Puzzles Books
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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: $7.40

Excellent!Review Date: 2005-12-14
The misty past of Faerun, now yours to discoverReview Date: 2005-03-19
This books gives you a +10 competence bonus to your Ancient History(Faerun) skill, as it offers you in-depth knowledge on almost all of the great empires of the past. You can learn all, about the great elven empires, about the history of the Sword Coast, about the phaerimm manace, etc.
Also, you will find some great feats, prestige classes and spells in the book. Some of them are not really for players, but for the DM (and to the NPCs). Players will also find it interesting, if for nothing else, then to add some flavour to the game.
I found it also great that young DMs get some help in a separate chapter to create adventures based on the "ancient theme". Of course, even old DMs, like myself can learn a lot from it.
Relevance is the keyReview Date: 2005-04-13
The book is divided into several sections, each dealing with a different geographic or cultural area. For instance, one section deals with the crown wars (wars between elves almost exclusively) and the elven nations involved (which covers a large area of Faerun) while another area covers the North and includes detail on several elven realms that had little part in the crown wars. They have timelines for each section of the book.
To be clear though, these histories are given not as a tool to play during those times, but as reference points to incorporate the locales of these ancient empires into the current timeline and an existing campaign. They bring the histories up to the current timeline and give you a good idea of what is going on in the ruins of these empires and the doings of the decedents of these empires.
On top of all of this rich history and information is a great deal of good crunchiness. There are several prestige classes, all of which seem well balanced and a great section on new spells and magic items. They even have specifics on mythal creation which is just plain cool to me. Going back to the integration of the past to the present, there is a section about Hellgate Keep and there they specify magic items of goodly races know to have been lost by fallen heroes there (items from the PGtF and this book).
All in all, a great tool for ANY dungeon master running ANY Realms Campaign for its information on ruins (dungeon - hint, hint) and its balance of historical information and crunchy bits. By far one of the most useful Realms products for any edition.
Excellent ResourceReview Date: 2005-05-14
Absolutely Splendid!!!Review Date: 2006-09-18
I can only say that the Forgotten Realms have come alive at last with a rich and frightening history in its past. Long live Netheril!

Used price: $21.52

Simply the bestReview Date: 2002-09-14
A MUST read for any serious lottery player.
LIFE IS A GAMEReview Date: 2003-12-26
And one of the biggest challenges is keeping organized. Simplicity works best. I generally create my draws, check them, fill out a lottery number form, check it, then submit it.
My gaming style, to date, includes numerous ways of generating draws and I've won small pots from working a mathematical approach, using Quick Picks, and following my hunches which led me to picking 4 out 6 numbers once. Besides winning money, playing the lottery is fun if you want to improve your math skills. I don't play more than $2-$4 a week (sometimes less, or on occasions, a bit more). Sometimes I get pools started.
Great Book - Logic & MathReview Date: 2007-07-19
Brilliant,honest book and easy to understand.Review Date: 2006-11-09
AT LAST A WORTHWHILE LOTTERY BOOKReview Date: 2001-12-18

