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GAMES BOOKS
Posted in Games (Sunday, July 6, 2008)
Written by Sam Hendricks. By Virtualbookworm.com Publishing.
The regular list price is $19.95.
Sells new for $17.96.
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5 comments about Fantasy Football Guidebook.
- This book is the answer to fantasy football fans questions. It contains valuable information about strategies and tactics.
- This comprehensive guide to playing fantasy football is about mastering the game by following the strategies and rule variations in this book. The author writes this resourceful reference book for all fantasy football fans who desire to succeed at the game. It discusses leagues, scoring systems, draft theories, auction tips and much more. It has all the information you'll ever need to play the game. This book is user friendly and easy to understand. What better way to enjoy the game of football on a higher level. The author is an expert at the game. A Must Read!
- This book is excellent! I am new to fantasy football and I usually purchase a few books on any new subject, but not in this case. It is the only book I've needed to feel comfortable on all aspects of the game. Every phase is covered in great detail, and I was very prepared for the draft - more prepared than some of the old timers in our league. Now that the season has started I refer to it constantly and I'm doing great. It also covers advanced topics so I know I'll be using this book for many seasons to come - I highly recommend this book to anyone who is serious about learning and winning in fantasy football!
- This is the first book to explore every possible fantasy football topic. I know that sounds ambitious but that is exactly what this book does!!!!
Four hundred pages of theories, strategies, tips and rules to make you a better player and a better commissioner or owner. This book has it all.
Chapters on:
-Scoring systems
-Ranking players
-Advanced Draft theories (VBD, AVT etc)
-Start/bench strategy
-Free agency upgrades
-Auction tips
-Auction strategies
-WCOFF, NFFC and AFFL
-Rule variations
-Commissioner tips
-IDP Leagues
-Keeper/Dynasty Leagues
and much more. It has something for every level of player.
This book has been described as a "thinking mans fantasy football book". I take that as a huge compliment. That is exactly what I set out to do. I wanted a comprehensive book that went beyond the basics of fantasy football. A few years ago, I searched for a reference book to explain everything about fantasy football and when I could not find such a book, I decided to write it. Over two years later and you have a hardback or paperback, 400-page reference book to refer to year after year, authored by an individual with a .725 regular season winning percentage at the prestigious World Championship of Fantasy Football (WCOFF).
Am I biased? You bet I am. I wrote this book. But over 500 other people have bought it in the past 6 months so I wanted to invite you to check out the "Search inside feature" on this web page or ask a friend about it or go to a bookstore and leaf through it and make up your own mind.
I promise, you will not be disappointed.
- Fantasy Football Guidebook is a great book. I have participated in fantasy football for several years. This year, however, my wife decided she wanted to learn the "game" and draft her own team. She bought the Fantasy Football Guidebook to help her learn the game. Eventually, she was spouting strategy and making decisions based on issues I'd never considered. So I decided to read the book, too. Wow! Not only did I learn a great deal more about the game itself, but I have continued to use it as a reference throughout the season. This book is the only source you need, whether you're a rookie or a veteran. Many thanks to Sam Hendricks and his team of professionals. His style is smooth and light, and the added humor is refreshing.
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Posted in Games (Sunday, July 6, 2008)
Written by Jack H. Koehler. By Sportology Publications.
The regular list price is $26.95.
Sells new for $26.94.
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5 comments about The Science of Pocket Billiards.
- Sometimes people feel that explaining wonderful things makes them somehow less magical, as if a bit of knowledge could rub the awe off of us. I'm inclined to disagree and fortunately for me, there's a whole genre of books devoted to the related jobs of explaining the wonderful and unravelling the mysteries behind ordinary stuff.
This book stands out in that world and also in the world of books about pool. The author has taken the ordinary, sometimes despised game of pocket billiards and subjected its truths to rigorous experimentation. He built apparatus for standardizing speed and direction of balls and developed a simple device for recording where balls struck a cushion.
Koehler's attention to details is pretty wonderful in itself. Consider this: "Theoretically, the center of the tip doesn't need chalk because it makes contact with the cue ball only when it's struck dead-center. When the cue ball is struck dead-center, there's no chance of the tip slipping off and thus, no need for chalk." A tiny matter? sure. Admire the mind behind it? you bet.
