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GAMES BOOKS
Posted in Games (Friday, September 5, 2008)
Written by Kevin Fristad and John Ward. By Fox Chapel Publishing.
The regular list price is $19.95.
Sells new for $12.08.
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4 comments about Cabinetmaking Procedures for the Small Shop.
- As a professional furniture maker building his first kitchen, I found Fristad's book the most useful of the three I read - the other two being the best sellers. This book is about production; how to make money; how not to make mistakes; how to streamline the process; how to get the sequence right. It covers both frame and frameless cabinets. No pictures, but lots of good drawing that are really all that are needed. While you need to know the information contained in the other books, this book fills in all the gaps that the others leave out. I recommend this book both to pros and people building a kitchen only for themselves.
- Nor should it be your first. The authors have more than 20 years of experience in cabinet shops. They have good advice and smart tips. This short book (96 pages) strikes me as being a great employee training manual. If you are new, this is a good place to begin learning how to build cabinets. The authors explore issues like face frame cabinets versus Euro or frameless case constrution. But there is not enough detailed instruction for a novice to design or build cabinets based just on the information in the chapters.
If you are experienced, this book will remind you of the many things you are suppose to know. For instance, make sure your cabinets will fit through doorways and up stairs. The authors remind you to account for the floor material so a dishwasher will still fit under the cabinet when the 3/4 inch flooring is installed. There is a brief discussion about schematics and how to measure jobsites. The authors discuss business practices, contracts, estimating, shop drawings and equipment choices. This is a lot of ground to cover in a few pages so they can not go into much detail about any aspect. The reader can find books that have more detailed instruction on cabinetmaking and other books that cover how to run a woodworking business. If the authors of this book are a bit overly ambitious, I respect their solid advice and practices based on hard experience in the field. They have a refreshingly positive attitude that makes the book a pleasure to read.
- The title of this book is spot on. The book is a detailed procedure for making cabinets in a small (1-3 people) shop. The authors give detailed advice on the procedure they have used for many years to make a profit and still have time to spend with the family.
But that is also the limitation of this book. For example, the authors glue face frames to the cabinet and they give great advice on this. However, there are other popular methods, such as biscuits and pocket screw holes. Both of these methods warrant only a superficial discussion. And both of the methods are popular and have pluses and minuses. But alas, the authors only really cover dowels and gluing.
Recently, I was asked to design an entire kitchen of cabinets. I used this book a lot to answer some very specific, detailed questions regarding carcass construction. The example drawings are pretty darn good.
The authors' discussion of door building is a bit brief. They state that it is really important to keep doors flat. Duh. Any suggestions for making sure they are flat? Jigs? What about procedures for gluing up 15 doors at a time? Any idea regarding storage racks? They suggest having a third party do all of the work. Sorry, but my clients want me involved every step of the way including selecting appropriate grain and making sure there is continuity.
- The book is easy to read and gives you an overall idea about cabinets construction, good advices & tips, however if you are new in the business starting your own shop you will need additional infomation to move forward to build your own cabinets.
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Posted in Games (Friday, September 5, 2008)
Written by Bonnie Averbach and Orin Chein. By Dover Publications.
The regular list price is $15.95.
Sells new for $4.98.
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4 comments about Problem Solving Through Recreational Mathematics.
- I first became acquainted with this book about twenty years ago when it first appeared. Since it didn't fit into a standard niche in college mathematics curricula, it never really caught on and, before the Dover edition, was out of print for a number of years.
This was a shame, as this is both a wonderful and remarkable book. It has a broad appeal; amateur mathematicians, professional mathematicians, and puzzle buffs should all find something in it to interest them. It is both fun and rewarding at the same time. One can learn a great deal of mathematics from it. It also contains a method for solving linear Diophantine equations that I have never seen anywhere else. The authors have added a chapter on probability which should further enhance this highly original work.
