Book picks similar to
A Gamut of Games by Sid Sackson


games
nonfiction
non-fiction
board-games

American Diabetes Association Complete Guide to Diabetes


American Diabetes Association - 1997
    No matter what type of diabetes you have, this extraordinary guide will answer all your questions.Find out how to:• Choose the best health-care team for you • Maintain tight control over blood glucose levels• Buy, use, and store insulin • Recognize warning signs of low blood sugar • Design an effective exercise and weight-loss plan • Save money on supplies • Maximize insurance coverage • Balance family demands and diabetes • And more

Final Fantasy X-2 Official Strategy Guide


Dan Birlew - 2003
    The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.

Digital Photography: A Basic Manual


Henry Horenstein - 2011
    All concepts are fully illustrated with sample work by internationally renowned professionals, representing editorial work, photojournalism, and everything in between. Topics covered include essential information for both film and digital photography, such as exposure controls and shutter speed, as well as digital-specific information on image editing, printing methods, and even file storage. The first digital textbook by legendary photography teacher Henry Horenstein, Digital Photography is the best guide yet for aspiring digital photographers, essential both for photographers transitioning from film to digital and those learning the art of photography for the first time.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

The Workbench Guide to Jewelry Techniques


Anastasia Young - 2010
    Offering detailed explanations and step-by-step photography to demonstrate procedures, this handbook includes a complete reference section featuring tool shapes, an index of gems, a glossary, standard sizes and measurements, conversion tables, and an extensive list of resources. Additionally, the manual offers a directory of tools and materials—including a key to identifying tools for a “beginner’s kit”—a historical introduction to jewelry, and suggestions for photographing and promoting completed pieces. Remarkable cutting-edge pieces by jewelry makers and designers from around the world are used to illustrate the various processes involved in creating exceptional jewelry. Covering everything from traditional metalsmithing skills and using alternative materials, such as plastics and resin, to discussing issues involved with outsourcing work to specialist external suppliers, this is an indispensable and essential resource for both students and professionals.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Landlording: A Handymanual for Scrupulous Landlords and Landladies Who Do It Themselves


Leigh Robinson - 1980
    It's a comprehensive and readable reference on how to attract and keep good tenants and make good landlording decisions.

Killing Is Harmless: A Critical Reading of Spec Ops: The Line


Brendan Keogh - 2012
    

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.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

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.

DIY: The Rise of Lo-Fi Culture


Amy Spencer - 2005
    Amy Spencer champions the unsung heroes and heroines of the lo-fi scene.A first comprehensive study of lo-fi culture and DIY production of records, CDs, zines within the alternative scene-including interviews with leading musicians, writers and promoters. The book focuses on the lo-fi movements of the UK and US, and across the globe, introducing the various communities who adopted the DIY ethic, the 1950s beat movement, Riot Grrrl, Queercore and Social Activism.Amy Spencer is a former zine-writer and record-label founder, current member of promotions collective 'The Bakery' and a key player in the establishment of Ladyfest, the UK's fastest-growing women's arts festival.

Harry Anderson's Games You Can't Lose: A Guide for Suckers


Harry Anderson - 1989
    Now, Harry shares many of his hilarious insider tips.

DSLR Photography for Beginners: Best Way to Learn Digital Photography, Master Your DSLR Camera & Improve Your Digital SLR Photography Skills


Brian Black - 2013
    From enthusiasts to those who have just been introduced to the beautiful world of photography, knowing the craft and equipment is essential. This little comprehensive guide for beginners will take you on an amazing journey of discovering how wonderful Digital Photography is and how mesmerizing the art can be. From the advantages of SLR and the importance of shutter speed, to the types of lenses and the significance of good lighting, you will soon be on your journey to capturing the most stunning pictures and a kaleidoscope of dazzling sights to be eternalized. Technology is ever changing and now with Digital Photography, the world can be seen in vivid colors through your art. Begin your journey right here, right now.

How to Reassess Your Chess: The Complete Chess Mastery Course


Jeremy Silman - 1997
    In clear, direct language, Silman shows how to dissect a position, recognize its individual parts and ultimately find the move that conforms to the needs of that particular situation. By explaining the thought processes that go into a master's choice of move, the author presents a system of thought that makes advanced strategies seem clear, logical and at times even obvious. How the Reassess Your Chess offers invaluable knowledge and insight that cannot be found in any other book.