Puzzles Books
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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Challenge YourselfReview Date: 2008-07-18
Creative pleasure!Review Date: 2008-02-23
Mensa Genius Quiz-A-Day Book Review Date: 2007-05-25
Smart Remarks:Review Date: 2007-04-11
Fun book, and then some comments on high IQ'sReview Date: 2005-11-26
This is a great collection of puzzles put together by Dr. Salny to help you keep your mental muscles tuned up, whether you're a Mensa member or not. In fact, one of the things we've learned about the brain over the last 50 years is that in many ways the brain is truly like a muscle--use it or lose it.
I was a grad student in the brain sciences and also formally studied the IQ and psychometrics area for a while, and I had some comments about the problems with testing high IQs that I thought I'd post here, especially on the problem of testing very high IQs above 150 or 160, particularly for adults.
Various writers, researchers, and members of other high IQ societies have attempted to solve this problem by constructing their own tests and standardizing them. They also claim to be able to standardize these high-end IQ tests using various special procedures and statistics. However, the problem of standardization for these sorts of tests has really never been resolved very well. Hence, many claims of IQ's that high are really just that--claims. That isn't to say that people who score high on things like the Mega test or the Langdon LAIT and so on might not have IQ's of 180, just the reliability and accuracy of such scores isn't that great.
The other problem is that the human brain is quite complex and we really don't know how to adequately test its capabilities except in the crudest sense. Most IQ tests examine a half dozen factors at most (although the well-known DAT, the Differential Aptitude Test, looked at 9 factors, but then it was technically an aptitude test and not an IQ test) and there are actually dozens or perhaps hundreds of factors involved. The eminent cognitive psychologist and psychometrician, J.P Guilford's Structure of Intellect model postulated 120 different types of intelligence (most if not all of which I find more convincing than the more standard factor models).
Another problem is the factor subtests still correlate highly with each other; for example, the typical verbal subtest correlates at the .75 level with the math subtest, although the spatial ability tests seem purer. A .75 "r" or correlation means that half the variance in one test is accounted for by the variance of the other (since the variance is the correlation coefficient squared). Hence, the factor subtests aren't very "pure," as they say, and correlate too highly with verbal skills which is too narrow a subset of skills and also is likely the most socio-economically influenced.
That having been said, ironically, the most egregious criticism of IQ tests is that you can show that the most complex IQ test known is only about 10-15% more accurate in predicting, say, college grades, than a 40 item, 20-30 minute vocabulary test.
And finally, for the coup de grace, the most famous IQ study of all time, the Lewis Terman study at Stanford in the last century, tested tens of thousands of kids and then followed 1400 of them with IQ's of 140 and over throughout their lives. A couple of dozen were as high as 180. Although a distinguished group in later life in that many of their achievements were impressive, there were no Nobel Laureates in the group. In fact, they passed over two of them--Luis Alvarez and William Shockley--who didn't test high enough to be included, both of whom later won the Nobel Prize in physics. Oops.
The second coup de grace is that research has shown that further IQ points above 120 is not as important as good social intelligence in ensuring success in life. And an IQ of 120 is enough to do anything--with few exceptions-- such as being a physicist or mathematician. After all, James Watson, co-discoverer of the DNA helix and Nobel Laureate, only had an IQ of 118. And in another classic study by Getzels and Jackson, children who were high on tests of creativity with average IQs of 120 had grades as high as those less creative with average IQs of 140.
Another thing you can see right away from visiting a few of these high-IQ society web pages and reading the discussions there, is that many of these people (most of them are men) are obsessed with the IQ business and about which test is the best, who has the highest IQ, and who gets to belong to the most exclusive societies. This produced an odd competitive race as various people attempted to form ever more rarified and exclusive and cliquish groups. There have been literally dozens of these, but most have never gone anywhere and died out after a few years, or never even got off the ground.
They also get into various inter-society and internecine debates, as I said, about who gets to belong to which high-IQ society on the basis of which test, each one claiming their test is the best, when, as I said, there really isn't any way to validate them that accurately. They've even gone, in one case, to the trouble of suing each other about the issue of the legitimacy of the testings, since few of these people are licensed psychologists. It really is a tempest in a teapot and they should go get a life. The whole thing would be funny were it not for the fact that they take the whole thing so seriously.
Of course, to some extent this is the pot calling the kettle black since I have belonged to a couple of these societies too in the past, but I also see the silliness of it all, not to mention, as I said, that it seems that for the vast majority of these people this is the only real distinction they seem to have.

