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GAMES BOOKS
Posted in Games (Wednesday, July 23, 2008)
Written by David Sklansky and Mason Malmuth and Ray Zee. By Two Plus Two Pub..
The regular list price is $29.95.
Sells new for $11.50.
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5 comments about Seven-Card Stud for Advanced Players (Advance Player).
- Thanks to the explosion of no limit hold-em it is becoming difficult, if not impossible, to find a seven card stud game -- even in Las Vegas! In Laughlin, you'll only find it at the Colorado Belle and then rarely more than one table. It's tough being the red-headed stepchild of poker. Still, if you're lucky enough to have a stud game in your local area, or you are an online player, purchasing this book is money well spent.
Sklansky is frequently criticized for having a dry writing style (and rightly so, I suppose) but he's one of the best poker authors because he has the ability to take sophisticated concepts and break them down in ways that are concise and easy to understand. In regards to the game of seven card stud, this book mimics his masterpiece, The Theory of Poker, in many ways. Of course you'll get the information on how to play the various betting rounds but, more importantly, you will also learn how to think like a winner. This won't likely be evident your first time through the book. Only later, and with a few losses, will his ideas hit like a lightbulb.
I'm a little annoyed at the last third of the book, a Q&A session that's repetitive and mostly filler in my opinion. Plus, there is much that could be written about the game that I haven't seen in any book. Until that book comes out, this is still the best.
- I've been at it for weeks and I'm still not all the way through this one. It's probably the hardest read I've encountered in over 20 poker books I own. The info is there... in GLORIOUS detail, but it's tough getting through it without brain paralysis at some point. They talk about playing all kinds of hands I'd rather just discard, especially in a low-limit game where many other players are loose.
- Unlike Hold 'Em, the general game-play complextion of stud has remained the same over the years, through the "poker boom". This book was written about 18 years ago yet it rings just as true today as it did the day it was printed.
The real beauty of this book is that it outlines a fundamental, winning strategy. It lays the perfect foundation for advancing your stud game the right way, as opposed to the "hard way". Many instructional books aren't much more than philosophy or abstract "advice"- not the case with 7CSFAP. This book tells you what you need to do and when you need to do it.
It is also careful not to be too rigid- it explains when there are times to deviate from what might otherwise be considered to be the "optimal" play.
One slight warning- this book has "For Advanced Players" in its title for a reason. While your typical poker nut won't have any problems comprehending it and putting it's great information to use, this is not the book you want to buy if you're just learning how to play stud.
Definite five star rating.
- I do not agree at all with the other reviewers who say that beginners should read less difficult material before this one. There has been written so much nonsense in poker literature. In Texas Hold'em for instance beginners will instantly get confused about strategy, because of the nonsense advice spread over the Internet, in commentaries of major live tournaments, in poker videos and hundreds of popular books.
The beauty of good poker books is that they train you to think about poker situations, besides giving you a template on how to play your hands. Aside from Chip Reese's section in the original Super System, beginners should NOT start with easier material on stud. Learn to think properly right away, instead of getting confused with lesser quality material. Read Chip Reese's section in SS1 as an introduction, completely understand Sklansky's Theory of Poker and then put some effort into reading this book. As motivational speaker Jim Rohn would say, "don't just read the easy stuff, you might be entertained, but you won't grow." If you are not intelligent enough to understand this book, then don't give up your day job just yet.
- This will be short:
Playing stud is a real challenge. This book breaks it down to the core. You will understand and even come to love this aggravating game. LOL.
This book provides pot odds, variance, cards that out, how to bet according to the cards showing ect. It really will stimulate your mind.
However, this book recomends a very conservative play style. So if you are a loose aggressive player this book will make you want to tear it in half.
-George Johnson
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Posted in Games (Wednesday, July 23, 2008)
Written by Alan N. Schoonmaker. By Lyle Stuart.
The regular list price is $15.95.
Sells new for $7.64.
There are some available for $6.50.
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5 comments about Your Worst Poker Enemy.
- This is a very good book. Everyone that plays any game should read this book. You can be your worse enemy as the book says.
