Krav Maga: How to Defend Yourself Against Armed Assault


Imi Sde-Or - 2000
    Initially developed by Grandmaster Imi Sde-Or (Lichtenfeld) for the Israel Defense Forces and other national security services, Krav Maga has been thoroughly adapted to meet civilan needs. The method was designed so that ordinary citizens, young and old, men and women alike, can successfully use it, regardless of their physical strength. This is the first and only authorized comprehensive manual on the Krav Maga discipline, written by its founder, Imi Sde-Or, and his senior disciple and follower, Eyal Yanilove. This volume especially focuses on the various facets of dealing with an assailant armed with a sharp-edged weapon, a blunt object, or a firearm.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

The Lance Armstrong Performance Program: 7 Weeks to the Perfect Ride


Lance Armstrong - 2000
    Lance's return road to glory took courage, determination, and a top-notch training program. Now Lance's winning strategies-- developed with coach Chris Carmichael-- can be yours, too! Whether you're a cycling novice or a competitive racer, The Lance Armstrong Training Program will teach you how to:* find the right bike for your body* know when to brake (only as a last resort!)* corner, climb, and descend like a pro* develop your explosive power to sprint* incorporate cross-training into your schedule* build necessary mental toughness...* and much more!Simple and focused, Lance's proven program will transform you into the rider you want to be-- in just seven weeks!

Mind Game: How the Boston Red Sox Got Smart, Won a World Series, and Created a New Blueprint for Winning


Steve Goldman - 2005
    The Red Sox finally won a World Series, in a triumph of unconventional wisdom. They rethought the batting order and committed to Johnny Damon as lead-off. Saw the talent in David Ortiz that other teams overlooked. Had the courage to trade one of the game’s top shortstops for the good of the team. They knocked over the sacred cows of RBIs, sacrifice bunts, the hit-and-run, and hewed to the new thinking about pitch count—allowing Pedro Martinez, arguably baseball’s best pitcher ever, to excel. Weaving statistics, narrative, personalities, and anecdote, Mind Game reveals exactly how this group of “idiots,” led by Theo Epstein and Terry Francona, was in fact the smartest team in the league, and revolutionizes the thinking fan’s understanding of how baseball games are really won and lost.

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.

Football Manager Stole My Life


Iain Macintosh - 2012
    Meet the greatest players you never saw. Discover how one game can cause 35 divorces, one honeymoon and a police raid. Go the next level with our guide to Extreme FMIain Macintosh writes about football for numerous publications in Asia, USA and the UK and is one of the Football 50, the top football writers on Twitter according to TEAMtalk. Kenny Millar is a sportswriter for The Sunday Post. Neil White is a former sportswriter for The Sunday Times. All three are Football Manager addicts.

Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players


Stefan Fatsis - 2001
    But for every group of "living-room players" there is someone who is "at one with the board." In Word Freak, Stefan Fatsis introduces readers to those few, exploring the underground world of colorful characters for which the Scrabble game is life — playing competitively in tournaments across the country. It is also the story of how the Scrabble game was invented by an unemployed architect during the Great Depression and how it has grown into the hugely successful, challenging, and beloved game it is today. Along the way, Fatsis chronicles his own obsession with the game and his development as a player from novice to expert. More than a book about hardcore Scrabble players, Word Freak is also an examination of notions of brilliance, memory, language, competition, and the mind that celebrates the uncanny creative powers in us all.

Dragon Age Inquisition


David Knight - 2014
      Also includes 3 digital in-game items.Mobile friendly eGuide access – Digital strategy content optimized for a second screen experience.Multiple play styles presented – Identify tactics, explore hidden caves, defeat monumental creatures, and shape the world around you based on advice for your own style of play and combat.Make the right decision – Your actions and choices will shape a multitude of story outcomes along with the tangible, physical aspects of the world itself. Tough choices define your experience, and even one decision can change the course of what's to come.Be the finest Inquisitor – Choose your class based on recommended character loadouts that take advantage of a unique set of abilities, weaponry, special moves, and even class-reactive story content. Completely control the appearance and abilitiesGet the best out of your team – Connect and communicate with a cast of unique, memorable characters to develop dynamic relationships that will benefit you and your party. Where to go next – Illustrated maps serve as a guide to the next adventure allowing informed exploration of a diverse, visually stunning, and immersive living world.

Frostgrave: Fantasy Wargames in the Frozen City


Joseph A. McCullough - 2015
    Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.

