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Games Books sorted by Average customer review: high to low .

Games
The Pitch That Killed
Published in Paperback by Ivan R. Dee, Publisher (2004-03-25)
Author: Mike Sowell
List price: $16.95
New price: $8.00
Used price: $8.02
Collectible price: $16.95

Average review score:

A Chilling Moment In Time For Professional Baseball
Helpful Votes: 0 out of 0 total.
Review Date: 2008-10-22
Author Mike Sowell does a masterful job in this dual biography of Cleveland star Ray Chapman, mound ace Carl Mays of the New York Yankees, their fateful meeting on August 16, 1920, in the Polo Grounds when the 29-year-old shortstop was killed by a pitch thrown submarine-style by the grizzled veteran, who threw a wickedly paced spitball, and the ramifications that reverberated through the game.

The build-up to that tragic moment is chilling and Sowell's description of Chapman at the plate places the reader in the stands, hoping that the inevitable can be averted. One mystery was solved after the publication of the book; a bronze plaque honoring Chapman that hung in League Park and Cleveland Municipal Stadium - and thought to be lost/destroyed - was found in February 2007 in storage room at Progressive Field, then named Jacobs Field. It was refurbished and hung in Heritage Park, an exhibit of Cleveland baseball history inside the stadium.

This is a chilling moment in professional baseball that is masterfully recreated by Sowell.

Deserving of its classic status
Helpful Votes: 0 out of 0 total.
Review Date: 2008-09-04
The Pitch That Killed was first published in 1989 and was a New York Times Notable Book of the Year. It's still in print almost 20 years later. Author Mike Sowell does of masterful job of telling the story of Ray Chapman, Carl Mays and the 1920 pennant race.

He provides the interesting backgrounds of Chapman and Mays, two players that probably couldn't have been more different. Everyone loved Chapman, while Mays had no friends and plenty of enemies. Both players are brought to life by Sowell's thorough research, his insight into their personalities and interesting observations.

Although the fatal beaning doesn't occur until page 173, Sowell keeps the reader totally engaged up to that point.

After Chapman's death, Cleveland manager Tris Speaker went into a deep depression and he called the incident, "the hardest battle I ever had in my life."

Even though the fatal beaning was ruled an accident, many players threatened to boycott games if Mays pitched for the Yankees, based on his past actions. Many felt that he had intentionally thrown at Chapman.

Despite their grief and the absence of Chapman, their starting shortstop, the Indians stayed in the thick of the pennant race. Light-hitting Harry Lunte filled in admirably for Chapman until he suffered a pulled muscle, forcing him out of the lineup and opening the way for rookie Joe Sewell.

The rise of Sewell, the exciting pennant race, what happened to Mays after the incident and what happened to Chapman's wife and daughter, make for an interesting final fourth of the book.

This book should be part of every baseball fan's library.

The Unforgettable Season in the Lands of the Western Reserve
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-28
Since I was born and raised in Cleveland, I am well aware of the demise of Ray Chapman in a beaning by Carl Mays on August 20, 1920 in New York's Polo Grounds.
What Mr. Sowell has documented is a season of baseball which in itself stands as the most incredible epoch in Major League history. Consider these facts.
1. Babe Ruth set a remarkable record in the dead ball era of hitting 54 home runs.
2. The Black Sox were discovered and the fate of the game stood in the balance.
3. Ben Chapman was struck by a baseball to his head and died.
4. Carl Mays was a great pitcher who probably belongs in the Hall of Fame but was stigmatized by this one pitch.
5. Joe Sewell who replaced Ben Champman ends up in the Hall of Fame.
6. Tris Speaker the player manager of the Cleveland Indians, was totally devastated by Chapman's death, gathers himself and his team and leads them to a World Series triumph.
Not much has been talked about this World Series. In fact many books have been written of so called great games ie "The Shot Heard Round the World", or Kurt Gibson's "I don't believe what I just saw" home run. But take it from me, October 10, 1920 in game five of the World Series three incredible things happened in one game.
1. Jim Bagby became the first pitcher to hit a home run in the World Series.
2. Elmer Smith hit a grand slam home run which was also a World Series first.
3. Bill Wambsganss turned the only unassisted triple play in World Series history.
All this happened on the corner intersection of East 66th and Lexington the location of League Park in Cleveland, Ohio.
Mr. Sowell has gone beyond the basics to recreate a time of American History. This book is indeed an American Classic about baseball. This truly was the most incredible season.

