Posted in Games (Thursday, July 24, 2008)
Written by BradyGames. By BRADY GAMES.
The regular list price is $16.99.
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4 comments about Dragon Quest Monsters: Joker Official Strategy Guide (Bradygames Strategy Guides).
- 4.5 out of 5. Only one item missing from this book. An extensive synthesis chart/outline. I have found that the popular monsters show what combos make them but as for the more complex, it is just not there.
- whether your a true dragon questor or just a joker you will all find something great to help you out in this comprehensive guide with full detailed maps on every inch of the game complete baddies lists and a great breeding guide so you can make those "s" class monsters for yourself this guide has it all and most would be lost without it, the guide has helped me through many aspects of the game and helped me finnaly get that elusive monster ive been trying to get.. it will also give you great in depth guides on who you will meet on your travels (other scouters) and what type of monsters they have with them
guide tells you everything about items aswel and a whole section devoted to where to find the seeds to give yourself a good little boosti really do reccomend such a product and couldnt be happier with it guaranteed great buy
- Dragon Quest Monsters is a gift for my son and he enjoys it a lot.
- While there is some great information in this strategy guide, for the most part it just seems rushed. It's like Brady Games got notice that the guide had to be written and they had one week to write it.
The most remarkable thing about this guide is the sheer amount of non-information. DQM is a very in-depth game, but I had to go online to get answers to most of my questions.
The monster list is good, as well as the skills guide, but the rest of it is more about pictures and less about information. I write publishable material for a living, and I was astounded to see some big editorial no-no's (such as no introductory text for some new topics).
Brady Games can put some great strategy guides together - I have MANY of them. But DQM Joker is not one of them.
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Posted in Games (Thursday, July 24, 2008)
Written by Michael Benson. By Harper Paperbacks.
The regular list price is $12.95.
Sells new for $1.53.
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1 comments about Are You Smarter Than a 5th Grader?: The Play-at-Home Companion Book to the Hit TV Show!.
- ARE YOU SMARTER THAN A 5TH GRADER? is a companion book to the hit television game show that allows readers to answer questions like those featured in the show. The book is divided into 75 different quizzes. Just like on the show there are ten categories ranging from earth science, chemistry, math, biology, U.S. history, English, human science, social studies, U.S. geography, world geography, world history, measurements, art, grammar, music, spelling, astronomy, physical education, animal science, physics, ancient history, and dance. The ten questions range from 1st grade to 5th grade level questions. Also each quiz also has a bonus question for the million dollar question.
I love trivia books of every kind. I've seen the show several times and figured I'd pick the book up and see what it would be like. In all honesty, other than the format, the questions aren't that different than many other trivia books you will find around. However, the way the questions are arranged does allow you to play the game at home. The book is also very portable and good to bring on trips. It makes for a good way to pass the time with the family on long drives. Lastly, the book includes an introduction by Jeff Foxworthy. The introduction is rather short, but Foxworthy does share a few comments about the show and his initial impressions about being the host of a trivia game show.
Recommended for fans of the tv show and trivia buffs.
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Posted in Games (Thursday, July 24, 2008)
By Vertical.
The regular list price is $14.95.
Sells new for $8.51.
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5 comments about Aranzi Aronzo Fun Dolls (Let's Make Cute Stuff).
- I love the variety of designs in this book; there are ideas for both boys and girls such as stuffed cars, cute bunnies, bears, and snakes. The directions are very easy to follow, although all of the measurements are given in metric (finding a metric ruler was the hardest part of the whole process!). The narrative that goes with the instructions give the projects personality.
- This is the first Aranzi Aronzo book that I picked up. I chose this over the other books because I liked the wider variety of dolls (snakes, cars, turtles, bears) that they featured. So far though I've only managed to make the bears, dogs and bunnies so it looks like I'll probably be picking up the original "cute dolls" as it seems to have more of the... er... cute dolls. Instructions are incredibly easy to follow. Another reviewer mentioned that the measurements are metric but I honestly haven't even noticed as I haven't had a need to measure anything because of the great pictures/explanations. I like the consistent reminders throughout the book to try new fabrics, to have fun and, of course, to make things cute.
- I love Aranzi Aronzo books for their super easy instructions and light-hearted tones. So far, this one's my favorite. I actually laughed out loud while flipping through the pages. I have a boy and a girl and there are tons of things in this book that both of them love. The patterns are so easy and there's no need to measure anything. A few of them suggest enlarging them slightly, but they look great as is! I definitely recommend this book to anyone looking to make cute and easy kids' toys.
