Serenity Role Playing Game


Jamie Chambers - 2005
    The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!

Then One Day ...: 40 Years of Bookmaking in Nevada


Chris Andrews - 2019
     Growing up under the watchful eye and influence of his Uncle Jack Franzi, legendary Pittsburgh wiseguy and Las Vegas sportsbook pioneer, Chris started booking sports bets in the fifth grade. He followed Uncle Jack to Las Vegas shortly after graduating college in the mid-’70s, landing his first job in the sports book at the Stardust right after the bad-old Frank Rosenthal and Chicago mob regime. Next, he moved to the Barbary Coast where he started handling major action, one time “losing” $250,000 on an eight-hour shift. At age 25, Chris became the youngest sports book director in the business at the Club Cal Neva in Reno. He started to make his mark on the industry, inventing the pleaser and 10-point teaser cards, introducing Super Bowl-style prop bets for Monday Night Football games, and, perhaps most importantly, giving Roxy Roxborough, Las Vegas’ most influential oddsmaker, his first paying job. Then One Day ... delves deeply into the consciousness of a legitimate bookmaker and sports bettor. By the time you finish this memoir, you’ll be an expert in the language and customs of legalized gambling on sporting events, which, now that the Supreme Court has opened the door, is finally set to explode throughout the nation.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

Not for Tourists Guide to New York City


Jane Pirone - 2002
    NFT Guides detail everything residents take advantage of, placing a wealth of local services at their fingertips, in a convenient size.

Stokes Field Guide to Birds: Eastern Region


Donald Stokes - 1996
    You'll find: * All the identification information on a single page-color photographs, range map, and detailed description. No more fumbling to match photos with text! * For fast reference-a compact alphabetical index inside the front and back covers. * More than 900 high-resolution color identification photographs. * An illustrated Quick Guide to the most common backyard and feeder birds. * Convenient colored tabs keyed to each bird group. * Concise and comprehensive text, with information on habitat; plumage variation; feeding, nesting, and mating behavior; bird feeder proclivity; and-for the first time in any guide-population trends and conservation status.

50 Keys To Better Photography!


Dan Eitreim - 2012
    This one is huge! Over 160 pages of easy to read, easy to understand, and easy to DO tips that will make you a better photographer!If you are tired of being the runner-up in all the local photography contests and want to start hearing "Ooohs" and "Aaahs" when people look at your photos, this one is for YOU!To give you an idea of what is included, here is the table of contents...Introduction:The Basics Of Photography:Key 1: Photography SimplifiedKey 2: Aperture And Shutter SpeedKey 3: Master Your Camera - Fast!Key 4: The Photographer's Secret WeaponKey 5: Creativity Can Be LearnedKey 6: A New Vantage PointKey 7: Put the "Wow" Factor In Your Photos!Key 8: Tell A StoryKey 9: Exposure - How Your Meter Works!Key 10: How To Shoot In Black And White Eliminate Camera Shake:Key 11: Your Shooting StanceKey 12: Tripod TipsKey 13: Use A Tripod Like A MonopodKey 14: How To Use A MonopodKey 15: Hands Off The Button!Key 16: Mirror, Mirror…Using On Camera FlashKey 17: The Ten Foot RuleKey 18: Intensify The Colors In Your PhotosKey 19: Eliminate "Red Eye!"Outdoors/Landscape PhotographyKey 20: Create Better Landscape PhotosKey 21: Shooting In Bad WeatherKey 22: Two Horizon Photo TipsKey 23: More On Level HorizonsKey 24: Stunning City Skyline PhotographyKey 25: Shoot Better sunset PhotosKey 26: How To Get Intense Sunset Photo ColorsKey 27: Filters To The RescueKey 28: The Indispensable Rubber BandKey 29: Recovering The GroundKey 30: Amazing WaterfallsKey 31: Making Clouds "POP!"Key 32: To Buy Or Not To Buy Colored FiltersKey 33: Storing Your FiltersKey 34: Using Kodak Yellow!Key 35: Fireworks And Lightning - Part 1Key 36: Fireworks And Lightning - Part 2Key 37: Flowers And Spider Webs - Part 1Key 38: Flowers And Spider Webs - Part 2Key 39: Turn AroundPet PortraitsKey 40: Pet Portraits - Great For Camera MasteryKey 41: Better Pet Portraits In 3 Easy StepsKey 42: In Pet Portraits The Ears Matter!Key 43: Problem AnimalsPortrait PhotographyKey 44: Tips For Improving Your PortraitsKey 45: 2 Easy Portrait Photography TipsKey 46: The "Photographic Ground Modification System!"Key 47: Visually Lose Weight!Key 48: The Ultimate Portrait Photography Tip!Key 49: Size MattersKey 50: Basics Of Lighting Portrait PhotographyAdditional Training:

Lonely Planet Switzerland


Lonely Planet - 2012
    Ogle the glowing Matterhorn and enjoy après-ski in Zermatt, stroll Geneva’s Old Town streets, hike through flower-strewn meadows, and hop aboard the Glacier express – all with your trusted travel companion. Get to the heart of Switzerland and begin your journey now! Inside Lonely Planet’s Switzerland: Colour maps and images throughout Highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices Honest reviews for all budgets - eating, sleeping, sightseeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights provide a richer, more rewarding travel experience - covering history, art, literature, music, architecture, landscapes, wildlife, the Swiss way of life Covers Zürich, Central Switzerland, Northern Switzerland, Mittelland, Fribourg, The Jura, Lake Geneva, Vaud, Geneva, Valais, Bernese Oberland, Ticino, Graubünden, Liechtenstein, and more eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalise your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing The Perfect Choice: Lonely Planet’s Switzerland is our most comprehensive guide to Switzerland, and is designed to immerse you in the culture and help you discover the best sights and get off the beaten track. Looking for wider coverage? Check out Lonely Planet’s Western Europe guide for a comprehensive look at all the region has to offer. About Lonely Planet: Lonely Planet is a leading travel media company and the world’s number one travel guidebook brand, providing both inspiring and trustworthy information for every kind of traveller since 1973. Over the past four decades, we’ve printed over 145 million guidebooks and grown a dedicated, passionate global community of travellers. You’ll also find our content online, and in mobile apps, video, 14 languages, nine international magazines, armchair and lifestyle books, ebooks, and more. ‘Lonely Planet guides are, quite simply, like no other.’ – New York Times ‘Lonely Planet. It's on everyone's bookshelves; it's in every traveller's hands. It's on mobile phones. It's on the Internet.

The New York Times Supersized Book of Sunday Crosswords: 500 Puzzles


Will Shortz - 2006
    Everything about the New York Times Supersized Book of Sunday Crosswords is, well, supersized. At one hour per puzzle (that's pretty fast!), eight hours of solving per day, it would still take two months of solid solving to finish this book.

Halo Mythos: A Guide to the Story of Halo


343 Industries - 2016
    The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.

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.

Gears of War: Volume Two


Mike Capps - 2011
    Don’t miss a moment in the brutal adventures of Marcus Fenix and Delta Squad’s battle against the Locust.

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.