Rules of the Game Books


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Rules of the Game Books sorted by Average customer review: high to low .

Rules of the Game
Persuasion: The Art of Getting What You Want
Published in Hardcover by Wiley (2005-09-15)
Author: Dave Lakhani
List price: $24.95
New price: $13.86
Used price: $38.72

Average review score:

Karla Yee
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-18
I love this book and recommend it. It is an easy read, but more importantly the book touches on the basics of persuasion and gives the reader a better understanding of how, where, and what to focus on in order to be persuasive. Truly enjoyable book!

Pursuasion and keeping it simple.
Helpful Votes: 0 out of 0 total.
Review Date: 2007-12-10
5 A.M. & Already Behind

As a physician I see the result of years of trial and error with people trying to get somewhere in their lives by doing the same thing.

Dave Lakahni's book is about common sense and teaches the skills that people need to communicate both verbally and physically. It shows a wonderful understanding of an art that is logical and usable.

Everyone who has barriers should read this book!

Dr. Don Kennedy

The knowledge in this book is dangerous
Helpful Votes: 1 out of 1 total.
Review Date: 2008-04-25
I finished this fantastic book during a three hour flight across country. It is that good. Dave Lakhani writes in style that draws yyou in and keeps you interested. If it sounds like I am reviewing a fiction title it should, the book reads that well.

I have an extensive persuasion library and this book is in my top three. If you read, studied and applied what is in this book you will amaze yourself with what you can accomplish.

Highly Recommended

Video Review: Dave Lakhani's Persuasion
Helpful Votes: 3 out of 4 total.
Review Date: 2008-04-24
Watch Video Here: http://www.amazon.com/review/R5Z16KDSC08AM A two minute review of Dave Lakhani's "Persuasion"Persuasion: The Art of Getting What You Want

Direct, to the point and very effective.
Helpful Votes: 3 out of 3 total.
Review Date: 2007-12-30
I am overwhelmed by the content of the book and the kind of new thought process I am experiencing. The outlook has changed a lot especially because of the kind of work I am doing (Online Marketing). There were few changes I made immediately, specially adding the word "curious" as I could feel how this would work when applied on me.

There is so much that can be written about the way book can influence your work specially in the field of marketing, but don't forget the difference between Manipulation and Persuasion before you apply the principle in your real life, with friends, families, acquaintances as the principle are effective in these areas as well.

In one sentence, this book has the "the basic principles of survival" that has not been discussed so deeply till now.

Rules of the Game
The Rules of the Game : Jutland and British Naval Command
Published in Paperback by Naval Institute Press (2000-09)
Author: Andrew Gordon
List price: $29.95
Used price: $110.00

Average review score:

Should be required reading for all Naval Officers
Helpful Votes: 1 out of 2 total.
Review Date: 2002-09-27
The other reviews of "The Rules of the Game" above succinctly summarize this important contribution to naval history. The descriptions of Jutland are worth the price of admission alone, but its real value lies in its disection of the mindset of those Victorian naval officers who shaped the Royal Navy during its period of greatest transition. There are many lessons to be learnt for today's professional officer, and this book should be freely circulating in the Naval Colleges of the world.

Relevant to Post 9-11 and the Road to War with Iraq
Helpful Votes: 11 out of 14 total.
Review Date: 2003-07-30


In the aftermath of 9-11 and the concerted efforts by both the policy and intelligence leadership in both America and the United Kingdom to both deny that 9-11 was a failure on their parts, and to "sex up" the dossiers leading to an unjust war in Iraq, I really like and recommend this book to anyone remotely connected to national security decision-making.

There are four major points in this book that neither the publicity prose nor the earlier reviewers emphasize, and I focus on these because they are the heart of the book and the core of its value:

1) Peacetime breeds officers, systems, and doctrine that are unlikely to stand the empirical test of war. As the author notes, every incompetent in war has previously been promoted to his or her high rank in peacetime. Systems are adopted without serious battle testing or interoperability (and intelligence) supportability being assured, and doctrine takes a back seat to protocol and keeping up appearances.

2) Technologists are especially pernicious and dangerous to future warfighting capability when they are allowed to promulgate new technology under ideal peacetime conditions, and not forced to stand the test of battle-like degradation and the friction of real-world conditions.

3) Doctrine based on the lessons of history rather than the pomp of peacetime is the ultimate insurance policy.

4) Robust--even intrusive and pervasive--communications (signaling) in peacetime is almost certain to denigrate healthy doctrinal development, has multiple pernicious effects on the initiative and development of individual commanders, and can have catastrophic consequences when it is severely degraded in wartime and the necessary doctrinal foundation and command initiative are lacking.

