Games Books


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

Games
Control: The Game of Absolute Corruption (A non-d20 Role-Playing Game)
Published in Paperback by Skirmisher Publishing (2004-08)
Authors: Lee Garvin and The Skirmisher Game Development Group
List price: $9.95
New price: $6.99

Average review score:

Amazing Conspiracy Game
Helpful Votes: 1 out of 1 total.
Review Date: 2005-11-04
What is most amazing about this game is that it is completely self-contained! I can't remember the last time I saw an RPG that included everything needed to play for such a good price ... And the rules engine is very clean, elegant, and easy to learn. A winner, to be sure.

A real twist
Helpful Votes: 1 out of 1 total.
Review Date: 2005-01-31
A great change of pace for the players, allows them to "get even" with the referee. A great idea with a sleek and effective implementation.

The possibilities are endless
Helpful Votes: 3 out of 3 total.
Review Date: 2005-11-13
This is an elegant little system, sitting somewhere between conventional roleplaying games, indie games and even some card games, that scales right through from everyday qualities and actions to changing the fundamental laws of reality.

The object and method of the game: to _be_ the controller - then, once you're there, to keep the conspiracy running and keep down those pesky player characters, like you used to be.

All it needs now is some setting information to get a game started, until the players themselves change the world beyond recognition.

An unusual change of pace.
Helpful Votes: 4 out of 4 total.
Review Date: 2005-09-27
This a simple, broad, and almost seemingly unbound new manual for a more player controled genere. Control is a great means to introduce a more espionage type inviroment, where modern skills make you a powerfull president, or a mole in his empire. The most interesting aspect is that either could be considered the more powerfull, depending on your ability to black-mail, gather information, dodge a few bullets, or bash in a few heads.

Fantastic Conspiracy Game!
Helpful Votes: 4 out of 4 total.
Review Date: 2005-01-31
Once in awhile, I will come across an independent game like this one and realize the fallacy in only ever looking at one or two major game systems. "Control" combines great premise and imagination with solid mechanics, and is much simpler to learn, set up, and start playing than any other conspiracy RPG I have yet seen.

Games
The Deadlands Roleplaying Game
Published in Paperback by Pinnacle Entertainment Group (1996-08)
Author: Shane Lacy Hensley
List price: $25.00
New price: $24.95
Used price: $14.99

Average review score:

Most unique role-playing system out there.
Helpful Votes: 0 out of 0 total.
Review Date: 2005-09-22
When I first saw the sourcebooks for this game, I thought the playing-card based system would be too complicated. Once the Marshal and the Players have all the rules for combat down, the system goes down like a bottle of The Good Stuff, smooth and quick. The storyline is very imaginative and interesting, it makes it easy to keep your players captivated for many, many sessions and keep them coming back for more.

Cosmic Horror in the Old West
Helpful Votes: 2 out of 2 total.
Review Date: 2006-03-18
First, the setting:

The year is 1876, and the American Civil War is still going on. Why? Because on July 4th 1863, a group of Indians crossed over into the spirit world and opened the door for hostile being to move from thier world to ours. Our fear is their currency and they are on a spending spree. California fell into the ocean, revealing deposits of something called Ghost-rock. It burns practically forever (imagine that as a power source), but wails like a banshee as it does. With the renwed power of the Indian tribes and the loss of California, the USA and CSA are at a standoff against each other. meanwhile, the released spirits are wreaking havoc and the deaD RISE AGAIN. Some of these things you can't shoot; that's where it helps to know how to handle the cards. That is, you can cast magic with a deck of cards if you know the right moves. Sometimes having religion will give you some supernatural tricks to pull too. As a setting, DEADLANDS is just incredible and has a lot of fascinating stuff going on.

The mechanics: As an old AD&D player and then a Cthulhu player, I had trouble understanding the mechanics. After having looked at a White Wolf product for the first time, I now understand that the mechanics of DEADLANDS are the World of Darkness dice pool with some proto-D20 aspects and a card-playing gimmick attached.

I think the basic concept is that you have a dice pool based on either your skill OR your attribute. However, the die-type ranges from d4 to d12. Your attribute is determined by a card draw; the value of the card determines the die type and the suit determines your pool size. If you get an "ace" (best number on a die), you roll again and ADD the rolled to the base. Your best value counts in a dicecheck against a target number chosen by the GM (this sufficiently reminds me of a DC that I'm interested in the d20 version as well).You have wound levels that track your health and you use experience to buy up your dice pool. You have merits and flaws and taking more flaws gives points to start your character with. Sound familiar?

