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Used price: $422.23

A Wonderful crash course in Wagner's RingReview Date: 2008-07-13
Extremely Grateful...Review Date: 2008-01-21
It is an indispensible asset for any musicologist, music student, music teacher, music lover...heck, Wagner Lover!
This forms an extremely vital part of my Wagner discography, it's an important reference I always have on hand when wanting to study the epic Ring Cycle.
Thanks for choosing the Solti version and I guess those of us that were impressed by this are looking forward to further Wagner/Solti CD-ROM's hopefully dedicated to keeping Solti's Wagner legacy alive!
Ring DiskReview Date: 2007-05-29
A fantastic study guide!Review Date: 2007-02-12
Unbelievable product!Review Date: 2006-03-29
Collectible price: $25.55

One of the greatest of all Baseball books!Review Date: 2008-10-28
Those that have read this masterpiece will NEVER forget it,I guarantee it.
It is not only a book about Baseball or Baseball cards but about LIFE and about the America we wish to remember.
Buy it! You won't be dissapointed.
And...Goodnight Sibby Sisti,wherever you are......
"Carbon to his lawyer"Review Date: 2008-09-23
I watched the Yankees go from a dynasty to the cellar. I was at the double-header in June 1970 when Bobby Murcer hit 4 consecutive home runs.
($1.75 for general admission). From the first word to the last, this is a great book. I lost the original, found a soft-cover version which proceeded to fall apart, and then found a hard-cover that I have surrounded by barbed-wire and rabid pit bulls. I recognized many of the players, never heard of quite a few, but it didn't matter. If you are a baseball fan, new or old, buy the book.
Mark Twain meets the 1950's and ToppsReview Date: 2007-08-10
Thirty years later it turned up again, and this time it blew my mind. It's one of the most creative, touching, thoughtful, mildly mean-spirited works of literature I've ever come across (And I read books for a living.)
Here's the backstory on the book. It's the early 1970's in Boston, and two witty, profound, slightly geeky local bookstore employees decide to rummage through their childhood baseball-card collections and write a book about their love of the game. Please note: this book **isn't** about baseball or even about baseball cards (here I'm citing the authors in their preface), it's a book about childhood as recalled through the prism of baseball cards.
This book isn't for everyone. It's for grown-up men who loved baseball as boys, weren't very good at it (as the authors admit about themselves), and were probably picked near the end in gym class when teams were being chosen.
This book is probably best (and most mind-blowing) for people who grew up during the late 1950's and early 1960's, as the authors did. But the generations of childhood baseball fans ever since will also find great pleasure in this entirely irreverent and clever book.
"GOOD NIGHT, SIBBI SISTI, WHEREVER YOU ARE." When I read this line in the book back in 1974, it gave me the willies. Now I just grin.
Christmas treasureReview Date: 2004-04-13
I see the boys of summer in their ruin. . . Review Date: 2005-12-16
Believe it or not, I can similarly remember my first experiences reading this book, as though they were yesterday. I was in grad school in California, and a friend was visiting me with this book in tow. As he spread out a sleeping bag and nodded off to sleep, I curled up with his magnificent book. I can still picture that entire scene, my old apartment as it was then, and even one particular page on which I lingered in fascination (the Joe Fornieles profile.) The feeling of reading it was that electric, that hyper-engaging.