The same thorough approach can be seen in chapters like
1. Equipment
2. Shooting stance and technique
3. Pocketing the object ball
4. Shot selection
5. Cue-ball deflection path
6. English
7. Positioning the cue ball
8. Rail shot
9. Combination shots
10.Bank shots
If you love the game or if you simply marvel at a job well done, this is a book for you. Any pool player will find his or her appeite for practice increased and game improved
Lynn Hoffman, author of The New Short Course in Wine from Prentice-Hall and bang-BANG, a novel from Kunati to be published in 2007
- First of all, please excuse my English - it is not my native.
I've bought this book and really happy with this purchase, even Byrne's books were not even close to improve my skills in pool. The were commercially composed so that I had to buy more and more books, but fortunately I've found "Science of pocket billiards". Beleive me, its amazing, right now with a small practice after reading this book I beat my friends.
The best one.
- The book is very comprehensive going into a lot of detail and at times is very technical. There are lots of tables and statistics. However, it does a great job of explaining how the various aspects of the game impact the outcome of each shot. Things like cue ball and object ball movement, best cue stick positions for type of shot, how english and top and bottom spin impact cue ball placement, and much more. If you focus on the less technical aspects taught in this book you will come out with a much better understanding of how to shoot better pool. I'm still reading it but have learned alot and I consider myself a better than average pool player already. It is at times tough reading but you can get into it as deeply as you desire and several readings over time will glean more information.
- This technical guide is full of tables and statistics, along with lots of tips to make you shoot a better game of pool.
- I purchased this book as a total beginner to pool and it has really jumpstarted my learning process. Normally I'd have learned by trial and error and would eventually develop a 'feel' for it. This book explains scientifically, geometrically and physically what is taking place on the table so that I understand what it is I'm attempting to make happen. Feel will always be necessary, that's much of the fun, but understanding the logic behind each shot is a great guide and really helps me get back online when I lose that elusive feel.
Koehler's book starts with the basics of equipment and terminology and proceeds through technique, strategy, psychology and more. One thing that I really like is that the book offers many alternatives so that I can choose the ones that suit me best, or have options when my usual approach isn't available. The author offers some opinions on which might be a better choice but provides enough information on each to allow an informed decision.
Though I'm still a beginner I am confident that this book would benefit players of all levels. I've got a pool buddy (also a beginner) that lives a few hours away. I sent him a copy of this book so that I won't have an unfair advantage next time we get together!
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Posted in Games (Sunday, July 6, 2008)
Written by David Hodgson. By Prima Games.
The regular list price is $14.99.
Sells new for $75.00.
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5 comments about Resident Evil Code: Veronica X: Prima's Official Strategy Guide.
- In this guide I found my dream book. it has everything I could possibly want, Weapons, enemy list and absolutely NO major plot spoiles!! I would recommend this book to anyone who has the game!!
- Good Guide with terrible misconceptions about certain things in the game.
- I would get this guide if you are stuck on some parts. It has lots of cool information like weapons and items. It also has a sealed secret section. It is a complete stradagy guide
- This guide is the only guide that I've read that has everything a guide should have. It has an enemy, weapon, item and character index and it doesn't give away the ending of the game. It tells you what herbs to mix and the result of mixing them. It tells you where to find the weapons and their ammo. The maps are also very well done. They tell you where to find herbs, weapons/ammo, and save points. This guide also tells you what attacks the enemies have and it gives you strategies for defeating each monster. The only thing that they didn't have was a map for Evil Claire in the minigame you get to play after you beat the game(can't remember name of minigame).
- I actually never needed this guide much. The explanations were a little confusing, and it made me wanna sell my game (which I did). Want my honest opinion? Look for some online guides. It's free and will do better.
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Posted in Games (Sunday, July 6, 2008)
Written by Doug Stoffel. By Creative Teaching Press Inc..
The regular list price is $14.99.
Sells new for $9.73.
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No comments about Seventh Grade Math Minutes.
Posted in Games (Sunday, July 6, 2008)
Written by James Vigus. By Everyman Chess.
The regular list price is $25.95.
Sells new for $10.55.
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3 comments about The Pirc in Black and White: Detailed Coverage of an Enterprising Chess Opening (Everyman Chess).