The card playing motif returns for initiative (you draw cards for actions in a turn and follow order) and magic (the strength of your effect dpends on the poker hand that you draw). You also get fate chips, which allow you to add dice to your dice pool. There are also some color plates that show an archetypical character; this was a big help in figuring out character creation goes.

Content: A lot of the book is spent on mechanics (about third). ANother third is 1-2 page descriptions of character "classes", including being undead. Unfortunately, these are very short with minimal information on anything (obviously, you should buy all the splatbooks). My big beef is the huckster (spellcaster). For the hex to work, there is a minimum poker hand that must be drawn. Usually this is 1 pair or higher. Frankly, it's not that easy to get a pair without extra cards. I believe that the power level was raised in future splats, but the huckster seemed somewhat ineffective of a character.

The last third is for the GM only and tells of the ssecrets of Deadlands. Overall, a good section.

So to summarize, The Good, The Bad, The Ugly

The Good: very innovative concept, looks fun to play, great atmosphere. I like the fate chips (although I would make them more powerful; white rerolls one die, red choose a value for 1 die, blue allows a change of reality that is small, like the villain's holster is still buttoned or the character remembered to bring his pocketknofe after all).

The Bad: many aspects not well explained; more samples of rolling dice for different situations needed. Hucksters' magic seems ineffective

The ugly: EVERYTHING requires buying another splat, and the book is so vague, and the metaplot requires keeping up with the releases. Wait, who published this again?

Anyway, DEADLANDS was a fun read and looks exciting to play. If you are just starting, the d20 version might be more natural to the game but this version has many fun aspect, like drawing cards for attributes.

Deadlands: all roleplayers should try it, and like it.
Helpful Votes: 2 out of 7 total.
Review Date: 1999-04-30
After reading Deadlands, I just thought I had to share this with my players. Now, when I happen to say 'I may marshall a Deadlands next week', I just happen to have too many players.

It is the first time a Western Game has been good. And it will be hard to ever do better.

The French tinhorn with a Great name

new, innovative amazingly fun
Helpful Votes: 2 out of 3 total.
Review Date: 1999-03-15
A great game with a great history and a great and annovative character creation system. The combat system is quick to learn and drastically more deadly than your beginner RPGs like AD&D. I've never had one problem with this game or any of the sourcebooks.

A totally innovative roleplaying system
Helpful Votes: 3 out of 6 total.
Review Date: 1999-09-01
This system is a must for roleplayers who have either become jaded with their existing system or just want to try something new. It provides a comprehensive story-line and time-line and gives the characters a whole new lease on development. The lay-out the book is easily read-able and engaging and provides the reader with an understanding of just how much is left to the players and Marshal. When I bought this book, I just had to show it to my roleplayign buddies, and they now are totally hook as I am sure you will be. If you wish to know more contact me or the Deadlands list serve. Marshal Psycho.

Games
Death Game
Published in Paperback by Zumaya Publications, LLC (2006-09-29)
Author: Cheryl Swanson
List price: $14.99
New price: $9.14
Used price: $4.99

Average review score:

Death Game
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-31
How powerful are the violent games played on computers? Can they lead to acting out the violence in reality.

You might think twice before playing those shoot-to-kill games on your computer after you read this well-told tale. Take a couple of slightly unstable teenage boys who suffer problems identifying with society in general and let them play a new game and see what happens.

This is how Cooper O'Brien nearly loses her life while she is trying to find out what happened to her younger brother, Jimmie. She learns more about computers and the dark side of computer programmers than she ever wanted to know.

Talented author Cheryl Swanson gives the reader something to think about in the possibilities of computer games in this intriguing tale. Will Cooper find her brother? Will she survive the search?

Surprises await the reader in this tale as you follow Cooper from one clue to the next, only to find the trail seems cold or a twist that brings you back to the beginning. Plenty of action and characters who aren't what they seem.

I'm pleased to recommend Death Game as something different in the mystery genre. Enjoy. I did.