Used price: $91.98

best one-book rpg around! Review Date: 2007-07-06
Get ItReview Date: 2005-08-30
An excellent D&D variantReview Date: 2006-11-09
For those of us who dislike the "Vancian" magic system in traditional D&D where spell casters have to memorize spells but forget them once they're cast, the new spell system is a vast improvement. At it's core it's a spell slot system much like sorcerers in 3.x D&D, but more flexible.
The spell system also lets you do a variety of things to change the power of the spells. You can cast it diminished, using a lower level slot but with less effect; you can cast it heightened, using a higher level slot for more effect; and there are spell templates that can tack on an additional effect (for example a Fire Mage would add the Fire template to do additional Fire damage).
That's the "Aracana" part of AE. The "Evolved" part refers to the concept of racial levels. Instead of ECL modifiers from D&D, several of the races have racial levels you can (optionally) take in lieu of a class level to gain the speical racial traits. In addition for all races (including humans), there are "evolved" levels. These take the racial traits and augment them.
All in all IMHO, an interesting variation on D&D. It still has many of the d20 quirks though (especially annoying is the miserly allocation of skill points)so if you really, really detest 3.x D&D because of things other than the magic system, you won't be happy here either. Everyone else should give it a try.
d20 Flexibility at its Best Review Date: 2005-07-31
Overview
Monte Cook's Arcana Evolved can be purchased in PDF format on DriveThruRPG.com or in hardcover format at your local game stores, Amazon.com and gaming websites. It is 432 pages long, one of the first "mammoth volumes" of its kind.
First and foremost, Arcana Evolved combines materials of Monte Cook's Arcana Unearthed, The Diamond Throne (detailing the default setting for Arcana Unearthed) and the Player's Guide (which was provided with the Arcana Unearthed DM Screen). If you want a "group price" for these books buy Arcana Evolved. If you have Arcana Evolved, you do not need these books at all (but for the actual DM Screen I was talking about, which is a nice product in itself, but that's another review altogether).
Arcana Evolved isn't just a compilation of previous Malhavoc products. It adds little bits and pieces to the award-winning Arcana Unearthed and makes something new and refreshed out of it. These "bits and pieces" include a new character race, a new character class, new options for your character's development on a "mechanical" level. But it also adds in terms of background, if you are interested in new ideas for your Arcana Unearthed or D&D games: the Tenebrian Seeds allowing access to "Evolved Levels" and the "Return of the Dragons" to the Diamond Throne (or your homebrew setting), for instance.
Lay Out
The first impression people get when they open Arcana Evolved is usually one of awe. First, the book is huge (more than four hundred pages, as precised above). Second, it is a full-color volume. One could expect a very confusing lay-out as a result - lots of color equals less clarity, right? Not with this book. Colors enlighten the product while not covering or confusing its contents. The lay-out is simple and efficient. The art is sometimes just okay, and sometimes outstanding, but always colored with taste. The overall impression it leaves is one of beauty, simplicity/clarity and coherence (there is a lay-out "theme" in tones, fonts and so on. This is one of these little details making for me the difference between very good and outstanding books).
The Actual Contents
Introduction: New Possibilities - This obviously presents Arcana Evolved to the reader, with its scope, its ambition, the themes and concepts that inspired it, how to use the book and how to create/level up characters. This is an important section for this review, since it states the goals of the product: bring the power back into the DM's hands, increase the player's choices, base the game on the notions of character choice, uniqueness, use a background made of rituals and traditions. With these goals in mind, we can actually know more or less objectively if Arcana Evolved fulfills its mission or not.
Chapter One: Abilities - nothing particularly new for a D&D player here. It presents the main ability scores used in AE, none of which are new. It also presents the classic tables of bonus spells and, something new here though, rites. Combat Rites are used mostly by the Ritual Warrior, the new character class in this book, but also other, revised character classes, such as the Oathsworn (at mid-level) and Warmain (at high-level).
Chapter Two: Races - First, the actual races are: Humans, Dracha (humanoid, medium-sized dragons), Faen (little feys between the PHB elves and halflings which can transform into the tiny, flying Sprytes), Giants (a noble, civilized race whose society is centered on the concept of ritual and tradition), Litorians (lion men), Mojh (humans who decide to become more draconic to uncover the mysteries of magic), Runechildren (kind of "Chosen Ones" who defend the world against agressions), Sibeccai (whose physical appearance is akin to the Egyptian god Anubis - they were animals who have been "elevated" to sentience by the giants) and Verrik (some near human beings with crimson skin. They have a cursed, heavy past and have a close relationship with magic).
Some little things change from Arcana Unearthed. For instance, the Mojh can no longer gain access to a breath weapon. This is mainly because of a larger, more significant change: the introduction of the Dracha, which is also part of an even bigger change - the Return of the Dragons to the Diamond Throne (see below). The Dracha seem very fun to play. They have a sort of "coolness" about them akin to the dragons many of us love. It's actually great to be able to play a draconic character without having to wait for high levels to do so or rely on various templates that may seem "wrong" or "artificial" when I added to a given character concept.
The main particular feature here compared to D&D is the introduction of Racial Levels and Evolved Levels. Racial Levels were already present in Arcana Unearthed. They allow players of all races but humans to take a few (between 1 and 3) levels that increase their racial abilities. Giants become bigger and stronger, Mojh gain magical spell-like abilities and the like. This is all simple and yet, original. The new additions here are obviously the "Evolved" levels. These are additional racial levels any character (including humans) can take if they've been exposed to the Tenebrian Seeds of the dragons. They are a plot device in the hands of the DM. In other words, this allows game master to monitor how these levels are accessed. Nice way of justifying them.