This is a very long book at 708 pages, and I would hasten to note that the book is worth purchasing even if only to read Chapter 25, pages 562-601, in which the author brilliantly sets forth 28 distinct "propositions". The balance of the book is extraordinary in its detail and a pleasure to scan over, but its primary role is to absolutely guarantee the credibility and industry of the author.

Each of the 28 propositions, one sentence in length with varying explanatory summaries, is compelling, relevant, and most critical to how we train both flag officers and field grade officers of all the services. Were the author so inclined, I would encourage him to develop the final chapter as a stand-alone primer for military leaders seeking to learn from history and avoid the dangerous juxtaposition of too much technology and too little thought. While the author draws his propositions from an excruciatingly detailed study of the Battle of Jutland and the British naval cultures in conflict before and after Jutland, this book is not, at root, about a specific battle, but rather about the constantly forgotten "first principles" of training, equipping, and organizing forces for combat. Hard to do in peacetime with the best of leaders, a tragedy in waiting with the more common peacetime pogues in charge. "Ratcatchers", the author's phrase for those who do well in war, are crushed by the peacetime protocols, and this is perhaps the greatest lesson of all: we must nurture our ratcatchers, even place them on independent duty to travel distant lands, but somehow, someway, keep them in play against the day when we need them.

Phenomenal, unique study on Military culture and its impact
Helpful Votes: 2 out of 2 total.
Review Date: 2004-01-21
This is indeed terrific book. It does not only focus on
the battle of Jutland itself, but on the whys and wherefores of how things came to be. By looking back in time to the societal and cultural institutions of Victorian Society, how it influenced thought and conduct within the Royal Navy, we come to
understand how the British failed to destroy the German High Seas Fleet. The author skewers the officers for their blind obedience to the "Signals Book" and the lack
of originality in thought and deeds. There is nothing more insidious to military efficacy than a lengthy peace to promote
complacency and martial decay. Without a challenge to its command of the seas for nearly a century, the peacetime Royal Navy lost its Nelsonian touch and became a Corps of bureaucrats and spit and polish types, forever shuffling papers and scrubbing the decks. It became an absolute fetish and was the main criteria for advancement for career minded officers
to the detriment of actual war fighting capabilities. This and many other details are brought to light in this book. There is so much more to say, but best to grab a copy yourself and READ IT!!!

Unbelievable - Loved this book, a must for learning
Helpful Votes: 2 out of 2 total.
Review Date: 2003-09-12
This was a great book to read. It flowed well and was exciting throughout. I found the relevance in this work not only in how it explains what happens when peacetime complacence takes over the military, but also how it can be applied when examining leadership in business, especially big business. Those management styles that describe Britain's naval commanders from Nelson to Tryon to Culme-Seymour to Jellicoe and Beatty can easily be applied to the management styles of many of America's big corporations. I've always believed that the study of military history is critical in being successful as management within a big corporation. This is a must read for anyone wanting to understand management and command style.

I was glad that this work was not completely one-sided. Andrew Gordon stated how commanders like Sir John Jellicoe and Sir Hugh Evan-Thomas were in many aspects not up to leading a wartime battle command because of their reliance on central control and inflexibility to the fluidity of battle. It also showed how much of Lord Nelson's command style appeared in Sir David Beatty, but he does not hide the fact that Beatty made many big mistakes that led to the loss of two capital ships a few thousand sailors. Beatty at times is shown as reckless (the Battlecruiser Force lacked the targting accuracy when needed most and two battlecruisers were lost) and not a good communicator (he did meet with Evan-Thomas to explain what he expected of them and caused the 5th Battle Force to take much unnecessary damage). But, he was a courageous commander and did his part by leading (as ordered) the German High Seas Fleet to Jellicoe's Grand Fleet of over 35 capital ships. It also shows that despite his shortcomings, Evan-Thomas was a brave man and did his part during the fight with the Germans.

After getting into this book, I was hoping to read more on the German aspect of the battle, especially since Admiral Scheer almost led his High Seas Fleet to annihilation by the Grand Fleet not once, but several times during the battle. But, the fact that Andrew Gordon was a former British Naval officer and that his work concentrated on his organization, I can understand why he explained the British aspect of the battle. Plus, his main focus was not the battle, but how command style wholly influenced the outcome of this engagement.

A study of corporate paralysis in the crucible of battle
Helpful Votes: 7 out of 7 total.
Review Date: 2004-02-20
I have read many books of military history covering a variety of campaigns, but never have I read one with such breadth and insight as this. The enormity of the drama embodied in the moment the fleets met at Jutland is for the first time matched by an author's ability to depict a context rich enough to help us understand the influences which fed this cataclysmic misfire of naval strength.

