Games Books
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piracyReview Date: 2007-09-03
Excellent declarer play for intermediate/expert playersReview Date: 2006-07-26
The Bible of SqueezesReview Date: 2006-05-23
This book will explain all types of squeezes, from the most simple ones to the worst and most complicated. You may be confused with the terminology, but I guarantee that reading this book will make you THINK, and EXECUTE your opponents!
Review by an non-expert bridge playerReview Date: 2001-08-09
THE textbook on squeeze playReview Date: 2002-10-07
If you're looking for an accessible, casual introduction to the subject, look elsewhere (I highly recommend David Bird's _Bridge Squeezes for Everyone_). It's also not suitable for beginning players. This is a book for serious study but is well worth the effort.

Used price: $12.56

NOT BAD FOR THE PRICEReview Date: 2007-03-20
I recommend this book be used by high school coaches and above.
If you want to read a five stars book on passing read;
"THE EXPLOSIVE DOUBLE SLOT OFFENSE"
By Coach Tom F. Smythe
Chalk full of ideasReview Date: 2002-05-16
Excellent!Review Date: 2000-04-23
Detail, detail, detailReview Date: 1999-07-03
Are you in love with the run? Well you won't be anymore.Review Date: 2000-03-19


Brightens up your mornings if you're not a morn. person! :-)Review Date: 1999-05-09
garfield is the best!!!!!Review Date: 2001-10-09
I am a Garfield fansReview Date: 1999-01-05
Awesome, Simply Awesome!Review Date: 2001-08-28
Brightens up your mornings if you're not a morn. person! :-)Review Date: 1999-05-09
Used price: $0.99

Answers to Career ConundrumsReview Date: 2007-02-02
"You can leave out the job you had for a month or two because it was wrong for you or the company folded. Blips like this make a resume reader nervous." ~ pg. 85
Mostly this book is a question and answer session that is very intriguing. M. Rose Jonas answers questions like:
Where do you start, if you want to make a career change?
What if I'm ready for something completely different?
How can I stand out from the rest?
How do I get ready for my interview?
Should I take a job I don't want or that pays too little?
How can I get better at my job?
Can I just Quit?
How Should I Organize Retirement?
Throughout this book Rose Jonas provides sage advice on a wide variety of career topics and enlightens and entertains along the way.
~The Rebecca Review
Thank you!Review Date: 2006-05-19
I recommend it to anyone who is career hunting.
Thank you!
Extremely Helpful!Review Date: 2006-05-16
Raves for RoseReview Date: 2002-12-02
100 Ways to Improve Your Career---and LifeReview Date: 2005-12-14
Rose Jonas' tone is that of the aunt you wish you'd had: worldly wise, kind, and no-nonsense. She uses the 'career game' as the overall metaphor, but each of the 100 suggestions is also anchored with a specific image. She doesn't just say, "Don't take a job that's not right for you" or use the cliche of sow's ears and silk purses. No, instead she shares an example from her own life about dragging home a kidney-shaped table and discovering that a coat of paint couldn't transform it into a Victorian desk. That sort of storytelling makes the point vividly memorable.
As Lily Tomlin said, "The trouble with the rat race is that even if you win, you're still a rat." Rose Jonas has practical ways to win---and come out a better human being in the process.