Chapter Three: Classes - They are: Akashic (a Jack-of-all-Trades using various skills and abilities reached through a new concept named the "Akashic Memory", which is akin to an alternate plane combining all the memories of all sentient individuals through the ages), Champion (a dedicated warrior more open-ended in its purposes and allegiances than the Paladin), Greenbond (a sort of Shaman spellcasting class. The Greenbond is a healer and represents the force of "The Green", the lifeforce of all things, which is the opposite of "The Dark", the force behind dark and unnatural forces creating aberrations and undead), Mage Blade (the archetypal fighter/mage with a focus on his chosen weapon, called an Athame), Magister (the best spellcaster of the lot which, besides spells, develops various flavour abilities related to his staff and his use of magic), Oathsworn (an unarmed fighter devoted to the fulfilment of his Oaths, which he can change once they have been fulfilled), Ritual Warrior (a warrior using Combat Rites, which are comparable to feats used in a "spell-like" manner - i.e. with a number of uses per level per day), Runethane (a spellcaster able to create runes, foci of various magical effects), Totem Warrior (a fighter developping traits related to his chosen animal totem), Unfettered (the archetypal fighter/rogue), Warmain (the ultimate tank) and Witch (a primitive spellcaster focusing on manifesting particular aspects of her chosen specialty which could be Wood, Winter etc).
These classes all follow the same pattern of description: short introduction, then description fields such as Adventurers, Background, Races, Other Classes (how they combine with this class in a party), NPCs, Hit Die, Class Archetypes (describing what kind of roles they can fulfill in the game), Skills, Class Features (with the usual table summarizing the class progression). It is interesting to note that there are no "favored classes" and the like. Players can multiclass their characters freely, which is a major element of AE's gameplay when combined to racial, evolved levels, prestige classes, and other options (like those proposed by the excellent supplement Transcendence, which among other things introduces players to Ability levels, Substitution levels and more - with these two books it becomes virtually possible to take levels in every aspect of character development).
Same thing as in the races above: there are minor changes, albeit more of them. Some classes needing to be more balanced have been slightly modified for the better. For instance, the Greenbond had too few skill points (which one of the players of my gaming table experienced the hard way). This is fixed here. Oathsworn and Warmain can now use Combat Rites.
There is one major addition here of course: The Ritual Warrior. One big change when compared to the D&D Player's Handbook is the many ways in which the player can specialize and/or customize a character. The Akashic abilities one chooses with the character progression. The Causes of Champions. The Runes of Runethanes. The animal Totems of Totem Warriors. The Manifestations of the Witch. All these game elements make sure that almost no character with the exact same levels will look alike.
Chapter Four: Skills Nothing important changes from Arcana Unearthed here. There are differences when compared to the D&D Player's Handbook: there is no "Profession" skill, the available Knowledges are different (more specific to the particular flavour AE with Knowledge (Ceremony) and various racial Knowleges for instance). Differences that make the gameplay easier mostly by combining these or those skills together. But nothing groundbreaking.
Chapter Five: Feats and Talents -There are two new types of feats when compared to core D&D: the Talents, which are feats that are only available to first level characters, and Ceremonial feats, which require some type of ritual performed on the character and a True Name to be gained. True Names are one of these cool additions typical of Arcana Evolved: it's not a "groundbreaking" idea but everything's in the flavour. Each character either has a True Name or not (this is called an "Unbound" character). This defines which types of feat the character starts the game with, and which feat categories he has access to in the future. This is also important for some spells (such as Raise The Dead) which require the True Name of the target to be performed correctly. Another thing worth mentioning: metamagic feats which allow a spellcaster to gain access to "Spellcasting Templates" which are described in Chapter Eight: Magic.
Chapter Six: Equipment - This chapter mostly describes the base equipment for characters, the weapons, the items particular to the Diamond Throne and the like. I like the new ways in which you can personalize your equipment (with crystal, devanian, dire weapons and armor, for instance, which are nice additions to the classic masterwork piece of equipment).
Chapter Seven: Playing the Game - This is the core system, the reason why a DM wouldn't need a Player's Handbook to play Arcana Evolved. All the rules are here: combat, actions, types of damage and so on. It also details the mechanics of Hero Points, which can be used by the players to tweak the rules in the favor of their characters with panache. A good idea, much more opened to personal interpretations (and possibly powerful) than the similar mechanics of the Eberron Campaign Setting, for instance.
Chapter Eight: Magic - The big chunk that makes Arcana Evolved different in its gameplay than D&D. This isn't as different from D&D that one could believe, however. At least not as different as Elements of Magic would be.
There are still spell slots and spell levels, but new mechanics have been implemented to allow more flexible uses from players and DM. You can for instance use spell slots of inferior or superior spell levels to fuel your casting. Or you can cast superior (heightened) or lesser (diminished) versions of each spell with a slot of one level higher or lower than the one indicated in the spell's description. Another original feature is the way spells are not prepared daily like in D&D. You have a list of spells prepared yes, but you can keep this list as long as you want. You don't have to "revise" your spells each morning. Prepared spells are used in the same way sorcerer spells would be: you can cast the same one several times or just once, up to your number of slots per day for this spell level, or even more when you use higher or lower slots.