- This book is the heavyweight champion of problems in recreational mathematics, containing a large number of very detailed problems in many areas. The presentation strategy is to develop the topic by using problems followed by an explanation followed by a detailed solution. The style is largely that of a textbook, which in fact is what it is designed to be. The authors developed the material as the main text for a course they teach in applied problem solving.
The chapters are largely independent, so it is possible to pick and chose the topics for a course. Do not let the word recreational in the title lead you to believe that these problems are bunnies. I am a co-editor of Journal of Recreational Mathematics and I found myself thinking long and hard about some of these problems. Granted, many are straightforward, but there are enough of the head-scratching variety to satisfy every taste. The general topics are logic, basic number theory, graph theory and games, with a few other topics interspersed. With hundreds of problems, detailed solutions to the demonstrations and hints for most included, this is a resource unlike all others. If you teach a course in mathematical problem solving or beginning computer programming, you cannot help finding a problem in here that you can use to illustrate a topic or as a test question. I have already used a couple as the seeds for some programming exercises. Better yet, consider it as a textbook for your course in mathematical problem solving.
Published in Journal of Recreational Mathematics, reprinted with permission.
- This is a fun puzzle-type book, but with a difference from most such books. In this book, you will really learn some interesting mathematics. The authors' way of presenting the material is very effective. First, they present a problem or puzzle for the reader to attempt to solve. Then they show the mathematics behind the problem. Then they lead the reader through the solution and show how the mathematics is used to make solving such a problem easier.
I have an engineering degree and a minor in mathematics, but this book introduced me to some new areas of mathematics. It also helped me understand some areas that had been confusing before, such as applications of modular arithmetic and linear Diophantine equations. I bought this book in hardback a few years ago for $38. This new Dover edition in paperback at $14.95 list is a steal.
- I bought this book for cracking interview tests. It has all the possible types of problems that can be asked in an aptitude test. The author explains the solutions in great detail and also explain how similar problems can be solved.
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Posted in Games (Friday, September 5, 2008)
Written by Robert Epstein. By McGraw-Hill.
The regular list price is $21.95.
Sells new for $12.01.
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5 comments about The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation.
- Thank you, Robert Epstein, for demythologizing creativity. As a writing teacher I found this book very helpful in several ways. The games are fun and each one makes a strong point. My students respond to the core competencies with excitement and gratitude and most can't wait to develop these concrete skills. I've found nothing better for tackling the problem of "writer's block." I have used this book with students in classroom and workshop situations and recommend it to managers who want to jump start their employees' creativity.
- It is probably no accident that Robert Epstein's _Big Book of Creativity Games: Quick, Fun Activities for Jumpstarting Innovation_ appears at first glance to be a book for children. Its title, colorful cover, and interior design are reminiscent of children's books. While many of the games can be used in classrooms, the primary audience for the book is adults -- people who want to improve the creativity of those in their businesses or other organizations.
The forty-eight games in the book are based on Epstein's Generativity Theory. His ideas about the creative process grew out of his laboratory research. In addition to refuting popular myths about the creative process, Epstein identifies four core competencies that help individuals express their creativity (plus four more competencies to nurture creativity in others): 1. Capturing new ideas 2. Challenging yourself so that new ideas emerge 3. Broadening your base of knowledge and experience 4. Surrounding yourself with an environment -- both physical and social -- that encourages new ideas Despite the fact that the book is grounded in theory and research, the information it contains is practical and easily accessible. The book is written in lay terms, and the information is as easy to understand as the juvenile format leads you to expect it to be. The games are categorized by purpose (such as "convincing people that they're creative") and by core competency. It is easy, therefore, to find games to fit a particular need. Epstein devotes about three pages to each game, providing a summary of the game, its objective, the time required (ranging from 5 to 90 minutes), the materials needed (generally readily available), the procedure, and discussion questions. The discussion questions are indeed a key feature of the book, for the games are intended not only to boost creativity but also to demonstrate creativity's basic principles. Epstein places a high premium on failure. He says that failure causes us to recall past methods of dealing with a problem -- and often discover a new solution. Without failure, creativity is not needed (remember the Apollo 13 mission). Many games involving the second competency, Challenging, deal with managing the frustration and other negative emotions that often accompany failure. In addition, the book includes an abridged version of Epstein's Creativity Competencies Inventory for Individuals (ECCI-i) along with a self-scorer. These tools are effective for evaluating a person's overall creativity and each of the four competencies. It is easy, then, for a person to see which areas would benefit from development.