- This is a great book, both for poker and life itself. Finally, a book that screams at you to take responsibilty for your own actions. Imagine how nice it would be to play in person if everyone had read, and lived, this book. I am not sure that there is anything earth shattering here, but it is very in your face in effort to make us realize that only we are responsible for our long term results. Thank you.
- I have to admit that I've been on a poker book buying binge as of late and wasn't really expecting much from this book.
I read it from cover-to-cover in one sitting and it's a solid book on controlling yourself at the table.
Seriously a good read.
- Schoonmaker's writing is didactic, condescending and opinionated. He lectures as if he's a school principal admonishing an errant pupil. His approach to "helping" you boils down to: your results at poker are disappointing because you overestimate your abilities, rely too much on intuition, spend too little time studying the game and believe in luck. He argues that if you believe you have great intuition, you're memory is too selective and that it's actually hurt you more than it's helped you. Logic is essential, but ignoring intuition - the vast subconscious mind and all it has to tell you - is nonsense. Amazingly, Schoonmaker opines that you should spend more time thinking about your own limitations than exploiting those of your opponents. By focusing on exploiting your opponents' weaknesses, you will minimize your own weaknesses. I just finished writing a book on cross-examination for criminal defense lawyers; rather than tell my readers why their results are so disappointing (which is negative feedback and incidentally I don't know that their results are disappointing), I teach them how to think about strategy, exploit or cripple witnesses, and persuade the jury - all positive direction. Schoonmaker offers little positive direction. He freely admits he's not a great poker player, but insists that neither are you. If you think you're a great player, you're denying reality. I threw the book in the trash (I've never before thrown a book in the trash). It was a total waste of time to read and his ideas on categorizing players as tight, loose, etc. are unnecessarily complicated. After ten hands, I usually know if a player is loose or tight.
If you want to improve you're better off buying Harrington's three volume set on No Limit. Without being condescending, he teaches you how to evaluate your own hand, put an opponent on a hand (or at least narrow it down), how to bet for value, ect., and think about poker in general. His writing is so conversational and, at times, witty, it was a pleasure to read. I couldn't recommend Harrington more highly.
- I agree with the other reviewer who felt Schoonmaker's tone was condescending and his analysis too rigid (I really take issue with his definition of "intuition"). In all fairness to Mr. Schoonmaker, I have not read his other book about being your best friend at the tables, but this book is not a good read for experienced players who are trying to improve their game or lift themselves out of a downturn.
Schoonmaker's characterization of prominent poker players like Doyle Brunson and Chris Ferguson as either intuitive or logical is also inaccurate (as the other reviewer noted) and he doesn't seem to understand the "art" of poker that only develops from a passion for the game, a willingness to learn and be humble at any stage, and the heightened perceptiveness (often called "intuitive" or "feel") that comes from spending a lot of time at the tables.
Schoonmaker seems to think there is only one way to approach poker -- from a purely logical standpoint. And in many respects he is right. But he does not allow for the creativity that comes from practical experience (I would say Doyle Brunson is more like this than an "intuitive" player). For the intermediate or even advanced player, I would suggest reading The Poker Mindset by Ian Taylor and Matthew Hilger, respected authors and experienced players themselves.
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Posted in Games (Wednesday, July 23, 2008)
Written by Steve Kenson and Ramon Perez. By Green Ronin Publishing.
The regular list price is $39.95.
Sells new for $19.47.
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5 comments about Mutants & Masterminds: RPG - 2nd Edition.
- Although I'm not very fond of the d20 system, this rulebook makes a remarkable exception. The writers have wisely simplified the system, removing "hit points" and all the "levels" and "classes", what makes the game faster and gives the characters much more width.
I must admit that most of the new things this system offers, are not really new. I believe many concepts have been taken from one of the finest rule systems ever created, FATE, including the Hero Points, the easy damage track, and some details that fit very well in this version of the d20 system.
The way it deals with the powers, a typical problem in super-hero RPGs, is very good, and the book provides a huge array of powers and very well balanced through the "Power Level" of the character.
The last remarkable issue is the Superlink license, which allows anyone to publish easily, and with the authors approval, any kind of material. Great adventures and settings are available really cheap (about $5) in PDF, with a lot of quality.