Gordon focuses on the tension between doctrine's role as a useful tool for helping a widely flung set of commanders act in concert when distance, smoke, and angst prevent their communication and how a careless search for practical doctrine might invite a stifling dogma in its stead. As Gordon so fluidly writes of the malaise gripping the "fleet that had dozed unchallenged in the long calm lee of Trafalgar", the trust Nelson placed in subordinates had not long survived his death in that battle and its heir was an officious busyness centered on sparkle and conformity.

Particularly delightful in this work and an aspect not to be missed is the benefit to be realized by using two bookmarks when reading it, with the second preserving your spot in the end notes. Its 100+ pages of notes manifest a stringent and complete attribution of his borrowings, but a great many of the notes are not simply citations of others work but illuminating tidbits well worth savoring as you plow along the main text.

A new reader will also find that color has not been sacrificed in the rush to meet the obligations of covering so large a battle. My favorite anecdote was one of an untroubled officer on HMS Lion who, unaware that the Germans had truly been sighted, calmly finished preparing his sandwich as action stations were rung. The mental picture formed of his arriving on the bridge with mouth full and hoagie in hand is not unlike someone doing "the wave" in the audience at Ford's Theatre as Lincoln takes his seat.

I mean the 5 stars. I have given 5 copies of this book to people I know, simply to ensure that they might understand the mania for naval history it has fanned in my heart. If there is any justice in this world, this book will enjoy a massive new print run.

Rules of the Game
If Love Is a Game, These Are the Rules
Published in Paperback by Vermilion (2000-01-06)
Author: Cherie Carter-Scott
List price: $16.50
New price: $16.50
Used price: $15.68

Average review score:

MEN TAKE NOTE
Helpful Votes: 11 out of 11 total.
Review Date: 2001-11-21
As a man, I am critical of some of the self-help books written by women. Invariably, I find elements that either misrepresent men's attitudes or totally ignore them. "If Love Is A Game, These Are The Rules," is a wonderful exception. Every man interested in learning how to find and maintain a long-lasting relationship should read this book. More importantly, it should be read, reread and discussed by both partners, as often as questions or issues arise in the relationship. Cherie Carter Scott doesn't mince words; examples are short and to the point; each chapter covers a major rule so it is easy to follow and return to for a refresher. Too many of us, men and women, have been too ignorant, too disinterested, too willing to enter relationships based upon the wrong assumptions and expectations. This book lights the path towards establishing relationships that can grow and withstand the changes time will inevitably bring. Good luck...

Absolutely Awsome Must Read Book!!!!!!!
Helpful Votes: 2 out of 2 total.
Review Date: 2007-03-29
I absolutely LOVE this book!!! It is so helpful and insightful!!! It helps you get everything into perspective and teaches you not only how to love another but how to love yourself as well! I recommend this book to anyone and everyone! I have already told so many people about it!!!

To love and be loved
Helpful Votes: 2 out of 2 total.
Review Date: 2006-11-14
This book has been a wake-up call for me. It helped me understand myself and my partner in life. It has taught me how to develop and maintain a lasting authentic relationship.

Great book! Not boring at all...
Helpful Votes: 4 out of 4 total.
Review Date: 2005-11-23
(Sorry, English is not my mother-tongue.)
This is a great relationship-book! You won't find boring advice that you need to be supportive to your partner, you need to cherish him / her as often you could... but straightly to the point, Cherie will tell you that you need to differentiate being supportive and controlling... etc.

Those things commonly happened in our relationships, and it's nice to have someone reminded us to be a better person for our beloved one. Worth to collect. Recommended for you who're still single, also for married couple.

I'm finished reading this book, but I still use this book as reference, when I feel my relationship start getting trouble. And however, it helps!

If Love is a Game here are the Rules
Helpful Votes: 4 out of 4 total.
Review Date: 2004-08-10
This was a really good book. It gave me a lot of good insight on what to look for in a spouce. It also taught me some things about myself. I recommend this book to anyone who seem to be finding love in all the wrong places.

Rules of the Game
Fast Track (The Sisterhood: Rules of the Game, Book 3)
Published in Paperback by Zebra (2008-07-01)
Author: Fern Michaels
List price: $6.99
New price: $3.28
Used price: $3.28

Average review score:

Great read!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-19
I love Fern's Sisterhood series. I was not disappointed in her latest book.I did not want to put the book down after starting it.I am looking forward to her newest in the Sisterhhod series coming out in Sept. Keep them coming Fern!

