Book picks similar to
A Gamut of Games by Sid Sackson


games
nonfiction
non-fiction
board-games

The L.L. Bean Ultimate Book of Fly Fishing


Macauley Lord - 2001
    Bean Ultimate Book of Fly Fishing, an exciting full-color book for beginning and expert fly anglers alike. Brought to you in conjunction with L.L. Bean, America's most trusted name in outdoor apparel, and written by unquestioned experts in the field, this book is divided into four essential parts--General Fly Fishing, Fly Fishing for Bass, Fly Casting, and Fly Tying--and covers each with in-depth analysis in clear, easy-to-follow language. Learn about assembly of fly tackle; the biology of fish; natural fish foods and how to imitate them; safety techniques; bass flies; where to find bass; the eleven habits of highly effective fly casters; the basic four-part cast; the roll cast; the basics of fly tying; types of flies; the top ten most popular and successful fly patterns; and much more. The L.L. Bean Ultimate Book of Fly Fishing is the perfect gift for seasoned anglers looking to improve their skills, novices picking up a fly rod for the first time, and for all those who have ever dreamed of trading in their suits for a pair of waders.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

What the Fat?: Fat's IN: Sugar's OUT Practical guide and recipes


Grant Schofield - 2015
    For good. Low carb healthy fat eating has never been so easy. Welcome to the ultimate practical "how to" and scientific guide.

Clean & Green: 101 Hints and Tips for a More Eco-Friendly Home


Nancy Birtwhistle - 2021
    

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Fractals


John P. Briggs - 1992
    Describes how fractals were discovered, explains their unique properties, and discusses the mathematical foundation of fractals.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

John Prine: In Spite of Himself


Eddie Huffman - 2015
    Across five decades, Prine has created critically acclaimed albums--John Prine (one of Rolling Stone's 500 Greatest Albums of All Time), Bruised Orange, and The Missing Years--and earned many honors, including two Grammy Awards, a Lifetime Achievement Award for Songwriting from the Americana Music Association, and induction into the Nashville Songwriters Hall of Fame. His songs have been covered by scores of artists, from Johnny Cash and Miranda Lambert to Bette Midler and 10,000 Maniacs, and have influenced everyone from Roger McGuinn to Kacey Musgraves. Hailed in his early years as the "new Dylan," Prine still counts Bob Dylan among his most enthusiastic fans. In John Prine, Eddie Huffman traces the long arc of Prine's musical career, beginning with his early, seemingly effortless successes, which led paradoxically not to stardom but to a rich and varied career writing songs that other people have made famous. He recounts the stories, many of them humorous, behind Prine's best-known songs and discusses all of Prine's albums as he explores the brilliant records and the ill-advised side trips, the underappreciated gems and the hard-earned comebacks that led Prine to found his own successful record label, Oh Boy Records. This thorough, entertaining treatment gives John Prine his due as one of the most influential songwriters of his generation.

Invent Your Own Computer Games with Python


Al Sweigart - 2009
    The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.

Field Guide to Produce: How to Identify, Select, and Prepare Virtually Every Fruit and Vegetable at the Market


Aliza Green - 2004
    Turn to the corresponding page to discover its country of origin, common uses, and season of harvest.This practical guide includes more than 200 full-color photographs of the world's most popular fruits and vegetables, cross-referenced to in-depth descriptions and selection tips. Step-by-step preparation directions tell you whether the item must be peeled, washed, trimmed, or blanched. Grocery shopping--and dinner--will never be the same again!

Garry Kasparov on My Great Predecessors, Part 1


Garry Kasparov - 2003
    The chessboard is the ultimate mental battleground and the world champions themselves are supreme intellectual gladiators.These magnificent compilations of chess form the basis of the first two parts of Garry Kasparov's definitive history of the World Chess Championship. Garry Kasparov, who is universally acclaimed as the greatest chessplayer ever, subjects the play of his predecessors to a rigorous analysis.Part one features the play of champions Wilhelm Steinitz (1886-1894), Emanuel Lasker (1894-1921), Jose Capablanca (1921-1927) and Alexander Alekhine (1927-1935 and 1937-1946).Part two features the play of champions Max Euwe (1935-1937) Mikhail Botvinnik (1946-1957, 1958-1961 and 1961-1963), Vassily Smyslov (1957-1958) and Mikhail Tal (1960-1961).These books are more than just a compilation of the games of these champions. Kasparov's biographies place them in a fascinating historical, political and cultural context. Kasparov explains how each champion brought his own distinctive style to the chessboard and enriched the theory of the game with new ideas.All these games have been thoroughly reassessed with the aid of modern software technology and the new light this sheds on these classic masterpieces is fascinating.

Language & Silence: Essays on Language, Literature, and the Inhuman


George Steiner - 1967
    How do we evaluate the power and utility of language when it has been made to articulate falsehoods in certain totalitarian regimes or has been charged with vulgarity and imprecision in a mass-consumer democracy? How will language react to the increasingly urgent claims of more exact speech such as mathematics and symbolic notation? These are some of the questions Steiner addresses in this elegantly written book, first published in 1967 to international acclaim.

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

Half-Life 2: Raising the Bar


David Hodgson - 2004
    -Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team