Overall, a very good book with a lot of fresh ideas. Great system, great design, and great art. Only a tiny complaint, it takes a considerable effort to make the first couple of characters.
- The M&M 2nd ed. book is simply an amazing RPG. Using a point build system, it allows for complete freedom to create and customize not just your character, but also their individual powers. You can also faithfully recreate virtually any superhero or anime character if you wanted.
The "balance" in the system between powers is remarkable, considering the freedom given to character creation, and how insanely powerful some comic book villians can be.
I do have two complaints however.
All the freedom to create your character almost encourages players to make characters that try to abuse the point system, tacking on flaws to reduce power costs, while trying to circumvent the negative effect of the flaw in some way. Though the system is very good at making power flaws exactly that, there are a few small holes that, baring omnipotence on the part of the creator, are bound to crop up in any RPG.
I strongly recommend that any GMs using this system have their players flesh out their character concept BEFORE letting them see the power list or even open the book, as I find this makes for more exciting and "theme based" characters, rather then "functionality-utility-handle-any-situation" characters.
My other complaint is that an average toughness character or villian can easily roll poorly on a "toughness save" (a roll to resist damage) and be knocked out in one hit, as if they had a glass jaw. Since the system uses a d20 as the main (read: only) dice type needed, the roll obviously ranges from 1 to 20, with an equal (5%) chance to roll each number. Since degrees of success/failure on a toughness save are determined in increments of 5, a low toughness character can roll a 20 and laugh off an attack, while a much tougher character can roll a 1 and be severely hurt or knocked out by that same attack. The same holds true for attack and defense, though to a lesser extent. As a house rule, I have been experimenting with rolling 3d6 for attack and toughness rolls, giving a range of 3-18 and making the rolls more consistent (a much higher probability of getting average rolls rather then extremes).
In conclusion, I HIGHLY recommend this book for anyone who enjoys superhero RPGs. In 9 years of GMing I have yet to find a superhero system I like better, and I look foward to a possible future edition.
- I can't believe how great the Mutants & Masterminds RPG is! I have played all sorts of RPGs for ~20 years, and this one is truly special. The Freedom City sourcebook for M&M is one of the best RPG products, of any type, that I've ever owned. Great job, Steve Kenson; great job, Green Ronin!
- For those of you who remember the original Marvel Super Heroes Roleplaying Game and the DC Heroes RPG, this is their progeny. Take the best elements of both systems and put them together and you have Mutants and Masterminds 2nd Edition. It is, by far, the best superhero roleplaying game I have ever played! Religiously faithful to the comics genre and ALL its myriad facets, I would dare say it has a scope as far and wide as comics itself...which means ANY genre you could name could be faciliated by this system...ANY genre. Mutants and Masterminds is simply the best out there.
- I think M&M Second Edition is by far one of the best RPGs I have played in a long time. I run a lot of games myself for D&D 3.0-3.5, Star Wars RCR and Saga Edition (Saga being the current one), and even Stargate on occasion. But by far M&M gives anyone cracking into it the first time a awesome setting with almost no limits.
I say almost because there have to be some limits to your character's powers and abilities, otherwise the rest of the players or the game itself isn't fun any longer. But I don't have to worry about going with one of the pre-made supers in the book, or any classes. However one thing I love is there are those pre-made characters or arch-types that you can look to for inspiration or ideas. The system is so free you can take those arch-types apart and redo the stats to fit your idea as well.
For me I started playing D&D in second edition, fell in love even more in 3.0 to 3.5 editions. Been gaming ever since, and the bottom line is I have played many games, many systems, and had lots of fun. But by far this is the best RPG to be a super hero hands down.
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Posted in Games (Wednesday, July 23, 2008)
Written by Linda G. Hanna. By Middle Atlantic Press.
The regular list price is $14.95.
Sells new for $8.74.
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5 comments about Barbaro, Smarty Jones and Ruffian: The People's Horses.
- Ms. Hanna has written an interesting, informative, and heart warming book about three of America's most captivating horses. Her approach to their individual stories clearly demonstrates her love of and knowledge about horses. She tells her stories so you feel you are there with Barbaro, Ruffian, and Smarty Jones as they experience their triumphs and their defeats, two at the cost of their lives. You find yourself smiling as she describes their winning efforts and close to tears when they no longer can do what they loved the most; run like the wind.