Perhaps it doesn't seem like much when you read it but it breaks the overall rigidity of D&D's spellcasting. Add to this the Spell Templates, which allow you to apply effects (like Flaming, Blessed, Cursed, etc) to all the spells you want, and you have a very adaptable, very open-ended magic system.
Also included are all the rules related to the magic items of Arcana Evolved. Nothing incredibly original there.
This chapter is the part of the book many fans are raving about, and for good reasons, I think, since spells are such a huge part of the D&D experience.
Chapter Nine: Spells and Combat Rites - The list of spells available is changed when compared to the PHB. There are no alignments in Arcana Evolved, and thus no alignment-related spells. There is much more balance in the spell selections. No "magic missile". No "save or die" effects. This is a bit underpowered compared to D&D spells, but with the heightened and diminished versions of each spells, the spell templates and all the other options available to spellcasters, this is in fact just as powerful.
The main particular feature here is the presence of Simple, Complex and Exotic spells within any given spell level. Most spellcasting classes only have access to Simple spells or some Complex spells with a particular descriptor. Only magisters have free access to both Simple and Complex spells. Exotic spells are unique and rare - a character may use these only through specific feats, usually.
Combat Rites are akin to temporary feats. They allow you to score a critical on your next it. Or move faster. Or add to your Armor Class by taking a particular stance. In use, they are like spells: your character can use a number of them per day. There are divided per "rite level" the same way spells are. These are great addition to the game: they give to warriors the same potential flexibility as the spellcasting characters. It was about time to have someone come up with that kind of addition to the core rules, wouldn't you think?
Chapter Ten: Diamond Throne Gazetteer - The contents of this chapter are mostly taken from the Diamond Throne supplement to Arcana Unearthed. There are some changes though: first, the Tenebrian Seeds and the concept of evolution, experiments of the dragons that led to the creation of the Dramojh (the bad buys of the setting) are introduced. Second, the Dragons are back, and they intend to recover what is theirs: the Lands themselves now in the care of the Giants. This may be the source of endless adventures with the PCs torn apart between Dragons and Giants and both of their claims on the Diamond Throne. What really makes this background addition flavorful is that none of the factions is either "right" or "wrong". They are both understandable and somehow justified in their claims. This makes for great role-playing moments potentially.
Another thing worth mentioning is the way the Diamond Throne and all its geographical, historical, sociological elements are described: they are summarized and leave the DM as the real master behind the world. As a DM, you can choose to interpret this or that element of the background as you want. It makes the Diamond Throne "your" world more than any other published world could be while still detailing what is absolutely essential to it.
Chapter Eleven: Prestige Classes - They include Beast Reaver, Crystal Warrior, Darkbond, Dragon Kith, Esoteric Mage, Giant Paragon, Knight of the Axe, Mage Priest, Nightwalker, Ollamh Lorekeeper, Rune Lord, Somnamancer. I have not much to say here, apart of their balance which is perfectly fine, and their design, which covers many of the possibilities for character development while tying each particular class to a concept or another of the setting itself. That's in my opinion what Prestige Classes are for: to give more flexibility to characters while tying them mechanically to the world around. That's exactly what these Prestige Classes do.
Chapter Twelve: Creatures - This chapter includes Alabast, Chorrim, Cyclops, Dark Warden, Dragon, Dream Hunter, Evolved Creature Template, Harrid, Inshon, Radont, Rhodin, Shadow Troll, Slassan, Undead Creature Templates, Xaaer (Death Ooze).
Let's just say the basics are covered: the setting-specific grunts, higher level grunts, and various classics from the Diamond Throne. The Dragons are especially original. No dragon is defined by its color here. They are each unique creatures, and all the rules to build them are presented here. The Corporeal and Incorporeal Undead templates are really winners because they allow you to create creepy baddies with virtually any creature from any source you might possess. Which is especially cool when used with the undead-creation spells given in this book.
And that's it. An annex describes possible conversions between AE and D&D, the character sheet is well organized and designed with good taste (like the book itself - see the Overview above). Same thing applies to the Index, particularly useful for a mammoth like AE, and the mandatory OGL follows.
Critical Hit
First, let's remember why Arcana Evolved is conceived the way it is: : bring the power back into the DM's hands, increase the player's choices, base the game on the notions of character choice, uniqueness, use a background made of rituals and traditions.
Here is the Critical Hit, in my opinion: AE does exactly what it's supposed to do. It opens horizons for players and DMs in terms of character customization, game setting and rules flexibility. It offers many options, none of which seem superfluous or useless. Everything can find its own appeal in an Arcana Evolved game. Most importantly, and this is the real critical hit, it lets the reader open the "hood" of the system to find out how it works: it provides guidelines to create your own causes for Champions, totems for Totem Warriors, and so on. In clear, it gives you the tools to make this game your own.
If only for an understanding of how the d20 system works and can be modified in original new ways, this is a must for any DM and player of the game.
Critical Miss
