Games Books
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250

Used price: $12.75

Amazing Read for Both Visual and ContentReview Date: 2007-11-29
conceptos interesantesReview Date: 2007-09-02
Muy bien ilustrado, con ejemplos que ayudan al nuevo realizador audiovisual a enfrentar sus primeras producciones de una forma segura, buscando que éste no cometa errores que luego pueden demeritar su trabajo.
La única crítica que tengo para hacer de esta obra, es que los ejemplos de montaje los realizan en programa específicos , como Final Cut, algo que de alguna manera deja sin posibilidades a aquellos que manejamos plataformas de edición diferentes.
A piece of artReview Date: 2007-11-06
recommend to anyone interested in Digital Video. Reading the book was like having Mr. Ian David Aronson in your room sharing with you all of his knowledge.
This book it's not a 18 chapter tutorial on learning Final Cut Pro or After Effects. It's more like traveling back in time and learning from the history of Digital Video to the present day. Aronson show's everything, from film to video, the way you should treat your camera, what you should be
prepared with; lighting, greenscreen, Hardware, white balance, DVD
authoring,
aspect ratios, you name it, including some basic tutorials on doing
edits.
He even gives you an internet address to look and confirm what he is showing
you.
If you are an advanced editor, this book is for you. This book is for to
read,
learn and keep it forever just in case you forget a detail, so you can
review it again and again. I was amazed with the things I have learned from
Mr.
Aronson. Thank you and I'll hope to read another book from him.
Jorge Raphael Valenzuela Hernández
Graphic Artist / Videographer
A basic primer on differences between digital and print mediumsReview Date: 2006-09-08
A strong reference for digital film making processReview Date: 2006-08-13
The book starts with basic digital Cinematography principles. It covers he process stages such as composing shoots, lighting, shooting, working with cameras, audio, still images and titles.
This book doesn't give you a specific software tutorial, but if you are working learning with video production and video editing program, you should get a background about the whole film making process. However, this book gives you a strong background in this industry. I find this book useful for animators, multimedia designers and creative directors.
The two appendixes in the end of the book gives you a tips about getting your work in various media and selling your products.
Collectible price: $21.50

like painting, by numbersReview Date: 2008-01-07
We find we make things up to add laughs
to the day.
An embarrassment of riches ..Review Date: 2006-08-26
This is considered by many to be the authoritative collection of collective nouns.
From an 'aarmory of aardvarks' to a 'consumption of yuppies', there is something for everyone.
A highly recommended addition to your library of books.
Jennifer Cameron-Smith
An Exaltation of LarksReview Date: 2007-01-11
Exaltation of larksReview Date: 2007-01-04
A riot of nomenclatureReview Date: 2006-11-03

Used price: $12.80

MEN TAKE NOTEReview Date: 2001-11-21
Absolutely Awsome Must Read Book!!!!!!!Review Date: 2007-03-29
To love and be lovedReview Date: 2006-11-14
Great book! Not boring at all...Review Date: 2005-11-23
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 RulesReview Date: 2004-08-11

Used price: $0.10
Collectible price: $13.95

We love these books!Review Date: 2008-01-24
fascinating to look atReview Date: 2007-10-06
Wonderful books!Review Date: 2007-01-04
The more you look, the more you like!Review Date: 2003-11-06
AttentionReview Date: 2002-12-13
I have used it with my daughter from age 5-8 and now with my 3 year old son. I usually ask them to find items on the page and then discuss how it is neat how the item was used to represent something entirely different. This is great to help them expand their imagination and see outside of the box.
Sometimes when you just don't feel like reading some night this gives you a great break. This is a great book and much better than Where's Waldo.