A book has got to be good if reading it is remembered as a formative experience.
Let me try another way to explain how much I loved this book. When I couldn't find this book anywhere (it being out of print), I directed a nationwide book search to try to find it for me. They did, a flawless hardback edition that I still treasure, and still maintain in carefully guarded, pristine condition. Mind you, I was a starving grad student when I did this, and could hardly afford such luxuries.
As you can see from the other reviews below, this book takes that type of hold on those who love it.
There are three major sections in this book; one covering the sensory atmosphere of a 1950s suburban childhood, one on the baseball card industry as it existed in 1973, and one a series of profiles of players as depicted on samples from the authors' baseball card collection. The first and third of these are the great ones.
I adore the opening chapter, which brought childhood back to me even though I didn't grow up in the same era as the authors. But some things are universal I guess, including the way that childhood memories exist as scraps and floating debris of the odd popular cultures through which we guide our children.
Boyd and Harris's childhood world will be recognizable to anyone who grew up in America -- a world of advertising jingles, cap guns, yo-yos, Pez, and of course, baseball cards. A time cycle in which the kids learn to break down the interminable flow of their school year according to the changing weather, the holidays and favorite activities of each mini-season. And even those of us whose childhoods weren't so innocent nevertheless cling to those small fragments of memory of a time when we had no responsibilities and the world was a fascinating and wondrous place. I once wrote a newspaper review of this book in which I referred to this opening chapter as Marcel Proust in Levittown, and I think it still fits.
But the real core of the book is the "Profiles" section. This is a procession of baseball cards, one after another, two per page, each of which triggers a particular set of memories from the authors. Many of these, if not most, are really funny. But others are poignant.
Not all of the little capsule profiles are about the players themselves. Sometimes the authors take the opportunity to laugh over the baseball card itself -- a goofy pose, a bad airbrushing job, an inexplicable caption, an ill-considered description on the back.
It's an exquisite feeling, thumbing through their card collection with them. You feel the pang of reverence for the Ted Williams card. You snicker over Choo-Choo Coleman and the lousy catchers collected by the New York Mets. You ponder how it could be that Charlie Smith was traded straight up for Roger Maris. You nod knowingly over the author's continual confusion of Mike de la Hoz and Bob del Greco.
The visual design of the book is central to its power, which is why I particularly treasure my hardback edition. One page of umpire cards has a colored backround on which is stamped,simply, "Boo, Boo, Boo, Boo. . ." A page with the cards of Jackie Robinson and Roberto Clemente contains no commentary, just a respectful black background (each had recently passed at the time of the book's original publication.)
Somehow it all seems to mean something, even without seeming to try to mean anything. And therein lies the book's genius.
I know of no other baseball book like this one. It defies categorization, and despite my poor effort above, it really defies description. Buy it, hide it, shut the door and turn out the world, savor it, ponder it, laugh at it, love it.
Have a good time. It's meant to be fun, you know. Let's play two.