Used price: $20.63

Most intense and real world book on WINNING at CrapsReview Date: 2007-10-18
Never has there been a more accurate book published on precision shooting. The author takes you inside the Only way to consistently beat the craps tables. Everything you need to know is right in this book, so take my advise and start with this one if you want to win consistently.
If you read this book, and follow it exactly, you will be successful.
The future is here nowReview Date: 2006-11-06
A Very Experienced Player's BookReview Date: 2007-12-14
I am new to Craps play. You must realise that this review is written by someone who has only started playing Craps a month or two ago and it is written in Dec. 2007.
I would tell you that the Mad Professor has a good book here, but, it is not a book I would use to perfect my throw. There is plenty of knowledge in it. It is a good book. However, a person like me needs more concentrated information on the subject of making the dice level to the table.
When I bought this book I also bought Frank Scoblete's Golden Touch Dice Control Revolution. The two, together, were the best case scenario for a starter such as me. Frank has the teacher's perspective and Gino Gambino has the endurance perspective. It was, I think, a good combination at this time.
Personally, I would not call my book a bible. I think the Mad Professor made a mistake there. I am a Catholic and calling your book a bible needs to be backed up like the Pope backs up his liturgy - this book does not do enough to accomplish that. There were no Adam and Eve here, I need a book that addresses the fundamentals. And as far as I am concerned, the fundamentals are the physics of a rigid body. I am hoping the sharpshooter has the physics for a great new book.
In short, this book is a good read. I would give it the compliment that it conveys a great deal about the sport of craps shooting for profit. It seems no book can do it all, and that is not a surprise. This book is one I want in my library. The author is fluid and determined, he has the spirit of a winner at the craps table, and that is inspiring.
I guess I have said nothing with so much one one side and as much on the other. I think the author has been shooting craps so long he missed the basic instructional technique to bring a neophyte into the best case scenerio, but, still, it is a good book. I gave it a 4 of 5 stars as the result of I could not shoot the dice as well as the author expects me to without some mentoring from a teacher who writes to the novice.
The one Craps book you must haveReview Date: 2006-06-05
A Tough Way to Make an Easy LivingReview Date: 2006-06-06
Okay, before you head for the White Pages I'll just tell you that Tino Gambino is the pen name of one of the top dice controllers in the world. You aren't going to find our friend the Mad Professor in the phone book. But what you'll find in Mad Professor's book is just about everything you'll ever need to know about dice control and the game of casino craps. Among the subjects that caught my eye:
The Pincer Grip and Its Variations; Two-Finger (Thumb and Middle Finger) Pincer, Two-Finger (Thumb and Ring Finger) Pincer. Four-Finger "Crab" Pincer. and the Five-Finger "Full-Balance" Pincer.
You learn how to debug the Pincer Grip and eliminate double pitch bias. Then you'll move on to the Low, Slow and Easy Toss.
Learn the dynamics of throwing speed, release and backspin, sweet spots and critical landings.
There are sections on Palm-Up Tossing and Forward Spin, why it works so well and how to do it.
You'll even find some timely tips suggested by the some of the other players who haunted those chat rooms in the nineties. You'll hear from the likes of Irishsetter, Shooter57, DiceDoc, Jeffry47 and (ta-da) yours truly - Heavy.
And you'll get the inside scoop on how to tailor your bets to your skill levels, how to adapt to live casino play and adjust to different table types, and how to create shooting opportunities.
Last of all, you'll get the classic "Tough Way to Make and Easy Living."
Mad Professor's on-line articles and essays have drawn millions of hits through the years. The Crapshooting Bible brings you the Best of Mad Professor's essays plus a ton of brand new material you won't want to miss. It is jam-packed with information you can use to make more money at the tables. I highly recommend it.
Stephen Haltom
aka Heavy
Axis Power Craps
CrapsFest.com

Used price: $1.95

Very difficult bookReview Date: 2008-07-17
I love the pain!Review Date: 2008-04-17
Compared to the many other books that claim to offer very hard sudoku, this one stands way out as telling it like it is.
I criticised the "Mensa Guide" book for its fragile binding and tiny grids, so I have to award big points for the spiral binding and large grids of this book.
Best tough Sudoku bookReview Date: 2008-04-17
Nail biting and time consumingReview Date: 2007-10-18
Tough puzzles!Review Date: 2007-10-18
Question, does Mr Longo know there are duplicate puzzles in #4?
#69 is duplicated in 75, 82, 95, 99, 119, and 127.
#134 is duplicated in 202.

Used price: $5.98

Everything you need to know about Blackjack.Review Date: 2008-07-14
Easy To LearnReview Date: 2007-11-03
Terrific Holiday GiftReview Date: 2005-12-28
An absolute "must-read" for anyone who wants to play casino blackjack to winReview Date: 2005-09-08
Winning Blackjack strategyReview Date: 2005-08-17
I headed to Vegas with my new information and came home
a winner.
Even people who don't play more than once a year will
enjoy this book.

Used price: $0.01

The top puzzle writer inthe world todayReview Date: 1999-03-29
America's Mathemagician Has Another Winner!Review Date: 1999-06-27
Stickels, The Puzzlemaster: America's FinestReview Date: 1999-06-27
Any of Mr. Stickels' puzzles are better than the rest.Review Date: 1999-03-29
Another Excellent Book By Terry Stickels!Review Date: 2000-01-17
What you get in this tome: 150 excellent puzzles that I will look back over many times in the coming years. Also look on Amazon for Terry's other puzzles books, calendars and (if/when Amazon starts to sell them) his top notch Knowledge Cards, of which there are now many decks.