Used price: $0.01
Collectible price: $10.00

Fantastic!Review Date: 2003-05-16
If any of you are familiar with the Ultima games or Ultima Online then you'd know where this book comes from. This book is actually a novelization of what Ultima Online 2 was supposed to be before it was canceled. Even though I hate MMORPGs reading this book makes me wish that UO2 had seen the light of day.
I give this book 5 out of 5 stars. Very nice dialogue, fantastic characters, engaging storyline.
Sure to make Ultima Fans cheer and bring in a new flock too!Review Date: 2001-12-05
I cannot express through words how immersing and thought provoking this book was. Andrews has mastered the use of descriptive language and lavish descriptions to bring alive a "pre-Avatar" Sosaria. Although I could easily pick up on some of his minor errors, (Britannia Bay instead of Brittany Bay and the geographical location of the dun-geon Despise) his writing brought back a great feeling of nostalgia that "Ultima Online" simply does not bring.
When reading this tale, readers will become particularly enraptured in the char-acter development. Some of the most remarkable characters I will never forget and look forward to learning more about are the endearing, but elegant Way Master Thulann, the gruff but lovable Gabriel Montenegro, and the mysterious "Techo-Prophet," Lord Blackthorn, who in this tale seems to have made his way out of the Ethereal Void after being banished by Lord British.
This is a story of political strife, manipulation of cultural diversity, and divisive team players that turn out to be anything but. I cannot express how I loved this work. I rank Andrews among some of the classic sci-fi and fantasy writers including Heinlein, Tolkien, and Lewis. I look forward to the next installment with utter anticipation and commend Andrews for keeping the Ultima torch lit even after the authorities at Origin have faltered!
Andrews Rocks!Review Date: 2001-08-10
The language is beautiful. And Andrews shows great skill in presenting the story very clearly, yet, without patronizing the readers.
Though his attempts (to make references to what Ultima gamers would be familiar with) hardly qualifies it as "based on the bestselling computer game", The Technocrat War already has me looking forward to a compelling trilogy which I will read over and over again.
A superb first bookReview Date: 2001-08-07
The Technocrat WarReview Date: 2001-12-24

Used price: $3.47
Collectible price: $23.95

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

Used price: $4.08

My daughter took to this book quickly!Review Date: 2008-01-06
Great for moms with a new baby (and older child)Review Date: 2007-09-21
AWESOMEReview Date: 2007-03-08
A Keeper!Review Date: 2006-09-01
My Twins and I Love This BookReview Date: 2006-02-01


The best!Review Date: 2008-01-13
Great ResourceReview Date: 2007-09-21
Best Theater Book I've Purchased!Review Date: 2007-07-16
great, great, greatReview Date: 2007-01-31
Great Mix of ActivitiesReview Date: 2007-01-10


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.