Sisterhood wins again
Helpful Votes: 0 out of 1 total.
Review Date: 2008-07-08
A friend of my introducted me to the Sisterhood series. At first I was not interested, but found myself enjoying them. I'm giving this book a **** rating because I was disappointed that the relationship between Katheryn and Bert was non-existant. I'm guessing that will come in a future book. This book left me feeling like I was running in circles trying to catch up, not enough interaction with the couples, which is a big part of the story line. How will them make things work between them? I look forward to the next book.

refreshing albeit over the top of Big Pine Mountain Sisterhood thriller
Helpful Votes: 1 out of 3 total.
Review Date: 2008-07-03
After their return from luxurious exile in Barcelona (see HOKUS POKUS) the Sisterhood sets up their newest headquarters on Big Pine Mountain, North Carolina. The new digs for the vigilante team is more of a military compound with access by cable car or helicopter only. Soon afterward, their mentor Charles Martin introduces the magnificent seven to their new employers, who have flown in during a stormy night by helicopter for more than just welcome to the team greetings.

The visitors give the Sisterhood seven a blank check from their own pockets to find two billion dollars targeted for poor countries apparently embezzled from the World Bank. They accept the assignment though each knows the danger, but besides trying to return the 2B loot so the needy can have it, the blank check for them to fill in the amount will also help those in need.

This is a refreshing albeit over the top of Big Pine Mountain (duh - it is the Sisterhood) thriller in which the magnificent Seven's significant others participate in active support roles to the modern day female Robin Hoods. The tale is engaging as the Seven and their cohorts show how a team working cohesively can achieve mission impossible.

Harriet Klausner

FAST TRACK
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-28
THIS IS THE TENTH BOOK IN THE "SISTERHOOD" SERIES AND I REALLY DO LOVE READING THEM...I HAVE READ 9 OF THEM IN THE LAST 6 WEEKS AND I AM IN THE MIDDLE OF MY 10TH ONE AND IT'S AS WONDERFUL AS THE OTHER 9...PLEASE MS.MICHAELS KEEP WRITE AS MANY MORE OF THESE AS YOU CAN...ALL FRIENDS ARE WAITING TO BORROW MY COPIES BUT HOLDING ON TO MINE...I LOVE THIS SERIES..MY PRAYERS AND THANKS GO TO THE BRILLIANT MS.FERN MICHAELS...

Fast Track
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-04
I was so excited to read another "Rules of the Game/Sisterhood" book. They have become a little predictable, but are still very entertaining; always good for laughs. Easy read that will have you finishing it in no time at all. I can't wait to see what the girls and their guys will get ingo next. The only thing that I didn't like was that it had to end.

Rules of the Game
Dungeons and Dragons Rules Cyclopedia
Published in Hardcover by Wizards of the Coast (1991-11)
Author: Aaron Allston
List price: $24.95
Used price: $69.92

Average review score:

Dry but helpful
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-15
Like most rulebooks, this book reads like stereo instructions. It is, however, everything a DM or player of basic D&D.

Recipient was thrilled
Helpful Votes: 1 out of 2 total.
Review Date: 2008-03-24
I can't say too much from my own experience. I bought this as a gift. But the recipient was thrilled and says he 'had a weekend long "geekfest" because of this book'! :) (Those were his exact words, I swear!)

3rd Edition D&D needs a book like this.
Helpful Votes: 1 out of 1 total.
Review Date: 2006-07-14
The Rules Cyclopedia is the type of rulebook that 3rd Edition D&D lacks. Rather than requiring a library worth of books, everything you need to play the game is contained in this one, straightforward and well organized volume. Character, Monster, Treasure and Adventuring rules are all contained within these pages. This book, plus pencil, paper and dice are all a player and DM need for an evening of fantasy adventure. If Wizards of the Coast produced a book like this for 3rd edition, I would buy it in an instant.

Rules!!
Helpful Votes: 1 out of 1 total.
Review Date: 2006-04-01
This is a very good resource book for not only D&D, AD&D, but also newer versions of the game. I use it for ideas in running a Castles and Crusades game. It is one of the best gaming books ever printed by TSR, possibly the best period. Find it and buy it!

A Classic - Must for Every D&D Player
Helpful Votes: 8 out of 8 total.
Review Date: 2002-09-27
The D&D Rules Cyclopedia is undoubtedly a classic. Every rule from the Basic to Masters boxed sets is covered in a very easy-to-read format. Multiple coloured maps of major Known World countries are in this book, along with brief descriptions. Additionally, an entire coloured map of both the Known World and Hollow World. A multitude of monsters are presented, including ones inhabiting the outer planes of existence. Every piece of information you could want about beginning any character and advancing to the hghest possible level also here. Tips for the DM on starting and running a campaign. Every other rule concerning combat encounters (very easy-to-understand) evasion, movement (both on foot and on any conceivable other mode of transportation, from ship to wagon, to horse etc.) Many treasure and magical item tables are very useful. Information on how players advance by acquiring treasure etc. One of the most useful things is a "Balancing Encounters" table which, although optional for the DM, allows him/her to always create fair encounters that will challenge players. Whether you're experienced or a newcomer, this book is truly a must-have, a reference work for D&D players of all levels and DM's.