- Former British Junior Champion James Vigus presents The Pirc in Black and White, an in-depth strategy guide for intermediate to advanced chess players concerning the special counterattack to White's most popular opening move, 1e4. Built upon a strategy of allowing White to build a large pawn center only to undermine it by attacking with pieces and timely pawn strikes, the Pirc is potentially devastating yet carries a heavy risk of simply being swamped by the central attack. The Pirc in Black and White explores the many variations of the pirc and how to defend against it, with numerous diagrams and sample games to illustrate principles and examples - indeed, virtually every page of The Pirc in Black and White is devoted to displaying sample games. Enthusiastically recommended for anyone seeking to fine-tune their chess-playing skills.
- This is not a book you will read cover to cover. It is a highly technical and comprehensive resource book for this Hypermodern chess opening. If the library treated it like other books, it would be in the "reference" section and they wouldn't let you check it out! For the same reason the library makes you use Atlases, Dictionaries, Thesaurus, etc on premises. You would have keep the book there, because it's simply too valuable to allow one person to take it home. If you use this opening as Black or fight against it as White, you simply must have this. It's a very THICK book because it is providing broad and deep coverage of one of the most confusing, slippery and dangerous opening motif's in all of chess. You won't be sorry you invested in this critical resource!
- I have found this a very useful book. It is comprehensive and balanced, and that is important if you are playing the Pirc as black. One needs to be realistic. This author is realistic.
The book teaches the various pawn structures that are likely to appear, with each having a its own charasterics. While I rate the book as excellent, my only regret is that the author does not spend more time - including diagrams - showing the various key squares, for black and white - in these pawn structures. That might help a reader learn the key squares and themes.
Other than this, I am highly satisfied the book and have spent quite a bit of time with the book.
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Posted in Games (Sunday, July 6, 2008)
Written by James Jacobs. By Paizo Publishing, LLC..
The regular list price is $17.99.
Sells new for $11.15.
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1 comments about Pathfinder Chronicles: Guide to Korvosa (Pathfinder Chronicles Supplement).
- This is a great supplement for both budding and experienced Dungeon Masters alike. It's perfectly laid out in chapters that tell of all the encounters that could happen to characters even before they explore any catacombs or ruined castles in the written adventures.
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Posted in Games (Sunday, July 6, 2008)
Written by John Chambers. By White Wolf Publishing.
The regular list price is $34.99.
Sells new for $20.83.
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5 comments about Scion 1 Hero (Scion).
- A very nice book.
The fiction is simply amazing. I love the way they portray Eric so similar to the Legendary Thor.
Teh concept for this book is amazing, and a tip of the hat to American Gods and Anansi boys.
Thye mechanics are fairly simple, if you've ever played Exalted, or the old WoD games. Weapon selection could be larger, though.
Only thing that could have made this better, would be to introduce more Pantheons. The Hindu gods were visibly absent here.
- Scion:Hero
Roleplaying games are facilitators of imagination. You immerse yourself in a charachter in a certain genre of fiction; from high fantasy, to post apocalyptic science fiction. This charachter is typically a protaganist in a story that unfolds in real time. Most people reading this probably know these basics...
When people think roleplaying they typically think Dungeons & Dragons. High fantasy that has roots in Tolkiens LOTR for it's various settings. But lately World of Darkness and White Wolf Studios are becoming just as much a common name, due to the settings of casting the role of the charachters as the typical antagonists. Spirits, Vampires, Werewolves...pulling from various sources they created there own genre of personal horror.
This is nothing like either. This is Scion.
The setting is contemp modern day. Your charachter is a son or daughter of a God or Goddess from Greek, Egyptian, Norse, Aztec, Voudoun, or Japanese cultures. They Gods have been busy away from the earth fighting the escaped Titans of Greek Myth fame. Your divine heritage drives you to the Heroes that the world has been lacking, as the fates pull you to where you are needed. With roots in the primal stories of the most evocative mythologies the stories this game allows you to create and take part in are intense.
Highly recommended.
- Scion is like cable tv. In order to get what you want, you have to buy a package that contains a lot of stuff you don't want, don't need, will probably never use and which only serves to drive up the price of the total package. Ideally the Scion manuals would consist of a player's handbook, a separate Storyteller's guide, and maybe a softcover campaign pack. Unfortunately that's not how the Scion books are packaged. Instead all three of those elements are combined into a set of three books which are divided based on power level rather than target audience. What that means is that if you're a player, you've still got to buy all three books, with a combined list price of over $100, just to get the full 200-250 pages of information (100-150 pages from Scion: Hero and 50 pages each from Scion: Demigod and Scion: God) that players need. That's not very good value for your money. For Storytellers the situation is a little better. Most Storytellers will find about half of every book useful because they'll be getting an additional 200-250 pages of information aimed at helping them run an ongoing Scion campaign. Still not that good a value in my opinion.