San Franciso Thriller Is Too Cool
Helpful Votes: 0 out of 0 total.
Review Date: 2007-07-24
I don't want to write this but they're making me. Who?
Oh, you know. The usual. Them. The watchers in the shadows. They tell me, "Go ahead. Tell everybody how cool this book is. Or disappear!"
Well, Death Game is VERY cool. This is one of those rare books that scare you and entertain you while making you think.
Know a teenager who loves violent videogames? Read it. You'll learn a lot.
Think there's any possibility terrorists will attack again on American soil? Read it. You'll stop sleeping at night.
In the story, an apparently ordinary American family gets caught in the net of a gang of bad guys/gals who are as beastly as they come. Villians are never so good as when they are very, very bad. Death Game has everything here from sleaze, to narcissistic personality disorders to those whose life motto is: kill, kill, kill.
The author controls the mayhem well and the cleverness is in the details, such as when you discover WHY this family has been targeted. (Gotta read the entire book first.) And that reason, like the rest of the book, is pretty darn cool.

Must read for thrill seeking readers
Helpful Votes: 1 out of 1 total.
Review Date: 2007-05-02
Reviewed by Kornelia Longoria for Reader Views (4/07)

At first all evidence seems to point at Jimmie O'Brien as the killer of another teenage boy. The security tape clearly shows images of Jimmie aiming a gun at his victim and firing, and everyone believes that the additional investigation is not necessary. To make matters worse, he disappears, leaving behind the weapon used in the murder. However, Cooper, Brian's older sister, strongly believes that her brother is innocent and she decides to do everything in her power to find out what exactly happened, and most importantly, who and why would try to frame Jimmie. However, shortly after she undertakes the investigation, she discovers that Jimmie's part is only a little piece in an enormous puzzle. The situation is far more complex and the resolution of the crime seems out of her reach. Nobody is what they claim to be and Cooper does not know who to trust.
She does not give up, and relying mostly on herself, she is determined to solve the mystery even when the situation looks hopeless.

The whole investigation revolves around the fans of gruesome and cold-blooded computer games. Cooper's brother who a big fan of computer games, made a lot of online "friends" who share the same passion and she believes that the answer is somewhere in the gamers' community.

"Death Game" is one of the books that pull you in from the very beginning and keep you turning the pages anxiously till the very end. It's full of twists and surprises and it will definitely not disappoint all action lovers. The protagonist is very likable and I would love to see her in more books. The other characters are very well-constructed as well. I really liked the way the gay friend of Ms. Cooper was portrayed. Even though the book contains a lot of references to new technology and focuses on the cyber world, it will not be confusing to a reader who is not very well familiar with the latest technological inventions. I would definitely recommend "Death Game" to all thrill seeking readers.

Totally Engrossing Thriller
Helpful Votes: 1 out of 1 total.
Review Date: 2007-04-10
I read this book start to finish on a plane trip to Rome. The language is lush, the action and dialog so vivid it drew me in even through I don't normally read thrillers. Recommend it to any suspense/thriller fan. It was a great read.

Chills and thrills galore--impossible to put down
Helpful Votes: 2 out of 2 total.
Review Date: 2007-06-02
Death Game is the story of an audacious plot to destroy the Golden Gate Bridge. Pop a bowl of popcorn, settle into a comfy chair, you won't be putting it down.

Cooper O'Brien, a kick-a#$ San Francisco gal so real you can't believe you haven't met her, is on a mission to save her troubled teenage brother. Cooper becomes the guardian of fifteen-year-old Jimmie O'Brien after her parents are killed in a drunk driving accident. Cooper suspects that her father--a counter-espionage agent--isn't really dead, but she doesn't tell Jimmie, who is dealing with his grief by immersing himself in apparently harmless games on the Internet.

When another boy ends up dead on his father's yacht, a surveillance tape clearly shows that Jimmie is the shooter. But Cooper is convinced her brother is innocent and her background in visual effects makes her suspect the tape has been altered in some way that defies forensic detection.

From there on, you'll be plunged into a non-stop thrill ride. Closed cities in Russia, Internet death matches, a twisted conspiracy--they all play into this extraordinary tale. A great start to a new series, totally gripping and downright impossible to put down.

Games
The Decline and Fall of Practically Everybody: Great Figures of History Hilariously Humbled
Published in Hardcover by Barnes & Noble (1992-04-30)
Author: Will Cuppy
List price: $6.98
New price: $6.00
Used price: $0.19

Average review score:

I Wish It Had More Historical Figures In It
Helpful Votes: 0 out of 0 total.
Review Date: 2008-09-19
When I was in college, on vacation, I ran into a new paperback of "Decline." I loved it. It was the first book I ever read where I looked forward to reading the footnotes.