- This book was a total disappointment. I have never written a review online before, but if I can stop someone from buying this series I will feel like I've saved someone their hard-earned dollars. The subtitle says "Fun Activities for Jumpstarting Innovation". It should have said "Invent your own games because we don't have any good ones to tell you about". At least half the games were not games at all, but instructions for the participants to CREATE THEIR OWN GAMES!!!!! I COULD HAVE DONE THAT! One after the other are worded as follows: "Participants design and carry out their own exercise to demonstrate the importance of _____ for the creative process" -- (insert chapter topic in the blank). Sorry, that doesn't help me at all. STAY AWAY!
- This book delivers so much less than it promises that I have found it virtually useless in training actual human beings. Maybe it was tested on hares. You would do much better (and be much more creative) coming up your own exercises.
- The book is firmly rooted in science, and the exercises are proof: This is not a cookbook. You need to understand the rationale behind the exercises. The book builds up a coherent set of argument, points to further reading, and is a veritable treasure trove of how to be, and help others be, creative. I highly recommend it.
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Posted in Games (Friday, September 5, 2008)
Written by Barry Tunick and Sylvia Bursztyn. By Random House Puzzles & Games.
Sells new for $9.95.
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No comments about Los Angeles Times Sunday Crossword Puzzles, Volume 27 (LA Times).
Posted in Games (Friday, September 5, 2008)
Written by Louise B. Moll. By Sterling.
The regular list price is $6.95.
Sells new for $3.24.
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5 comments about Cryptogram-a-Day Book.
- If you like puzzles but you can't stand those complicated New York Times crossword puzzles that only my dad can descipher, then pick up this book and treat yourself to something different. Use your intuition and the math-oriented parts of your brain (which are closely related) to figure out the sayings and who said them. Have fun. If you don't like them, just go back to the New York Times and send me the answers. :)
- I've been a fan of cryptograms since I stumbled across them in my local newspaper - this book is a great collection and a good way to occupy your time and mind whenever you're bored or just feel the need to solve something! I really liked it because the cryptograms are for the most part lovely quotes by many famous people - you'll be treasuring the quotes long after you've solved the puzzle. The only thing about this book is that - the title isn't true - once you buy it you won't be able to limit yourself to just one cryptogram a day, that's for sure! Definitely a great catch and one to look into.
- I was VERY DISAPPOINTED in the the Cryptogram-a-Day Book. It did not have the hint letter to start the puzzle off.
- I've been doing the cryptograms in this book on & off for quite a while now. I tend to go from one type of puzzle to another - enjoying each type for a month or two, and then moving on to something else. For the last several months, I have been engrossed with Sudoku puzzles (a numbers/logic puzzle), and have only recently moved back to doing cryptograms again...
So, I got out all of my cryptogram books, dusted them off, and jumped right into the fun of decoding again (smile). I had forgotten just how much fun (and sometimes frustrating) cryptograms can be!
"Cryptogram-A-Day Book" is filled with puzzles that, when solved, reveal an interesting quotation, as well as the person known for creating it. It's arranged by date - with one puzzle for each day of the year. It appears that the author's intention was that us cryptogram-lovers would do just 1 of these puzzles per day... However, for me, I just dig right in, and do as many as my spirit moves me to do.
The only reason I gave this book 4 starts instead of 5 is because there are no hints in the back - all you get is the full solution. And, if you're anything like me, your eyes wander and you wind up seeing more of the answer than you wanted. I've become accustomed to the books that offer you 1 or 2 different hints that you can use if you become stuck, before having to go to the full solution.
Overall, I think this is a good cryptogram book, and I really like the fact that many of the solutions are quotes that are inspiring, or lead one to ponder. So, if you enjoy cryptograms, I recommend you give this book a try.