Outstanding Documentation of Baseball History
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-01
To this day, Ray Chapman remains the only player to have died as a result of injuries sustained on a baseball field. While the intentions of pitcher Carl Mays may be open to debate, Mays threw the pitch which fractured Chapman's skull and ultimately caused his death. In his book, Mike Sowell documents the events that preceded and followed this catastrophe.

Ray Chapman was the sparkplug type of player that seems to will good teams to win. In marrying the mayor of Cleveland's daughter, he also seemed to be living a charmed life. Chapman's life came to a sudden end when one of Carl Mays' underhand style pitches struck him in the head and eventually killed him. While baseball seems to fade in importance in the shadow of the death of another human being, the Indians continued their successful drive to the pennant. It would seem a fortunate twist of fate for the Indians that a future hall of famer named Joe Sewell would replace Chapman in their successful run to becoming champions. It almost make the plot of the book seem surreal or a work of fiction.

Carl Mays, who was a disliked character even before the beaning incident, achieved further scorn after the incident including threats of a boycott against his playing and death threats. The 1921 and 1922 seasons would see Mays reach the World Series. But accusations after the seasons would invoke the shadow of the Black Sox when it was suggested that Mays took money to throw games. Despite favorable stats, Mays was bitter to never reach the hall of fame. It was suggested that the black cloud over his World Series performances affected his selection more than the beaning.

"The Pitch the Killed" is a tragedy, that keeps readers interested. Even knowing the winners in advance, readers may find themselves pulling for to the Indians as they read. The main plot is a piece of baseball history that fans of the game should discover. It is hopefully, one that fans will never have to relive.

An amazing story well told
Helpful Votes: 1 out of 1 total.
Review Date: 2007-05-29
Everything that the other reviewers have said is dead on. This is a fascinating story, simply on the surface, but Sowell digs deeper and finds so many more interesting storylines. Even if you're not an Indians fan, there's a lot to love in this book. The 1920 season is amazingly fertile ground.

The only reason I'm holding back that last star is more because of a technical issue. While the book is clearly a non-fiction story, there are moments that Sowell writes about as if they happened, when there's no way he could know that. There's a scene early in the book between Babe Ruth and Carl Mays that has to be fictionalized as there's no way Sowell could know what these two said to each other. It's just strange to read because it's laid out as fact, when it's clear it isn't.

That said, it's a minor point. The book is fantasic.

Games
Playing the Enemy: Nelson Mandela and the Game That Made a Nation
Published in Hardcover by Penguin Press HC, The (2008-08-14)
Author: John Carlin
List price: $24.95
New price: $11.94
Used price: $15.03

Average review score:

The Human Factor
Helpful Votes: 0 out of 0 total.
Review Date: 2008-11-14
John Carlin's work is a thrilling, spine-tingling effort. Most of the book's protagonists can't recall their meetings with Nelson Mandela in regards to 1995's Rugby World Cup without breaking into tears. Carlin's genius is to make you see why this is the natural reaction. Here's a man who, as one player aptly puts it "spent 27 years in prison and came out with love and friendship. All that washed over me, that huge realization, and the tears just rolled down my face."

Though Mandela is as close as there is to a god walking this earth, it's his one-on-one people skills that take the day. His will is to win them over, one person at a time. That's why Clint Eastwood has named his upcoming film of this book "The Human Factor" (Morgan Freeman as Mandela, Matt Damon as Springbok captain Francois Pienaar).

An amazing account of an amazing man
Helpful Votes: 0 out of 0 total.
Review Date: 2008-10-13
As one who has studied South African politics and is well aware of the significance of the 2005 world cup, I was very eager to read this book. Needless to say, this book was incredible.

John Carlin gives a sort of intimacy in this book. He sets up the story, giving the background of Mandela's life. In addition, he also interviews those that had an effect on Mandela's life either in prison, politics, or sport. This 360 degree approach brings the reader to a fuller understanding of the actions taking place and the emotions that drive them.

Mandela has always been a personal hero of mine, and this book reinforces that. Though this is a (modern) historical account, the recapping of Mandela's struggle and the change he has brought to his nation also acts as a feel-good story of triumph.

