Instant Pot Italian: 100 Irresistible Recipes Made Easier Than Ever


Ivy Manning - 2018
    And Italian food is a perfect partner for your Instant Pot—think rich and meaty braises, one-pot pastas, risotto, stuffed artichokes, and more. This authorized Instant Pot cookbook offers 100 delicious, sure-to-please recipes for weeknight cooking and beyond. Recipes take advantage of the Instant Pot's many settings, allowing you to perfectly sauté and simmer a variety of dishes with just the push of a button. Long-cooking foods like grains and beans (Fall Farro with Pears and Walnuts, Corona Beans with Tomato and Sage) as well as slow stews and braises (Tuscan Beef Stew, Chicken with Creamy Artichoke Sauce) finish in half the time of stovetop cooking. But other hacks and surprises abound, too—set-it-and-forget it recipes for focaccia, quick pickles, no-oven-required cakes and cheesecakes, and even DIY ricotta.

Norah Gaughan's Knitted Cable Sourcebook: A Breakthrough Guide to Knitting with Cables and Designing Your Own


Norah Gaughan - 2016
    Teacher, author, and master knitter Norah Gaughan shares her design principles and offers clear cable-making instruction throughout, always in a conversational, easy-to-understand voice that proceeds naturally, as one cable idea leads to the next. Master the art of cable knitting, then test your newfound skills with the 15 garment patterns for wraps, sweaters, and accessories. Also available from Norah Gaughan: Knitting Nature,Comfort Knitting and Crochet: Afghans and Comfort Knitting, and Crochet: Babies and Toddlers.

If You Didn't Bring Jerky, What Did I Just Eat?: Misadventures in Hunting, Fishing, and the Wilds of Suburbia


Bill Heavey - 2007
    His work is adored by readers—one proclaims him “the greatest sportswriter who has ever walked the planet,” and another recently wrote in to nominate him for president of the United States in 2008—and his peers have recognized his work with two prestigious National Magazine Award nominations. If You Didn’t Bring Jerky, What Did I Just Eat? is the first collection of Heavey’s sidesplitting observations on life as a hardcore (but often hapless) outdoorsman. Whether he’s hunting cougars in the southwest desert, scheming to make his five-year-old daughter fall in love with fishing, or chronicling his father’s slow decline through the lens of the numerous dogs he’s owned over seventy-five years, Heavey is a master at blending humor and pathos—and wide-ranging outdoor enthusiasms that run the gamut from elite to ordinary—into a poignant and potent cocktail. Funny, warmhearted, and supremely entertaining, this book is an uproarious addition to the literature of the outdoors.

Tiny World Terrariums: A Step-by-Step Guide to Easily Contained Life


Michelle Inciarrano - 2012
    In Tiny World Terrariums, authors Katy and Michelle of Brooklyn’s celebrated Twig Terrariums offer step-by-step instructions for building your own, from selecting glass containers to layering soil and filtration to adding moss, succulents, and other plants. To give each terrarium a whimsical, personal touch, Katy and Michelle demonstrate how to use tiny figurines and toys to create to-scale scenes, such as a couple at their wedding, a CSI crime scene, and Central Park in springtime. Photos of gorgeous finished terrariums and detailed instructions will empower anyone—whether green-thumbed or not—to create their own Lilliputian worlds. Praise for Tiny World Terrariums: "Terrariums have been popular with adults since Victorian times. But Katy Maslow and Michelle Inciarrano, authors of Tiny World Terrariums, make a case for younger enthusiasts too . . . Their enclosed gardens range from sophisticated to silly, with dinosaurs, unicorns and an array of other figurines telling enchanting stories in mossy tableaux. Their wonderful book provides detailed instructions to guide you through the process." —Chicago Tribune “[The authors] provide all the information needed to create the five layers of a terrarium . . . inspiration for readers who want to make their own mini world.” —Better Homes & Gardens Country Gardens (Spring 2013 issue) "I've been reading my fair share of how-to books on [terrariums] but I have a brand new favorite. Hands down . . . The tips on plant selection, preparation, and planting are the best I’ve seen (I learned a lot!)." —Babble.com "The book provides all the necessary instructions to create successfully healthy terrariums . . . But illustrations are the real delight. They show all sorts of tiny world photos labeled with container types, plant names, and more so you can more easily create contained life exactly as you envision it.” —Wired.com "If you love terrariums as much as we do, this is going to rock your world: Brooklyn-based Twig Terrariums will be selling a photographic collection of their finest miniature green gardens . . . with a step-by-step guide to creating tiny themed worlds that even the least green-thumbed person will be able to make and maintain.” —Inhabitat.com

Koyomimonogatari, Part 1


NisiOisiN - 2019
    Not all oddities are supernatural: stones and flowers; sand and water; the wind and the tree can just be plain weird without being aberrations.In this installment, say hello from the future to class president among class presidents Hanekawa, acid-tongued girlfriend Senjogahara, cheeky lost child Hachikuji, smutty athlete Kanbaru, pathologically shy Sengoku, and justice-loving martial artist Karen, young ladies who love to make our young man sweat.

