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Great intervention toolReview Date: 2008-06-15
Making WordsReview Date: 2006-02-25
CreativeReview Date: 2007-01-10
Primary/ ESL class must have!Review Date: 2005-09-13
Best spelling book!Review Date: 2002-12-12

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The Sun City challenge..Review Date: 2001-06-29
Great book Michael... must be due another one soon? PW
A Lordly GameReview Date: 2007-06-28
Dickinson was that good when the winds stirred the grass behind her home in Amherst, Massachusetts. Konik is that good when he totes a golf bag, heavy as a side of beef, for Jack Nicklaus, and then puzzles out nuanced truths of the experience for those of us who will never meet Nicklaus, or any of the golfing greats, except through a television screen.
I don't golf. It is a game of multiple demanding skills and attributes, of which I have none. "Nice Shot, Mr. Nicklaus" is, at least in part, a book for non golfers, such as the man with the physique of the skeleton hanging from a hook in the university's gross-anatomy class. I have that: the apparent lack of muscle, tendon, ligament or properly soldered nerves. My golf swing, as unpredictable as dice thrown on a fieldstone floor, makes dogs howl and Presbyterian caddies cross themselves. When my Titleist balls slice off the tee, men dive for the bunkers. As a teenager, I threw a driver through a plate glass window. I wasn't angry. I just didn't understand the grip. "Nice Shot" is for non golfers what Jon Krakauer's books on Mt. Everest are for flatlanders. Konik takes you there, be it a glorious course in Scotland or a cow-pie laden field in Wyoming. He stands behind you and wraps his arms around you and corrects your grip, stance, and balance. Mostly, though, he corrects your attitude. He whispers, "This is a lordly game, for ladies and gents. Be here now in body and soul. Smell the air and feel the smack at the end of the stick reverberate throughout the universe. Set an example of decorum for your children, and thereby teach them the essence of championship. Play in the Zen Master's Open, for it is open to all. Embrace your opponent whether you win or lose, as if they were the same event." And he spends much of the book explaining how they very nearly are. And the thing is, you come to believe it might even be true.
Konik has the ability to make a non golfer--and maybe even a golfer--believe he could actually discuss with Greg Norman, over a pint of Fosters lager, the advantages of graphite over steel. He worms his way into the hearts of those he interviews, and he permits a reader to imagine that his own heart might be shaped from the same warm clay. And be this the truth or merely the grand illusion of an extraordinarily deft writer really doesn't matter when you finally set the book on the nightstand, turn off the light, and dream of the skies over Augusta.
A KeeperReview Date: 2006-03-04
Particularly nice is that the book it can be read story by story, so that you can enjoy each one separately from the rest. It's like a tapas lunch: accompanied by a nice glass of white wine, you can sip and enjoy the full flavor of each course. Get this book and enjoy.
A Winner from Michael KonikReview Date: 2002-09-18
Thanks Mike. Waiting for more.
Easy GoingReview Date: 2002-03-21

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The Reading Zone: How to Help Kids Become Skilled, Passionate, Habitual, Critical ReadersReview Date: 2008-09-15
The Reading ZoneReview Date: 2008-08-08
The Reading Zone Review Date: 2008-07-21
Over all this book left me disappointed, because Nancie Atwell needs to see what it's like for people like me who are just as devoted, but left with little money to supply my students. How are we supposed to do all the great things she reccommends if we can't have the same resources that she is lucky enough to have?
A Must Read For All Teachers!!Review Date: 2008-06-16
Change you view of teaching readingReview Date: 2007-11-09


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
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.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
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
This is a quality productReview Date: 2000-11-26
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 everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
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.