- "Fun Dolls" can be thought of as "Cute Dolls" volume 2. "Cute Dolls" provided patterns for making 18 full-sized (8-12 inch) Aranzi Aronzo character dolls (if you aren't familiar with the Aranzi Aronzo characters, check out the Aronzo website, www.aranziaronzo.com - they're sort of like the Sanrio/Hello Kitty characters, only with more personality) and "Fun Dolls" provides more of the same (18 more patterns). However, because most of the more popular and well-known Aronzo characters were dealt with in "Cute Dolls", this time around, the patterns are for some of the lesser characters (and, in some cases, ones that I had never even seen before). That's not to say that they're not cute, they are, but if you're looking for a pattern for making Brown Bunny or Bad Guy, you should buy "Cute Dolls" instead.
As was the case with the other Aronzo craft books, the patterns are easy to follow, the instructions are fully illustrated and there are colour photographs with hilarious captions throughout.
This is the third book in the Aranzi Aronzo "Let's Make Cute Stuff" series. People who enjoy this book should also consider purchasing the other books in this series: "The Cute Book", "Cute Dolls" and "Cute Stuff".
- I am very pleased with this book. It has a great selection of stuffed toys making it hard to choose the first pattern to start with. The size of the toys are just right. I also love the creative writing that accompanies the directions. All in all a great book!
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Posted in Games (Thursday, July 24, 2008)
Written by Michelle Powell. By Search Press.
The regular list price is $19.95.
Sells new for $12.21.
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No comments about Paper Punching (A Passion for Paper).
Posted in Games (Thursday, July 24, 2008)
By Triumph Books.
The regular list price is $19.95.
Sells new for $12.89.
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5 comments about Giant Jumble: Another Big Book for Big Fans.
- I'm a huge Jumble fan and I've been doing the Jumble in the daily newspaper for years.
This book is lots of fun for Jumble lovers young and old.
- This is the second 500 puzzle book I have purchased. I use it every morning with my mom who is 93. We do the puzzles together and sometimes she does them by herself. It is great to keep her mind active. The large print is wonderful. We have had lots of fun over the years doing these puzzles in the daily newspaper. Now the book is terrific! We can do more than one each day and have the answers if we mess up!
- I was thrilled with this book. It was bought as a gift and was a great choice! The book has over 500 full page jumbles, each 81/2 by 11 inches in size. Worth every penny.
- My Mom loves Jumble, and this book delivers the goods! Great deal compared to the smaller Jumble books. It could use some more of the challenge puzzles at the end though.
- I use these Jumbles in my English classroom on a daily basis, both as extra credit and team-building exercises. The students love the challenge of solving these puzzles, and the best part: they don't realize they are building vocabulary.
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Posted in Games (Thursday, July 24, 2008)
Written by Matt Gaffney. By Sterling.
The regular list price is $5.95.
Sells new for $2.70.
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2 comments about TV Crosswords.
- This product provides hours of fun. I am a TV fanatic, but some of the puzzles are too hard for me. Some of the answers are from older shows before the 80's. However, other puzzles do have current TV shows. It's a good puzzle book for someone in their mid-twenties and older.
- This book is to hard for me. I am over 50 and have watched alot of tv in my day, and the clues did not seem to match the answers. Alot of cool trivia clues, and alot of work was put into this book. I tried several puzzles in the book, and still was not able to finish even one complete puzzle. Spiral binding was nice, and easy to hold, and use.
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Posted in Games (Thursday, July 24, 2008)
Written by Edwin B. Kantar. By Master Point Press.
The regular list price is $23.95.
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5 comments about Eddie Kantar Teaches Modern Bridge Defense.
- Kantar today is more noted as a bridge instructor than a bridge player. But one must remember that he is both and his latest book demonstrated both the instructional and practical sides. It is (as usual) clear, concise and ro the point. I like Kantar's prose, his ease of explanation and the way he sets just the right tone. Of course, he discusses the bid, the opponent and, most important, keeping track of the play while counting the cards (the one thing that separates the professional from the amateur). Good book with tons of examples.
- This is a great book on defense, because Kantar covers almost every intermediate situation comprehensively and give you black and white rules for every situation. He doesn't in this book consider varied leading/signalling conventions but just gives one way to play, but that's fine as he explains his method clearly and shows why he recommends everything he does. I'd recommend it to every player.