"Playing The Enemy" is inspiring
Helpful Votes: 0 out of 0 total.
Review Date: 2008-09-30
There has been plenty written about the master statesman Nelson Mandela, but John Carlin's story about how Mandela transformed his nation by leveraging the sport of rugby is truly inspiring. This book is a must read for anyone who has ever been discouraged from creating change. Mandela's mindset and approach to liberating his country is unmatched.

A Mandela For All Seasons
Helpful Votes: 1 out of 1 total.
Review Date: 2008-10-03
This dazzling book could have been called "Loving the Enemy." That is, in fact, what Nelson Mandela did to prevent a much feared bloodbath in South Africa as it passed from the hated Apartheid regime to majority rule.
"Playing the Enemy" shows how he did it - first by winning over his prison guards through forgiveness and simple human kindness then by his shrewd seduction of the white government leadership and finally by making the obsession of white South Africa, its Rugby team, the team of all South Africans - black and white.
It's The Greatest Story Ever Told for the twentieth century - and beyond!

Playing the Enemy is a must read for anyone who wants to understand Mandela's genius
Helpful Votes: 1 out of 1 total.
Review Date: 2008-09-30
A marvelous book. Anyone who wants to understand the hope (and the chances for failure) in post-apartheid SA should read this book, particularly in the light of Mbeki's failure and the test that is to follow.

Games
Return to the Tomb of Horrors (Advanced Dungeons & Dragons: Tomes)
Published in Game by Wizards of the Coast (1998-07-13)
Author: Bruce R. Cordell
List price: $29.95
Used price: $60.00

Average review score:

A reader
Helpful Votes: 10 out of 18 total.
Review Date: 2002-02-22
Come on, people. Where do you get the crazy notion that a "killer" module is good? Are you so lame that you cannot create your own killer modules? It is pretty [dang] easy. And that is what TSR does here, it creates a killer module that makes little to no sense.

Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.

So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.

Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.

Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

An Intense Deathtrap Challenge Even For Experienced Players
Helpful Votes: 21 out of 21 total.
Review Date: 2000-10-21
Return to the Tomb of Horrors is a new boxed adventure module based on the old S1: Tomb of Horrors module from tournaments and 1st edition AD&D. The scenario is intended for four to eight characters from 13th to 16th level. Like the original Tomb by Gary Gygax, Cordell's Return is an intense deathtrap challenge even for experienced veterans of the game.

Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.

I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.

Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.

This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.

In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.

Return to the Tomb of Horrors is an excellent adventure in the old module style.

--Sharon Daugherty for Skirmisher Online Gaming Magazine

Acererak's Tomb is revisited, and You Can be There!
Helpful Votes: 3 out of 3 total.
Review Date: 2007-05-10
"Iron men, of visage grim,
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"

These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.

Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.

So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.

To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?

No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.

Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.

So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.

Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.

The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.

So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?

Let me assure you, gentle reader, he not only thinks he has, but he has.

The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."

This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.

You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.

The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.

This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.

I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.

It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.

This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.

Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).

I'll not give away any more of the plot. Buy this product, and you'll see.

I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.

A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.

This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.

Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.

My players have made me promise to tell all when it's done.

Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.

So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.

So did they survive? I can hear the question in your minds.

The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.

Too bad they'll all be dead by the time you read this.

This is a quality product
Helpful Votes: 4 out of 4 total.
Review Date: 2000-11-25
I've purchased dozens of probucts from this website, but this is the first time I've felt compelled to write a review.

Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.

I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.

Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.

Fantastic Module- one of the best ever
Helpful Votes: 6 out of 6 total.
Review Date: 2001-06-05
Although it is out of print and written for 2nd edition, i can't express enough what a high quality product this is. Even if you are running a 3rd edition campaign, this boxed set is definitely worth your picking up if you can find it. The conversion to the new rules might take a little effort on the DM's behalf, but the payoff is the most exciting, deadly, and awe-inspiring campaign ever put to paper. It wraps seamlessly around Gary Gygax's original Tomb of Horrors, and you even get the chance to go back and explore it again if you did so for the first time twenty years ago. My players have no clue what the Tomb really is, and i'm still keeping them in the dark until later. Like other reviewers have said though, be warned. The module is deadly, and about halfway through and all the way to the end, it can eat up PC's like candy. But far as quality, it has some of the best writing, the best traps, the best plot, and over sixty illustrations to mesmerize your players. Definitely try to check this one out, as its going into the history books.