- I have been doing cryptoquotes for awhile now and this book was great! I am someone who does not like any hints. I keep going until I get it! I recommend this book to anyone who is an avid "cryptoquoter"
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Posted in Games (Friday, September 5, 2008)
By Osprey Publishing.
The regular list price is $17.95.
Sells new for $6.94.
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5 comments about Airbrush Painting Techniques (Modelling Manuals).
- The book is the regular Osprey size paperback with Beautiful full color Pictures Each chapter is mostly step-by-step pictures with some text.
One chapter shows an airbrush being disassembled. Another is step-by-step on how to build your own silent compressor. One chapter has to do with mixing your own colors. The book seems to be more aim at general airbrush user instead of the scale model builder. I would have preferred more on thinning paints and setting pressures. I do not recommend it. The Testor's manual on plastic model building is more useful. It has a great chapter on troubleshooting and how to tell if the paint is too thick or thin, or if the pressure is too high or too low. I think the Kalmbach Books' Painting and Finishing Scale Models is the best value on how to paint. I'm still looking for a book that will help me become a better airbrusher.
- The book has some good basic knowledge about airbrushing. I highly recommend it to any beginners like me that don't know how to use an airbrush.
- I am very happy to own this book which explains how to professionally paint human figures and aircraft with airbrush. Very important issue while modelling is using acrylic paint with and without airbrush. In this book you can find satisfactory explanations. If you want to be a professional model painter you must have this book.
- This book is able to teach new techniques that can help in your hobby's. It is easy to understand but ther are other book's that give more information to help you with your projects.
- I bought this book for the "building a silent compressor" portion alone. I had no idea where to start, and it was worth the price in itself just for that. I really didn't read the rest of the book. I don't paint models unless they are human ones, and that isn't in the book.
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Posted in Games (Friday, September 5, 2008)
Written by T.S. Luikhart. By Fantasy Flight Games.
The regular list price is $39.95.
Sells new for $26.37.
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2 comments about Dark Heresy: Purge the Unclean (Dark Heresy).
- The production value of the book is well worth the price. I am amazed by the high-quality of what has been put out by the DH line so far. This is not an FFG reprint, but the original Black Industries printing distributed by FFG. This has more new backgrounds to create characters. It also had package deals for starting characters, alternate career paths, elite advance paths, as well as a new career . Furthermore, the equipment section is to drool over...A must for PCs and GMs alike!
- This book contains THREE excellent adventures for the Warhammer 40,000: Dark Heresy role-playing game. All of the adventures take place in the Calixis Sector (i.e., the setting from Dark Heresy). The first adventure, Rejoice For You Are True, is an investigation into a heretical cult. The second adventure, Shades of Twilight, is a fast-paced adventure full of combat and danger within the corridors of a warped space hulk. The characters are even assisted by a Space Marine! The final adventure, Baron Hopes, is a horror-filled look into the corruption of Chaos and rebellion against the Empire.
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Posted in Games (Friday, September 5, 2008)
Written by Eric L. Boyd and Ed Greenwood and Christopher Lindsay and Sean K. Reynolds. By Wizards of the Coast.
The regular list price is $34.95.
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5 comments about Expedition to Undermountain (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Adventure).
- We're sitting here at the end of the adventure, after loads of work and effort put into interpreting 200+ pages of material, and the over all player response is, "That's it?" As the DM I've never had to work so hard to bring an adventure to life. In the end, though, neither myself or my players feel we have much to show for it. Eight levels of character development have pretty much been wasted. It's hard not to be bitter about this product.
So why two stars instead of just one or zero? The book does start off with a fairly good synopsis of the various levels of Undermountain. It's a collection of thumbnail sketches, to be sure, but it's enough to generate some ideas if the DM is ready to invest some work to flesh things out. And the core idea, a major personality in the Forgotten Realms being eliminated, could have easily been the kick-off to something truly exciting.