Arcana Evolved suffers from its Critical Hit. As it offers more and more options, variants, possibilities for DMs and players, it is not a product for beginners. Sure, it is always possible to use it with newbies, but the DM would then have to know the system inside out and be able to break it down for the players. This isn't "D&D for Dummies" in clear. Which is great for some gamers, and a potential source of headaches for others, not because it is especially "complicated" (it isn't any more complicated than D&D is), but because there is so much stuff in there, so many game elements and so many choices for DMs and players.
Conclusion
In the end, the versatility of AE is its best trait and worse enemy at the same time. It all depends what you want out of your game: something simple where newbies can come in and play without much to explain, or a complete game allowing you to "put your hands in the motor" and make it your own.
If the second approach is the most interesting to you, you will rave about Arcana Evolved like I do. Even with newbies, it is possible to have great gameplay (I run a tabletop campaign with five newbies to RPGs), but it will require some work and patience on your part as a DM.
Once that is said, Arcana Evolved shines for its own qualities: it is one of these rare products on the d20 market exploring new ways in which to use the d20 mechanics while doing it with talent and knowledge such as none other than one of its original designers could have. And, away from these gamist considerations, it is simply an awesome, fun game to play: all the archetypes are here, all the options are available to have some great game sessions out of this product. You can buy Monte Cook's Arcana Evolved with a blindfold covering your eyes: the probability of being disappointed is nearly non-existent.
Not What it Tries to Be--But Good NonethelessReview Date: 2006-03-13
His goals are commendable. He wanted to get rid of arbitrary game mechanics that limited the growth of characters (like alignment requirements or race based limitations on multiclassing). He also wanted a clean Player's Handbook, that DM's could use for any fantasy setting, without a bias toward the published setting. Unfortunately this is not Arcana Evolved.
Most of the classes in Arcana Evolved cannot be multiclassed. Some, such as a combination Warmein/Unfettered (Only use heavy weapons and armor/Only use light weapons and armor) are so flatly contradictory as to be a joke in our group. The Oathsworn (basically a monk) can't use any weapons or armor at all. The Magister "disdains the way of the sword" having chosen to channel all of his magic through a staff, whereas the Mage Blade channels all of his magic through an athame or key weapon. Champions are so fanatically devoted to a single ideal that it endows them with paladin-like abilities. Hard to see that devotion leaving room for any other class pursuits.
The races have also given me fits when trying to create non-Diamond Throne settings. As opposed to races like gnomes or elves that can hop settings with very little baggage, there are some races in Arcana Evolved that are really tough to transplant. Sibbecai, for example, are a race of jackalmen raised to sentience by the Giants in Diamond Throne, which is responsible for a lot of their cultural identity. So you either keep that bit of history in every setting (which would be very odd) or you are forced to create a new origin for them that keeps their personality, but does not recreate the Diamond Throne history every time. Likewise the Mojh are a group of humans who have transformed themselves into draconic hybrids out of devotion to the hated Dramojh who were once owned the Diamond Throne's inhabitants as slaves. Hard to break the Mojh apart from the Dramojh of the Diamond Throne--not impossible, but it certainly doesn't seem like a step toward a clean PHB.
Now what Arcana Unearthed has going for it is impressive. The classes are beautifully developed, even if they don't stack very well, and full of fresh, exciting ideas. The weapons list is one of the few I've seen in D20 products that expands on the standard list of D&D weapons to provide some fun new inventions like battle claws, spikesticks, and dire weapons. The list of feats is huge (the summary list is two full pages in tiny eight point font), with a much greater focus on drama and customization. It's divided into General, Ceremonial (connected with the custom of recieving a true name, a big part of the Diamond Throne setting) Item Creation (only a few, but organized based on the duration and nature of the enchantment, rather than whether the item is a staff, rod, or a ring, which always seemed a bit arbitrary) and Talents (Feats that define inherant qualities of the character, and as such must be picked up at character creation or not at all).
The character classes are a bit mediocre. While they're not the typical elves and dwarves, they're not too much more original than that. You have jackalmen (Sibeccai), lionmen (Litorians), halflings that metamorphose into pixies (Faen, two kinds), half-giants (called Giants, but closer to the D&D style half-giant in look), red-skinned pragmatist near humans (Verrik) and a yuan-ti style race of transformed dragon-men (Mojh). There's also a mechanic for leveling up in race instead of class. I'm not sure how I feel about this. While it adds a certain amount of customization to characters, it tends to feel a bit like an arbitrary mechanic--as though someone can grow larger, or gain a breathweapon or claws and teeth through experience? Age maybe...special ritual perhaps...but probably not through multiclassing in your race when you level up. That's just weird.
The art in the book on the whole is rather good. There's only a couple of bad pieces and quite a few that are really nice stuff. Most of it is printed too small--stuff relegated to the margins or a dollar sized art insert, forcing you to squint at it. Likewise the layout is awful. Most of the book looks like it's printed in 8-point font broken into two columns. There's no white space, no rest for your eye. It's dense and impenetrable. Every page feels like every other page. It can get really straining and claustrophobic if you have to read too much of it in a sitting.
So yeah, the content is pretty darn good. Not what I think the authors were trying to make at all--but good stuff nonetheless. The layout and tiny font are excruciating, though the art now being in color helps a bit. Could definitely use more art and graphical playing around with.