- I purchased this book in great anticipation of savoring the stories of three wonderful horses whose careers I have followed from youth(with Ruffian) to adulthood with Smarty Jones and Barbaro. The book more than surpassed my expectations. The writer is a natural who draws you into the times and the people...each story brought tears to my eyes but in a good way for the wonderful magic and sport that we witnessed in these horses. The book is for everyone-from 9 to 99-horse-lover or eager fan. I thought I would like the book but it ranks up there with one of the best that I have ever read. I will be anxiously waiting for Hanna's next choice-I sincerely hope that one's in the making. A great gift, too.
- This is one of the BEST books EVER written about these 3 outstanding, magnificent Thoroughbreds! Their greatness that touched millions, was gone all too soon, tragically for these 3 youngsters...the author captures every aspect and the research done to compile such a GREAT masterpiece, is like no other! Reading this book, makes you feel like you are a part of it and you just can't put it down! As a Thoroughbred owner/rescuer and avid follower of racing greatness, I learned some things that I did not know or fully understand...the book made me see it more clearly. I only wish the author, who could not have then known, that another untimely death in TB Racing, was about to make history...if that story could have also been incorporated into this book. The "Eight Belles" tradgedy...another story of SUPERB GREATNESS needing to be told; another book for Linda to write? THANK YOU LINDA HANNA*****
- I purchased this book over the Internet. I had followed the careers of Smarty Jones and Barbaro as a devoted fan--Barbaro's death really effected me after so many months of hoping and praying.I thought that this book would give me more information on the lives of the owners, the races of the horses and their appeal to the nation. I would have to say that it was much more than that--it is a CLASSIC. I learned SO much about thoroughbred racing, its traditions, its audience, its attempt to help horses and their legacies. What a powerful and wonderful read!!!! Kudos to the author!!
- the book was interesting but she kind of wrote it twice within one book, short and easy. read in one day.
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Posted in Games (Wednesday, July 23, 2008)
Written by Marc Prensky. By Paragon House Publishers.
The regular list price is $19.95.
Sells new for $11.96.
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5 comments about Don't Bother Me Mom--I'm Learning!.
- Marc Prensky has a lot to say to those of us who are actually open to the ideas he presents --- that our kids are a lot smarter than we are, that they are learning at mach speeds, and that the old-fashioned method of providing them with guidance still works, as long as we know when to get out of their way!!!! I happen to homeschool my 9 year old son, but put his older brother through regular public school... Both of these boys are doing well, but I was worried about the amount of time that they spent on "video games", versus 'pure academics'. My 9 year old also wouldn't learn to read until this year, because he wasn't 'interested'. Now, he's past his grade level, and he's motivated by wanting to do well on his 'games'. In fact, the more 'games' he plays, the more academically inclined he becomes. He likes Homeschool because he likes to learn fast, & in regular school they wanted him to learn slow... Mr. Prensky's book puts this type of brain-wiring into a context that I can not only comprehend myself, but which I find easy to relate to other parents who have similar concerns. It's nice to have a source stating what we'd sort of figured out on our own --- these kids will learn, if we stay out of their way!!!
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I was introduced to the author's work on Digital Natives by a very smart and unusually open-minded colleague at the National Geospatial Agency, and I am hooked as well as relieved.
The greatest complement I can give this book is that my 15-year old, a master of Warlock, saw this book come in the door and immediately took it away from me and read it overnight. He gives it high marks.
This is also the book that inspired me to take Serious Games and Games for Change *very* seriously. Most gamers do not understand the need to work toward an EarthGame that includes actual budgets and actual science, but Medard Gabel of BigPictureSmallWorld gets it, and that's enough for me.
The list of games provided at the end by the author, to create a serious game home learning environment, is priceless. Some may be overtaken by events but the bottom line is that digital learning is vastly superior to rote learning in schools.
