Games Books
Related Subjects: Roleplaying
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Five Stars For Rob, Bucky, And SatchelReview Date: 2006-04-17
A great way to start the dayReview Date: 2006-03-22
get FuzzyReview Date: 2006-03-20
Get Fuzzy: 2006 Scratch-a-Day Calendar Review Date: 2006-03-18
fun giftReview Date: 2006-02-25

Used price: $55.17

Best Golf Reference EVER!Review Date: 2008-05-08
handy guide to golf rulesReview Date: 2007-06-10
Handy and Easy Rules BookReview Date: 2007-05-21
Easy to carry on the golf course as a quick referenceReview Date: 2007-02-11
golf bookReview Date: 2007-01-16

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Collectible price: $49.95

A good start for Technocracy campaignsReview Date: 2002-12-09
The book is charged with much source material, history, perspectives and how to run interesting Technocracy players and games. The weaknesses are more in the game mechanisms, which do not truly give away a Technocracy feeling.
Rotes and equipement are a weak part, but the greatest failure is that Technocrat 'mages' are still described in game mechanisms as typical mages fooling themselves in using technology. As such, techies are less powerful than other mages. Moreover, the usual White Wolf left-leaning anarchist worldview remains omnipresent, and the reader can't help getting the overall feeling Technocrats (except perhaps for Void Engineers) are the bad guys after all, however just their cause. This is something weak, more emphasis should have been given to portraying Tradition mages as terrorists and roving maniacs.
What magic?Review Date: 2002-03-26
The first Chapters talk about who the Technocracy is. They aren't the monolith that the Tradition mages make them seem like. They are orginized enough to seem like a monolith but they aren't. Neither is the Technocracy people, their are people higher up in the Pyramid who are evil but most people are what would pass as normal people.
The next rules chapters are full of all types of treats. Tons of new backgrounds including Modifications (Cybernetics and Bioengineering), Patron and Requisitions. These all can lead to story ideas in themselves. Their are tons of technocratic rotes, that help a person to think of "magic" as anything but Magic. Tons of Devices, aka Talismans, are included with a wide variety of uses, and other odd "crunchy" statistical things. On the whole this book is very interesting and is almost as essential as the corebook if you want info on the other major faction of mages.
Fighting for reality and for TechnocracyReview Date: 2001-09-30
Very goodReview Date: 2002-08-03
The real guide to the good guys/gals...Review Date: 2003-02-20
With the release of Guide to the Technocracy, it seemed as though the whole Union had been reorganized. Not only are the Technocrats more human, their goals are geared more towards the protection of humanity from the horrors of the unknown. White Wolf did a really good job with this book. It succeeded in making a former faceless monolith into a living entity with a feel of humanity. The Technocracy tries to be the good-guys, but like with any group, there are always those who are in the gray areas. The Technocracy is not better or worse than the Traditions. They are just another group of mages who believe in science and reason.
The history of the Union was a fascinating read and the art is alright. The book has all the information you need to create a Technocratic agent along with info on a handful of procedures, cybernetics, and devices. The information on the various conventions is detailed enough so that the previous guides are not really needed, though they can still be helpful.
This book is a must for any fan of the Technocracy. It flows smoothly and really improves on the once monolithic and inhuman Union. It is perfect for players who want to play secret agents, cyborgs, deep space explorers, space marines, or any other modern or sci-fi character.

Must HaveReview Date: 2008-10-24
This is one of those books that any handicapper from novice to old pro can benefit from. I've read through it once and fully intend to read it over and over until I have mastered every item in it.
Finally a Horse Book with some statistical data. A MUST OWN BookReview Date: 2008-10-14
The Handicapper's Condition BookReview Date: 2008-06-09
James Quinn is the bestReview Date: 2008-01-31
Maybe the best handicapping book everReview Date: 2007-05-07
None were as helpful as this.
As a casual handicapper, you learn to look at speed figures and try to guess who's fastest. But the fastest horse doesn't always win. Class and form are sometimes overlooked.
This book taught me to look at who belongs and who doesn't. And who was meant to win this particular race.
After you read this book, you won't miss as much regarding class and form. This will likely lead you to more live horses at longer odds. Especially when so many others use speed as their primary criteria and create short prices for the horses with the highest Beyers.
And the appendicies are a tremendous tool for day-to-day handicapping. A must-read for any serious handicapper.

