against the Locust.From the Hardcover edition.

The Starlight Conspiracy


Steve Voake - 2008
    That is, until she meets an old man who entrusts her with a package containing a mysterious item that has unbelievable powers. It is a meeting that will change her life.

Carnival Chaos


Ron Bates - 2020
    Join them on their adventure as they make merry mischief in the vibrant and topsy-turvy world of the Inkwell Isles! It's a special day on the Inkwell Isles: Elder Kettle's birthday! Yes, sirree, it's a very special day. So Cuphead and Mugman need to find the perfect gift to honor their beloved mentor. But along the way, the brothers and their new friend Ms. Chalice are captivated by the sights and sounds of the carnival that just rolled into town. Despite Elder Kettle's warning that the attraction is filled with liars and thieves, the trio gets reeled in.At the carnival, the friends are bamboozled and burgled by enemies, old and new. Will they escape the chaos and get their gift before it's too late?Includes over 20 never-before-seen illustrations drawn by Studio MDHR's Lance Miller that feature hidden items for an interactive treasure hunt!Cuphead in Carnival Chaos is the first book in an original series and perfect for players of Cuphead, and readers of Hello Neighbor, Bendy and the Ink Machine, and Five Nights at Freddy's.© 2020 StudioMDHR Entertainment Inc. All Rights Reserved. Cuphead(TM), the Cuphead(TM) logo, StudioMDHR(TM) and the StudioMDHR(TM) logo are trademarks and/or registered trademarks of StudioMDHR Entertainment Inc. throughout the world.

Life Between Heaven and Earth: What You Didn't Know About the World Hereafter and How It Can Help You


George Anderson - 2016
    Whether that destination is called Heaven, Nirvana, or simply The Other Side, tradition teaches us that there is, in most cases, a fairy-tale ending to life, a place where joy and harmony reigns supreme. Yet, as this book attests there is still more to heaven and earth than is dreamt of in our philosophies.George Anderson is considered by many to be the greatest medium living today. After more than 50 years of hearing from souls who have transitioned to the world hereafter, he is constantly reminded by those who have passed that our preconceived notions of this life--and the next--aren't always accurate. The nine stories in this book illuminate times when unusual circumstances such as sudden death, unresolved emotions, abusive relationships, and painful family dynamics, make it necessary for the dead and the living to find new doors to healing.In session with Anderson, survivors and those who have passed meet again in encounters that are profound, bittersweet, highly-emotional and sometimes, downright, funny. What we learn is that there are little-known spiritual treasures--and lessons to be learned--about heaven and earth that can restore, revitalize, and make new what was once broken.Life Between Heaven and Earth is an inspiring, thought-provoking, path-changing work, one that affirms that no matter how complicated a circumstance is, resolution, peace and acceptance can be found in deep and remarkable ways.

First Person: New Media as Story, Performance, and Game


Noah Wardrip-Fruin - 2004
    Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

Wakefulness


John Ashbery - 1998
    As we read, each of our senses is engaged, and we come to detect a search for spiritual revelations--in buildings, churches, homes, trains, and cars. Then suddenly we find ourselves back in the open, pursuing the course to Baltimore and Bucharest, to the zoo and the park, to the past and future. As ever, Ashbery's wakeful digressions are wily, comic, heartbreaking, and vertiginous.

To Live Outside the Law: Caught by Operation Julie, Britain's Biggest Drugs Bust


Leaf Fielding - 2011
    The book opens with Leaf Fielding's arrest in a pre-dawn police raid and ends five years later with his release from jail.The narrative moves back and forth between the harsh world of prison and his previous life - from a childhood at a brutal boarding school onto undergraduate days and his LSD epiphany in the summer of love, 1967.Acid transformed him in an instant from nerdy scholar to footloose freak. His ten years of adventures in the hippie underground gave the title to this book - a quote from a Bob Dylan song - they also took him across Europe, to the Andes, to Indochina and on to the edge of the known universe. They also led inexorably to his downfall.

Practical Praying


John Edward - 2005
    For many people, their daily lives are a dark place with an even darker future, and John Edward shares how his belief in the power of prayer alone can help to illuminate a path for each individual to follow… using God’s gift of free will to chart our own course. Although he is quick to suggest this is not the fix to ‘find happiness’ in a material sense, the promise of living a more abundant life in general can be achieved. This book is divided into three sections. Section I deals with John’s overview of the process of prayer, his thoughts about writing on this subject matter, and the history of the rosary as authorized by the Catholic Church.   Section II is how he has utilized the power of prayer through the use of the rosary, and Section III is an audio CD that goes over the process of using the techniques of practical praying.  Includes a FREE BONUS Meditation CD!

Finding Your Way Back to God: Five Awakenings to Your New Life


Dave Ferguson - 2015
    Yet often our most deeply felt longings—for meaning, for love, for significance—end up leading us away from, instead of toward, our Creator and the person he made us to be.  Finding Your Way Back to God shows you how to understand and listen to your longings in a whole new way. It’s about waking up to who you really are, and daring to believe that God wants to be found even more than you want to find him. It’s about making the biggest wager of your life as you ask God to make himself known to you. And it’s about watching what happens next.

Terrorism and Homeland Security


Jonathan R. White - 2008
    National terrorism expert Jonathan R. White provides specific examples that will enable you to understand how terrorism arises and how it functions. Dr. White gives essential historical (pre-1980) background on the phenomenon of terrorism and the roots of contemporary conflicts, includes detailed descriptions of recent and contemporary conflicts shaping the world stage, and presents theoretical and concrete information about Homeland Security organizations. Throughout, he reviews the relevant issues and challenges. With this sixth edition, Dr. White has fine-tuned the text and kept pace with the state of terrorism in today's world.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.