Used price: $10.00

the Memory of GaiaReview Date: 2005-04-25
The book focuses most on the Australian Aboriginal culture of the Gumagan tribe, although it also describes the other tribes and their cultures. I hardly know anything about Aboriginal culture, but it looks like the authors of Mokole did a good job of respectfully including it in the book without the dreadfulness of Rage Across Australia, and I am glad to see Australia covered in another W:tA book.
The Mokole are an amazing race, and I am eager to play them someday. Their war-form, the Archid, is a dinosaur or dragon, and it is customizable and completely different for each character. The Mokole have all unique totems, rites, gifts, and fetishes, including ghostly totems from extinct species. Although they posess immense physical power - they are weredragons! - they are truly focused on peaceful functions. The are very different in feel and function from the Garou, and should provide many new opportunites for players and STs. Although the Mokole are usually antagonistic toward werewolves, they can work with Garou in the Hengeyokai and the Ahadi, and the book's metaplot provides possibilities for inter-Breed interaction outside of these coalitions.
Every Breedbook includes the Breed's version of the history of the world and their part in it, but the Mokole's story of history spans 200 million years! The Mokole can remember a previous Apocalypse that wiped out the dinosaurs and an earlier intelligent race, the Lizard Kings, and they know of even earlier Apocalypses that came before that one. They believe that Gaia will survive the current crisis. Mokole revolutionizes the history of the World of Darkness. Even among Changing-Breeds, they take an extremely long view, and their insights and stories are interesting to say the least! The Mokole recall the Wars of Rage like they were yesterday, and their tales describe three entire Changing-Breeds that are now exinct. There are even basic rules for constructing games set in the Mesozoic, mostly intended for stories contained in a modern character's Memory.
Finally, although the Mokole are weredinosaurs and speak frankly about evolution and geological Eras, the entire feel of the book is still as fully mystical as the rest of Werewolf, without drifting into genetics or other Weaverish explanations.
The one major problem is the end of the fictional story. The resolution of the story's conflict makes no sense and is silly. Except for that, this is a totally awesome book!
What Mokole IsReview Date: 2002-08-19
Makole by James Ray Comer, et alReview Date: 2001-10-22
I suggest this book to everyone and hope you take my word on it.
great great fun.
Gaia's MemoryReview Date: 2004-05-02
The next chapter covers the four Streams (tribes) of the Mokole: the Gumagan of Australia who share ties to the Dreamtime, the Makara priest-kings of India and neighboring lands, the primordial Mokole-Mbembe of Africa, the American Southeast and the Amazon and the scholarly Zhong Lung of East Asia's Hengeyokai. Specifics are given for each (like how the Gumagan have strong ties to the Umbra, differences in Mnesis and how the Zhong Long and Makara follow different auspices). Views on other Fera, vampires and even stranger factions (like mummies, voodooists, tribal shaman and Egyptian magi) are given, along with details on names and Duties (the Mokole Litany). The next chapter gives the crunchy bits, covering the Mokole solar auspices, new Traits, forms (not all are crocodiles or alligators; gila monsters, Komodo dragons and gharials are also represented) and Crinos traits (their Crinos form consists of various traits borrowed from other reptiles, like horns, armor, wings, frills, venom and so forth). Details on Totems are also given, along with new Totems, Fetishes and Merits/Flaws. All of these fit right in, from the reptile Totems to Fetishes drawn from Aboriginal culture.
The next chapter covers Gifts for the Mokole, including general Gifts, solar/seasonal auspice Gifts and Stream Gifts, many of which are quite interesting. A number of useful (and uniquely Mokole) Rites are also presented. In the following chapter, we are given a look at useful information on Mokole breeding, Mnesis (their racial memory), the "Innocents" (ghosts of dead metis), camps and relationships with the Nagah (were-snakes). We also get the standard templates, like the Native Rights guerilla and the rainforest ethnobotanist, and NPCs, including Uncle Monday (a centuries old Florida Conjure Doctor), Sister Rae (who has True Faith in the sun), Morwangu (who was involved in the story in the book) and Braney (a Wyrm corrupted children's show host). The book closes out nicely with details on RL crocodilians, monitors and gila monsters, the hatred for vampires (particularly Setites), Mnesis spirits, the Dragon Kings, prehistoric birds and marsupials that once served as Mokole kin, and stories set in the final days or the War of Rage.
The end also includes the typical template for creating and running Mokole characters. This can be used just as easily for western Mokole as it can for the eastern Makara/Zhong Lung (who follow slightly different creation rules). Needless to say, this book blew me away. The Mokole are probably my favorite Fera, and this book is invaluable for playing them. I also appreciated the strong focus on Australian Aboriginal culture which permeates much of this book. All in all, I think this book is quite useful for any Mokole Chronicles (and quite a head ache for those who want to try and figure out the World of Darkness's "cosmology").
I love it!Review Date: 1999-11-19