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The Olympics that Changed the OlympicsReview Date: 2008-09-20
As important as anything else that happened was that there were fourteen new sub-Saharan states that participated for the first time and that won medallions. Abbe Bikela won a gold medal for Ethiopia and a Senegalese (running for France) also won. This Olympics was the first in which anyone but the European Nations (including the US and Australia/ New Zealand) had any world class athletes.
It was also the first Olympics where an athlete died from the use of drugs. A Danish cyclist overheated during his road race competition and was found to have been taking amphetamines. Other athletes had used testosterone/steroids but no one knew much about the long term effects of these drugs. Drug testing would be widespread in 1964 at Tokyo and testing began in 1968.
Maraniss does a great job making the case that while integration marches hadn't started yet, those blacks who were on the Olympic team were the precursors of what was to come when all sports and America was integrated. He does an especially good job on some of the individual biographies such as Johnson, the woman runners (led by Wilma Rudolph) and the decathletes. Muhammed Ali (as Cassius Clay) was there as a 19 year old (just as brash as he was later) light-heavyweight gold medal winner. Jim McKay was the in studio host for NBC which led to him being seen by Roone Arledge (and the rest is the Wide World of Sports).
Wonderfully written and a great read. Highly Recommended.
Zeb Kantrowitz
Let the games begin!Review Date: 2008-08-07
SPORTS AND HISTORY - WONDERFUL COMBINATION - WELL WRITTEN!Review Date: 2008-08-17
The 1960 Olympics was held at a time when the world was on the cusp of great change. Not only in the United States were these changes about to take place, but the entire world was on the edge, and we were beginning one of those periodic watershed eras that come along every so often. New nations in Africa were being formed. The old Colonial powers had gasped their last and were no more. Governments were changing, attitudes were changing and the world was just beginning to become wired. There were two super powers at that time, the United States and Russia. These two countries were locked in a war, the Cold War and this war was at its height. These Olympics held in Rome, had this struggle of ideas as a constant backdrop and its presents was quite significant. The two Germanys, for the first time, were acting as a single team; not having completely split as they would soon do and the entire contest was not only the United States v/s Russia, but it was East v/s West.
Racism, sexism and all the other old evils of this world were alive and well. The games were still controlled by Avery Brundage and his band of "old guard." Brundage was truly a horrid man and represented the worse of the "ruling class" of the time and treated the Olympic movement as a private fiefdom and all those who participated as his own flock of surfs. Truly, in my opinion, and the author's as well, you could not have found a man, or group of men, who personified racism, sexism, arrogance, privileged class ethos and egotism more than Brundage and his cohorts.
The author's easy writing style makes this an easy, understandable and enjoyable read. As has been pointed out, each chapter is almost a news report, cum essay, on different aspect of these games; addressing individuals, events and the ever present political background. Many of the great names appear is this work; Wilma Rudolph. Lance Larson. Otis Davis, Herb Elliott, Cassius Clay, Rafer Johnson, C.K. Yang, Abebe Bikila, Al Oerter, the Tigerbelles and their coach Ed Temple, and many, many more (to name just a few) of the truly greats are written about, assessed and discussed. The author has given us a real feel for the times and has given us much to reflect over. Communications, training methods, attitudes toward different sexes and races, the beginnings of doping, how the athletes were treated and how various fans responded are all covered in this fine work.
I do take some umbrage with the assertion that these games change the world. I personally feel that these games were held at a time of change and that those who participated, at ever level, were merely reacting to the changes taking place rather that actually forcing the changes themselves. This is a mote point though and really has little to do with the actually book. It the subtitle upsets you, ignore it.
This was a very informative, well written, well researched work and it as truly a joy to read.
Don Blankenship
The Ozarks
The Cold War, Drugs, Twin China's, Erosion of Amateur Athletics, Brundage and the Great Stars That Shine Review Date: 2008-08-09
Five-Star HistoryReview Date: 2008-08-11

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Full of DetailsReview Date: 2007-04-10
Very thorough coverage suitable for all levels of playerReview Date: 2008-01-12
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 technicalReview Date: 2007-01-09
Real MagicReview Date: 2006-08-31
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 opinionReview Date: 2006-10-17
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.

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A great intro!!Review Date: 2000-11-03
i love this bookReview Date: 2000-05-13
One of the best books for the younger set and for beginners!Review Date: 2002-09-25
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.
Way better than "Teen Witch"!Review Date: 2001-10-29
True magick for the young witches among usReview Date: 2001-12-14

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A giftReview Date: 2008-08-13
Strips 'n CurvesReview Date: 2008-06-03
Strips 'n Curvess:A New Spin on Strip PiecingReview Date: 2008-03-30
Fabric art - stepping out of your comfort zoneReview Date: 2008-02-14
Amazing funReview Date: 2008-01-10

A Must for Every Christian!Review Date: 2007-12-14
Strongman's His Name -- What's His GameReview Date: 2007-01-10
Strongman's his Name, What's his Game?Review Date: 2007-09-14
Great Opportunity to learn more about spiritual warfareReview Date: 2007-05-13
Well Done!Review Date: 2007-01-10

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Amazing GraceReview Date: 2008-10-08
Amazing GraceReview Date: 2008-07-24
Amazing GraceReview Date: 2007-02-05
Amazing GraceReview Date: 2005-11-09
By: S.J.
Los Angeles
Age 5
Amazing GraceReview Date: 2005-10-17
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