Games
The Science of Pocket Billiards
Published in Paperback by Sportology Publications (1989-07)
Author: Jack H. Koehler
List price: $22.95
Used price: $25.88
Collectible price: $32.00

Average review score:

Full of Details
Helpful Votes: 0 out of 0 total.
Review Date: 2007-04-10
This technical guide is full of tables and statistics, along with lots of tips to make you shoot a better game of pool.

Very thorough coverage suitable for all levels of player
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-12
I purchased this book as a total beginner to pool and it has really jumpstarted my learning process. Normally I'd have learned by trial and error and would eventually develop a 'feel' for it. This book explains scientifically, geometrically and physically what is taking place on the table so that I understand what it is I'm attempting to make happen. Feel will always be necessary, that's much of the fun, but understanding the logic behind each shot is a great guide and really helps me get back online when I lose that elusive feel.

Koehler's book starts with the basics of equipment and terminology and proceeds through technique, strategy, psychology and more. One thing that I really like is that the book offers many alternatives so that I can choose the ones that suit me best, or have options when my usual approach isn't available. The author offers some opinions on which might be a better choice but provides enough information on each to allow an informed decision.

Though I'm still a beginner I am confident that this book would benefit players of all levels. I've got a pool buddy (also a beginner) that lives a few hours away. I sent him a copy of this book so that I won't have an unfair advantage next time we get together!

Very comprehensive but technical
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-09
The book is very comprehensive going into a lot of detail and at times is very technical. There are lots of tables and statistics. However, it does a great job of explaining how the various aspects of the game impact the outcome of each shot. Things like cue ball and object ball movement, best cue stick positions for type of shot, how english and top and bottom spin impact cue ball placement, and much more. If you focus on the less technical aspects taught in this book you will come out with a much better understanding of how to shoot better pool. I'm still reading it but have learned alot and I consider myself a better than average pool player already. It is at times tough reading but you can get into it as deeply as you desire and several readings over time will glean more information.

Real Magic
Helpful Votes: 3 out of 3 total.
Review Date: 2006-08-31
Sometimes people feel that explaining wonderful things makes them somehow less magical, as if a bit of knowledge could rub the awe off of us. I'm inclined to disagree and fortunately for me, there's a whole genre of books devoted to the related jobs of explaining the wonderful and unravelling the mysteries behind ordinary stuff.

This book stands out in that world and also in the world of books about pool. The author has taken the ordinary, sometimes despised game of pocket billiards and subjected its truths to rigorous experimentation. He built apparatus for standardizing speed and direction of balls and developed a simple device for recording where balls struck a cushion.

Koehler's attention to details is pretty wonderful in itself. Consider this: "Theoretically, the center of the tip doesn't need chalk because it makes contact with the cue ball only when it's struck dead-center. When the cue ball is struck dead-center, there's no chance of the tip slipping off and thus, no need for chalk." A tiny matter? sure. Admire the mind behind it? you bet.

The same thorough approach can be seen in chapters like

1. Equipment
2. Shooting stance and technique
3. Pocketing the object ball
4. Shot selection
5. Cue-ball deflection path
6. English
7. Positioning the cue ball
8. Rail shot
9. Combination shots
10.Bank shots

If you love the game or if you simply marvel at a job well done, this is a book for you. Any pool player will find his or her appeite for practice increased and game improved



Lynn Hoffman, author of The New Short Course in Wine from Prentice-Hall and bang-BANG, a novel from Kunati to be published in 2007

My opinion
Helpful Votes: 4 out of 4 total.
Review Date: 2006-10-17
First of all, please excuse my English - it is not my native.
I've bought this book and really happy with this purchase, even Byrne's books were not even close to improve my skills in pool. The were commercially composed so that I had to buy more and more books, but fortunately I've found "Science of pocket billiards". Beleive me, its amazing, right now with a small practice after reading this book I beat my friends.
The best one.

Games
Spellcraft: a Primer for the Young Magician
Published in Paperback by Eschaton Productions Inc (1997-11-19)
Author: Lilith McLelland
List price: $9.95
New price: $7.50
Used price: $1.45

Average review score:

One of the best books for the younger set and for beginners!
Helpful Votes: 0 out of 0 total.
Review Date: 2002-09-25
I have had the pleasure of knowing Lilith and still try to keep in contact with her.