Great Bridge Book!Review Date: 2007-12-21
Probably the ultimate bridge tip bookReview Date: 2005-09-27
A great re-entry to the book arena by Marty. I just miss the mad scientist who wrote the "Better Bidding with Bergen" books!
Improve every facet of your gameReview Date: 2003-05-02
Entertaining and helpfulReview Date: 2003-09-24
While Bergen writes with wit and flair that keep this book engaging, I wish he'd done a bit less story-telling and provided a bit more depth of content instead. For the price I feel his book is a bit thin, and that's the one thing that keeps me from rating it 5 stars.
Fantastic BookReview Date: 2001-04-05
The second half of the book is about declarer play and defence, and is equally good. What distinguishes this book from the rest is that the author doesn't waste space on the basics, and instead concentrates on the intermediate-to-advanced stuff.

Used price: $0.21

Fantastic gift for a little princessReview Date: 2004-08-28
The illustrations are gorgeous, and the writing is enjoyable for an adult to read as well, because there's a bit of tongue-in-cheek humor sprinkled with some fairy dust throughout that had me purchasing my own copy after I gave it as a gift!
A Must For Princesses of All AgesReview Date: 2004-08-23
young and old. Full of fun, fashion, and oodles of glitter, the
craft projects are creative without being complicated. From
Rapunzel Ribbon Wigs to Fancy-Prancy Dancing Slippers, this crafty
book will surely bring out your inner princess!
Every Princess in Training Needs This BookReview Date: 2004-06-11
Crafty and CreativeReview Date: 2004-08-18
Excellent Creative Book for Kids!!!Review Date: 2004-05-09