Used price: $0.99

Clearly explains Magic post 6th edition.Review Date: 2003-04-30
For Intermediate PlayersReview Date: 2001-01-21
There have been some simplifications and clarifications to the rules, and Mr. Buehler explains those very well. The book also contains chapters on strategy, deck construction, and the tournament scene, as well as a complete card list for 6th edition including everything on the cards except the art.
I highly recommend this book as THE resource for the 6th edition.
It's good, you know?Review Date: 1999-12-15
The perfect book if you want to start playing MagicReview Date: 1999-09-24
More than just a rule book.Review Date: 2000-05-25

Used price: $1.38

An excellent book for superior characters and NPCs.Review Date: 1999-03-27
very impressiveReview Date: 2001-11-08
World of Darkness going Anime?Review Date: 1999-04-22
a mustReview Date: 1999-04-08
Well written and very informativeReview Date: 1999-04-01

Used price: $23.00

Great RPG for one shotsReview Date: 2008-04-19
The computer is your friend. Hail the computer. Remember happiness is mandatory. If your not happy report for termination.
You are in error. No one is screaming. Happiness is mandatory!Review Date: 2006-02-16
While the text of the game goes to great lengths in instilling in the reader a sense of how the game is supposed to be played, in the end there are only two rules that need following.
1. The GM is always right.
2. Happiness is mandatory!
It's that simple, and it couldn't be more fun to read this book. Once you understand that every bit of it is cleverly written to convey the theme of Paranoia to the reader, you don't feel like you are being lectured yet again on the proper application of an attack roll. Rather you are learning what it is to be a GM/Player of this great game.
I only hold one complaint which is so minor that it didn't even effect me giving this game a perfect score.
Normally I don't find it necessary to print two seperate books for the core of a game. I actually prefer many games where GM and player information can be easily included together in one well laid out tome. Basically I don't think it's normally necessary to have to have two or more books to play and run a game. However in this case I think I would've preferred a division of the book into a distinct Player's guide and a distinct GM's manual. I think this is truly one of those games where the player's are better served to discover the ins and outs through regular play. In the case of Paranoia, the fun is in the failure.
ADVICE TO ASPIRING TROUBLESHOOTERS:
If you intend on playing this game, take the books advice and don't read the GM only section. Trust me when I say the tension caused by the unknown is the bread and butter of an enjoyable Paranoia session.
If you're the one buying the book for your group, gather the money together from fellow players and give this as a gift to your GM. He'll thank you, and any GM worth his weight will itch to run this game once he gets his hands on it. After all, what's the point of owning a book you are only supposed to read 48 pages of. PLAY THE GAME FIRST, AND THEN AFTER A WHILE BUY THE BOOK FOR YOURSELF. DON'T RUIN THE FUN BY READING TOO MUCH!
All in all, even if you do intend to ignore my advice and read it all, you'll have a blast doing so. I haven't had this much fun reading an RPG in a long time (with the possible exception of Godlike).
STAY ALERT! TRUST NO ONE! KEEP YOUR LASER HANDY!
Paranoia 3: Rise of the MachinesReview Date: 2006-05-31
Gamers who like heavy combat tactics needn't look into Paranoia XP. Most of the weapons will kill a clone in one shot.
Gamers who like strategy in character generation or advancement needn't look into Paranoia XP.
Gamers who tend toward heavier systems (D&D, Rifts, HERO, GURPS) probably should tread with caution, as Paranoia XP's system is one die roll-under for everything. The rules are simple: roll a d20, get under Skill. Then if the GM decides you succeed, you succeed.
Gamers intent on character growth and development can find some support for such here, but under Classic rules, characters die often and hilariously.
If you like intra-party harmony, a good idea for nearly all RPGs, shouldn't look here. Paranoia is about backstabbing your fellow Troubleshooter.