This book is one of the best books I have read that is geared to the younger set. Also I feel this is a must-buy for beginners or just the curious.

It was a very welcomed addition to my library! It is also one of the books I often recommend to people contacting me for more information on Wicca.

A great intro!!
Helpful Votes: 3 out of 3 total.
Review Date: 2000-11-03
This was the first book I read on the subject. It was clear and informative. It is meant for teen agers but could be enjoyed by any beginner.

i love this book
Helpful Votes: 3 out of 3 total.
Review Date: 2000-05-13
This is the best book i have ever read it is the best way to begin witchcraft. This book is mostly for teens but adults may enjoy it also.

Way better than "Teen Witch"!
Helpful Votes: 5 out of 5 total.
Review Date: 2001-10-29
This is an excellent book for young people, written with a sense of humor and style. McClelland refuses to talk down to her audience, and offers ethical advice without preaching. Don't take my word for it - I'm just an old grownup. Real teens love this book: I lent my copy to a teen-age neighbor and he carried it everywhere in the inside pocket of his coat for a month!

True magick for the young witches among us
Helpful Votes: 8 out of 8 total.
Review Date: 2001-12-14
I purchased this book for my 9 year old son, a second generation Witch, and was fully expecting that I'd have to edit it for his consumption. After reading it I joyfully handed it over to him with no censorship and said "Go for it!" He is thrilled to have his first magick book and he has spent hours reading aloud to me from this text - an unexpected bonus. Leave trash like Teen Witch on the shelf, purchase this book and pass it on to your young ones, you won't regret it. Blessed Be

Games
Stencilling on a Grand Scale: Using Simple Stencils to Create Visual Magic
Published in Paperback by Firefly Books (2000-08-05)
Author: Sandra Buckingham
List price: $24.95
New price: $4.35
Used price: $5.40

Average review score:

Stencilling on a Grand Scale
Helpful Votes: 0 out of 1 total.
Review Date: 2007-01-04
I have enjoyed thinking about doing some of this. The book gives fine guidance

The Best For Beginners
Helpful Votes: 12 out of 12 total.
Review Date: 2002-09-19
I came across this book in my local library and loved it so much I bought a copy for myself. Ms. Buckingham manages to create beautiful trompe l'oeil work with simple techniques that are easy for even the absolute beginner. An added bonus is that her stencils are available online...

Great for beginners and Experts
Helpful Votes: 17 out of 17 total.
Review Date: 2001-10-28
I purchased this book 2 years ago. At the time I did not know they sold stencils until I purchased a few stencils on their website along with their video. The book is easy to follow and they give you many ways to incooporate simple stencils. This book encouraged me to create a mural from a small picture and brought out a talent that I never knew existed. Well done. Fantastic pictures with great color which I feel either makes or breaks a simple stencil or a 5 layered stencil. I would highly recommend their book, stencils and their video. If I can learn, anyone can!!!! A+++++

Hard Cover Quality In a Paperback
Helpful Votes: 17 out of 17 total.
Review Date: 2000-09-22
Grab this book without hesitation!

I saw the author on the show, "Home Matters" and was instantly motivated to buy this book. When I saw that it was available in both hard- and soft- cover verrsions, my decision was difficult. Usually saving a few bucks on the paperback version of any book means sacrificing quality; thin paper, fewer illustrations, shortened versions. etc.

When I opted to buy this in the paperback form, I was expecting the usual compromises. I was, joyfully, wrong! This book not only boasts the easy instructions and wonderful pictorials of the hardcover version, it also has wonderful, high quality paper stock rarely found even in hardcover these days. The quality of this book will stand up to years of planning and crafting!

Good Technique and Steps IF you like Folk Art type decor
Helpful Votes: 5 out of 5 total.
Review Date: 2005-12-02
The projects in this book were well-detailed and gave some good information on composition and layering of stencils. I checked this book out of the library and don't intend on buying it BUT I do recommend it if you like the more folkart type decor. I was looking for something more realistic in floral decor. The trellice project was very cute and would look great with a cottage country look.

Games
Strips 'n Curves: A New Spin on Strip Piecing
Published in Paperback by C&T Publishing (2002-01-01)
Author: Louisa L. Smith
List price: $23.95
New price: $8.00
Used price: $8.00

Average review score:

A gift
Helpful Votes: 0 out of 1 total.
Review Date: 2008-08-13
This book was given as a gift. The recipient was very pleased to get it.