Used price: $3.99

Very advanced, but as good as it getsReview Date: 2001-08-04
Not For BegginersReview Date: 2000-05-25
It has loads of fantastic card sleights, whilst they do need a lot of practice it is worthwhile, as once you have them in your fingers they will never be forgotten.
All of these slieghts are extremely useful. The book is divided into different sections of tricks.
There are tricks for close up and for stage although some may need some imagination to update them, also there is a special section on crooked gambling.
All in all a good book with lots of photographs of Buckleys hands, he was a great card worker.
Buy it if you already know all the basics of card magic well.
You better know what you're getting intoReview Date: 2000-10-16
Good bookReview Date: 2004-03-17
The instructions are generally clear, but sometimes a detail here and there gets a little confusing. There's a fair number of photos showing how to do many of the sleights.
Sometimes a sleight is a little more complicated than it needs to be. My recommendation is to follow the author's steps in slow-motion with a deck of cards in hand. After you are familiar with the overall effect, you can make adjustments based on what your comfortable with. There may also be other newer methods for learning these sleights if you want to invest in newer card sleight instruction (such as the Daryl Encyclopedia of Card Sleights videos, etc.).
Right now, I'm working on the side steal sleight. He gives a T. Nelson Downs version which has some merit, but it is much more complicated than necessary. The author's own version is a little more do-able. But even the author's method becomes a little too fidgety, so I've made minor modifications to make it work well for me. I start in slow-motion, counting through the substeps to keep pace while I do the move (1..2..3..4). Then I repeat it until I can bring it up to full speed.
If you want to learn sleights for cheap, try this book. You may have to pick and choose through the sleights, and there may be better methods to perform some of these sleights now, but it's not bad for under $10.
Buckley was a card mommerReview Date: 2002-04-28
I have a feeling that this guy's mystery and skill probably gained him significant success with girls his age. The mysterious effects of these difficult to execute sleights are priceless and dazzling beyond belief. If a 3 columns card trick can make girls believe in magic.. then Buckley's stuff probably knocked their socks off... literally! Believe me, this guy would be able to blow David Blaine out of the water and make him look like Bob Longe.
That being said and out of the way, the book itself is amazing. There are very clearcut photos of Buckley's hands and very impressive card tricks, or as he calls them in the fourth section, "Card Experiments". Best of all, this book isn't like most others where the authors seem to purposely be vague (S.W. Erdnase) and not give the best descriptions. Mr. Buckley gives you every detail and is your friend throughout the book, showing you exactly how everything is done without any confusion.
And there is SO much different good stuff in here, that you'll probably never need another book for advanced materials.
It is a great book and a great reference to help you on your way to card excellence and showmanship. You will not be disappointed with this purchase.

Used price: $0.13

Good Book for amatuers and prof'sReview Date: 2001-08-30
One of the few books I have bought that were worth the money!
Finally a real book on gamblingReview Date: 2001-07-20
A Good Educated and Common Sense Guide to GamblingReview Date: 2001-07-19
Proof of ProfitReview Date: 2001-07-03
GREAT FOR A NOVICEReview Date: 2001-07-07