As others have observed, the book is a series of essays of historic figures, but all observed from a humorous perspective. Starting to read any essay makes most hooked, and they just have to read another and another until the book is mostly devoured. Others have taken an iconoclastic view of historic figures, but this adds humor that makes it memorable.

My favorite footnote of the entire book concerns Philip of Macedon, father of Alexander the Great. After pointing out that his wife, Olympias, had a thing for snakes, Cuppy notes, "Having real snakes at home does an alcoholic no good. It just complicates matters." Fantastic!

Will Cuppy has written a number of books, but this is a high point. Anyone who wants to gain a good perspective of historic figures as being human, this is a good introduction.

I have given many copies to friends as presents. Nodody who got one was disappointed.

The Rise and Ascent of Will Cuppy!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-30
Something for everyone from streetwise to suede patched elbows.
Whodathunk? Pithy LOL footnotes? It is a valuable lesson on how one has to be disciplined before breaking away from conventional frameworks.
You'll laugh at the first footnote thinking you perhaps misread it
or surmise in awe of the incredible double entendre within the intellectual capacity of the latter day bard named Will.

Wacky!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-21
This is the first book about which I've felt compelled to write a review, which means that I loved it! I came across an old hardback copy in a local bookstore as I was looking for worthwhile history books for my trivia whiz daughter to study. Within a minute I was laughing out loud (Christopher Columbus was the page I flipped it open to) and disturbing the other bookstore customers. My first thought was, "I didn't think that anyone from the 50s had a sense of humor, or at least one that i can appreciate!" I love the footnotes; Mr Cuppy obviously spent some time on this tome. My only complaint: I wish it were 5 times as thick with information. To that end I am now going to look for more Will Cuppy books. Any recommendations?

The Hobo Philosopher
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-14
This book is historically accurate, funny, satirical, informative, entertaining - in a single word "wonderful". It has been an inspiration to me. When I found out that there was no more Willy Cuppy I was so disappointed that I started my own series on Famous Folks. I have temporarily entitled my book Hobo Notes on Famous Folks.
Obviously I loved the idea and the style of Willy Cuppy. Of course Will is much smarter than I am, but hopefully I can make up for my inadequacy in other ways.
Willy inspires me to sit down and start writing as does Robert Service and Mark Twain.
You can't miss with anything by Willy Cuppy - this is probably his most well known publication.

Don't know much about History
Helpful Votes: 1 out of 1 total.
Review Date: 2007-11-19
It is the funniest History lesson one can ever hope to get. I wish I had Cuppy as my high school teacher. My brother and I would not have skipped school to hang out in the railroad station. From Pericles to Attila the Hun to Charlemagne to Nero to the Sun King all reduced to ordinary average Joe, making a living as an emperor, conqueror or just your garden variety Pope of the Dark Age. Every sentence is dripping with irony, sarcasm and is laugh out loud funny. I read it while flying 30,000 feet cross country and could not control myself laughing and my wife disowned me while deplaning.

Just go buy this book. No need to thank me.

Games
Designing Virtual Worlds (New Riders Games)
Published in Paperback by New Riders Games (2003-07-25)
Author: Richard Bartle
List price: $49.99
New price: $29.47
Used price: $21.45

Average review score:

Superb history of Virtual Worlds development
Helpful Votes: 0 out of 0 total.
Review Date: 2007-06-27
Mr. Bartle's writing is precise and his facts carefully researched, even the ones he experienced himself. This is a huge, superbly constructed history of the tools and philosophies developed over the years in experimental and commercial development of online virtual worlds. Because of Mr. Bartle's personal knowledge as a long-time designer and his sharp memory for the significance of trends and details, this book will raise anyone's appreciation of whatever virtual worlds one comes across on line or on disk, whether they be famous commercial ones or those developed by enthusiasts for their own pleasure. I would think it would be a must read for gaming students. What a grand, satisfying, fascinating book! And when one considers that this exciting history is only the beginning of VW development... Wow!

The theory behind Virtual Worlds
Helpful Votes: 0 out of 0 total.
Review Date: 2007-03-30
This book taught me the theory behind Virtual worlds and I beleive nearly everything I read in this book.

I didn't simply believe everything because it was a published book, I beleived it because Richard used examples from real games. With all the experiance Richard has you would expect him to have learnt everything the hard way, he has but he's also smart enough to realise that sometimes you can learn from others mistakes instead of making them yourself.