Used price: $5.04

This book runs outReview Date: 2008-01-13
Great travel read.Review Date: 2007-11-27
Giving the Kid a BreakReview Date: 2008-01-06
This world of inveterate gamblers is fascinating, quirky, dangerous and full of folk who would pick up a snake for a dollar bet rather than get a 'real' job. The author is a gifted writer, not simply a good sports writer. He obviously cares for his protagonist but does not judge or sugar coat any of his idiosyncracies, and they are legion. The story opens a curtain on a dying sub culture. The internet, Texas Hold 'em and the growth of casinos have all contribued to limiting the action a road warrior can find today. However, Kid Delicious wrung every last drop out of his foray into the world of cross country hustling.
Read this book, if you play pool or not. The book works on so many levels that it will be enjoyed by anyone with a soul.
An Enriching ReadReview Date: 2007-12-03
In my opinion, Jon Wertheim displays the same élan in his writing as Truman Capote has with his work, "In Cold Blood". There is a flowing verbal rhythm in the way he tells the tale of Kid Delicious and his travails around America's southeast states in search of his next hustle/fix. While his story is told with much humour (often black), empathy, light-heartedness, and poignancy (without saccharine) -- there is also a visceral efficacy, especially with its cautionary warning as to how a momentary lapse can, unwittingly, lead one into this insidious methamphetamine addiction with potentially devastating consequences.
True to form, Jon tells it like it is -- that is, non-judgemental, without
pretence, conceit or artifice to embellish his story about this extraordinary pool player conquering his demons.
RICK "SHAQ" GOLDSTEIN SAYS: ""DELICIOUS" POOL HUSTLING CHAMP FIGHTS DEPRESSION AND CONSIDERS SUICIDE!"Review Date: 2007-12-27
And those fingers, them chubby fingers. That stroke,
It's like he's playing the violin or something."
- Fast Eddie Felson (Paul Newman) marveling at
- Minnesota Fats (Jackie Gleason) in "The Hustler"
-
The above quote is what begins the PROLOGUE of this gripping true story of Danny "Kid Delicious" Basavich. Danny is a 5 foot 9 nine inch 320 pound, charming, bipolar, depressed, suicidal, crowd-pleasing, warm-smiling, ice-breaking, pool-hustling, professional champion, Jewish mensch, from New Jersey, by way of Brooklyn! Danny as a kid would buy candy and treats in bulk, bring them to school and sell them at outrageous markups between classes. He also ran poker games during study hall and football pools on Fridays. He ingeniously figured out that packs of baseball cards that included valuable bonus cards were slightly thicker than the regular packs. Using a micrometer Danny could figure out which packs had the valuable cards in them without opening the pack and would then buy those packs and resell the bonus cards at a huge markup. In summary, before Danny started playing pool he already had the makings of a classic hustler. Due to his girth Danny was teased and bullied unmercifully in high school and dropped out when he was fifteen. Danny became overridden with depression. He would sleep all day and eat unbelievable amounts of food. Then he discovered pool, which probably saved his life and made this writer's dream of a story reality.
Danny starts practicing pool in every waking minute of his life and his burgeoning talent gives him a reason to live. It gives him a self-worth that he never had before when he looked in the mirror and saw an unattractive overweight man-child going nowhere, as he seriously considered suicide. From the moment he sees the potential in himself, the reader is then taken on a roller coaster ride from one pool hall to another. Some venues are pig sties, and others are glimmering palaces. When Danny wins a big hustle against a "slender, flashy, up-and-coming player called "Kid Vicious" a legend is born. As Danny unscrewed his stick and prepared to leave, a fan whistled and then cracked, "Kid Vicious" just got hustled by "Kid Delicious"! "Kid Delicious" would become Danny's moniker from there on out. Along with fighting his depression "Delicious" had to fight the "catch-22" of not becoming too famous, because no one would play him. A number of times ill-fated professional pool leagues would start with grandiose plans and go bust. There was the quandary that hustling paid more than a professional match, but "Delicious" also wanted the celebrity and acknowledgement of his talent. But if he got the professional victories that would put him on TV and in billiard magazines, then he could no longer enter backwater pool halls in North Dakota, Minnesota, Alabama, and wherever his car would take him, incognito, "under the radar" for a big hustle, and that's where the real money lies!
This book takes you through the back alleys, the cheap hotels, the dives, along with "Delicious's" weight gains and losses, mood swings and rubbing of elbow's with more nefarious character's with more nicknames than the mafia. Some of the "classic" nicknames include: "Scorpion", "Black Widow", "Gunslinger", "Rifleman", "Freezer", "Ice Man", "The Lion", "The Cobra", "Spanish Mike", "Scott The Shot", "Shannon The Cannon", "Earl The Pearl", "Weenie Beanie", "Ginky", "King James", "Portuguese", "Shaggy", "Chewy", "Oil Can Larry", "Larry The Lizard", "The Prince Of Pool", "Puerto Rican Pete", "Gypsy", "Chili", "Fifty", "The Crow", "Cornbread Red", "Bristol Bob", "Snake", "Double J", "The Hurricane", "Harry The Hat", "The Korean Dragon", "Big City Smitty", "The Professor" ... and many, many more! I recommend this book highly! Buy it and get to know the rest of the gang!
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250