A title that shouldn't be missedReview Date: 2007-08-20
GO PLAYER GHOST Review Date: 2007-02-04
I've found over the years that I can read manga or watch anime that get me interested in subjects I would never have sought on my own. The game of Go was something I had heard of but had no idea how to play before watching and reading Hikaru No Go. Even though I didn't understand every move being played by the characters I did get the GIST of what was going on, and felt suspense or excitement in what is essentially a mental game instead of a physical one. That is the true triumph of the writer and the artist. Making something that shouldn't be inherently interesting to non-players exciting and entertaining. Yumi Hotta's passion for the game really shows. Sometimes you can get swept up into another's passion through sheer force of will. The characters introduced in Volume 1 are likeable even though Sai is a little too girly for me. There's even a rival for Hikaru to go up against that is his own age, Akira Toya, the son of the best Go player in Japan, and a great talent in his own right. Great book. The anime series is good too.
The kids love it.Review Date: 2007-05-14
best go player ever!!Review Date: 2005-08-30
A great stratigic manga!Review Date: 2005-09-15
Hikaru no go is a great manga promoting the ancient chinese/japanese game go. The object of the game is use black and white pieces and occupy most of the board. You can "eat" sections of your opponent's part by totally surrounding a portion of his pieces. Hikaru no go is about a young boy (6th grade) named Hikaru who just happens to find a go board in his father's attic! It seems that only he can see the blood stains on the board and suddenly a human/ghost come out of the board and has been longing to play go for the past hundred years. Sai (the ghost that looks totally like a person) couldn't die and go to heaven until he mastered the "divine move".
At first Hikaru, like any sane person, denys Sai what he wants (to just play go) Then, also like any sane person, consents when Sai's unquenchable sadness causes Hikaru to get sick. In Japan some people devote their whole lives just playing to and become go instructors. The game originally came from China, but it became more popular in Japan. Back to the story, Hikaru goes into a go club and finds that the whole place is full of adults. The suddenly he spots a boy his age and asks to play with him. Turns out, however, that the boy his age named Akira is the son of the best go player in Japan! Sai directs Hikaru in where to put the pieces and he wins without any effort. Akira is naturally shocked seeing that the way Hikaru holds the go pieces is like a beginner, but his moves are from hundreds of years ago! Akira has basically never been beat before, being a go prodigy, so now he has a new goal: to beat Hikaru.
The story progresses and tells about how hikaru gets taught by Sai in how to play the game, and expert moves. Hikaru learns very quickly and goes from a school team, to the city tournament, to applying to become a go instructor for life! It also tells of his struggles to beat Akira and how all the upper go players are keeping an eye on him. It's interesting when Hikaru and Sai go play on-line go with other real players from around the world. You get to see Sai kicking other countries' best player's butts!
Oh yeah, did I mention that only 3 people get become go instructors each year? Akira already got a spot the year before. Do you think Hikaru is up to the challenge? If he does get in, will he be able to compete with people on/above his level?
If you like this manga, I strongly recommend "Whistle!" as well
Collectible price: $23.95

A Bygone AgeReview Date: 2008-06-30
It is pitiful that Kenya, the site of many of Hunter's adventures, subsequently banned big game hunting and the traditions of one of the greatest of all hunting nations have largely been lost. I keep hearing rumors that Kenya is "opening up", again. Let's hope so.
Ron Braithwaite author of novels--"Skull Rack" and "Hummingbird God"--on the Conquest of Mexico
HunterReview Date: 2008-06-27
An outstanding hunterReview Date: 2007-06-27
The best book on big game hunting in Africa Review Date: 2007-05-12
Hunter by J.A. HunterReview Date: 2006-06-08

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Good bookReview Date: 2008-11-05
GreatReview Date: 2008-09-01
GoodReview Date: 2007-11-05
Terrific Book!Review Date: 2006-05-05
Great Book!!Review Date: 2005-12-22

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This book ROCKS!Review Date: 2007-08-13
Heather mama of 5
Love this magical bookReview Date: 2007-07-19
fun, useful creativeReview Date: 2007-05-04
Lesley Tierra's book is just as the subtitle suggests, "for children of all ages." This fantastic herbal showcases 16 commonly used medicinal plants that could realistically form the core of a home herbal pharmacy. It is truly a great introduction to the world of herbs.
I adore Tierra's original stories for each herb which will stretch children's imaginations while connecting them deeper to the spirit of each plant. Lesley pays special attention to warnings where indicated, explains specific doses for children, and includes a convenient quick guide to treating illnesses (matching symptoms with herbal remedy).
Beautiful drawings adorn nearly every page of this book bringing each and every page to life. As an adult I appreciate the visual aspect, so I can only imagine that children will fall for them too - maybe even color in some of the bigger pictures adding an artistic element to the book itself.
Tierra's includes sing-along songs for each herb (with accompanying sheet music), as well as a vast array of crafts, projects, activities and herbal recipes. This author hasn't left anything out, and it doesn't surprise me knowing her background and the 15 years spent researching this book. Tierra is a nationally renowned practicing herbalist with family and friends in the herb world, many of whom somehow contributed to this book.
The thing that really stood out for me about "A Kid's Herb Book" is the way the author attempts to connect the reader (parents, children, and ultimately, that inner child within all of us) with the amazing life force found in herbs. This book is a timely bridge that serves to unite the heart of each reader with the natural world in fun, useful, creative and joy-filled ways. I feel that this is what makes "A Kid's Herb Book" unique in comparison to many other herb books on the shelves today.
Good book but wish more herbs were listedReview Date: 2008-03-13
a great book, not just for kidsReview Date: 2007-01-03