Rules of the Game
Hopscotch, Hangman, Hot Potato, & Ha Ha Ha: A Rulebook of Children's Games
Published in Paperback by Fireside (1990-08-01)
Author: Jack Macguire
List price: $15.00
New price: $4.00
Used price: $2.01

Average review score:

Has games from childhood, especially outside activity
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-21
This book got so much use when I was a girl scout leader and with the neighborhood kids, especially parties! Has great games that I loved to play in the days before computers, playstations, cable TV, etc.

Great Book!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-12-27
This book was a big hit for our family and my 7 year old son really had fun playing some of the indoor games..great new creative ideas and also a great refresher for games I had played when I was young but couldn't quite remember all the rules! Well written, easy to read format - would definitely recommend!

Hopscotch,Hangman, Hot Potato& Ha Ha Ha : A Rulebook of Children's Games
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-14
What a great book, I teach P.E. and do afterscool care, I use this book all the time. It has great games for indoor and outdoors. Get it you won't regret it.

Great!
Helpful Votes: 7 out of 7 total.
Review Date: 2002-10-01
The best one book for playing games with elementary students. New games, old games, cooperative games, competitive games, variations on games- it's all here. The best money I've spent on a game book- and I've bought four!

Best Children's Game Book Ever
Helpful Votes: 9 out of 9 total.
Review Date: 2006-04-19
I LOVE this book and I'm not a teacher NOR do I have children (just lots of nieces and nephews)! I've always been a board game fan and this book brings back memories of all the fun we used to have as kids. This is a great book for parents to get kids away from video games and get outside and have fun while being active. It covers almost any children's game you can think of in a manner that touches on all the detail I've forgotten over time. It's divided into chapters such as: Indoor Games; Games to Play on Grass and Playgrounds; Games to play on Pavement, Steps and Stoops; Games in Water; Party Games and Travel Games.

There are games I played that I didn't remember the names or the rules...they're all here. Card games like Old Maid, Fish and Hearts; Paper games like Hangman, Boxes (where you make the dots and connect the lines to form boxes) and String games like Cat's Cradle. There was even the game that you folded the paper and wrote stuff on the inside and you sliped the paper box thing over your fingers to answer the other person's questions. Here it's called Cootie Catcher but I can guarantee we didn't call it that! LOL

Writing this review makes me want to go play some hopscotch! See ya' later.

Rules of the Game
Kids' Book of Soccer: Skills, Strategies, and the Rules of the Game
Published in Hardcover by Topeka Bindery (1997-09)
Author: Brooks Clark
List price: $18.75

Average review score:

The Perfect Introduction
Helpful Votes: 12 out of 14 total.
Review Date: 2002-03-24
Whether a child, parent, or first time coach with no prior knowledge, this book is the perfect introduction to children's soccer. Add your league specifics and develop technically as you go. A first, must read.

An excellent guide for beginning players and new coaches
Helpful Votes: 15 out of 16 total.
Review Date: 1998-08-12
This book provides a brief introduction to soccer, at the right level of detail for those new to the game. My 11-year-old son found the summary of the rules and strategies quite helpful. As a new coach, I was glad to have a compact volume that included most of what I needed to know. There are other books that provide more detail on the game and more exercises and drills for soccer players -- but this is the ideal "first book" for someone just learning about the game. I recommend it highly.

Very helpful and easy to understand.
Helpful Votes: 20 out of 21 total.
Review Date: 1998-10-19
I am the first time coach of a second grade boys soccer team. This book was very easy to understand for the kids as well as myself. For kids that are relatively new to the game it explains positions, the different kinds of kicks and the all around basics of soccer without getting too technical. It has been a great aid for our team.

Brooks Clark "Kicks" Tail
Helpful Votes: 4 out of 10 total.
Review Date: 2005-11-02
As a long time recreation coach and soccer parent, Brooks Clark offer the side of the game perfect for all coaches just starting out, or for any parents who know little about the game their children are playing. Concise and fun, a great read for the basic rules and strategies of soccer.

I am feeling more confident while training my son
Helpful Votes: 5 out of 6 total.
Review Date: 2004-10-06
I read this book and now I feel all the more confident while training my son and his friends. I can explain them about the basics and the game and how to plan their game. Tecnicalities of the game are exaplined well in this book. Go ahead and buy this book to learn the basics of this game.

