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

The Magician and the Cardsharp: The Search for America's Greatest Sleight-of-Hand Artist


Karl Johnson - 2005
    Here, set against the backdrop of America struggling through the Depression, is the world of magic, a realm of stars, sleight of hand, and sin where dreams could be realized-or stolen away. Following the Crash of '29, Dai Vernon, known by magicians as "the man who fooled Houdini," is tramping down Midwestern backroads, barely making ends meet. While swapping secrets with a Mexican gambler, he hears of a guy he doesn't quite believe is real-a legendary mystery man who deals perfectly from the center of the deck and who locals call the greatest cardsharp of all time. Determined to find the reclusive genius, Vernon sets out on a journey through America's shady, slick, and sinful side-from mob-run Kansas City through railroad towns that looked sleepy only in the daytime. Does he find the sharp? Well, Karl Johnson did-after years of research into Vernon's colorful quest, research that led him to places he never knew existed. Johnson takes us to the cardsharp's doorstep and shows us how he bestowed on Vernon the greatest secret in magic. The Magician and the Cardsharp is a unique and endlessly entertaining piece of history that reveals the artistry and obsession of a special breed of American showmen.

The Lost Art of Putting


Gary Nicol - 2018
     To be childish is to expect a certain outcome will come your way, that you deserve to hole the putt or that you shouldn’t miss from a certain distance. The Lost Art of Putting will help you become more child-like on the greens and less childish. Leading tour coach Gary Nicol and performance coach Karl Morris have 60 years’ combined coaching experience. It is their belief that the game of golf is not about finding ‘the’ way to do it but more a case of discovering, or perhaps more importantly uncovering, ‘your’ way to do it. The perspective and concepts they share with you in this book have the potential to liberate you so that you can experience what you are truly capable of on the greens.

Searching for Bobby Fischer: The Father of a Prodigy Observes the World of Chess


Fred Waitzkin - 1988
    When Fisher disappeared from public view, Waitzkin's interest waned--until his own son Josh emerged as a chess prodigy.Searching for Bobby Fischer is the story of Fred Waitzkin and his son, from the moment six-year-old Josh first sits down at a chessboard until he competes for the national championship. Drawn into the insular, international network of chess, they must also navigate the difficult waters of their own relationship. All the while, Waitzskin searches for the elusive Bobby Fischer, whose myth still dominates the chess world and profoundly affects Waitzkin's dreams for his son.

My Best Games of Chess, 1908-1937


Alexander Alekhine - 1939
    Edward Lasker rates him the game’s supreme inventive genius; Euwe considers him the all-time greatest attacking player. A master of all phases of chess, his games were richly conceived and immensely complex. As Bobby Fischer observes in his writings, “He played gigantic conceptions, full of outrageous and unprecedented ideas.”This unequaled collection reproduces Alekhine’s 220 best games, his own personal accounts of the dazzling victories that made him a legend. Spanning almost thirty years of tournament play, it includes historic matches against Capablanca, Euwe, and Bogoljubov, and chronicles his brilliant ascent to world mastery, his surprising defeat in 1935, and his dramatic return two years later — the first deposed champion to regain his crown.Between 1927 and 1936 his successes in tournaments were unsurpassed by any master at any time in the history of chess. At San Remo 1930 and Bled 1931, in competitions that featured many of the world’s greatest players, Alekhine so outdistanced the field that he was indisputably in a class by himself. In a career including some seventy tournaments, he won first prize forty-one times, tying for first on nine occasions. He won or shared second prize fourteen times.Chess was Alekhine’s life; he lived for it alone. And although the final chapter of his career and his life were tragic, his achievements at the chessboard rank him as one of the game’s true artists. Filled with Alekhine’s own penetrating commentary on strategy and tactics, and enhanced by a revealing memoir, My Best Games is grandmaster chess at its most sublime. This volume belongs in the library of every serious student of the game.

The Economics of Prophecy: Volume 1


Norafukurou - 2020
    However, shunned as she is for being a descendant of rebel blood, her words are heeded by no one.On the other hand, Ricardo, the adopted heir of a peddler, who also happens to be an economics department graduate reincarnated into this world, attends the Royal Academy to study as a merchant.During an argument with a much more affluent merchant, the one to stick up for him is none other than Alfina.As the distance between them rapidly closes, Ricardo makes full use of his modern knowledge of science, mathematics and economics to stand against the unknown disaster of prophecy!

The Parkour and Freerunning Handbook


Dan Edwardes - 2009
    An It Books paperback original, this essential handbook offers a jump-by-jump guide to parkour, aimed at building the confidence of the novice to become a confident and inventive free-runner. The first book of its kind, The Parkour and Freerunning Handbook is the only guide the fledgling traceur will ever need to get jumping.

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!

The Wedge Book: An Owner's Manual for Your Short Game


Brandon Stooksbury - 2015
    In The Wedge Book, Brandon Stooksbury cuts through the confusion and provides you a clear, straightforward plan to build your short game from the smallest bump-and-run to a 50-yard pitch shot. By using the same baseline technique and adding specific elements for certain shots, you’ll be able to take away the mystery and indecision that can ruin a golf hole so easily. Stooksbury’s advice has been proven in the highest levels of competitive golf. And now, with The Wedge Book—and a month or so of practice—you can take it to your course.