The Golden Age of Gaming Begins Anew!Review Date: 2005-01-22
Unfortunately current editions of certain games are not that way anymore and I thought the older style would slip away. I'm glad I was wrong.
Castles and Crusades uses the best parts of the OGL stripping the D&D SRD to it's core and rebuilding it to be like a RPG should be. Fast, exciting and above all fun.
At 128 pages it may not seem like much but I had the rules down in one evening. I also taught my nephew the game in 20 minutes. It is of note that he has limited gaming experience.
Above all else C&C is easily compatable with older AD&D editions as well as the new editions making it the most versitle game in existance.
This is the best $20 you'll ever spend on a gaming product!!!!
The Way Roleplaying Books Ought To BeReview Date: 2007-09-12
The game itself is terrific, as a return to a simpler time in rpg's when the game wasn't overly burdened with many, many different mechanics that slow down game play, but don't significantly contribute to story telling or experiencing the imaginary adventure.
In substance, the Siege engine (the authors' name for the near-d&d like structure that the game is based on) is a wonderful mix of First Edition AD&D (the first hardcover books - the first edition of the game to feature the word Advanced in the title), with some modernized D20 mechanics. In a nice mix of new and old, your abilities are all derived from your race and class, but the chance to perform those abilities is derived from your statistics - here is where the Siege engine adds, in my opinion. Each character can choose (based on race and class choice) up to 3 statistics (of the classic six - Strength, Wisdom, Intelligence, Dexterity, Constitution, and Charisma) to serve as Primary statistics. All abilities that are based on Primary statistics have an additional 30% (+6 on a d20) chance of success over other practitioners of the ability. A player creating a Ranger character might pick Strength and Intelligence as his primary abilities. Another might choose Strength and Dexterity - the two characters will have very different areas of expertise and concentrated focus, even though both are Rangers.
Combat is quick, and straight forward. A quick roll of initiative (on a D10), players and non-players then act in order. Ties are broken by Dexterity bonus. Roll to hit, roll for damage. Spells may involve a resistance roll, or a saving roll. Abilities require a single dice roll. All in all, the combat runs great, and quick. Players are more interested in where their companions are, what the tactical situation of the fight is, and how to gain the upper hand through maneuver and magic, rather than picking just the right feat for the situation.
Having run some sessions (and having a very long history with rpg's in general, and all the versions of D&D in particular), I have to admit that I miss having some sort of skill system. The Non Weapon Proficiency system from First or Second edition AD&D would do nicely, as would the Skills system from Third edition. Feats are (thankfully) absent, as they are the one thing about Third edition that keeps me from liking it (and it's worst aspect, from the point of view of a DM preparing adventures).
Combat in Castles and Crusades runs very smoothly and cleanly, and is over quick, while still having all the round-to-round decision making and tactical choices of a good rpg. Magic is done very well, with a very nice spell list for the different classes, good rules on acquiring spells.
This with the companion volume - Monsters and Treasures Castles And Crusades Monsters & Treasures- makes a great rpg. I have to say, that I am anxiously awaiting the Castle Keepers Guide (now, if I am correct, due out in Autumn 2007). It is supposed to add a lot, and will be twice the size of the Players Handbook. If it adds a skill system, and (apostasy) somewhat more detailed initiative rules, then I will be in seventh heaven. If not, one of the greatest things about Castles and Crusades is that it can very very easily be added to, and I could easily plug in my favorite skill system and initiative rules.
D&D done right!Review Date: 2005-03-05
The game takes the classes/races of 1st ed AD&D and marries it to a unified task resolution mechanic based on a d20 role. Most situations are resolved by adding modifiers to a d20 role and comparing to a target number. DMs or Castle Keepers (CKs) as C&C calls them, will greatly appreciate the streamlined rules since prep time is greatly reduced. Combats are fast and fun rather than bogging down the game. Although Troll Lord Games will be supporting the game with new material (a Monsters & Treasures book is due out soon and will be followed by a Castle Keepers Guide and a fantasy setting book along with several adventures), you can easily convert any OD&D or AD&D module you already own (or can find used on Amazon or eBay), so you don't have to feel compelled to buy every new book that comes out and can buy only those additional books you want to. For those than don't have a shelf of old D&D modules, a selection of monsters, a character sheet, and an introductory adventure module are available for download at the Troll Lords website.
Although C&C appeals to me as an old-timer, it is equally suitable for new players/CK's as well. In fact, I would say that players new to roleplaying would be better off picking up C&C rather than D&D since it's much easier to learn and play.
Fast start to run & gun D&D roleplaying.Review Date: 2005-04-16
Excellent Product !Review Date: 2005-01-31

