No Limit Hold 'em: Theory and Practice


David Sklansky - 2006
    Rare book

The Life-Giving Sword: Secret Teachings from the House of the Shogun


Yagyu Munenori - 1632
    Yagyu Munenori was so widely renowned that he was appointed official sword instructor to two Tokugawa shoguns. (The position was always coveted by Miyamoto Musashi, but he never succeeded in gaining the post). Yagyu's style is known as the Shinkage-ryu style, for centuries the official style of the Tokugawa dynasty. His spiritual mentor was Zen priest Takuan. Here, Yagyu's Buddhist spirituality is clearly reflected in his central idea of the "life-giving sword" - the notion of controlling an opponent by the spiritual readiness to fight, rather than during the fight. His mastery of restraint and diplomacy made him a trusted political and military advisor to the shoguns. This book is a look into a master swordsman's thoughts on nonattachment and even non-violence.

A History of Mathematics


Carl B. Boyer - 1968
    The material is arranged chronologically beginning with archaic origins and covers Egyptian, Mesopotamian, Greek, Chinese, Indian, Arabic and European contributions done to the nineteenth century and present day. There are revised references and bibliographies and revised and expanded chapters on the nineteeth and twentieth centuries.

Self-Coached Climber: The Guide to Movement, Training, Performance


Dan Hague - 2006
    Hague and Hunter base their methods on the four fundamental components of all human movement--balance, force, time, and space--and explain how to apply these principles to achieve efficient results. The DVD presents live demonstrations of training exercises and features an original documentary of a 5.14a/b redpoint attempt by Adam Stack and Chris Lindner. Includes 52 practical training exercises designed to advance technique, detailed anatomical illustrations that explain climbing physiology and an 85-minute DVD that shows concepts in action.

What Color Is Your Brain: A Fun and Fascinating Approach to Understanding Yourself and Others


Sheila N. Glazov - 2007
    Discovering and understanding our own strengths and idiosyncrasies while adapting to others can be an overwhelming task.In response to this common frustration, What Color Is Your Brain? A Fun and Fascinating Approach to Understanding Yourself and Others explains the similarities and differences that impact our thoughts and actions. Rather than offer an excuse for people’s behavior, this book helps to explain why our perspectives differ from or relate to the viewpoints of others. Enjoyable, insightful, and easy-to-read, What Color Is Your Brain? is a guide to exploring who we are, why others see us the way they do, and how the four “brain colors” or personality types play a role in our everyday lives.Sheila Glazov has created colorful personality profiles that simplify the complex nature of our traits and talents. With its entertaining anecdotes, innovative perspectives, and resonating concepts, What Color Is Your Brain? is a fun and fascinating book that promotes both self-awareness and acceptance of others.Written for readers of all ages, genders, and backgrounds, this book is intended to facilitate effective communication and cooperation while minimizing frustration in numerous aspects of our everyday lives—at work and home, in dating and marital relationships, with team projects, among family members and friends, and within a mixture of other interpersonal connections. What Color Is Your Brain? offers the essential pieces of the puzzle that is human interaction, teaching us how to recognize and appreciate a spectrum of personality types. With the help of this dynamic book, discovering your own brain color and learning to adapt to others is bound to be a no-brainer.

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

Mass Effect 3 Collector's Edition: Prima Official Game Guide


Fernando Bueno - 2012
    Learn how the team created the Mass Effect universe from Cinematics to Characters, Art, Audio, and more• BONUS Digital Guide Access - With interactive multiplayer maps and video strategy• See Mass Effect 3 like never before - Discover environments and parts of the game you won't see anywhere else. Panoramic views will leave you amazed With this guide you will: • Fight YOUR Way - Multiple approaches to every key battle• Dominate in Multiplayer - Comprehensive maps prepare you for battle and help you survive• Choose the Best Gear - Every weapon and piece of armor revealed, including mods and upgrades• Take Earth Back - Class breakdowns and build recommendations give you the advantage you need against the reapers• Avoid Spoilers - Special callouts strategically placed and text turned upside down at critical story moments ensure your experience won't be spoiled

Rick Steves Amsterdam & the Netherlands


Rick Steves - 2015
    Bike through historic streets to grand museums where you will in the work of the great Dutch Masters. For dinner, sample fine fresh seafood, or stop at a coffee shop for some extra local flavor.Rick’s candid, humorous advice will guide you to good-value hotels and restaurants. He’ll help you plan where to go and what to see, depending on the length of your trip. You’ll get up-to-date recommendations about what is worth your time and money. More than just reviews and directions, a Rick Steves guidebook is a tour guide in your pocket.This first edition guide replaces Rick Steves' Amsterdam, Bruges & Brussels, ISBN 9781612385433.

Research Methods in Psychology


John J. Shaughnessy - 1985
    Offers students with the tools necessary to do ethical research in psychology and to understand the research they learn about in psychology courses and in the media.

Dungeon Master's Guide


Mike Mearls - 2014
     - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts. - Created as part of a massive public playtest involving more than 170,000 fans of the game.

Game Frame: Using Games as a Strategy for Success


Aaron Dignan - 2011
    All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Blueprints Obstetrics & Gynecology


Tamara L. Callahan - 1997
    This popular Blueprints book has been refined and updated while keeping the concise, organized style and clinical high-yield content of previous editions. Features include USMLE-style questions and answers with full explanations; Key Points in every section; and a color-enhanced design that increases the usefulness of figures and tables.This edition's completely revised art program includes many additional illustrations. Each chapter in this edition ends with evidence-based references (journals) for students to do additional reading/research.

How to Prove It: A Structured Approach


Daniel J. Velleman - 1994
    The book begins with the basic concepts of logic and set theory, to familiarize students with the language of mathematics and how it is interpreted. These concepts are used as the basis for a step-by-step breakdown of the most important techniques used in constructing proofs. To help students construct their own proofs, this new edition contains over 200 new exercises, selected solutions, and an introduction to Proof Designer software. No background beyond standard high school mathematics is assumed. Previous Edition Hb (1994) 0-521-44116-1 Previous Edition Pb (1994) 0-521-44663-5

Control Systems Engineering


Norman S. Nise - 1991
    Readers learn how to create control systems that support today's advanced technology and apply the latest computer methods to the analysis and design of control systems. * A methodology with clearly defined steps is presented for each type of design problem. * Continuous design examples give a realistic view of each stage in the control systems design process. * A complete tutorial on using MATLAB Version 5 in designing control systems prepares readers to use this important software tool.

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques


Evan Skolnick - 2014
    With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.