Make: Wearable Electronics: Design, Prototype, and Wear Your Own Interactive Garments


Kate Hartman - 2013
    Whether it be for fashion, function, or human connectedness, wearable electronics can be used to design interactive systems that are intimate and engaging.Make: Wearable Electronics is intended for those with an interest in physical computing who are looking to create interfaces or systems that live on the body. Perfect for makers new to wearable tech, this book introduces you to the tools, materials, and techniques for creating interactive electronic circuits and embedding them in clothing and other things you can wear.Each chapter features experiments to get you comfortable with the technology and then invites you to build upon that knowledge with your own projects. Fully illustrated with step-by-step instructions and images of amazing creations made by artists and professional designers, this book offers a concrete understanding of electronic circuits and how you can use them to bring your wearable projects from concept to prototype.

The Repurposed Library


Lisa Occhipinti - 2011
    For these projects, Lisa Occhipinti rescues and repurposes orphaned and outdated books from flea markets and library sales and turns them into new art objects and practical items for the home. Her creations range from artfully constructed mobiles, wreaths, and vases, to functional items like shelves, storage boxes, and even a Kindle "keeper" for those who want to replicate the sensation of holding a "real" book while reading from an e-reader. Projects utilize every imaginable part of a book--from hardback cover to individual pages--and are a DIY celebration of a new way to view a book's potential.

Arguably: Selected Essays


Christopher Hitchens - 2011
    Topics range from ruminations on why Charles Dickens was among the best of writers and the worst of men to the haunting science fiction of J.G. Ballard; from the enduring legacies of Thomas Jefferson and George Orwell to the persistent agonies of anti-Semitism and jihad. Hitchens even looks at the recent financial crisis and argues for the enduring relevance of Karl Marx. The book forms a bridge between the two parallel enterprises of culture and politics. It reveals how politics justifies itself by culture, and how the latter prompts the former. In this fashion, Arguably burnishes Christopher Hitchens' credentials as (to quote Christopher Buckley) our "greatest living essayist in the English language."

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Freehand: Sketching Tips and Tricks Drawn from Art


Helen Birch - 2013
    Freehand breaks down basic drawing techniques into bite-sized chunks, and reveals their practical application in dazzling examples by today's coolest artists. Over 200 innovative works of art demonstrate all the fundamentals—line, tone, composition, texture, and more—and are presented alongside friendly text explaining the simple techniques used to achieve each stylish effect. The final section of the book offers aspiring artists essential reference materials to hone their drafting skills and practice what they've learned. Petite in size but comprehensive in scope, this hip handbook will teach artists of all skill levels how to find their personal drawing style and start making amazing sketches.

Hoop Dreams: Modern Hand Embroidery


Cristin Morgan - 2018
    Author Cristin Morgan of Marigold + Mars outlines the basics of 10 classic embroidery stitches and then teaches you how to use them to create 20 beautiful and practical projects for hoops, for the home, and to wear. New and experienced embroiderers alike will be delighted by the fresh motifs and bold color palettes and empowered by the easy step-by-step instructions and templates, which show that with just a few simple stitches, some basic materials, and an idea or two, you can stitch just about anything. A glossary of more than 50 additional patterns and motifs will inspire you to personalize your projects and use your newfound embroidery skills in fresh and imaginative ways. As an added bonus, the book includes an envelope with 10 carbon transfer papers for quickly transferring patterns to fabric.   If you received a first printing of this book that includes transfer papers that do not work, please email us at abrams@abramsbooks.com or call (212) 206-7715 to receive replacement papers.

The Big-Ass Book of Home Décor: More than 100 Inventive Projects for Cool Homes Like Yours


Mark Montano - 2010
    Your current home “décor” is ugly, shabby, and boring, but you can’t afford lots of new stuff. Or maybe your house is filled with tired old junk that you just can’t bear to throw away. Or maybe you bought all your furniture at a big box store, but it irritates you that it all looks like you bought it there. You have a solution—or, rather, a whole houseful of solutions. In this newest Big-Ass Book, do-it-yourself guru Mark Montano presents 105 practical, simple, and decidedly unboring projects for every space in your home. Montano’s wizardry—accomplished with masking tape, spray paint, and glue—transforms everything from accessories, to walls and windows, to lighting, to major pieces like headboards, tables, dressers, and chairs. (And there’s even a chapter on turning the anonymous items you got at IKEA into one-of-a-kind treasures.)

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.