Book picks similar to
Starting Out: the Grünfeld by Jacob Aagaard
chess
chess-1200-1450
chess-intermediate-u1700
chess-openings
The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3
David Shippy - 2009
This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.
The Noble Art of Seducing Women: My Foolproof Guide to Pulling Any Woman You Want
Kezia Noble - 2012
She runs many classes and a workshop, and even produces corporate videos on the chemistry of attracting women. Now, in answer to requests from her students, Kezia has written a book on the 15 steps to becoming a master seducer, the first and only sure-fire pick-up guide to be written by a woman. It has the potential to transform a lonely man into someone who need never be single again, unless, of course, he wants to be. Kezia is a no-nonsense teacher who always tells the truth, and works with her students instead of belittling them.
Nine Ball: Confessions of an Angst-Ridden Maniac Who Decided to Get Laid or Die Trying
Jeff Allen - 2009
There, would-be players shared their field reports, strategies, and results. They compared notes, exchanged critiques, and figured out a body of knowledge that defied everything men had ever been told about getting women--what has since come to be known as "game."The undisputed king of the field report was a player named "jlaix." This was the handle of Jeff Allen, who would go on to be a founding member of Real Social Dynamics with Tyler Durden and Papa, all of whom play major roles in Neil Strauss's "The Game," the bestselling expose of the world of pickup artists. In an arena founded on one-upmanship, Jeff Allen did it bigger and better than anyone. "Get Laid or Die Trying" presents in utterly shameless, hilarious, and graphic detail, Jeffy's gritty, 100 percent real, and jaw-droppingly astonishing feats of seduction, revealing exactly how one goes about: - Attracting the girl you want by sleeping with all of her friends- Getting into the pants of the hottest girl at the party--a total stranger--in less than thirty minutes- Deflecting last-minute resistance with a single word- Pulling a chick who is surrounded by ten jealous guys- Cutting out enormous dudes that could easily pound you to a "fine red mist"- Getting threesomes as your default extraction- Having a stable so big you have to trim it down, and other "quality problems"- Convincing a girl you just met that before you fuck her, she must mow your lawn Jeff's tactics produce superhuman results, yet he doesn't do anything you couldn't do--now that you've seen it done. The worst part? You could have been doing this your whole life.
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Elder Scrolls IV: Oblivion: Official Game Guide
Bethesda Softworks - 2006
* Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
Divine Power: A 4th Edition D&D Supplement
Rob Heinsoo - 2009
New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.
Simple Chess: New Algebraic Edition
Michael Stean - 2003
By isolating the basic elements and illustrating them through a selection of Master and Grand Master games, Simple Chess breaks down the mystique of strategy into plain, easy-to-understand ideas — only a knowledge of basic chess terminology is assumed.More than a lesson in chess fundamentals, this book illustrates an increasingly prevalent and successful style of play — a method that begins by slowly accumulating small but permanent advantages, saving the outright attack for later in the game. Newly converted into the current algebraic chess notation, this edition of Simple Chess offers a strategic weapon for players at every level of expertise.
Rebels of Last World
Atlas Kane - 2020
When he decides to risk his life to defend a gorgeous bartender, he pays the ultimate price.Resurrected to Antinium, Cade finds himself thrown into a world where the very rules of reality have shifted. He chooses a unique class, customizes his soul weapon, and levels up to unlock vital skills, traits and attributes points in order to survive.Cade’s chances for success are minimal until he finds his destiny intertwined with a group of sexy women, who will help him build a village and fight his foes beside him.They must grow strong enough to overthrow an evil tyrant. Or die trying...
Build up your Chess 1: The Fundamentals
Artur Yusupov - 2007
Yusupov guides the reader towards a higher level of chess understanding using carefully selected positions and advice. This new understanding is then tested by a series of puzzles.Artur Yusupov was ranked No. 3 in the world from 1986 to 1992, just behind the legendary Karpov and Kasparov. He has won everything there is to win in chess except for the World Championship. In recent years he has mainly worked as a chess trainer with players ranging from current World Champion Anand to local amateurs in Germany, where he resides.
Pathfinder Chronicles: Campaign Setting
Mike McArtorJeff Grubb - 2008
The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds
Tomodachi game, Vol. 1
Mikoto Yamaguchi - 2014
He works hard to save up in order to go on the high school trip, because he has promised his four best friends that they will all go together. However, after the class's money is all collected, it is stolen! Suspicion falls on two of Yuichi's friends, Sawaragi Shiho and Shibe Makoto.Soon afterward, the five of them are kidnapped, and wake up in a strange room with a character from a short-lived anime. Apparently, one of them has entered them into a "friendship game" in order to take care of their massive debt. But who was it, and why did they have such a debt? Could they have stolen the money from class to pay for entry into the game? Katagiri and his best friends will have to succeed in psychological games that will test or destroy their faith in one another.
The Second Book of Go: What You Need to Know After You've Learned the Rules
Richard Bozulich - 1987
We have assumed that the reader understands the terms 'sente' and 'gote', that he knows what a ko is, is able to determine neutral points, and can count the score. Its aim is to give the novice an introduction to each phase of the game and to dispel a number of strategic and tactical misconceptions that often plague beginners and inhibit their progress. Beginners usually overemphasize defense, not realizing that the best way to defend is to attack. By attacking your opponent's stones, you can often defend your weak positions in the process. Understanding this concept from the very beginning of one's go career will clear the way for quick progress up through the kyu ranks. In this context, Chapters Two and Four are the most important and should be of value, especially to players who have been struggling for years to reach expert or dan level.
Gehenna
Dean Shomshak - 2004
The prophecies of Gehenna were true. The world teeters on the brink of an undead apocalypse, the night when the progenitors of the vampire race rise to consume their childer amid a rain of blood and fire. As the fated Armageddon for the Kindred arises, what can they do? FOR THE DAMNED Drawing the Vampire Line to a close, GEHENNA brings about the conclusion of Vampire's World of Darkness. Featuring a sliding scale which Storytellers can custom-tailer the events of The End to their own chronicles, this book places the final accounting for the curse of Cain in the hands of the players' characters. Part of the Time of Judgement series. Hardcover. See also: Vampire: Gehenna, The Final Night (ISBN 1588468550).