No complaints, here.Review Date: 2007-08-13
This book is small, indeed. However, I should emphasize that it is extremely *dense*. This book has no anecdotes, no analogies, and few sentences that do not directly relate to the discussion of a given endgame position. Some may not like this, but that is fine for them; they are going to miss out on a good book. After reading such an informative book such as this, one can only wish, as I did, that Mr. Averbakh had written more. This, however, would be contrary to his goal of creating a book of "essentinal" knowledge taken from his vast amounts of endgame material. Indeed, along with Alexander Kotov and another gentleman, Mr. Averbakh originally wrote a book titled Shakhmatnye Okonchaniya, available from Amazon as Shakhmatnaya shkola, it seems.
This book is also very compelling with its examples, especially to a beginner such as myself. In fact, I think I developed a certain fascination for the endgame after reading this book. I eagerly anticipate working on endgame puzzles and reading/playing through more volumes on the endgame, which brings me to my next point.
Realistically, I do not think that there is any need to move on to another book! As Mark Dvoretsky advises (and I am sure others do, as well) that one should know relatively few endgame positions, but understand them totally and to be able to execute them expertly. In this manner, and as a beginner, I could follow this advice and stick to this book for some time and not suffer from a lack of endgame knowledge.
Through a small part of the beginning, I played through the varations on my chess board, but after a bit I skipped them in favor of merely acquainting myself with the positions and ideas, since this was my first undertaking of actual endgame theory. (I caught a glimmer of it in various parts of Chessmaster 9000, but nothing as serious as what is in this book.)
From my estimation, all one would need for endgame theory is this book and one more advanced or exhastive book for later study. Highly recommended.
Very good start for Endgame Experience.Review Date: 2005-01-30
It is essential for players from beginning to intermediate levels. After a chapter about the basic mating the lone King with minimal force, it introduces the standard combats between various pieces. It explains where a forcible win is guaranteed where it's not.
Then come two chapters of piece fighting against Pawns: a Rook or a minor piece versus Pawn (it's hard to believe that in some positions a single Pawn can beat the Rook!) and the Royalty versus Pawn.
After that there are two important chapters. One is about the fighting between two minor pieces where one side has one or two extra Pawns. The part about the opposite color bishops is very instructive, some case is winnable and some not. There is so much to learn in the next chapter, which explains the Rook plus Pawn Ending. As Capablanca put it: Rook and Pawn Ending is one of the most important endings. When the Rooks join the battle, sometimes they are the last pieces, understanding this type ending can help to win or draw it.
In the second half of the book, Averbakh used practical endgames from master games to emphasize what he explained in the last three chapters: Royalty and Pawns, Minor Pieces and Pawns, and Rooks and Pawns. He analyzed where some masters failed to save or win the game.
I highly recommend this book at new or used price. I guarantee your endgame knowledge (same level as mine) will improve.
Absolutely "Essential" Endgame ReadingReview Date: 2002-08-06
This is a nice, neat concise book (104 pages) that covers everything you need to know about the endings to become a very strong club player.
It covers basic mates, as well as rule of the square, rook endings, philidor and lucena positions, triangulation, pawn endings, etc. etc.
This book has nice diagrams, and the explainations are excellent. This book does not weight one down with a lot of extra verbage.
Many endgame books are a real drudge to work through. This one is just the right blend of material to keep it interesting. Also, the book's petite size means that you will be able to finish it in a reasonable period of time.
yes, it is the essential knowledgeReview Date: 2007-01-03
Here we have everything a tourneament player MUST know about endings, and something more. As an example you don't have to know how to defeat a computer in a Q vs R ending, so you can avoid that part of the book, in real games it's hard to find an under 2200 player that will play the perfect defense with the Rook. Maybe you don't have to know the B+N mate, I still have never seen a B+N vs K position in my tourneys. Anyway this book give you an EASY way to understand that mate. Thanks to this book now I know how to deliver this mate, the other 2 books i've studied weren't enough.
Here we have a book with just 100 pages that gives you what it promises.
Perfectly sized booklet on the endgameReview Date: 2006-01-14
1 - MATING THE LONE KING
Mate with a Queen
Mate with a Rook
Mate with Two Bishops
Mate with Bishop and Knight
Mate with Two Knights
2 - VARIOUS PIECES IN COMBAT
Queen versus Rook
Queen versus Minor Piece
Rook versus Knight
Rook versus Bishop
3 - VARIOUS PIECES IN COMBAT WITH A PAWN
Queen versus Pawn
Rook versus Pawn
Minor Piece versus Pawn
4 - QUEENING A PAWN
King and Pawn versus King
King, Minor Piece and Pawn versus King
Knight and Pawn versus Knight
Bishop and Pawn versus Bishop
Bishop and Pawn versus Knight
Knight and Pawn versus Bishop
Rook and Pawn versus Rook
Queen and Pawn versus Queen
5 - PRACTICAL ENDINGS
Pawn Endings
Knight Endings
Bishop Endings
Bishops of the Same Colour
Bishops of Opposite Colours
Endings with Bishop versus Knight
Rook Endings
Queen Endings
One of the best things about this book is that it is the perfect size for digestion in just a few study sessions. For those starting with little or no endgame knowledge this means that at least a basic understanding of endgame concepts is attainable in a reasonably short period of time.
If you are inexperienced with endings, the information in this book is sure to not only increase your confidence at the chessboard but also provide a nice bridge to other more advanced endgame books. After studying this book one could move on to Seirawan's "Winning Chess Endings", which is still aimed at the beginner but contains slightly more in-depth information, or the superb "Dvoretsky's Endgame Manual" by Dvoretsky, which is more suited for the advance player.