Strips 'n Curves
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-03
The book was in good shape. I wish the book were a little more explicit about how to actually do the various projects. I think it assumes that I know about this type of quilting, and I don't. Even after looking it over, I'm still uncertain how to begin. The projects look fascinating, so I'd really like to do some of them.

Strips 'n Curvess:A New Spin on Strip Piecing
Helpful Votes: 1 out of 1 total.
Review Date: 2008-03-30
The quality of the book is great,many delightful color photos.The templates very easy to use.This is a keeper, it will not spend eternity gathering dust on my book shelf.It is a great asset for the never ending search for creativity and inseration.I only wish it was spiral bound.

Fabric art - stepping out of your comfort zone
Helpful Votes: 1 out of 1 total.
Review Date: 2008-02-14
I watched Simply Quilts on HGTV and thought the this was the book for me. In turning the pages I found myself dreaming of one project after another. I think what this book did for me is give me the confidence in my own choices and inspired me to create my own work of art.

Amazing fun
Helpful Votes: 5 out of 5 total.
Review Date: 2008-01-10
I've now made two quilts from this book. Everyone who sees them is amazed at the seeming complexity and beauty of the designs and the interplay of the colors. I was always intimidated by sewing curves, but this method makes it simple and fairly foolproof. But I was most surprised by how much fun it was. I found myself literally running from the cutting table to the design wall to try out various placements for each block. I've been quilting for less than four years and the projects went together exactly as described in the book. Follow the directions and you'll be amazed with what you can do.

Games
The Ancient Egyptian Tarot
Published in Cards by United States Games Systems (1995-08)
Author: Clive Barrett
List price: $32.00

Average review score:

Bought as a gift
Helpful Votes: 0 out of 0 total.
Review Date: 2007-02-17
I bought the book and deck set as a gift for my sister 2 or 3 Christmases ago and she was just thrilled with it. Turns out she had been wanting that deck, so I got lucky!

The Best Deck You Can Have
Helpful Votes: 1 out of 2 total.
Review Date: 2006-10-18
I dont know why they are not printing this deck, this is one of the best tarot card deck i have come accross. This deck has contributed a lot to my life. Thanks to Clive Barrett.

WOW!
Helpful Votes: 2 out of 2 total.
Review Date: 2006-08-11
This is a deck to have!

It has been a long held belief that Tarot originates from Egypt. Whether that is true or not is not a matter for me to decide. I have always been a big fan of Egyptian Mythology.

I have seen images from this deck on the net for quite some time now, and have wanted to buy it since then. This is quite an evocative deck and the illustrations show how much painstaking work has gone into its making. The rest of the cards are even more beautiful than what I had anticipated!

This is the best deck ever!

Keep it up Mr. Barrett!

Definitive Egyptian Tarot
Helpful Votes: 2 out of 2 total.
Review Date: 2005-07-09
Alas, scientific analysis and tedious research has more or less proven the tarot has its origins elsewhere. The romance and legend of early occultist have given rise to the theory that the Tarot as we know it today came from the land of Egypt! Nothing could be farther from the truth or dearer to my heart!

I would love to think that this vast and ancient culture could have left something so significant to modern civilization. This proved not to be the case, much to my disappointment! Many still hold Egypt in high regard in many Tarot circles. Clive Barrett was undoubtedly one of them. These images he creates are beautiful and magical.

This set clearly give some insight into this colorful and mysterious culture. If there was any possible way to bring this world to life through the Tarot, this would be it. I particularly like the references to the Egyptian Gods(Neteru). This set is great for revival Egyptophiles! Use the images alone for meditation and more. The book is excellent as well!

The Tarot may not have historically came from Egypt but there are many common element between the two styles. Mainly, the use of symbolism which may not be directly related, but there is a connection. I recommend this set for scholars and mystics alike!

Now, I eagerly await the re-release of Mr Barrett's legendary and elusive Norse Tarot!

The Magic of Egypt finally explained
Helpful Votes: 3 out of 3 total.
Review Date: 2005-07-24
This is the deck I use when I need some guidance. This deck integrates the knowledge of Egyptian Mythology and solidly brings it into the present life circumstances. The author has brought the history of Egypt back to life.