Used price: $0.01

Puppy PuzzleReview Date: 2006-05-24
Great for the Animal lover!!Review Date: 2005-02-21
--I have to read 100 childrens books for a class project; this is definitely one of my favorites!
Puppy PuzzleReview Date: 2004-02-04
I liked this book!Review Date: 2003-02-13
Great BookReview Date: 2001-07-12

Used price: $1.98
Collectible price: $12.95

Mental Challenge of the Highest OrderReview Date: 2007-03-28
outstanding resource...and lots of fun!Review Date: 2000-01-26
Will Shortz fanReview Date: 2002-01-17
AN AMERICAN TREASUREReview Date: 2000-05-28
Puzzles, But No TricksReview Date: 2004-01-02
The first type of puzzle is fun, but the second type is my favorite because you usually have to do these in your head. I like to keep one or two in mind for occasions like being stuck in traffic or standing in line. They really make the time fly and you don't need pencil and paper. I find they are also great if you have trouble getting to sleep. Concentrating on a tricky word puzzle or arithmetic calculation sure keeps your mind from wandering all over the place.
And don't look for clever tricks with these puzzles. One thing about Will Shortz is that even though he loves puzzles, he is scrupulously fair. He gives you all the information you will need to solve each problem.

Used price: $18.98

Simply a Great Module!Review Date: 2000-07-19
This supplement provides very clear and detailed histories for both Keraptis and White Plume Mountain. The plot is unique, realistic, and intriguing. The effects of roleplaying and of interacting with the non-player characters is outlined. In addition, the dungeon crawl itself is not linear at all, allowing the players to roam at will. And the maps look great!
Although a lot of information is presented, the module can easily be altered or customized. There is no setting specific material, so White Plume Mountain can easily be inserted into any ongoing campaign. However, no addition work is needed to fully enjoy this adventure.
I have run this module with 3 separate groups of players, experiencing 3 very different, yet wonderfully memorable, adventures. Do yourself a favor, purchase Return to White Plume Mountain - it is worth every penny!
Intense puzzle-solving adventure for veteran heroesReview Date: 2000-05-02
Toadkiller Dawg says "Smart, challenging and fun!"Review Date: 2000-01-12
RTWPM starts by detailing many of the mysterious NPCs and strange locales that were only hinted at in the original. Thingizzard and her potions, the cursed ruins of Castle Mukos, the Great Swamp and the dracolich Dragotha finally get their due and Keraptis' infamous Indoctrination Center plays a central role in the scenario. While these details are entertaining in their own right, the strength of RTWPM is a central plot device involving "sentient magic" that is not only consistent with the events of the original WPM scenario, but is exceedingly clever in its own right. It wouldn't do to reveal the secrets of the story here, but the execution is a brilliant example of how to create a subtlety challenging and wildly novel situation for the PCs without violating the spirit of the D&D game, using heavy-handed DM tactics or requiring a substantial rework of any existing campaign standards. The NPCs are wonderfully sketched and run the gamut from sturdy locals to deranged gnomes and rebellious efreet. Hardened veterans and green novices alike will be entertained by ample doses of humor, danger and drama that culminate with a surprise ending.
Flaws are few and minor in nature. The map are pleasing to the eye but have been printed on the inside front and back covers which means that the DM cannot refer to the map and text at the same time, but must flip back and forth. One area (the old inverted ziggurat) has a monster that should have been encountered and destroyed by the existing denizens long before the PCs come on the scene and the answer to the feasibility of feeding and keeping happy a large number of creatures in a relatively small number of caves doesn't seem entirely adequate.
While the nostalgic aspects may be lost on the half-dozen or so players who didn't play the original version in their youth, RTWPM will definitely entertain all comers in high fashion. Although WPM was originally set in Greyhawk, there really isn't any setting specific material here and the scenario can easily be dropped into any campaign world. Best of all, RTWPM is a veritable bargain combining a relatively low price with enough high-quality material sufficient to keep the average group of players busy for several sessions. RTWPM deserves the highest recommendation.
All Around ExcellentReview Date: 2001-05-17
I like what I'm reading and I think you will, tooReview Date: 2001-03-23
The original adventure encompassed more thinking and even a little negotiation which was uncommon in 1st edition AD&D.
So, that's why I'm happy to see a revision to the old module into a book form. This new edition has some very interesting twists and a big moral dilemma at the end which I thoroughly appreciate. It also has a method in it that potentially will ruin the lives of foolish PCs so DMs may want to be careful in playing this one out if their players aren't the thinking or cautious types.
Overall, there's a lot more room for negotiations in this series. I like that as I'm trying to push more roleplaying in my players. Moreover, the storyline is set up with four warring factions; all evil but I plan to change that to a few neutrals since the PCs in my campaign are all good and would never negotiate alliances with evil groups.
This game is great for an adventuring group from 7-10. I would add that they should be interested in thinking out possible traps and tricks and also be adequate (or better) at negotiations. The weapons may unbalance the game so make them either super evil, which means good PCs must destroy them, or have them destroyed at the climax (will make sense when you read it). Lastly, you may want to give the different warlords more allies as the module gave them a skeleton crew of thugs.