The book is aimed at the 'Dungeons and Dragons' (and most of his examples are) type of game but there is no reason the information cannot be used in other genres.

The most amusing part is how right he can be.
Richard states that 'you cannot allow players to carry items over from the Beta testing to the online game, even though your players will try to convince you otherwise'; something I didn't really think and didn't really agree with.
My family and I were all about to join 'Pirates of the Caribbean' when it started; when the announcement was made that players form the Beta test would be allowed to keep items my daughters asked what a Beta test was, I explained and now they don't want to play as they consider that to be cheating. We have all decided not to play.

Learn from others (like Richard) or pay the price.

James

Designing Virtual Worlds
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-10
Covers all the aspects of virtual worlds from a psycological perspective; the intentions, the types of virtual worlds.
Doesn't include indepth technology and the development issues related to designing virtual worlds
Good primer on virtual worlds.

Guide to the philosophy and strategy of designing virtual worlds
Helpful Votes: 6 out of 6 total.
Review Date: 2006-02-07
To begin with, this book is not a programming book. There is no code, no discussion of VRML, MPEG-4, or X3D. Instead, this book stands back and takes a "big picture" look at the design of a virtual world from the viewpoint of systems engineering, social engineering, philosophy, history, and psychology. Ethical considerations are even tossed in for good measure.
The book starts out with chapters on the history of virtual worlds and the cultural influences that affected their characteristics. Next, there is a fly-over view of the "production line" of building a virtual world. Bartle then turns his attention to the players - who they are, what they want, and how a virtual world can meet their needs. World design is examined from the standpoint of virtual geography, virtual world citizens, and finally the physics required to implement your world. Chapter 5 is about the specific sociology and physiology of the virtual world - skill levels, individual characteristics, how virtual inhabitants divide themselves into groups, combat, and even the meaning of death in the virtual world. The final three chapters are very philisophical in nature. Chapter 6 is basically a liberal arts syllabus through the prism of virtual world design. The last chapter, on ethical considerations, talks about censorship, and also looks at the player as a person and how game playing in virtual worlds can hurt more than help some kinds of people, particularly those prone to addiction.
Bartle's social commentaries may be a bit long-winded for some people, although I found them interesting. Some readers may also be somewhat frustrated by the fact that the book talks more about what can go wrong in the design of a virtual world - overly complex and static story arcs, characters that players do not get invested in, characters in which players get too invested, etc - than what can go right. I really enjoyed the book, mainly because it moves the focus of the potential virtual world designer from the artistic and technical viewpoint to the player's viewpoint - why they plays games, and why a player would pick your game versus someone else's game.

Game theory and design? This is the book you've been looking for!
Helpful Votes: 7 out of 7 total.
Review Date: 2006-07-17
You're getting it straight from the horse's mouth since this book is written by the grandfather of the modern MMORPG.
Rest assured - if you are a game designer, developer, or just love reading about game theory, this book is worth every penny.

I have read many other books on the subject and not one of them are packed with as much depth, knowledge, and wisdom. Bartle covers every avenue that a designer needs to consider in order to be successful. This book will help you and your team create an active, emergent virtual world.

As a game developer, I learned many valuable lessons on what made other games lose subscribers, or worse -- catastrophically fail.


Richard Bartle's writing style is very creative and detailed, and like his games, it gives you the 'just one more page' syndrome. For example, in this book it mentions how often a player must be rewarded in order to retain interest. He uses this same technique for writing by giving you something insightful to read atleast every 10 pages.


Bartle has covered all the bases. Designing Virtual Worlds is a great book, very entertaining. I give it 5 out of 5 stars - a must read.

More than 700 well-written pages packed with valuable insights, and it still leaves you begging for more.

Games
Diary of a Mad Poker Player: A Journey to the World Series of Poker
Published in Paperback by Russell Enterprises (2005-03-10)
Author: Richard Sparks
List price: $14.95
New price: $3.94
Used price: $1.69
Collectible price: $14.95

Average review score:

excellent
Helpful Votes: 0 out of 0 total.
Review Date: 2005-08-12
Great book! Sparks uses each chapter to capture different aspects of poker today. The book is very fast moving and hard to put down. I would definately recc it to anyone interested in either big time or online poker today.

A Witty, Insightful Romp Through the Landscape of Contemporary Poker
Helpful Votes: 2 out of 2 total.
Review Date: 2006-09-06
Richard Sparks' "Diary of a Mad Poker Player" is a wonderful read. It reaches out to the reader on so many levels.