- Kantar is exceptionally readable, with a sense of humor which makes a difficult subject enjoyable. He goes through much material, but quite thoroughly and clearly. It's a book that needs to be studied - not merely read - but a good student will gain enormously from Kantar's work.
- The book focuses on leads, signals (Attitude, Count, Suit Preference), and how to card (what card to play in 2nd or 3rd spot), rather than general defensive principles.
The content is excellent, well presented (humorous!!), and best of all, has lots of quizzes. None of this skimming a section and figuring you know it, the quiz will let you find out for certain.
2 warnings:
1) make sure your partner is using the same techniques, otherwise you may get worse results. Its not that the ideas in the book are radical, they are mainstream. But if pard doesn't understand your signal, they may do something weird and you will be worse off.
2) The book is a bit technical (5 situations where this is a suit preference signal. If Dummy wins with a Q then signal count, otherwise ... If you can see the X in dummy then pard will know to do this, else that, etc.
You will need to reread it several times, and probably make notes.
VALUABLE STUFF, but ONLY as part of a partnership that understands each other.
- I found this to be the best book to improve bridge for an intermediate player. I've read it four times and learned from each chapter each time. Since one plays defense on half the hands, it provides the best time investment to improve one's bridge play. It is also an entertianing read. I have recommended it to the bridge players I mentor.
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Posted in Games (Thursday, July 24, 2008)
Written by The New York Times and Will Shortz. By St. Martin's Griffin.
The regular list price is $9.95.
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5 comments about Will Shortz's Favorite Crossword Puzzles from the Pages of The New York Times.
- These puzzles are lots of fun, but they aren't especially challenging. However, that's not to discourage anyone from buying the book. I loved doing it, and I came back to buy a copy for someone else. But, if you're really hard-core--Saturday's puzzle in ink, that sort of thing--you might want to look elsewhere.
- From easy to hard, these puzzles should keep you entertained. Some are funny, all are clever. Will Shortz's comments provide a behind-the-scenes glimpse of the world of puzzle making.
- I don't know if Will Shortz has released a more recent collection of his favorites, and if he hasn't he should! Here is an amazing collection of some of the best wordplay Shortz and his constructors had to offer in the '90's. All levels of difficulty are here, from Moday through Saturday. No Sunday editions, and I have to assume there is a book devoted to Sunday's puzzles. In my opinions, Shortz should do an annual editions featuring his favorites from the past year. And if he reads this, I hope he gives me some credit for the idea :)
- Many (most) of the puzzles are Thursday/Friday puzzles, with only a few Mon/Tues, which can be a little difficult for some solvers who haven't mastered the late week puzzles yet! But still fun, and clever :)
- If you prefer cleverness and novelty in your crossword puzzles, this is the perfect book. The puzzles are of varying difficulties (Monday through Saturday), but the dates and days of the week are given for each puzzle, so you know roughly how much of a challenge you're in for with each puzzle (watch out for the sneaky April 1st crosswords). Will Shortz's brief non-spoiler commentary before each puzzle is interesting, but I wish there was follow-up commentary after each puzzle, going into just a little more depth.
The only serious downside to the book is the fact that it is not spiral bound. But the puzzles inside are just way too good for that to make much of a difference.
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Posted in Games (Thursday, July 24, 2008)
Written by Andy Collins and Jesse Decker and David Noonan and Rich Redman. By Wizards of the Coast.
The regular list price is $34.95.
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5 comments about Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- Ok, its time to start a new campaign and I've played everything there is to play (aside from the myriad of prestige classes that don't interest me). What am I going to play you ask yourself for hours. If you have ever had this problem, like me, probably because you've been playing D&D for far too long, this book is your savior, plain and simple.
Back in second edition there was a game called Player's Option, if you recall, and it gave you a good deal of freedom to customize your character. This book goes well beyond that. Its actually quite interesting. There are little tweaks for all sorts of races due to climate or elementally based races. Follow this up with a lot of variants for classes which are basically swapping a few things in and out in most cases, sometimes losing a trait from one class and gaining another, while some are new. In my opinion, this adds a lot more depth to the game because if you do want to play one of the 10,000 prestige classes, it gives you more than one avenue to get to them. If you do not like prestige classes, then this gives you more options than the dozen or so base classes that currently exist. I would particularly recommend this if you're fond of playing Specialist Wizards (in which case this is a MUST), Barbarians, Monks, or have ever wanted to see a quality representation of an "Anti-paladin." This may be the section of the book you most commonly use, and that would be mostly at character creation.