I am a participant in three Hacker communities--Hackers on Planet Earth (HOPE) based in New York, Hac-Tic based in Amsterdam, and Hackers/THINK based in California. I have met thousands of hackers over the years, and I am certain that the best and the brightest are not those with straight A's in the current school system, but those that tune out the high school regime by their junior year, and start learning what they want to learn on their own. My oldest son just won first prize in the Fairfax County digital music content, representing his school, but he will not graduate because he refuses to spend time on Algebra 2. He has very high SAT scores, will pass the GED with an almost perfect score, and will take digital music and digital art courses at three colleges in the DC area as a non-degree candidate. I go on at length here because this is both very personal for me, and also a national disaster--our entire curriculum is so out of date, and taught by so many drones, the few master teachers not withstanding, that I completely understand why our national ranking in math and science is out the window, why we have fallen to 7th on the national innovation scale, behind three Nordic countries and three Asian countries.
I admire this author. In a most positive manner, he is telling us the Secretary of Education is quite naked, and what we can do about it. This is a foundation book for any parent of "digital natives."
- Can any good come from video games? Aren't video games the enemy? Should we believe all the negative hype about video games? Mr. Prensky, one of the leading authors in this exciting field of study, convincingly outlines what parents and teachers can learn from video games. This book is an easy and enjoyable read. As a parent and an educator, there is a lot I can learn from video game design. Mr. Prensky outlines numerous suggestions, ideas, and strategies that are applicable to both parents and teachers.
- [this review will be published on Studies in Communication Sciences 1/2008 - www.scoms.ch]
Many kids and teenagers spend a large amount of time with videogames - that is a fact, and calculations indicate that by the time they are 21, average US children will have logged 5'000-10'000 hours playing computer and videogames. Add to this that videogames are impacting the entertainment market more and more as a multi-billion industry and you have plenty of good reasons to want to understand them better if you are a parent or a teacher. If you are a researcher in media, communication or education, and aim at understanding today's media use of digital natives, your work should include understanding video games, and this book can provide assistance in that area. So, are videogames good or bad? Do they enhance learning or do they make children numb and lonely?
After the hit of Digital Game-based Learning (2003), Marc Prensky comes back with a book that tries to give a new perspective to the often too polarized discussion about videogames. Prensky's voice is backed both by the insights of seasoned teacher used to talk with kids of all ages, and by the experience gained as founder and CEO of games2train.com, a company that offers "serious training in a game environment". It's a respected voice in the expanding context of the literature about education and digital games. Moreover, he is an emphatic speaker, with action movie rhythm, good arguments and sometimes claims. The book is worth reading: if you like videogames, you will understand them better; if you think they are dangerous, it will let you think about them more critically.
The book is mainly targeted to parents and teachers, but researchers can find interesting data, resources and ideas in it as well. Many claims are supported by anecdotal evidence, such as interviews with children or parents, only a few with scientifically sound data. This is both the limit and the power of this book: it is effective in showing that a different take on videogames is not only possible, but existing in the experience of many "like us", parents or teachers. The task of proving or refuting many of the claims remains for researchers and their respective methods.
The first point the author makes comes from the Socratic principle of knowledge: before knowing something, we must admit we don't know it. This holds for videogames too: much of the current discussion today comes from people who are not videogamers, and those who fear videogames often do not know even the titles of the big hits. Second, Prensky claims that today's kids are digital natives, while we, who were born in an age when digital media was not present of just surfacing, are digital immigrants. While we keep our "accent" (and for example print e-mails for reading), digital natives are "natural born" multitasking, online social kids. They consequently require, and like, new forms of learning, and videogames are clearly one of them. Because, and here is the third point, children learn a lot of things from videogames. On the one hand, current videogames are not all like Pong or Pac-Man, the trivial videogames that everybody knows. It's true, they are trivial, but games like Civilization III (a commercial game) or Carmen Sandiego (an educational game) are much more complex and engaging, and these are the game that today's kids want to play. With them, they learn to cooperate, reflect on ethics, start designing and programming (with modding, i.e., creating new games with existing games engines), and - claims Prensky - can even acquire the "seven habits of highly effective people" as identified by Steven Covey, including being proactive, beginning with the end in mind, first things first, etc. To support these claims the author relies also on the experience and work of James Paul Gee, who wrote What video games have to teach us about learning and literacy (2003).