It's the quest of a dedicated amateur poker player to win his way in to the World Series of Poker through a combination of online satellite tournaments and satellites held in brick and mortar casinos. Richard Sparks is an extremely witty man and a great teller of tales, and along the way he interviews everyone from legends of the game such as Doyle Brunson, Chris Moneymaker, and Sammy Farha, to unknown players who are hoping for glory after winning their way into the World Series of Poker through an online satellite.

I'm not sure there's another writer out there who could combine his quest for winning a seat in poker's richest event with the make and model number banjo played by Earl Scruggs, classic Monte Python sketches, and a few quotes that William Shakespeare might have authored, had the bard been born a few centuries later, instead of in his own, unfortunate time, before poker was invented. Not only does he combine all this irreverence, but somehow it works in masterstrokes of wit and wordsmithing.

Sparks also tells the story of how online poker came to prominence and how it led to the incredible growth in tournament poker in general and the World Series of Poker in particular. After all, at the turn of the century, the World Series of Poker was happy to have slightly more than 300 entrants pony up $10,000 each to play in its main event. In 2006, nearly 8,000 played, a number no one would have dared to imagine just a few short years ago.

He delves deeply into the legal status of online poker, as well as its safety. So just while you're having fun with Sparks' madcap romp through poker's highly textured landscape, you find yourself on a knowledgeable ride through the underpinnings of contemporary poker.

There's even some good poker advice tucked into its pages. Though it's not an instructional book by any means, the advice that bubbles up to the surface is sound and solid.

There's actually nothing about "Diary of a Mad Poker Player" not to like. It's authoritative, informative, insightful, wildly funny, incredibly witty, and a book you can go back to time and again. If Richard Sparks represents everyman in his quest to play at the WSOP, this is everyman at his best, and funniest. I highly recommend it.

Laughing Without Losing
Helpful Votes: 3 out of 3 total.
Review Date: 2005-11-30
"Diary" is terrific for learning the inside game of poker and laughing. There are very entertaining characters behind those reflector glasses and grain feed caps. I discovered important plays and strategies while enjoying the author's Monty Python-esque humor. Finally, my knowledge of "tells" has exceeded waiting for a gasp, heave or howl. I don't think amateurs or experts will be disappointed.

Memoirs of an average player.
Helpful Votes: 5 out of 13 total.
Review Date: 2005-09-16
This is a sad poker book. (I have not read the Stu Ungar bio which must be even more poignant.) He gives a lot of the gritty details of his poker play. Don't get me wrong: the tone isn't sad, but the game play is.

In fact, he admits he never does very well at the tables, and I can't tell if that's due to bad beats or his own bad play.

Instead, try the Moneymaker book which at least has an upbeat poker ending or Aces and Kings, about several well-known players.

Or read Positively Fifth Street by James McManus about his adventures in the WSOP Main Event. It's not just upbeat; you can tell he understands the game.

P.S. Sparks has a new book out, Getting Lucky: the Education of a Mad Poker Player. In it, the author admits his game needed help when wrote this book. (As he was coached by Tom McEvoy before he wrote his new book, I'm sure his game has become much better!) For those who think I was too harsh with Mr. Sparks, I did buy his new book.

Truly Unique.
Helpful Votes: 9 out of 9 total.
Review Date: 2005-12-01
This is an extremely novel book as it is a first hand account of a journalist's obsession with poker and of his online attempts to procure a seat for the 2004 World Series. The narrator, Richard Sparks, spends the first half of the diary talking about the game in general and providing us with accounts of his own efforts to gain a seat. Sparks is a good writer and possesses a creative mind. One would never describe him as boring. Overall, it's an average+ book, although it could have been a better. Sparks pastes in too many conversations from online poker chat boxes, and does not devote enough pages to the 2004 WSOP event itself. There is, however, one section in which Diary transcends, and that is where we are made privy to the transcript of the interview he had with Sammy Farha. It's absolutely excellent. We learn more about the man in those few short pages than we do over the course of all his ESPN human interest moments. There are other titles to buy ahead of this one, but it's still enjoyable.