If you enjoy having larger than life heroes, don't look into Paranoia XP. Paranoia XP characters are incompetant, ignorant, and insane.
Well, if you're still here, you either don't care about the above, or you're still interested to hear about the game itself, well, here goes:
By the way, you might have noticed I'm not bothering with any "HAPPINESS IS MANDATORY!" or "NOT AVAILABLE AT YOUR SECURITY CLEARANCE!" stuff, because I know it can be quite offputting to those looking into the game. It's an "in" joke, and using it against people who aren't "in" yet is a bit mean and/or foolish.
The game is about a complex, an underground post-modern utopia called the Alpha Complex, which is run by an AI called The Computer. Or it would be a utopia, if The Computer wasn't insane and paranoid, looking for commie mutant traitors. The Computer has security cameras everywhere, and regulates everything in the complex: air, food, plumbing, industry, economy, etc. Everything. But that's not the worst of it.
The mass of population is heavily medicated, usually happy in their existence mowing about the complex and doing their assigned duties. But not the player's characters! They have gotten the honor of being moved up in security clearance, from a lowly INFRARED to the slightly less lowly RED. Their job has been reassigned to Troubleshooter, and they get a laser gun! They go on fantastic suicidal/impossible missions for The Computer to root out commie mutant traitors, secret society members, and other sabateurs of The Computer. There's only one problem...
All the characters are mutants, and all belong to a Secret Society (perhaps even Communists). All the characters are traitors. And it's not like players don't know that everyone is a traitor. Instant mayhem, just add water and stir.
If this sort of game doesn't interest you, Paranoia XP is not for you.
highly reccomend, very original RPGReview Date: 2005-04-29
The rules though, I have no idea about...whenever I GM an RPG, I just skip most of the rules and run things in a more story-based, freeform way. So that I can't vouch for...but even if they suck, the setting should make up for it :)
Good text, but the art needs workReview Date: 2004-12-13
Everything is well thought out, from mutations to secret societies to the history and functioning of Alpha Complex. The increased use of personal computers, PDAs and the Internet is now reflected in PXP. The humor is present, but in measured doses, and there was (thank goodness) no attempt to go "over the top" with things. No acronyms simply to make funny acronyms, for instance. Character creation is notably different from previous editions (no stats for Strength, Intelligence, etc.), but now characters can improve themselves. With the addition of three play styles - Zap, Classic, and Straight - they may actually live long enough to do so! ("Straight" Paranoia, for instance, presumes a dark, gritty, realistic game, while Classic is 1st/2nd edition style, and Zap is simply "everyone shoots everything and each other".)
The downside? Well, the index isn't as helpful as you might think, and it's hard to find the chapter breaks. Several times when I wanted to look up a specific table or information, I ended up leafing through the book to find what I wanted.
Also, a mention on the artwork. Jim Holloway was the original Paranoia artist in 1984. He's been tapped again for PXP, and it appears his style has not evolved or improved in 20 years. Paranoia purists might enjoy it, but I was hoping for something a little more updated, more in keeping with the times. No, that doesn't mean I wanted a "manga" look, but there have been other Paranoia artists (Greg Guler, Valerie Valusek, Brian Schomburg, Sonya Obrochta, etc.) who might have been used. I've played Paranoia since 1st edition, and Holloway's artwork has not aged well. Unfortunately, the official word is that Holloway's art will continue to appear in PXP products.
Art and index issues aside, this is a good return to the series' roots. Old-school Paranoia fans should be pleased. I hope PXP will bring new fans into the fold as well.
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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