Used price: $5.80

The photo of Wally Pipp is priceless.Review Date: 2001-02-21
Very refreshing; especially in the winter and in light of $250 million player contracts.
Perfect for the coffee tableReview Date: 1999-05-18
If you like baseball history, you will love this book.Review Date: 1999-02-21
WHERE IS THE SEQUEL??!!!Review Date: 1999-04-11
Historically important snapshot of baseballReview Date: 1999-03-17

Used price: $9.95

Must readReview Date: 2007-07-11
Great book for higher level coachesReview Date: 2007-01-10
Must have for coaches!Review Date: 2008-04-08
a great bookReview Date: 2006-08-27
The Holy GrailReview Date: 2005-10-08


Very good conditionReview Date: 2007-06-09
Besm : The Third and Sadly Final EditionReview Date: 2007-03-26
Anime Rpgs for allReview Date: 2002-06-02
The best edition of a fantastic systemReview Date: 2007-01-31
For those who enjoyed the tweaks made to the 2nd edition, these words may be hard to believe, but trust me, it's true. With the newest edition of their anime-inspired role-playing game system, Mark C. MacKinnon and David Pulver have created what is at once both an incredibly streamlined, simple, and fun game, and also a deeply complex, customizable, and rich gaming experience.
First, the TriStat system, what the original BESM was built on (using the three stats of Body, Mind, and Soul to build a character and make rolls) has been changed to a roll-high rather than roll-low system. Instead of trying to roll under a number, you're now trying roll above it, making the game more intuitive and accessable for afficionados of other games like D&D and GURPS. Most everything else will be similar however. You still get a set number of points with which to buy your stats, collect Attributes and Skills (which have now been more integrated, nixing the need to load up on 6 levels of Highly Skilled in order to have a competent character), and get bonus points with Defects.
The changes made to these standbys are mostly "more of everything." You start out with more points than ever before, so most things cost more. However, you also have a broader spectrum of powerful attributes from which to choose, with effects that you can either customize (creating anything from a powerful magic artifact to a highly-evolved AI in your spy gear) or can leave completely alone if you don't want to fuss with the rules. Constant notes (titled "Keep it Simple") are made throughout the book of ways to streamline the experience to make it less complicated, even allowing for near-diceless playing (by "taking 6" instead of actually rolling).
Combat has been expanded as well, with more Armour options (including expanded Shield mechanics for defense), more information on performing wild stunts (in or out of vehicles), and several tactical options like going all defensive (to gain a bonus by not attacking) or holding your action until triggered by your enemy (allowing you break their stride during an attack). Many elements that used to be seperated are now combined to allow for less confusion (Kensei and Gun Bunny are now all "Combat Techniques," so you Munchkins don't have to spend twice the points to be able to wield both two swords AND two guns), and features like "Targeted" abilities allow you to gain bonuses when facing certain foes with certain weapons.
Magic has also recived an overhaul, with powers being divided into Dynamic Powers or bought individually as abilites (Flight, Mind Control, etc.), or even created using customizable attributes with enhancements, defects, and even some spell and spellcaster templates (Want a targeted beam of holy destruction to smite your enemies? You got it, and if you don't like the example in the book, make up your own).
Additionally, there are more options than ever for items, character classes and races (more than 40 templates are provided for classes and races in 3rd Edition like Half-Orcs, cat-girl Nekojin, Mercenaries, Students, and Demon Hunters), and, most importantly, setting.
Skills now have even more genre options (new examples include Historical: Steampunk, Modern Day: Superhero, and Historical: Ancient Greece/Rome) leading to even more options for customizing the setting of your game. In addition, BESM now has an official setting - the Anime Multiverse, seven interconnected worlds linked by the Cosmic Web and joined by World Gates. Earth is joined by the demon world Bazaroth, the high-fantasy Ikaris, the space-operatic Cathedral, and several others. You could start as a highschool studen on earth and end up as a space pirate rebelling against the Galatic Trade Authority in the Interstellar Diaspora.
Game Masters and players can either absorb all of this information for vast and almost-endlessly complex world-hopping adventures using loosely-canonized plot elements, or can just roll up a few basic characters for a simple game, or literally anything in-between. With BESM 3e, the creators have literally placed all of the power to create as complex or as simple a game in your hands, all using the same intuitive and easy-to learn mechanics and loveable style that made BESM a hit years ago.
So what are you waiting for? There's whole worlds out there to discover.
Positively Love it!Review Date: 2002-12-17

Used price: $0.50

craft projects to shareReview Date: 2002-05-24
I have done all this, and still do. As a matter of fact, the friend who gave me the book and I have shared so many crafty projects over the years. There really are no limits in what you can do. And as it's said on the cover of the book - in an era when women set aside very little leisure time for themselves, let alone for their friends, Between Friends provides the perfect excuse to invite the girls over.
The great thing about this book is that Charlotte Lyons has collected so many different things you can do, and put them together in a charming and quite whimsical way. Don't start reading the book late in the night. You will never be able to go to bed then untill you have started a new project, phoned a friend to discuss some new yarn you saw in town earlier that day, or written a letter to a pinpal with pictures of some of your latest quilts.
The book will be a favorite of mine for years to come, and I know it will inspire me to make wonderful gifts for and with my friends from all over the world. And a little secret. MY Between Friends has a little handmade bookmark, embroidered with the words"If friends were flowers, I'd pick you" - made special for me by my special sharing friend.
Britt Arnhild Lindland
Great fun!!Review Date: 2003-11-25
The end of the book has sources, glossary and patterns.
There are lots of pictures (color) throughout, great stories of friends doing things together, good instructions.
Super book - makes a great gift to a friend as well
Plan a leisurely project with friendsReview Date: 2002-07-07
Great gift idea!Review Date: 2002-05-19
she's done it again!Review Date: 2002-05-22