Rules of the Game
Power of the Jedi Sourcebook (Star Wars Roleplaying Game)
Published in Hardcover by Wizards of the Coast (2002-08-07)
Authors: J.D. Wiker, Michael Mikaelian, Jeff Grubb, Owen K. C. Stephens, James Maliszewski, and Joe Corroney
List price: $29.95
New price: $74.95
Used price: $40.20

Average review score:

Necessary Jedi resource
Helpful Votes: 13 out of 13 total.
Review Date: 2004-12-31
To be frank, the Jedi classes offered in the Core Rulebook just aren't that cool. You can be a Guardian (typical butt-kicking Jedi saber-warrior) or a Consular (Princess Leia-ish diplomat type that shuns violence). The two prestige classes (aside from master, which of course is always cool) are interesting, but not that great. Additionally, there's little guidance on how to handle Force Spirits, which you would think is an important Jedi aspect.

Power of the Jedi remedies all of these deficiencies, adding several prestige classes that are both interesting and useful (e.g. the Jedi Healer and Weapon Master), additional light side feats and skills (including Battle Meditation and Cure Disease/Poison), and rules for managing a Jedi campaign and Jedi characters- including Force Spirits. There's also a section on Jedi equipment, including some older Jedi starships and specialized lightsabers (including the dual-phase and great saber), additional species, nasty force-wielding monsters, and a description of Jedi history and famous Jedi. The latter is particularly extensive, and includes descriptions and maps of some famous Jedi sites (e.g. the Chu'unthor).

The volume is hardcover, which largely explains the cost, and includes numerous and excellent illustrations- many of which are actual art instead of just more film captures.

If you are planning on running a Jedi campaign, or even have any light side Jedi players in a non-Force oriented campaign, this supplement is critical. I can't overstate how much depth and material it adds to the Jedi character in this game.

The Jedi's Handbook
Helpful Votes: 32 out of 32 total.
Review Date: 2003-05-08
The Power of the Jedi Sourcebook is a full-color, hardcover resource for all things pertaining to the Jedi Order. Continuing from the standard set by the Dark Side Sourcebook, the "PotJ" book combines information and utility with a tasteful arrangement of interior artwork and photos.

Most players will probably be most interested in the selection of new Jedi Prestige Classes, Light Side Force skills, feats, and equipment that the book offers. But there are also sections discussing Jedi history, Jedi traditions, new equipment, and new force-sensitive creatures. There are entries on important characters, important locations, and even advice on how to run a Jedi campaign. And of course, no book on the Jedi would be complete without a discussion of Force Spirits. This is also a section discussing new races, but most of these are also in the newer Ultimate Alien Anthology.

This book has been one of the important resources in my Star Wars campaign. I've really enjoyed using the Prestige Classes. From the Jedi Healer to the powerful Jedi Weapon Master, players now have a much wider range of advancement options open to their characters. In addition many of the force-sensitive characters, creatures, and locations have already popped up in my storyline. I also found the notes on running a Jedi campaign to be very useful, for not only can they guide a GM but they can also aid players on how a Jedi should conduct himself.

However, I do have a few minor complaints. A few of the Light Side force skills, particularly Force Light and Sever Force, seem to be quite powerful. Perhaps this is because they were based on the abilities of comic-book characters, but in any case, it was a wise move that such skills may only be acquired with GM approval. I would have also preferred to see a much more in-depth history section, particularly as it pertains to the Tales of the Jedi storyline. Finally, I felt that the maps for some of the important locations were fairly inadequate.

However, as I noted earlier, these were minor complaints.

Overall, I found this to be an outstanding addition to my Star Wars campaign. I use it often, and it is likely that I will continue to do so for some time to come. Whether you're the GM of a campaign with Jedi in it, or whether you're a player wanting to explore the possibilities of a Jedi character, I'd recommend this book as a solid investment.

A view from the gallery
Helpful Votes: 4 out of 6 total.
Review Date: 2005-01-17
The "Power of the Force" book by Wizards of the Coast is one of the most complete indexs of the force put out by either West End Games (the privous owners of the Star Wars RPG franchise) or Wizards to date. It has a number of stats of characters that have made up the esteemed order along with additional jedi powers, feats, equipment and so forth. Another great feature of this book is that it also has stats on such jedi's like Kit Fisto, the Gray Lady, as well as updated stats on Mace Windu.

The book also shows some of the other functions of the Jedi Order and some races also view it. I only wished that it had come out after the Knights of the Old Republic game so that the Jedi Sentinal PrC could've been included but then again, that's just me.

Other than a few minor issues with the rules, Power of the Force is a great book to own and a *MUST* if you play a jedi in any era of Star Wars.