The Complete Book of Long-Distance Cycling: Build the Strength, Skills, and Confidence to Ride as Far as You Want


Edmund R. Burke - 2000
    Whether Your Goal Is 30 Miles or 3,000From Edmund R. Burke, Ph.D., and Ed Pavelka - two of the country's top cycling experts - comes the most comprehensive guide ever to achieving the strength, skills, and strategies you need for long-distance riding. Whether you're training for day rides, centuries, or cross-country trips, The Complete Book of Long-Distance Cycling helps you choose the right equipment, train step-by-step, and map out your riding strategy so that you can go the distance.Discover how to: * Make the most of every hour on your bike* Build your mileage base efficiently* Customize your training to suit your personality and physical capabilities* Build extra training time into your hectic schedule* Avoid injuries and the dangers of overtraining* Achieve the mental edge you need to ride farther and faster* Train for both road and off-road touring* Choose cycling gear that goes and goes* Eat for the long haul-- nutrition before, during, and after your ridesTo help you achieve your riding goals, The Complete Book of Long-Distance Cycling gives you complete, step-by-step training programs for riding a half-century, century, double century, and beyond. You'll also find strategies and techniques for special situations, such as riding in bed weather and riding at night. Published by the world's leading authority on bicycling, this informative guide is a must-have for all cycling enthusiasts.

The Fighter


Jean-Jacques Greif - 1998
    As a boy from a very poor neighborhood in Warsaw, he can't run away when Polish kids attack the Jews, because his legs are weak. So he learns to use his fists, his head and other weapons to defend himself and his brothers.When the family moves to Paris in 1929, everyone finds work and life improves slowly. Moshe, now Maurice, is a leather worker and a young husband. At a Jewish sports club, he takes up boxing, and becomes an amateur flyweight. But the war comes to Paris, and by 1942, the French police round up foreign Jews and the Germans deport them by the hundreds every day. They send Maurice to the death camp at Auschwitz.In the camp, SS officers sense Maurice's strength. They command him to box against a dying prisoner. Now Maurice is faced with an impossible moral dilemma: kill the prisoner or be killed by the SS for refusing to obey them. Or will he find a way out?Translated from French by award-winning author Jean-Jacques Greif, The Fighter isn't simply another book about the Holocaust. It is a book about a hero who discovers the death-defying power of his own humanity.

Pee Wees: Confessions of a Hockey Parent


Rich Cohen - 2021
    Part memoir and part exploration of youth sports and the exploding popularity of American hockey, Pee Wees follows the ups and downs of the Ridgefield Bears, the twelve-year-old boys and girls on the team, and the parents watching, cheering, conniving, and cursing in the stands. It is a book about the love of the game, the love of parents for their children, and the triumphs and struggles of both.

Forbidden Arcana: Jinx


Tamryn Tamer - 2019
    Everybody else is just doing it wrong. At least that's what the developers said. In Forbidden Arcana you could pick up a sword, swing it around, and become a powerful warrior in no time. Magic, not so much. The most powerful mage in the game was only capable of casting a fire pillar, Jericho was the fifth most powerful. Needless to say he was equally unimpressive. He could have changed classes a hundred times, but from the moment he cast his first fireball, Jericho was hooked on magic. Nothing compared to the electric feeling as fire and air mixed at his finger tips creating an explosion...even if it did injure him half the time. So, when he meets Jinx, a familiar who's knowledge of magic is only matched by her knowledge of insults, Jericho's perfectly willing to bind himself to her in exchange for teaching him magic. Now all he needs to do is figure out how he's going to pay for her expensive tastes and keep up with her more physical demands. Forbidden Arcana is a fun fantasy LitRPG by Tamryn Tamer and contains elven strippers, foul language, twosomes threesomes and foursomes, and completely over the top love making. You've been warned.

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

The Art of Magic: The Gathering - Innistrad


James Wyatt - 2016
    These pages, lavishly illustrated with the award-winning art of Magic: The Gathering™, are your entry into a world beset by terrible evils on all sides and betrayed by the hope it held most dear. Tread lightly as you follow the heroic Planeswalkers of the Gatewatch as they investigate these dark mysteries, for the nightmare they will uncover is a threat to the whole Multiverse. The mysteries of Innistrad—its peoples, provinces, and monsters—await your arrival. But be careful as you peer into the darkness, for you might find something staring back.