Used price: $1.37
Collectible price: $24.95

Very instructive about HOW to playReview Date: 2008-02-04
Botvinnik's annotations are notable in their definitiveness - which contrasts, for example, with the more 'balanced' annotative style of Keres - that some might find dogmatic but which I found helpfully conclusive.
Iron LogicReview Date: 2005-09-21
The Best Chess Strategist Ever?Review Date: 2007-08-26
First of all, Botvinnik had an incredibly deep and accurate undestanding of which positional factors matter more in a given position: e.g., is it important that White has a double, isolated pawn or not--considering that he has two bishops? Second, he knew perfectly how to create a plan to maximize his positional advantages and minimize his disadvantages. Finally, he was unmatched in converting the strategically-winning position so achieved into an actual victory, by flawless "conversion" of his positional advantage to material, or a mating attack, or a won endgame.
All this comes out very clearly in both Botvinnik's play and his annotations. He makes it look simple: a result of the iron logic and single-minded sense of purposes that guided him throughout every game. The reader will learn a lot about what chess strategy and chess planning are all about, both in general and in particular (e.g., which positional factors tend to matter in what kind of positions).
The one slight problem, which isn't Botvinnik's fault of course, is that this Dover reprint is in desciptive notation (e.g., "1. e4 c5" = "1. P-K4 P-QB4") which might annoy some players. But it is well worth to spend an hour or so to familiarize oneself with this notation even specifically for this book, to say nothing of numerous other older chess books one is giving up on otherwise.
At less than $10, it's a bargain.
Botvinnik: 100 Selected GamesReview Date: 2006-06-03
Regards,
Scott Young
An all-time classic, though somewhat datedReview Date: 2004-12-07
A long time has passed since those days, and the names of the players will mostly be unfamiliar. The openings, too, may seem old-fashioned - but there is value in this. It's a chance to learn exactly what can happen if you play such-and-such a move, which nobody does nowadays. Moreover, Botvinnik's methodical building up of positional advantages has never been bettered and will reward patient study. Just where it looks most effortless, that is where the magic is hidden!

Used price: $6.79

Bowhunter's Guide to Accurate Shooting (The Complete Hunter)Review Date: 2008-09-15
Great book--highly recommendedReview Date: 2008-09-01
Excellent Guide to Accurate ShootingReview Date: 2008-08-08
Right on TargetReview Date: 2008-05-09
(One very mild criticism: there are a few too many photographs of Lon grinning next to his trophies, but hey - it's his book, after all...)
A NEWBIE'S BEST FRIEND GOING INTO ARCHERY & BOWHUNTINGReview Date: 2008-07-01
I needed everything and knew nothing. Like fly-fishing, which is my passion and obsession, archery has a differnt language, different materials and requires differnt skill sets to master to be adequate enough to be able to progress in the sport. Without a mentor but a deep seated drive to excel in this sport I have been like a sponge seeking out morsels of knowledge. This book was manna.
I am still learning; I am still reading and re-reading. This book has helped me more than any other reference I have found. I will continue to use the writings in this book to help educate and prepare myself as I develop my skills for this new life adventure.