That excitement never came though. This is such a scattered, non-motivated adventure. The "Encounter Format" is cumbersome and redundant, not user-friendly in the least. And unless your players like to dungeon crawl for the pure pleasure of killing and looting, there's no real reason for them to move from one chapter to the next. The story is elusive even for the person sitting there with the book . . . the players will never have the faintest idea what's actually going on. The book should come with a handout to give to players at the end which explains what they've just spent all their time acheiving.
The cover also suggests that it will take characters from level one to level ten. We just crept into eight by the end, and even at that level nothing about the final chapter was the least bit challenging to them in terms of tactics or combat.
If you really want to explore Undermountain, I'd have to suggest trying to get your hands on older material from the previous edition or playing the Neverwinter Nights computer game. This book feels like the producers of D&D are trying to close the doors on Undermountain once and for all so that they never have to deal with it again.
- I expected alot from this module,considering the backdrop of Hallaster's base of operations-Undermountain.
The module lacks when compared to other recent WOTC releases.I would recommend avoiding this module unless your willing to increase the encounters and storyline.The magic of Undermountain is lost in this compendium.
- This adventure is highly disappointing. It does not live up to the quality of the other adventures currently being published by Wizards of the Coast. The book provides a summary of the established dungeon known as Undermountain and then details an adventure in that setting. The book proclaims that it is an adventure designed to immerse the players in this dangerous and detailed dungeon. However, the actual adventure information is not presented until page 51 and very little of Undermountain is actually detailed.
It appears that almost no quality assurance was applied to this book. One of the most striking examples of this lack of quality is the map of the main inn and entry point for the adventure. The inn, named the Yawning Portal, is supposed to have a huge well that the PCs will use to enter and exit Undermountain. However, the published map not only does not shown the required portal, it does not depict an inn large enough to contain said portal.
The encounters were highly unbalanced and seemed jumbled together with no real thought or planning. There were frequent references to organization, groups, locations, and characters that were not detailed in the adventure. While this may not be a problem for Realms aficionados it reflects poor craftsmanship.
It seems that the writers of this adventure were trying to jam too many ideas into this book for the page count. If WotC had split this book into to a source book and an adventure book the disjointed nature of this book may have been alleviated. However, since I found the adventure itself to be mediocre, this may not have been much help.
- The editor should be hung by the thumbs, that said: This is a truly pathetic product which does not at all capture the flavor of Undermountain. This product was rushed to the shelves without any care for D&D players and DM's whatsoever. The flow is cumbersome, the story lines weak, the writing poor, and no one with an education above 7th grade checked this product before mass producing it. Way to go wotc.
- The 2E undermountain was a grand triumph of dungeon delviness and random encounters. This is a piece of trash that is useful only for a nice sideview map of the whole place, which can be downloaded for free from wizards's site.
Buy the 2e product and update the encounters to your edition of choice, unless you want some really expensive kindling.
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Posted in Games (Friday, September 5, 2008)
Written by Will Shortz. By St. Martin's Griffin.
The regular list price is $9.95.
Sells new for $5.51.
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1 comments about The New York Times Big Book of Easy Crosswords: 200 Light and Easy Puzzles.
- great book, easy to hold and fun to do while TV is blaring! PACKS A PUNCH TOO!
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Posted in Games (Friday, September 5, 2008)
Written by Jean Marzollo. By Cartwheel.
The regular list price is $3.99.
Sells new for $0.61.
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No comments about I Spy Funny Teeth (Scholastic Readers).
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Cabinetmaking Procedures for the Small Shop
Problem Solving Through Recreational Mathematics
The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation
Los Angeles Times Sunday Crossword Puzzles, Volume 27 (LA Times)
Cryptogram-a-Day Book
Airbrush Painting Techniques (Modelling Manuals)
Dark Heresy: Purge the Unclean (Dark Heresy)
Expedition to Undermountain (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Adventure)
The New York Times Big Book of Easy Crosswords: 200 Light and Easy Puzzles
I Spy Funny Teeth (Scholastic Readers)
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