Up to here the book can look like an apology of videogames - and indeed there is some merit in bringing the discussion down to the ground and proposing and discussing real arguments. But the one more step that Prensky proposes is more challenging. Part IV is entitled "How Parents, Teachers and all Adults Can Get In The Game", which means: "Leave all universal theories aside, your problem is dealing with your kids or your students." And here it is all about method.
The author indicates some simple things that parents and teachers can do to reach one important goal: living the videogame experience together with our children, not leaving them alone with the media. It could be expressed as how you can create a relational and affective frame of meaning around videogames, so that the effort and energy spent on them is turned into positive educational agency. We know from research on the effects of television how important this is - what we didn't know was how you can actually do it with videogames. Prensky does not tell us how to do it, he first does it, and then tell us how he did it. I had the pleasure of attending a keynote speech at the Association for Educational Communications and Technologies convention in October 2007. After giving the talk, Prensky had five teenagers come on the stage and spent another hour just talking with them, asking them about their experience at school, with friends, with computers. Videogames were simply a part of their life, and he was recognized as an adult with whom you can talk about these things.
The main principles for "getting in the game" are starting to learn something about videogames, and then asking real questions and listening with real interest. The point is sharing with kids what is already part of their experience and has, indeed, positive aspects in terms of learning, even in the broader sense of education. The real issue, which emerges multiple times throughout the book, is finding a balanced style of life: blending sports, school, outdoor activity, handwork and computers in a sensible way. This is where adults can really make a difference. Videogames are bad if they become the tyrant activity of a child's life, but then they are as bad as reading 6 hours a day, or regularly watching TV for that amount of time. Additional resources about this can be found on the companion web site http://www.GamesParentsTeachers.com/
The book is challenging in two ways: intellectually, because it pushes to reflect on videogames from a richer base of data and experiences; and emotionally, because it prompts to take actions, as parents or teachers, in order to "get in the game" with kids and make sense of that experience. Some points raised in the book deserve a critical approach. First of all, are digital natives really different persons? Do they really learn differently? Of course, their media environment is different from the one we experienced, but it is likely there is no straight line between before and after. Also, different media environment generates different learning practices - but a new way of learning? Another issue concerns the change that videogames should bring in educational institutions. Prensky goes far and envisions - more to challenge than to propose - a completely different school system. That's more vision than reason, and while teachers can surely learn from videogames (and games), we might also ask ourselves what is the good in the current school system, and try not to throw the baby out with the water. Finally, the book brings evidence that videogames can produce positive learning effects and that they are not "evil". A good question to ask then, as with any media use, is what are children not doing in order to find time for videogames? That is, videogames can bring good things, but are they better than what is left aside?
If you are interested in videogames - and if you have any kids or teenagers around you, you should be - this book can provide not only food for thought, but also a challenge to go one step further than you would normally go, as parent, teacher, or researcher.
- This book describes the difference in views about technology between generations. He compares the anti-game environment to the anti rock and roll feelings of previous generations. It is well written and easy to follow. Might hold more validity with more connection to research.
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Posted in Games (Wednesday, July 23, 2008)
Written by Philip Riley and Laura Taalman. By Sterling.
The regular list price is $7.95.
Sells new for $4.15.
There are some available for $4.14.
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5 comments about Color Sudoku.
- I loved this book! If you like color, this one is for you! I haven't found anything else like this one. Can't wait until another is available!
- I have been getting a bit bored of sudoku, so when my cousin got me this book for Christmas, I couldn't wait to get started!
The new rules and twists that are in this book are a lot of fun! The different difficulty levels and different rules keep it interesting.
I highly recommend this book to any fan of sudoku!
- If you have become bored with regular Sudoku, then try this book. One must use a different type of thinking in order to solve the puzzles. Even some of the "easy" ones will drive you to throw your pencil against the wall. Carry an eraser with you constantly. Great puzzle book.
- The colored squares make it difficult for the user to enter and read candidate numbers
- I am a huge sudoku player and absolutely loved this book. It had a wonderful variety of puzzles that ranged from easy to extremely challenging. I would absolutely reccomend this book to anyone that loves the game and is looking for a challenge.
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Posted in Games (Wednesday, July 23, 2008)
Written by Richard Baker and James Wyatt. By Wizards of the Coast.
The regular list price is $32.95.