Great book for SW RPG
Helpful Votes: 4 out of 8 total.
Review Date: 2003-03-27
If you have the Core Rulebook, this supplement is a must. It contains lots of info on the jedi and lots of great stuff about the types of jedi you can play with prestige classes and all. Being a Jedi is what Star Wars is made of, so this book is a must if you want your adventure of RPG to be complete.

Amazing!
Helpful Votes: 4 out of 17 total.
Review Date: 2002-11-13
This is a must have for all Star Wars roleplayers. It has a huge amount of new stuff for playing as a jedi. An EXTREMELY helpful addition.

Rules of the Game
Same Game New Rules
Published in Audio CD by Winpointe Publishing (2003-08-01)
Author: Bill Caskey
List price: $17.95

Average review score:

Selling is an ethical profession
Helpful Votes: 0 out of 0 total.
Review Date: 2006-01-24
The author presents the best thinking about selling. I liked this book for its very professional approach to customer satisfaction and segmentation rather than the link between number of cold calls and number of appointments. The CD does a great job of presenting the basic concepts of the book and is so sensible for those of us that are on the road so much of the time. Basic concept -- get referals by being a professional and dealing honestly with your customers.

Same Game New Rules
Helpful Votes: 1 out of 1 total.
Review Date: 2001-05-16
From the very first time I picked up the book, it amazes me, how many of the points the author makes, that I was unintentionally guilty of actually commiting.

Initially, I was apprehensive to even speak to a suspect, prospect, or an existing client, until I finished reading the book at least once. I was fearful that if I had not, I may say or do something that would prove fatal to yet another sales call.

In all the years of education, self help books, seminars, and motivational speakers, I have finally found an author who hit the mark for me. Thanks Bill.

Account management for results
Helpful Votes: 2 out of 2 total.
Review Date: 2002-01-28
Many of the sales 'How to' books on the market are formula based and would like you to think selling was simply a matter of memorizing the right phrases and smiling at the right times. I found Mr. Cakey's book, Same Game, New Rules to be refreshing and from my experience exactly on target for developing the right thought processes for account management in today's fast paced and competitive marketplace. This isn't a book on just making a sale. It's about doing the right things for both your company and your customer. This means profit for your business (not just low margin sales revenue) and a customer that recognizes the 'value proposition' your organization brings over your competition. Logically organized and well written.

Like no other sales book I've ever read
Helpful Votes: 3 out of 4 total.
Review Date: 2002-06-01
When I first read the philosophies in this book, I was excited and relieved. It was what I had always been looking for as a sales professional. Selling, with intention and integrity. I see all the ways that I got in my own way and sabotaged my own sales success. By implementing the insights in this book, I have already closed new business and am working smarter than ever before.

Offers the corporate marketeer twenty-three new insights
Helpful Votes: 3 out of 3 total.
Review Date: 2001-03-02
Same Game, New Rules: Contemporary Insights For The Advanced Sales Professional offers the corporate marketeer twenty-three new insights that will provoke serious thought into the philosophy and mechanics of selling. Bill Caskey draws from psychology, philosophy, and basic human nature to produce an invaluable handbook for achieving a heightened and productive awareness about selling and business achievement. Highly recommended reading for the novice entrepreneur as well as the experienced professional marketeer of goods or services, Same Game, New Rules will transform the reader into new ways of thinking about the ages old game of selling.

Rules of the Game
Big Battles For Little Hands
Published in Paperback by LMW Works (2002-07-01)
Author: John R. ("Buck") Surdu
List price: $25.00
New price: $25.00

Average review score:

A Worthwhile Intro to Wargaming for All Ages
Helpful Votes: 3 out of 3 total.
Review Date: 2006-07-24
I've been involved in wargaming and collecting miniatures for about 25 years. But even though this book is seemingly aimed at kids, I was still interested in acquiring it as a source of simple wargaming rules and as a way to ease some newbie friends into the hobby. This book provides a very solid all-around introduction to wargaming for both kids and adults alike. The concepts are explained in a friendly, conversational manner.

What makes this book valuable is that it's not just all fluff text and pretty pictures. Rather, it provides valuable substance in the form of its Milk & Cookies rules (for big battles) and Blood & Swash rules (for skirmishes). The rules are pretty straightforward and on the simple-side, which is perfect for newcomers to the world of wargaming. In fact, I've seen both sets of rules used to run convention games at the HMGS East cons which are held 3 times per year in South/Central Pennsylvania. So "Big Battles" isn't just a 1-time read; it's a reference book you can stick on your shelf and refer to over and over again.