Used price: $18.98

The Case for Castles & CrusadesReview Date: 2008-11-16
I've tried Troll Lord Games' Castles & Crusades before, had my Castle Keeper Screen signed by Gary Gygax himself in 2007. And though the sessions and demos I ran were fun, there was always something else to try. And being occupied with a lot of gaming projects for 2008 also ensured my free time to dedicate to any single game was severely lacking.
But in now coming back to it, and in loving both the exciting modern products out there and the original and homages to an earlier time in gaming, I have found Castles & Crusades to be so much of what I've been looking for. Very few times (I can count them on one hand) has a game purely "clicked" for me. As in I got it--I got the feel, the system, the direction. And that's what happened when I took my C&C Players Handbook in hand (and screen) once more. What did it? I don't know--a desired refinement of how I run my games, an re-examination for what I want out of my hobby, whatever. But I did want to share just a little of why I am so absolutely, genuinely, enthusiastically pleased with Castles & Crusades:
Bridging A Gap: I have friends who were weaned on the older editions of D&D, and those who have played nothing but 3rd Edition. Castles & Crusades allows me to sell elements of both those experiences, giving us a common meeting ground and a larger player base from which to draw. Its familiar to veterans, and easily picked up by novices.
Time: Plain and simple. Look, I have a wife, 2 kids and 1 on the way, and a lot more responsibility than Young Me ever did. C&C's system, the SIEGE Engine, is so simple that it usually takes all of 3-5 minutes for gamers to get the gist of it. I want to be able to use all the resources I've built up over the years, run a game that encourages active, fast, inspiring GM (CK) rulings, not pace-killing rules lookup. I want low prep time, employing notes and material I already have. I'm ready to get back to the basics, and get down to gaming in a faster and leaner fashion.
A Place To Build Upon: Castles & Crusades is a framework. It isn't a toolbox so much as a sturdy workbench. This is seriously one of the most easily-houseruled games I have ever seen. You want skills, feats, some new magic system? Want to use THAC0? Have some insane d20 rule you plug into every game you play? Castles & Crusades not only allows you to plug those items in, its modularity will make it easy to do so. We are talking compatibility not only with the various prior editions and the d20 crowd, but efforts like Basic Fantasy, Labyrinth Lord, Mazes & Minotaurs, Fight On!, True 20, Paizo's and Adventure Games Publishing's docket of releases, and more. Hey, I have something from Iron Gauntlets I might throw in there. Or I can do nothing, and be just fine that way. There's just too much goodness out there that I may wish to look to for inspiration, and Castles & Crusades promises the integration of that goodness, easy-like. It's a baseline for it all.
A Style I Want: I don't want hours spent on hair-splitting character builds. I don't want reams of special powers for each player. I don't want skills and rigid, multiple modifiers to get in the way of player initiative and creativity. I want me as a GM (CK) and my players to remember when we made rulings, not remained bogged down in rules. This ties into time constraints, but I want a fast-play, unified mechanic. I want the standard tropes and hallmarks of our shared hobby heritage there, unwarped. I want strong character archetypes. I want player backgrounds to matter in the course of play. I want so much of what has made the Old School Renaissance of gaming so inspiring to me and others. Of course, many of these lie at the feet of each Game Master/Castle Keeper, and can happen in any game. But its still good to have an RPG that's on your side about it.
A Company I Can Support: Troll Lord Games has never been anything but fantastic in our business dealings. The books are affordable. Their fan support online has been helpful and inspiring. When I was still in the military, Troll Lord contributed to a care package that was sent to a buddy of mine, and he was absolutely thrilled. It meant a lot to him, and by extension, to me. Their support of my friends and I in a tough, sometimes unpopular, unfashionable conflict will not be easily forgotten.
There is also the fact that Troll Lord Games was the last company Gary Gygax himself chose to be involved with. People can knock me for being overly sentimental and say that shouldn't matter for what game I'm playing, but that does carry some water with me. More importantly, I feel like Troll Lord is run by people who understand the innate and unique appeal of Gygaxian fantasy. They have the enthusiasm and heart I look for in a gaming company.
I've never been a one-game, one-system guy. There are too many great games out there I want to run--Epic, Rifts, Traveller, we aren't through yet. One day, I will again get to run In Harm's Way. And Castles & Crusades is ok with that. I know its there, willing to undertake any sort of tweaks or mods I might find in my travels. But I do know what game I'm coming home to. Castles & Crusades is my choice going forward to take advantage of the Old School Renaissance (heck, its my staging area for it), to keep that link going to a wider pool of players, and to maximize the time I have for quality, generation-spanning fun. That's why I'm on board with Castles & Crusades as my fantasy D&D cousin of choice. And together I see us, my friends, and eventually perhaps our kids having great adventures...