Games
The Art of Segmented Wood Turning: A Step-by-Step Guide
Published in Paperback by Linden Publishing (2005-01-01)
Author: Malcolm Tibbetts
List price: $25.95
New price: $15.84
Used price: $15.73

Average review score:

good primer on segmented wood turning
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-18
I was totally ignorant of segmented wood turning until I read this book. Now I am ready to give it a try. I would recommend this book to any serious wood turner.

Excellent Book
Helpful Votes: 0 out of 0 total.
Review Date: 2007-11-07
This is an excellent book, but I feel it is for advanced segmented wood turners. The pictures are beautiful and give you lots of "food for thought." I'm just beginning with segmented wood turning. The book is fun to look at, very detailed in it's instruction, and very interesting to read.

Great!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-07-01
I like everything about woodturning. This book is no exception. You might also want to check the DVD Beyond Wood - Portrait of an Artist. You will see a lot of beautifully photographed pieces and interviews from years of research on the subject.

wood turning
Helpful Votes: 0 out of 0 total.
Review Date: 2006-08-19
This book is very helpful and inspiring to any segmented bowl turner. Gives incentive to try the seemingly impossible combination of patterns.

Segmented Wood Turning
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-04
This book was very inspiring. I've made several projects similiar to what is in the book. My work has been praised. Although the designing, cutting of pieces of wood and aleining is challenging; the end results are well worth the efforts.

Games
Ben Franklin and the Magic Squares (Step Into Reading + Math: A Step 3 Book)
Published in School & Library Binding by Topeka Bindery (2001-10)
Author: Frank Murphy
List price: $12.95
New price: $12.95

Average review score:

ben franklin and the magic squares
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-17
Ben Franklin and the Magic Squares
Author: Frank Murphy

Reviewed by: Brianna - a Stockbrideg Central School 3rd Grader
***


This book is about Benjamin Franklin. Benjamin was a very successful inventor. Ben invented: flippers in 1717, the Franklin stove in 1742, and found out that lightning was made of electricity. He all so started: America's first library, America's first fire station, and first hospital too he even helped Thomas Jefferson write and rewrite the declaration of Independence in 1776.
There is narration through out the book and on every page there is information. There is very little text so it is easy to read. The book is told as a story it starts when he is a boy and goes through his life. I like this book because it gives a lot of information. I recommend this book to children who would like to learn about Benjamin Franklin. So read the book or you will be missing out!!!

GREAT BOOK!!!
Helpful Votes: 0 out of 0 total.
Review Date: 2004-11-21
I thought that ths book was really good! I thoght it was so interesting!! Mr.Murphy is my math teacher... and he is amazing at teaching!!! He did very well with all of the writers craft in it. In class for Language arts he encourages us to use writers crafts and he actually uses them in this book!! This book is very interesting for adults who are interested in math and Ben Franklin. It is also a great book for children who are interested in math and Ben Franklin!! I love math because it is so interesting and because I have a great math teacher!!
[...]

Awesome book!!!
Helpful Votes: 2 out of 2 total.
Review Date: 2005-10-17
I love this book! It introduced me to magic squares. Sometimes they're hard but not always. I read the book in 3rd grade. We were doing math groups and Mrs. Wrigely said" Today we are doing Magic squares."
What is a magic square?" I asked.
"It is 9 cubes that all have to equal the same number." Mrs. Wrigely
And that's how I was introduced to magic squares. I recommend this book for kids 6 and above. I think that because some words may be a little challenging for kids that are 5 or 4.


Mitchell S. 4th grade

WOW!
Helpful Votes: 2 out of 2 total.
Review Date: 2004-11-21
what other book can make math interesting? and funny? Mr. Murphy has done it once again with his fabulous work! A++++++++++++!
-Stephanie
Connecticut

AMAZINGLY AMAZING BOOK BOB 21
Helpful Votes: 3 out of 4 total.
Review Date: 2005-10-15


I THINK BEN FRANKLIN AND THE MAIGIC SQUARES IS A REALLY GOOD BOOK FOR KIDS. AND MAYBE PARENTS TOO. I READ MOST OF HIS BOOKS. HE WAS MY TEACHER IN 4TH GRADE. HE IS A VERY GOOD WRITER I THINK. HE WRITES AMAZINGLY AMAZING BOOKS. HE IS A REALLY GOOD TEACHER.


RYAN .B
HOLLAND


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