Used price: $12.10
Collectible price: $21.95

Terrific for chess improvement!!Review Date: 2008-04-14
DIAGNOSE YOUR TACTICAL STRENGTHS & WEAKNESSESReview Date: 2008-03-13
Its a Great BookReview Date: 2007-12-20
Accurate and usefulReview Date: 2007-11-20
Excellent book for improving your ChessReview Date: 2008-01-02
They have very simple pictures and very easy to read information , unlike lots of chess books out there.
This will help everybody who is looking to got one notch above where they currently are. Lessons in Tactics, counter attacks, strategies, defense are all very well given. Also very easy to follow. I recommend this to everybody who wants to play better chess.

Used price: $0.15

An enjoyable read!Review Date: 2005-12-02
Great EntertainmentReview Date: 2005-02-02
Absolutely a great fun book to readReview Date: 2004-10-07
A must if you love reading interesting things about chess history!
Good choiceReview Date: 2000-06-26
Chess as a lifelong loveReview Date: 2005-10-11
Edward Lasker (1885-1981), an American chess champion, may have been related to Emanuel Lasker (1868 - 1941), who was the second official World Chess Champion, a title he held for 27 after claiming it from Wilhelm Steinitz. The term of 27 years as champion is still a record. Edward Lasker played a famous game against Emanuel Lasker, which is recorded in this book in detail with commentary.
This is not a how-to manual specifically, although one will get many tips, particularly about combinations, end-game set-ups, and general strategy ideas. Edward Lasker brings in many historic games and show their strategies, and does so in both sections. The section on 'Chess for Blood' goes into more detail about major games and master play, but even here the focus is on strategy and psychology, albeit of a different sort. At the highest level, chess ceases to be a game (much like professional sports) - 'Such games are no fun, even for the winner. They are the hardest work imaginable. You play for blood!' Lasker in this section shows a move-by-move recreation of some of his own games, giving not only insight to the chess but also into the state of mind, the psychological aspects, of what goes on during a high level chess match.
This is indeed interesting, but the better part of the book for all but the most obsessive of chess players is the first, in which Lasker looks at the hobby aspect of chess (well, perhaps not entirely hobby). He looks at the history of sportsmanship, good and bad, such as the sixteenth century text that advocated that the chess player try to put the sun in the eyes of his opponent as a distraction. Lasker explores the makings of a good chess player, which includes (in no particular order) memory, mathematical skill, concentration, creativity, and artistry.
While there are definite strategies and tactics in chess (it does sound like war, and with elements such as knights, pawns, and other military features, it makes sense to think of chess in terms of martial imagery), there is no particular science that always leads to the same outcome. 'The general laws of chess strategy are surprisingly simple and few in number. In fact, they can almost be reduced to one single principle which might be termed the principle of mobility.' How this principle is used, however, it dependent upon the psychology and personal taste of the player. Lasker makes chess-playing ability out to be similar to music, where there are definitely guidelines, but also enormous range for individual style.
This is a very personal book in many ways. Lasker was a concentration camp survivor from the second world war, and credits chess with helping him to get through the ordeal. When he arrived in England after the war, he was tired and seasick, and spoke no English, but did find a chess game (and he recounts this game, which he won, in a move-by-move exposition here, too). Lasker's tale is interesting, as much chess as his own life here.
Lasker includes a complete listing of the International Chess rules, well worth having. The notations throughout the book are standard to chess books, and Lasker's love of the game comes through very clearly, from a boyhood obsession to a lifelong avocation that becomes a true calling.
Check!
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
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