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I love killer Sudoku, the math and the logic are great.Review Date: 2008-10-27
Better than regular SudokuReview Date: 2007-10-26
Solid and funReview Date: 2007-09-14
The books contain 110 puzzles of 5 levels. When you advance to the last two level, your skill and fun are elevated as well. I guess after you mastered the game, you may want to get books with only difficult ones (and they should be so published). One nice thing about this book is that the puzzles seem to have been tested, and there is a 'par' time for each one of them. For easy one the pars are ten to 20 minutes, and the hardest ones up to 90 minutes. These par times are pretty good in that I tended to exceed them in the beginning, but after I have advanced to high levels and came back to do some easier ones that I skipped I often beat the par. The time competition factor also is a way to enjoy the easy ones.
Highly recommended for going through the levels and mastering the game. If you are looking only for tough Killer Sudoku books, this one contains about 20 very good ones.
A must for the Sudoku boredReview Date: 2007-06-26
Plenty of funReview Date: 2007-05-29
With Killer Sudoku, one does get to use the additive properties of numbers, so there really is a difference between the symbols! And the level of effort is more nearly even. In addition, even hard puzzles generally can be solved without writing anything down but the answers. It is my favorite Sudoku variant ("Greater than Killer Sudoku" is my second favorite).
This book is about at the right level. Do not be scared by the "deadly" puzzles at the end, as I found them to be easier than some of the earlier ones.
I recommend this book to all those who enjoy a challenge and have some time on their hands.

15 kyu minimum, 7kyu is ideal.Review Date: 2007-09-17
All that said, the writing style is superior to every other go book I've seen and there may be merit in reading this without the goal of rank improvement. I suggest playing games between chapters - I've seen players overdo the styles and corrections the book discusses after reading half or all of it in one sitting. With other intermediate go books (such as Tesuji or Life & Death) it is not damaging to read it all in one sitting.
This book is well known in the GO community and I strongly recommend it.
An extremely well-rounded bookReview Date: 2001-07-27
I suggest this book to anyone who wants to keep playing go. It may not be useful at the time you get it, but keep skimming through and I gaurantee you will find useful information along the way.
A book that everyone should getReview Date: 2003-01-16
I guess it will be good to learn the basic rule of the Go game and then play for a while. (may be a hundred game), then start reading this book. Then you can get the most out of it. (I believe Kageyama himself has suggested us to play for many games to get the feeling first. He mentioned player usually meet barrier at around 11-13kyu, 5-6kyu and 1-2kyu. So I guess if one train up to around 15kyu and then start reading this book, it will be very useful. And then review the book once a while. Get the fundamental idea in your mindset. And you will find Go even more interesting
Great book for post-beginner stageReview Date: 2001-06-01
The book also covers strategic principles, typical endgame play (and a common mistake by handicap takers), josekis (corner openings).
Of course, in such a game full of complex possibilities, books can't solve everything. For example, I presume it requires experience way beyond his book to know whether a move is "proper" or "slack".
Kageyama is the man.Review Date: 2001-02-24
We are provided with easy-to-follow instruction and guided problems in chapters on Life and Death, Ladders (including spiral ladders); Territory and Spheres of Influence; How to study Joseki; Good Shape and Bad; Endgame Pointers; and my favorite, Tesuji (snap-backs and the like).
Kageyama also gives us a general feel for how the stones 'move' on the board, and the direction of play. These Lessons, and his writing style, combine with anecdotes from his professional career and television appearances to make this a wholly enjoyable book.
More on his style: The effect of Kageyama's writing is as if he's right there with you; very conversational. He will encourage and support, but he will also slap your hand if you are not paying attention. Make no mistake, his sole intention is that you express yourself, get better, and have fun along the way.
Beginners around 20 kyu and below:
You may want to concentrate on learning the alphabet, so to speak. But you should
know that this book has some very simple 'words'. As soon as you feel comfortable playing on a 19x19 board, then find this
book.
Related Subjects: Roleplaying
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"Get Fuzzy" is the current reigning champion of comic strips. Anyone with pets (or who loves animals) can appreciate the inter-species conflicts and hilarity in this comic strip (I particularly enjoy Bucky's attempts at world domination and related ventures.) Here, as in years past, some of the best strips have been put together in calendar form to ensure that everyone can have a bit of humor in their daily lives.
I can't imagine not having this calendar in my house; it's always a great way to start the day. Many of these strips are so good that I have cut them out and saved them or sent them to other animal lovers in my life, while the remaining pages become great for scratch paper.
This is a great calendar and I highly recommend it to anyone.