The only real downside of the book is that all of the pictures in it (and there aren't all that many) are in black & white. That's a shame since the visual spectacle of wargaming is a major part of the hobby.

Overall, Buck and Rob did a good job here and I'd recommend this book for anyone (of any age) who has an interest in the miniature wargaming hobby.

Miniatures Gaming Made Easy and Fun
Helpful Votes: 4 out of 4 total.
Review Date: 2005-09-04
This is an excellent book designed primarily for parents interested in getting their childen involved in historical miniatures gaming. This book is also useful for anyone starting in gaming...Period.

The rules are strictly for land based combat primarily from the horse and musket period but the rules accomodate all periods from ancient to the WWII modern era. Two sets of rules are included within the book: The "Milk and Cookies" rules and the "Blood and Swash" rules.

The "Milk and Cookies" rules are for fighting battles with based figure units serving as individual pieces. Casualty rates in these games is higher than in adult oriented games as a design feature by the authors to cater towards younger or beginning players desire to see actual results from their attacks.

The "Blood and Swash" rules use individual figures to represent individual combatants in skirmish style games. The rules are based on swashbuckling pirate action in close quarters fighting based on bar-room brawls and boarding actions. The rules lend themselves well to commando raids and ambushes as well as wild west gunfights.

In addition to the above mentioned rules you get lessons in tactical principles and maneuvering which are well written and can assist an adult in explaining basic tactics to younger players.

The book contains a short history of miniatures gaming, advice on painting figurines, instructions on how to cast miniatures at home and several other topics. The Authors give plenty of insight about their experiences in gaming often agreeing to disagree on some preferences as too painting styles and methods.

I have bought my second copy to replace a missing previous copy (It really is that good). The publisher/authors have additional materials on a supporting web site. I have exchanged e-mails with both authors and have found them open to discuss their work, provide advice and generally share any knowledge they have on gaming.

Excellent Introduction to Wargaming with Miniatures
Helpful Votes: 5 out of 5 total.
Review Date: 2005-09-07
Although intended as a resource for adults to use in introducing younger players to the wargaming hobby, BIG BATTLES FOR LITTLE HANDS is an excellent general introduction for anyone interested in collecting and painting miniature soldiers and then deploying them on the field of battle.

The two rules sets included in the books ("Milk and Cookies Rules for Battles" and "Blood and Swash Rules for Skirmishes" are both quite easy to learn and play.

I had a miniatures battle for the Indian Mutiny set up on my game table, intended for use with another rules set but not yet begun, when BIG BATTLES arrived. A quick check of the "Milk and Cookies Rules" suggested I could use them with the unit and basing organization from the other rules set without change, so I was able to try out the "Milk and Cookies Rules" the same day I read them. The result was a very entertaining battle, played to completion in two hours; and I now intend to use the rules for battles in the English Civil War and the Seven Years War as well.

I highly recommend this book to anyone interested in the miniatures wargaming hobby. Very well done!

Not just for little hands...
Helpful Votes: 5 out of 5 total.
Review Date: 2003-02-20
While the book is pitched for use with kids, I think a better approach would be to aim it at anyone new to wargaming that wonders what it is all about. I found the 5 page History of Warfare and 5 page Primer on Tactics superb - both concise and interesting - making me want to go review my history lessons and explaining to me what I was always doing wrong at the gaming table!

Two sets of rules are included: the "Milk and Cookies" rules for bigger battles (where a player controls blocks of troops) I have used for games at several wargaming conventions in games for kids and parents-new-to-wargaming with great success. The "Blood and Swash" rules are a reprint of an older rule set for skirmishes (where each player controls a small number of figures) that allows great flexibility in scenario and setting - I have played in games using those rules for 18th century pirate tavern brawls on up to Buck Rogers era conflicts, and enjoyed them all. The differences between the rule sets make having both here far from redundant, and the apparent simplicity of both the rule sets does not mean that the resulting games are either uninteresting or inaccurate.

The back of the book with directions and tips on painting and terrain construction are okay, though I liked the front portions - described above - better. For example, I don't see myself ever homecasting figures, and the painting tips I had already heard as I was first drawn into this hobby. But they complete the picture and make this a good all round reference that you could even send to someone unfamiliar with the hobby and expect them to be able to cope without the support of a local wargaming group or club.

Just what I was looking for...
Helpful Votes: 5 out of 5 total.
Review Date: 2002-12-23
As a wargamer of 25 years with two young sons, I have struggled with determining the best way to introduce my boys to the world of miniature wargames. Now I have the answer. Rob and Buck do an excellent job of explaining how to create a pleasureable wargaming experience for kids. If you are looking for a simple set of rules covering many historical periods that are explained in a clear way, then this book is for you.


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