So what about the other half of the content in the Scion books? Well, each book begins with around 40 pages of mediocre fiction that you'll probably read once, if you read it at all, and then never look at again. The rest is a mini-campaign. The inclusion of this campaign completely baffles me. Its like the folks at White Wolf don't understand how roleplaying groups work. While its customary for RPGs to include a few sample adventures that GMs and Storytellers can use as a basis for creating their own adventures, I've never seen anyone devote half of every game manual to a campaign and with good reason. First, there's absolutely no reason for anyone in the group to have a copy of the campaign except the Storyteller. Its a waste of money for every person in the group to buy a copy. Second, campaigns are one shot items. You use them once and then discard them because you really can't run your players through the same adventures over and over again. So who wants to buy a campaign packaged in an expensive hardcover format? Finally, this particular campaign assumes your players will want to use the characters provided instead of creating their own which is simply unrealistic. I've never seen players opt to play pre-generated characters unless the characters in question are popular figures from some favorite book, movie or television show which these aren't. What's really annoying about the campaign is that there's so much other material that White Wolf could have included in its place that would have been of more use to players and Storytellers alike. More Pantheons, more Purviews, more Boons at every level, guidelines for setting Scion campaigns in different time periods ranging from the distant past to the far future, and so on.
If you're a Storyteller, you'll want to buy all three of the Scion books. And be prepared to spend a lot of time flipping back and forth between books while you try to remember where a certain bit of information is located. If you're a player, I can really only recommend buy Scion: Hero. The other two books just don't contain enough player information to justify spending a lot of money on them.
- This book is a prologue from Scion Trilogy...
Different from any White-wolf games, Scion gives hope to achieve...
So, for a powergamer RPG pen n paper, Scion is a must play games...
- Scion: Hero is the first installment of the Scion series, to include Demi-God, God and soon to be released Companion and Ragnarok.
I'm going to break down the book by a few categories, feel free to use the headings to guide you, or read it all.
Presentation:
The book is beautiful. The cover art and depiction of the deities is wonderful and illustrations throughout highlight scenes of gameplay and are generally entertaining. Very similiar to the new World of Darkness books.
Concept:
The gods of old (Japanese, Aztec, Loa/Voodo, Greek/Roman, Egyptian, Norse) have been preparing for war with the recently escaped Titans whom they'd sealed away for thousands of years. In step with their preparations the gods of come to the material world to create children endowed with some of their god like power and the ability to transcend their own human limitations to god hood. These concepts should be pretty familiar to someone who has read American Gods by Neil Gaiman or who has played Exalted. Some of the other themes of the game include coming to terms with your divine heiritage, creating a legend for yourself as you grow in power, and the idea that fate has a purpose for all of the scions.
System:
The system is -VERY- similar to the Exalted 2nd edition system. It is not terribly unlike the new WoD system and with a working knowledge of old or new world of darkness the game should be a breeze to pick up, combat works differently and the difficulties are set and different but otherwise it's very simliar. The combat system can slow things down a bit, but my group has never had any real complaints. I would recommend that your players (and you for NPCs) write down dice pools and page numbers to help speed things up. As you become more familiar with the ins and outs combat speeds up dramatically- sure it's probably still slower than D&D 3.5 but it's also epic and entertaining instead of the same old grind (IMO).
"Powers": This section is a quick snapshot of the cool abilities that Scions have. First, Scions get their powers from their ever growing Legend, which is both a trait and an expendable value of points. Legend allows players to fuel their powers and also add dice to rolls, reroll, or improve defense value (an armor class of sorts). Willpower works much like it does in other White Wolf systems, and virtues can also aid the character.
'Super powers' if you will are sort of divided among 3 areas.
The first of which are boons. Boons are special powers relating to certain purviews (Sky, Earth, Death, Moon, etc) and at this phase the power's aren't PHENOMINAL but are very handy and if used by a clever player can make quite a difference.