Used price: $9.99

Strong fundamentalReview Date: 2008-04-24
The best chess book no matter what your skill levelReview Date: 2006-12-08
Chess 1Review Date: 2006-11-10
A great start for visual learnersReview Date: 2001-12-07
The book starts off slowly, explaining how the game works. You then work through various parts of the game: openings, middle moves, and closings. This game really helped me to develop a solid opening.
I have always had trouble with the middle game; this book gives the basics for that. The second volume gives a much more in-depth treatment of the game; openings, closings, and middle game strategy. But this is the book to get for a new player, or for one who always seems to get beaten. I started out losing to the computer on its easiest level, now I still lose, but at least I understand why, heh heh. Seriously, it is written in an understandable manner, and if you're a visual learner, the problem sets are really worthwhile.
I hope you enjoy it as much as I do.
Very Informative, Excellent. Review Date: 2005-03-30

Used price: $6.68

Shenmue Strategy GuideReview Date: 2006-02-07
Must have for SHENMUE fansReview Date: 2001-05-06
I recommend you to read this book after you've already gone through SHENMUE at least once. You'll be suprised at how much you may have missed. It may even make SHENMUE even more rewarding the second time around.
If you loved SHENMUE as much as I did, then this book is a must have!
Excellent GuideReview Date: 2001-01-08
The amount of information in this book really is staggering. There are individual profiles for just about every character in the game, right down to their blood type!
But what really makes this guide great is the vast amount of extras! From strategies for the arcade games, to a complete list of the mini-collectibles, this guide is loaded. It also includes a very clever "sealed section" which I greatly appreciated.
The bottom line is that if you like Shenmue, this is the ultimate companion
A class-act guide by PrimaReview Date: 2001-03-24
THE GREATEST GAME EVERReview Date: 2001-06-16

Used price: $21.88
Collectible price: $34.99

Content Inclusive but Use IntrusiveReview Date: 2003-01-05
Instead, one needs only to take their time and look around in their first outing, remembering that something is potentially an item or a place to go and that ever scrap of paper is a clue. It also should be taken into account that searching is needed, and that all enemies are defeatable, and that there are multiple endings based on time used, difficulty, on the items found, and the number of beasts killed. Since this takes multiple tries anyhow, one can find these out without the use of a visual aid.
NEED this bookReview Date: 2003-04-22
One of the best guides aroundReview Date: 2003-09-13
Glad I had itReview Date: 2002-11-06
Don't find Out The Hard WayReview Date: 2002-06-16
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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"The Mensa Genius Quiz-A-Day Book" is a good book for people who want to keep their mind active by doing at least one puzzle a day. The puzzles are varied in such a way that if you find a puzzle tough one day, the puzzle the next day won't seem as hard. My favorite puzzles are the word puzzles (palindromes, anagrams, riddles, mini-mysteries, etc.) while I'm not too fond of or particularly good at the math puzzles. For the most part, the book is evenly divided between the types of puzzles, but there are a few times when it seems like there are several of the same type of puzzle in a row. Although the book says Mensa, you don't have to be a Mensa member to do the puzzles (I'm not). The answer section gives a detailed explanation of each answer, which ultimately helps you solve similar types of puzzles. By the end of the book you should be able to solve or at least have an understanding of how each puzzle works.
"The Mensa Genius Quiz-A-Day Book" is hours of challenging fun for everyone.