C&C... more D&D than D&D.Review Date: 2008-10-23
The real D&DReview Date: 2008-07-21
A game without an index?Review Date: 2008-06-12
The book has all the rules for the game in one place. At 128 pages, this hardback is *thin*, and easy to carry around. Why doesn't it have an index? It doesn't need one. Half the book is spells, and there are spell lists by class and level. Almost everything else can be easily remembered or found on the GM's screen. In fact, you can get by with having only one copy for the whole group (depending on how many spellcasters you have).
The forums at troll lord games have helpful links and resources, where you can find several free adventures to run (provided you trust your players not to peek). I've had a blast--fun to play, easy to put down and pick back up at a moment's notice.
The Way Roleplaying Books Ought To BeReview Date: 2007-09-12
The game itself is terrific, as a return to a simpler time in rpg's when the game wasn't overly burdened with many, many different mechanics that slow down game play, but don't significantly contribute to story telling or experiencing the imaginary adventure.
In substance, the Siege engine (the authors' name for the near-d&d like structure that the game is based on) is a wonderful mix of First Edition AD&D (the first hardcover books - the first edition of the game to feature the word Advanced in the title), with some modernized D20 mechanics. In a nice mix of new and old, your abilities are all derived from your race and class, but the chance to perform those abilities is derived from your statistics - here is where the Siege engine adds, in my opinion. Each character can choose (based on race and class choice) up to 3 statistics (of the classic six - Strength, Wisdom, Intelligence, Dexterity, Constitution, and Charisma) to serve as Primary statistics. All abilities that are based on Primary statistics have an additional 30% (+6 on a d20) chance of success over other practitioners of the ability. A player creating a Ranger character might pick Strength and Intelligence as his primary abilities. Another might choose Strength and Dexterity - the two characters will have very different areas of expertise and concentrated focus, even though both are Rangers.
Combat is quick, and straight forward. A quick roll of initiative (on a D10), players and non-players then act in order. Ties are broken by Dexterity bonus. Roll to hit, roll for damage. Spells may involve a resistance roll, or a saving roll. Abilities require a single dice roll. All in all, the combat runs great, and quick. Players are more interested in where their companions are, what the tactical situation of the fight is, and how to gain the upper hand through maneuver and magic, rather than picking just the right feat for the situation.
Having run some sessions (and having a very long history with rpg's in general, and all the versions of D&D in particular), I have to admit that I miss having some sort of skill system. The Non Weapon Proficiency system from First or Second edition AD&D would do nicely, as would the Skills system from Third edition. Feats are (thankfully) absent, as they are the one thing about Third edition that keeps me from liking it (and it's worst aspect, from the point of view of a DM preparing adventures).
Combat in Castles and Crusades runs very smoothly and cleanly, and is over quick, while still having all the round-to-round decision making and tactical choices of a good rpg. Magic is done very well, with a very nice spell list for the different classes, good rules on acquiring spells.
This with the companion volume - Monsters and Treasures Castles And Crusades Monsters & Treasures- makes a great rpg. I have to say, that I am anxiously awaiting the Castle Keepers Guide (now, if I am correct, due out in Autumn 2007). It is supposed to add a lot, and will be twice the size of the Players Handbook. If it adds a skill system, and (apostasy) somewhat more detailed initiative rules, then I will be in seventh heaven. If not, one of the greatest things about Castles and Crusades is that it can very very easily be added to, and I could easily plug in my favorite skill system and initiative rules.

Used price: $11.99

Super Info-Review Date: 2001-10-22
Excellent Softball Book For Coaches of 12 & U and Up.Review Date: 2000-09-25
The Definitive Handbook for High School Fastpitch CoachesReview Date: 2003-03-25
For Youth Softball - Good ReferenceReview Date: 2001-12-07
However, as a captain of a mens' fastpitch softball team, with players who play once a week, this book did not help me much. The drills were just too involved and required a much higher commitment and lower physical strength than I have from the guys on my team. It's like using a college-level calculus text when all you want to learn is high school algebra.
Having said that, the big plus of this book is the VERY EXTENSIVE list of both defensive and offensive drills. This section of the book makes the purchase price worthwhile.
Great for High School CoachingReview Date: 2001-11-03
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