Games
Fisher Price Toys: A Pictorial Price Guide to the More Popular Toys
Published in Paperback by Collector Books (1999-10)
Authors: Brad Cassity and Gary Combs
List price: $19.95
New price: $99.99
Used price: $39.99

Average review score:

Turned to many times...
Helpful Votes: 2 out of 2 total.
Review Date: 2003-04-23
This book is terrific! Tons of color, detailed pictures. I am a collector, and use this book to help identify which tiny accessories I need to find or identify. Invaluable! The focus is on toys from 1964-1990 ONLY, so if you collect from other periods this isn't the book you need. If you collect Little People (pre-1988), you need this book! I hope the authors will update it, with the "new" Little People included in a future edition.

FISHER PRICE TOYS
Helpful Votes: 2 out of 3 total.
Review Date: 2001-12-11
THIS BOOK HAS MANY COLORFUL PICTURES AND ACCUARTE DESCRIPTION OF EACH. I TOO HAVE JUST STARTED COLLECTING FISHER PRICE TOYS AND I FIND THIS MAKES MY SEARCHING MORE ENJOYABLE. THIS IS A MUST HAVE FOR THE OVERALL TOY COLLECTOR AND THE FISHER PICE COLLECTOR.

Excellent Pictures of the Toys with Very detailed desc's
Helpful Votes: 4 out of 4 total.
Review Date: 2002-05-25
I love this book. IT is a MUST for any new and seasoned Fisher Price Collector, especially those who collect Little People. The Pictures are great and the descriptions are excellent. I love this book, and my kids enjoy looking through it as well. It brought back so many memories from toys in my past, and ensures I know what I am getting myself into if I decide to make a purchase as a collector.

oh yeah...
Helpful Votes: 6 out of 6 total.
Review Date: 2001-04-14
this book is a real treasure. I've just begun collecting Fisher Price toys the pictures and info are of great help. Friends/family who look thru this book also get a lot of pleasure from it and will reflect back over what toys they had as kids etc...I'm real happy I made the purchase.

Fisher Price
Helpful Votes: 8 out of 8 total.
Review Date: 2000-09-14
This is a wonderful book! I loved the vivid pictures and descriptions of the playsets. If you love and collect Fisher Price, this book is for you!!

Games
Flowers: The Book of Floral Design
Published in Hardcover by DK ADULT (2000-09-01)
Author: Malcolm Hillier
List price: $40.00
New price: $114.59
Used price: $4.99

Average review score:

Excellent!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-18
I've been working as a flower designer for a while and decided to get this book mostly because it looked pretty and comprehensive. I was not disappointed. The book is fabulous and it has a little bit of everything, including tools. I like it a lot and highly recommend it for anyone interested in Flower Design.

Amazing!!!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-20
This book is simply a must have in your library. Malcolm Hillier is one of the most talented in the industry. beautiful book!

Vibrant floral education
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-03
The plant directory was extensive, but I would have liked a little more information on the growth cycle of the plants or the zones in which they grow. The basics are all there and I would suggest to anyone buying the book that they do read the introductory chapters. The floral arrangements are absolutely beautiful and the author also gives alternatives to the arrangements to suit your taste. Very nice.

A very visually rich book
Helpful Votes: 5 out of 5 total.
Review Date: 2005-01-08
This is a very wonderful book, which the Floral Design Institute uses as a supplement "textbook" to their syllabus. It is rather heavy but well worth every page as the book is packed with beautiful arrangements and spilling with creative ideas. There aren't a lot of step-by-step instructions on mechanics, but the book gets the point of selecting different material colors and textures across - which, in my opinion, is a significant factor to consider when it comes to floral arranging.

lovely, but it's more of a recipe book, really...
Helpful Votes: 9 out of 9 total.
Review Date: 2004-10-03
This is a gorgeous book, with gorgeous flowers. However, it's less of a learning tool, then a recipe book. While it does grace upon a few floral design basics, it doesn't spend a great deal of time on it. The raw information it conveys is pretty light, having more to do with warm, neutral, and stark colors, as well as a few techniques on drying flowers and taping them (etc). The bulk of the book is taken up by pictures of arrangements, and little "recipes" on how to make them. A good book for someone who doesn't want to learn the mechanics of floral design, a good book for the coffee table -- but ultimately, not a good book for someone who wants to study design on a more advanced or technical level.