Next are Knacks. Players get Epic Attributes (Herculean Strength for example) and in addition to getting bonuses for sheer strength, wits, charm etc they get super human knacks associated with the attribute.
Lastly are birthrights. These include animal companions (i.e. Pegasus), followers (spartan warriors), guides(obi-wan kenobi), and relics. Relics seemed the most interesting and most important. They have two ratings, one might improve the over all accuracy or damage of a weapon, while the other allows the Scion to channel purviews and use their boons. An example would be a katana that allows access to death and fire puriews that is also enhanced in accuracy and damage.
Here's a few quick guides as well
If You've Played...
Dungeons and Dragons- this game will seem off because of the modern settings and in general White Wolf games allows for more creative and innovative playing (and story telling). Instead of just throwing fireball to wipe out a horde of enemies try collapsing the ceiling, instead of just attacking the game rewards you for being descriptive in your actions.
Exalted- Some people call Scion Exalted modern, which isn't too difficult to see. Instead of different parts of the solar system representing deities it's the gods of old (see above) and you won't be AS impressive to start with but it adds to the excitement.
World of Darkness- The system will be a bit different unless you have Exalted under your belt, but shouldn't take long to figure out. The game can easily catch the darker themes presented in WoD but can be more light hearted as well, playing to a more heroic crowd than sulking goths but that's not to say the game is all sunshine and rainbows- Scion can be a very dark game indeed.
In conclusion Scion is a great game with diverse attractions and easily correctable flaws. Pace of combat can be corrected with experience and attentiveness, extra Pantheons can be found as fan published materials on the scion wiki and story ideas can be drawn from numerous sources.
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Posted in Games (Sunday, July 6, 2008)
Written by HINKLER BOOKS. By Hinkler Books.
The regular list price is $2.99.
Sells new for $0.92.
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1 comments about Sudoku - Red (Sudoku).
- Nice quality book. Good puzzles. Quite pricie for such a small book.
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Posted in Games (Sunday, July 6, 2008)
Written by Anatoly Karpov. By Edition Olms.
The regular list price is $39.95.
Sells new for $24.79.
There are some available for $28.09.
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No comments about My Best Games (Progress in Chess).
Posted in Games (Sunday, July 6, 2008)
Written by Oliver Galang. By CreateSpace.
Sells new for $6.99.
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5 comments about Card Counting: The Real Truth in Blackjack.
- This book had a tremendous impact on me. The author has an eloquent way of telling his life story while teaching the reader the fundamentals on how to count cards. I'm not even a gambler and reading this book makes me want to try some of the tactics he teaches! With the release of that new movie "21" I'm even more interested now to play against some of my friends for money.
- A tragic tale conveyed by a poetic genius. Although short, the story is gripping and refuses to let you go. The chapter titled "Strippers" is my personal favorite, exposing the many pleasures of becoming gambling elite.
- Thank GOD you wrote this book. I've been waiting for a book like this to come out for a long time now. Without giving too much away let me just say, that not only did this book save me money but it also kept the good times rollin... Mr. Galang you truly are a master at the art of gambling!!!
- I was hoping the raves of this guy's "wealth" of experience would give me some insights into the world of card counting and blackjack. Come to find out this guy can't even fill up twenty full pages of the book that is already paper-thin. Seriously read the excerpt and that is pretty much the format for the entire book. Not to mention all of his statistics... oh wait yeah he didn't have any. All you have to go on is his word, which doesn't seem to be worth much. Just save your money....
- Featuring exquisite interpretations and vivid details of the life of a high roller, this outstanding author allows the average reader and gambler to accompany him along the journeys and perils of being a high roller Card Counter. This is a book for all age groups (that are able to gamble) to enjoy and appreciate. Its themes are universal and his opinions are both realistic and comforting.
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Fantasy Football Guidebook
The Science of Pocket Billiards
Resident Evil Code: Veronica X: Prima's Official Strategy Guide
Seventh Grade Math Minutes
The Pirc in Black and White: Detailed Coverage of an Enterprising Chess Opening (Everyman Chess)
Pathfinder Chronicles: Guide to Korvosa (Pathfinder Chronicles Supplement)
Scion 1 Hero (Scion)
Sudoku - Red (Sudoku)
My Best Games (Progress in Chess)
Card Counting: The Real Truth in Blackjack
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