World of Warcraft: The Burning Crusade Official Strategy Guide


Ed Kern - 2007
    From their strengths to their starting zones, nothing is left in the dark.New Weapons: Discover the awesome battery of weapons and armor at your disposal, with detailed equipment lists of the Superior, Epic, and Legendary items found in the darkest reaches of this new world.Hellfire Explored: Let BradyGames guide you through the first Outland World Dungon: Hellfire. Know what quests lead there, what bosses reside there, and what treasures you will take from there.Outland Revealed: Every zone is laid open before you. From Netherstorm to Shadowmoon Valley, we take you through it all in quest-based easy-to-use modules.New PvP System: Learn what to expect from the new world PvP and Arena battle systems. Understand the unique goals and rewards of each new PvP zone.Complete Crafting Coverage: Every recipe for every crafting profession. From 1 to 400, we cover it all.Exclusive new World of Warcraft comics from Penny Arcade!Platform: PC Genre: Role-Playing Game

The Legend of the Gate-Keeper: Complete Series Box Set


Jeff Gunzel - 2016
    Brave, unwavering in his devotion to the queen, his courage knows no bounds. But it was not always so. Every story must begin somewhere, but some beginnings are darker than others.The Shadow is a prequel to the Legend of the Gate Keeper series. Although this installment features the early years of one of the main characters in the series, it is a standalone, and can be enjoyed with no prior knowledge of the series.Book 1: Land of Shadows - Our story begins here. A blacksmith from the small town of Bryer, Eric believed he would live out his days leading a peaceful life doing the work he loved. But it seems fate had other plans for him. When his home town is attacked, Eric is uprooted from his familiar surroundings and forced to embark on a journey for answers. Only one thing is certain to him now. It's painfully clear that his whole life has been nothing more than a series of lies.Book 2: Siege of Night - Whispers of the Gate Keepers return rage through Tarmerria like a forest fire. Could it be true? Has this mystical figure actually returned? Some have embraced the idea while others want to see Eric dead. Lines have been drawn, sides have been taken. There is only one way to stand for what you believe in. Tarmerria must go to war.Book 3: Lost Empire - The war is over and the city of Taron is still recovering from one of the darkest days in its history. With one battle over, another is about to begin. Our heroes must leave their familiar lands to embark on a journey by sea, far away from Tarmerria.Book 4: Reborn - Is the Gate Keeper some sort of demon? The people of this new land seem to think so. For years they have been tormented by a being with abilities similar to Eric's. So how is this foreigner who washed up on their shores any different? The Gate Keeper must prove himself and transform before their very eyes. In the eyes of the Gods and in those of the people, he must be...reborn.Book 5: The Trials of Ashbarn - The world has seen what Eric can do. Is this the one man who can take down the demon Krytoes? He has proven himself to the mortals, but must now establish himself in the eyes of the Gods themselves. Let the trials begin.Book 6: End of Days - The Gate Keeper has been named... The prophesies have come true... The world as we know it will never be the same...End of Days is the exciting conclusion to "The Legend of the Gate Keeper" series. Join Eric and his friends as they make their final push against the forces of evil.Warning Graphic Content: These books are intended for mature audiences

MATLAB: A Practical Introduction to Programming and Problem Solving


Stormy Attaway - 2009
    It is the only book that gives a full introduction to programming in MATLAB combined with an explanation of MATLAB's powerful functions. The book differs from other texts in that it teaches programming concepts and the use of the built-in functions in MATLAB simultaneously. It presents programming concepts and MATLAB built-in functions side-by-side, giving students the ability to program efficiently and exploit the power of MATLAB to solve problems. The systematic, step-by-step approach, building on concepts throughout the book, facilitates easier learning.Starting with basic programming concepts, such as variables, assignments, input/output, selection, and loop statements, problems are introduced and solved throughout the book. The book is organized into two parts. Part I covers the programming constructs and demonstrates programming versus efficient use of built-in functions to solve problems. Part II describes the applications, including plotting, image processing, and mathematics, needed in basic problem solving. The chapters feature sections called Quick Question! as well as practice problems designed to test knowledge about the material covered. Problems are solved using both The Programming Concept and The Efficient Method, which facilitates understanding the efficient ways of using MATLAB, and also the programming concepts used in these efficient functions and operators. There are also sections on 'common pitfalls' and 'programming guidelines' that direct students towards best practice.This book is ideal for engineers learning to program and model in MATLAB, as well as undergraduates in engineering and science taking a course on MATLAB.

War and Peace


Ricky Hatton - 2013
    Gasping for breath, down and out, it was then that something extraordinary happened: 20,000 fans began to sing his name. Ricky Hatton: War and Peace is the story of one of British boxing’s true icons. From a Manchester council estate to the lights of Las Vegas, Ricky Hatton experienced incredible highs in his career, including one of the greatest ever wins by a British boxer, over the IBF Light Welterweight champion Kostya Tszyu. But heavy defeats to two legends of the ring, Floyd Mayweather and Manny Pacquiao, brought him quickly down to earth to face a new set of battles against depression, drink and drugs.Through it all, however, Ricky Hatton has remained the same charismatic, genuinely funny, eloquent man – a man who boxing fans have always taken to their heart. A man who has survived a lifetime of wars both in and out of the ring, and who in defeat has finally found something close to peace.

For Richer, For Poorer: A Love Affair with Poker


Victoria Coren - 2009
    In her long-awaited memoir, she tells the story of that victory, but also of a 20-year obsession with the game. It is a journey which has taken Coren from a secret culture of illegal cash games to the high-stakes glamour of Las Vegas and Monte Carlo, and brought with it friendship, laughter, and money, but also loneliness, heartbreak, and defeat. With disarming honesty, Coren lays all of this bare. For Richer, For Poorer also tells the story of the poker revolution. How did this cult card game, populated by a small community of colorful and eccentric players, move from the back streets to the mainstream in a few short years? It is a fascinating story from a trusted insider.

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!


Brian Tinsman - 2003
    Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.