There are some feats, which are so-so on the usefulness scale but are just so very interesting and characterful. Then, traits to make your character more attuned to how you envision his personality, and flaws to give him special vulnerabilities (and of course there is a benefit to them as well). Its an interesting section to say the least but after that you get into some very wild and, indeed, very fun options, including a variant on weapon proficiency based on weapon groups, variants on armor systems, D&D without levels, and even D&D without hit-points. All I can say is, despite how crazy that sounds, someone obviously put a good deal of thought into it since it is at least mostly viable.
Basically, if you're bored with D&D sometimes, this book is curry powder. It would DEFINITELY spice things up again.
- I admit it. When it comes to Dungeons and Dragons I could never leave well enough alone. Aparently neither could the compilers of this cornocopia-like compendium of house rules and alternate systems for everyone's favorite RPG. For all those out there looking to spice up or revitalize your Dungeons and Dragons experience, this is your resource. Reading trough, one wonders if it is humanly possible to find time to use and apreciate all the options found within. Perhaps that is the true beauty of the thing: that the options persist in being inexahustable. With such a resource one never needs fear falling into any kind of hack-and-slash RPG rut. Game getting trite? Mix in healthy dose of Unearthed Arcana and Hey-Presto! You've got an entirely new game going! I recomend this supplement for all Dungeons and Dragons RPGers who belive that the game could be so much more.
- It is a very good book, which can give to a GM the versatility of new rules.
- Unearthed Arcana opens with these words and no phrase has ever been more appropriate. This is not a standard core rule book, where the DM can just say yay or nay on whether or not they're using the material. Unearthed Arcana is not even trying to be that kind of book. Unearthed Arcana is a collection of dozens (hundreds, if you count like a marketer) optional rules, many of which conflict with one another. This book has something for everybody and everything for nobody.
If you buy this book thinking your getting another normal core rule book, you're probably not going to like it. If you buy this book hoping to find individual rules to liven your campaign, you'll probably like it very much.
Chapter 1 contains racial rules. These rules are the most niche oriented of the book. For instance, the first section involves environmental racial variants (like desert elves). Honestly, I don't think I'll ever use these unless I do an extremely theme oriented campaign (like a home grown Dark Sun). This is followed by elemental variants, which are even more niche-like (air elves). Then come bloodlines, which are fairly interesting, if you allow this sort of thing. Bloodlines allow you to introduce racial traits without saying a character is half something. If great great grandmama had strange thing for minotaurs or demons, these rules can help your character reflect that (and give the family something not to talk about). Finally, this chapter finishes with what most will think is its most useful section, the racial paragons. These are three-level prestige classes which grant bonuses that emulate the most stereotypical traits of a race (Stonecutting and constitution for dwarves, for example).
Chapter 2 is all about the classes. This starts with variant classes, which are your base classes, tweaked somewhat. For instance, the cloistered cleric is a variant class that drops some of the cleric abilities (it lowers the hit die, for instance) to grant such abilities as Lore and the Knowledge domain. These are actually quite interesting. This is followed by an extensive section on variant specialist wizards and then rules for spontaneous divine casters then variant rules for various class abilities, such as turning undead and the barbarian's rage. Next is the prestige class section, but in this section, they take three base classes (Bard, Paladin and Ranger) and they present them as prestige classes. This will be particularly handy for games where, for instance, a person must petition to a holy order to become a paladin. Next come Gestalt characters, which are essentially characters that have two classes at once (as opposed to multi-classing) for games where there aren't enough players to cover all the class bases (are you starting to see why no one can use all these rules at once?). Finally come the generic classes, which are a way to step away from all the class complexity and get down to four very basic choices.
Wow. Seems like a lot doesn't it. We just finished page 78.
Chapter 3 is building characters, and no, this doesn't have the old Unearthed Arcana's stat rolling system. It starts with alterative skill systems and rules for complex skill checks. Then it moves onto character traits (which are like advantages in other games). Next comes . . . you guessed it . . . character flaws. Next come spelltouched feats for those characters that have had a lot of exposure to certain spells. This is followed by rules for grouping weapons by type for the sake of weapon group proficiencies. Next comes a set of alternate rules for crafting items (magical or otherwise) during campaign down time. Finally comes background rules, for representing skills a character had before becoming an adventurer.
Is your head spinning yet? Mine is.