Sells new for $20.64.
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5 comments about Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory).
- I'm usually a pessimist when it comes to the glut of D&D monthly products, but this book is entirely character options, and while none of them are top notch, it's got very detailed info on deity and regional stuff that pertains to players. Very useful, and although some of it is only a rules update from the F.R. campaign book (3rd edition), it's also a lot easier to skim through for bits of information. It's definitely a solid book, a must-have for DMs, and I'd give it 5 stars if it weren't campaign-specific.
- A USEFULL GUIDE FOR FAERUN PLAYERS
This book contains 3 specification
- 3.5 Updates of FR Realms Campign Setting
- A gathering book from other FR Rule Books
- Some new addition things
The most important thing of this book that is care us; it is a gathering guide book from main books of Forgotten Realms. (FR Campaign Setting, Faiths & Pantheons, Races of Faerun, Magic of Faerun) This Guide takes the important things for players from these 4 books and collects together. It is a Summary of them.
Player Guide to Faerun includes nearly all things for Forgotten Realms players. The players can find necessary knownlodge for their characters in one book. But if they wants more details and other specific things they should to have ektra books.
The main reason for to get this book is; The standard Faerun Players may use this book without need the other books. They may take only two book to games; The Players Handbook and Players Guide to Faerun. This may be second main book for them.
Also, they can create their characters and play after for dont need the FR Campaign Setting.
It is only few new additon things whose is not other books. So dont think to buy for only new additions.
If you thing to have minimal number books to play in Forgotten Realms, you should buy only two books; FR Campaign Setting, Player Guide to Faerun. (After to have 3 core rule book of D&D)
The players who have other FR books, they may also get this book if they want quick summary guide under their hand during their games.
Includes the Collection of these:
Races, P.Classes, Skills, Feats, Domains and Spells, Magic Items, Epic Levels.
This was my fifth FR book, I have had before these books; FR Campaign Setting, Faiths & Pantheons, Races of Faerun, Magic of Faerun, but I want to take this guide also because I want a usefull thin guide for bring it to games. Sometimes it is some difficult to look and find your needs other 4 books, it may took time.
I recommended this book for Players of Forgotten Realms Players, but not for any DM. It is a Player Guide like name. And I repeat this; it is a summary book for FR players.
- I'm always a little leary about buying "Player's Guides" since I'm a DM most of the time, but this one was almost necessary to correct the errors and region system in the original Forgotten Realms Campaign Setting (Dungeons & Dragons). Also upgrades spells from the Magic of Faerun! Very cool and worth every penny I spent so far.
- This book was well worth the money I spent, it was delivered to me in quick timing, and was in almost perfect sondition.
- Player's Guide to Faerun is a very good FR supplement, but it lacks any information on the facts that happened (are going to happen depending on the year your campaign is going on) after the Year of The Rouge Dragons. It focus a lot on the planes other then the material plane and prestige classes, but not much on geography and politics between the realms.
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Posted in Games (Wednesday, July 23, 2008)
Written by Richard A. Knaak and Richard Knaak. By Pocket Books.
The regular list price is $7.99.
Sells new for $3.90.
There are some available for $0.93.
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5 comments about Day of the Dragon (WarCraft, Book 1).
- Knaak is the most generic author of all-time. His characters are bland, and even though he's hand-fed the events that take place they still somehow manage to be less than exciting. He makes his own characters the stars of the tale when they didn't even exist in the real lore. Not only do they not belong there but they are some of the most boring and generic characters around.
- This book is probably the best book I have ever read, and I have read a LOT. No other book has as much suspense or detail. Someone who hasn't played Warcraft or even World of Warcraft might have a little trouble understanding the content of it, but overall it is a wonderful book. Even after I read it, I became addicted, and started reading my favorite parts over and over again. There are lots of pleasant suprises that you will find inside, and if you're interested, a tiny hint of romance. If you want to find out more about Warcraft, or just find a nice fantasy book to read, this is the book for you.
- Excellent history of Dragons and a crucial epoch in Warcraft lore. Must reading for all Warcraft enthusiasts
- This book seemed more of a side story as it didn't involve as many "core" characters as the other books.