Games
Fun, Fitness, and Skills: The Powerful Original Games Approach
Published in Paperback by Human Kinetics Publishers (2007-09-27)
Author: Howie Weiss
List price: $20.00
New price: $16.88
Used price: $18.49
Collectible price: $23.75

Average review score:

Especially recommendation to gym teachers and other recreation professionals in charge of children ages 5-10
Helpful Votes: 0 out of 0 total.
Review Date: 2008-08-15
With today's rising rates of obesity, good fitness ethics have to be instilled at a young age. "Fun, Fitness, and Skills: The Powerful Original Games Approach" is a manual for parents and teachers who want to ensure that children get the exercise they need, and that will teach them valuable life skills as well. The games vary far and wide, but all are sure to appeal to youngsters, making "Fun Fitness, and Skills" especially recommendation to gym teachers and other recreation professionals in charge of children ages 5-10.

Tremendous book!!!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-08
I love this book especially for the younger age groups. It really helped me to see how you should set up games and what is important to include in all lessons. Great job Mr. Weiss!!!!

Exquisite Book for Physical Educators
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-07
Excellent book for ANY grade level. The games can be adapted to suit the needs of your children. Howie Weiss has put this book together nicely. All of the games are easy to follow and can be adapted to suit the needs of your children, space and equipment.

It is great when you are creating a lesson plan because all of the games and activities are based on the NASPE's National Standards. I teach High School and my kids at that age STILL love all of the activities that I have done so far.

This book is definitely a must have!

Howie has the Wow Factor !
Helpful Votes: 1 out of 1 total.
Review Date: 2007-12-23
If you are in need of the physical educator's Bible ,then this book is a must not only for younger teachers , but also for (us) veterans who need to be re-tooled.Howie's book hits the mark of excellence. It is apparent from the very beginning that his book has the ability to change the way physical education is preceived.
Howie's wealth of experience is noticeable on each page. He leaves so many variations and alternatives that can be used in all areas of education. This is not only a " How to Book ", it is a why, and a I wish I had this twenty years ago.I call this book a page turner because I couldn't wait to see what Howie would come up with next . He didn't dissapoint , in fact , this book gave me the energy to continue my quest to become even more active beyond retirement . Howie, thanks again for giving us a different view of the way to teach and to reach out to make a difference. Great job ! and will there be a sequel?
Gerry Cernicky

A must have for every physical educator's Library!
Helpful Votes: 1 out of 1 total.
Review Date: 2007-12-16
Mr. Weiss' book is a must have for every Physical Educator who is looking for new games to utilize in their physical education classes. The games and activities in the book can be easily implemented, and most require little or no equipment. In addition, these activities all can lead to meeting NASPE and state standards for Physical Education. If you are committed to providing a quality phyiscal education program for your students, this book is a must have for your library of resources!

Games
Game Character Development with Maya (New Riders Games)
Published in Paperback by New Riders Games (2004-12-02)
Author: Antony Ward
List price: $49.99
New price: $34.99
Used price: $27.96

Average review score:

Very Good Job
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-03
I have to say, this book is awesome. It taught me how to build models and understand why I am doing what I am doing. I use it all the time and hopefully he will release a new version for us folks who will outgrow this one. Covers all bases and it's worth 2x what I paid for it...


very good
Helpful Votes: 0 out of 0 total.
Review Date: 2006-11-09
this is very good because it teaches step by step and it makes sense too.

Great Book
Helpful Votes: 1 out of 1 total.
Review Date: 2007-02-14
The book is a very clear, step-by-step of all the processes involved in making a game character leading up to the animation. The animation is covered but not in as much detail. Everything else is though, including the awesome rigging machine which comes with the book.

Its refreshing to see that someone wasnt limited by a publisher to keep the book size down, and he obviously was able to take his time really illusrating every step.

Its a great book.

I love this book.
Helpful Votes: 1 out of 1 total.
Review Date: 2006-08-07
This is my first time to write this kind of review, therefore, I don't know how to do a good one. But what I can say for this book is it is easy to follow and the method of modeling that I have learned from it is very useful. If you can follow the tutorials patiently, you can gradually build a very good foundation of your modeling skill. ^-^.. I am looking forward for the next edition.

One of the best books for character modeling, rigging and animation
Helpful Votes: 4 out of 4 total.
Review Date: 2005-11-03
1)This book highlights some important issues in modeling & rigging that no other books bother to emphasis.

2)The accompanying CD contains very insightful scripts (that acutally works) - goodies other books only PRETEND to give.

3)It guides beginners and ease them through relatively advanced topics in character animation.

4)If you really need to achieve something in a hurry in Maya. Yes, this is the book to get.


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