It covers some big events, such as the Dragon flights and Deathwing's disappearance after the Second War, but I could not seem to get into this one as much as the other Warcraft books. Still a very good read.
- Basically random fantasy characters and story based on the warcraft story. doesn't really follow any series or game. Worth reading if you are a Fantasy nerd, not too much enjoyment for someone wanting to find expanded warcraft knowledge.
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Posted in Games (Wednesday, July 23, 2008)
Written by Christopher Manson. By Holt Paperbacks.
The regular list price is $10.95.
Sells new for $6.00.
There are some available for $0.17.
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5 comments about Maze: Solve the World's Most Challenging Puzzle.
- This book is truly one of the most amazing creations I've ever held in my two hands. The dialogues, the pictures, the clues, riddles, symbolism, historical references...it's all fantastic. I've been working on this for over three years now with my best friend and several others, and although we solved it over a year ago, we still keep going back to this book. Everytime you open it up, there's something new to discover. And the more research we do, the more incredible it becomes. It truly lives up to its' title as the World's Most Challenging Puzzle. We're still trying to dicipher clues in some of the rooms, although we have theories about nearly all of them, and some hard facts on quite a few.
If you want to discuss anything about the Maze, please feel free to e-mail me...we're always interested in new opinions
- The format of this book is interesting: each numbered page is a room. The reader's goal is interesting: find the path from the first room to the 45th room and back. The text follows a person (the narrator) guiding a small group of visitors around the maze-building. The drawings are all pen & ink (no color). The task & setup are fun, but ...
Here are my issues: (1) The narrator is a bit nasty -- nothing unsuitable for young children, but certainly not pleasant. (2) You absolutely MUST solve at least one riddle to find a path from room 1 to room 45. (3) There is no way to know whether you have found the correct answer to a riddle -- or for that matter, the shortest path.
My daughter & I have enjoyed reading this book together. It was intersting & fun. You'll enjoy it more if you aren't expecting a 5-star book.
- A puzzle not for the faint-of-heart -- there is NO solution available to brute force and you are not expected to solve it in an evening. It's an exciting, detailed trip through a fiendish den of riddles and allusions with an untrustworthy guide, and I've used it as a great conversation piece with smart people. (Somewhere I have whole notebooks filled with sketched maps and riddle notes, the combined efforts of my theatre group ...) Highly recommended for those who love difficult, DIFFICULT puzzles.
- This is a must in any library, whether you like mazes or not. Beautifully done.
- The concept of this book/puzzle is simple: each page is a separate room. Left-hand pages include brief descriptions of the rooms, while right-hand pages feature detailed illustrations of the rooms. The two major puzzles of the book are: 1. to get to the "center" of the maze (room 45), and find the shortest route back to page 1, and 2. to solve the riddle feature in the center of the maze.
The illustrations are fun to look at and, to my eye, resemble the work of Chris Van Allsburg ("Jumanji", "Polar Express", "Zathura", "The Mysteries of Harris Burdick").
I recommend this book for lovers of riddles and puzzles or anyone who enjoyed "MYST" or the old Infocom games, like "Zork".
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Posted in Games (Wednesday, July 23, 2008)
Written by BradyGames. By Brady Games.
The regular list price is $17.99.
Sells new for $8.85.
There are some available for $5.72.
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3 comments about God of War II Signature Series Guide (Bradygames Signature Series) (Bradygames Signature Series).
- My son loved the book. It arrived in a very timely manner and has been very helpful for his video game.
- This Book is Great for me and my son we are having a great time with the hint to use when we both get stuck
- This is a great strategy guide to have if you do not log in as many hours playing like you would like to and tend to get lost where you are at once you start to play again. The maps and the written walk through is absolutely needed for a fan of this series.
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Seven-Card Stud for Advanced Players (Advance Player)
Your Worst Poker Enemy
Mutants & Masterminds: RPG - 2nd Edition
Barbaro, Smarty Jones and Ruffian: The People's Horses
Don't Bother Me Mom--I'm Learning!
Color Sudoku
Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory)
Day of the Dragon (WarCraft, Book 1)
Maze: Solve the World's Most Challenging Puzzle
God of War II Signature Series Guide (Bradygames Signature Series) (Bradygames Signature Series)
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