Next comes Chapter 4: Adventuring. This is where things really start contradicting themselves. It starts with class defense bonuses, like in Star Wars, and moves into armor Damage Reduction. Then it moves into rules for having armor convert damage instead of stopping it outright. Then it moves into an injury system that negates the use of hit points completely. But wait. Then it bring hit points back in the form of vitality and wound damage (like in Star Wars again). Next it goes back to the original hit point system, but allows for a character to have "reserve points" which essentially allow them to heal very quickly. Then it moves on to alternate rules for massive damage while throwing out a rule for dodging when it isn't your turn (a page layout nonsequitur). Next come new death or dying rules (which look a lot like the rules for dying in the vitality points section, but we're back to hit points, now, remember?) Then we move on to action points, which characters can spend during a game to help save their proverbial bacon. Next comes combat facing rules (which I've been waiting for forever) with some extremely ineffective luck rules thrown in a sidebar. But wait! Maybe you're an old GURPS player. We better throw in hex rules as well. Speaking of GURPS, who cares if this is D20. Let's take out the d20 from the game and have the player's roll 3d6s instead. Speaking of that, lets have the players roll all the dice, taking the load off the DM. And, and, and . . .
Oh. I guess that chapter ends there.
On to Chapter 5, because we've barely even touched . . . Magic. Lets start with rules that give a character a magic ratting, based on all their multiclassing, instead of a straight spellcaster level. Hey, rogues pick up stuff about magic too. Then lets introduce the concept of themed summoning lists, because it's always embarrassing the summon an amphibian on the lip of an active volcano. While we're at it, let's let characters throw money at the problem of metamagicked spells instead of increasing the spell slots (and drop in a rule about metamagic and sorcerers while we're at it). Wait! That reminds us. We have all these new possible spontaneous casters now. Lets put in metamagic rules for them and a second optional rules for sorcerers, to boot. Speaking of spontaneous casting. How about spell points? A lot of people play Rolemaster, don't they? Speaking of that, lets have characters recharge between spells, eliminating the hard cap on spells per day entirely. You know, I've stopped mentioning the side bars completely now. Still, I have momentum, so lets move on to legendary weapons, which increase in power with the character (new prestige classes in here). You know, that sounds kinda like a familiar, so lets throw in familiars that are items. Now let's shift gears and throw in rules for ritual magic (we'll call them incantations). Since we've now brought magic into the hands of even nonspellcasters, lets finish up with . . .
. . . .Chapter 6: Campaigns.
In case we hadn't, you know, done enough to shake up your game.
Let's start with new rules for contacts, but contacts need to have opinions of the characters, so we'll move onto reputation rules. Hey, didn't reputation first come from Oriental Adventures? Yeah, let's throw in honor too. You know with honor comes the opposite, so we should have taint rules as well and if we're going to have tainted characters we'll need, you guessed it, tainted prestige classes. Wow. I'm starting to lose it here. I think we need rules for sanity! That was a little much, so we'll change tracks again, this time attacking the concept of prerequisites. How do you know if a character has the toughness feat? Let's base prerequisites on tests instead. While we're breaking free of molds, how about XP awards that aren't based on level? That sounds good so lets turn the page to . . .
. . . the afterword? Are we done already? I'm barely even started.
I don't know if you became as exhausted reading this as I did writing it, but now you should have some idea what's in store in Unearthed Arcana. Some of these rules are very good. Some of them are stupid. I doubt anyone will completely agree on which are which, and I think that was their attention. The biggest thing to keep in mind is to watch how these rules interact. For instance, if you use vitality points or the death and dying rules, character death is based on fortitude saves, so you best make sure your rules keep those from getting out of control. If you have one gestalt character you better have everyone play gestalt characters. Also, don't try to integrate rules which oppose one another too greatly, like the injury rules and vitality points, unless you want to play with real world insanity as well.
The biggest drawback of this book is you're going to waste money. No one can use more than half of these rules at a time without verging on the ridiculous, so unless you have an extremely high turnover on campaigns, it will take years to use the whole book. Meanwhile, you're paying for development, paper and color ink that you're not using. But If that doesn't bother you, this is the book for you.
- Honestly, when it comes down to it, every single RPG book is a book of houserules. This book lacks a coherent theme, but instead just presents you with a ton of different systems that you can add to your game a la carte. Many of them are very good ideas.
You aren't going to use them all. That's not the point. But you are going to like some, hate others and be inspired by a few more. This is a great book for getting ideas or trying things differently.
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Posted in Games (Thursday, July 24, 2008)
Written by Barry Tunick and Sylvia Bursztyn. By Random House Puzzles & Games.
The regular list price is $9.95.
Sells new for $5.38.
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No comments about Los Angeles Times Sunday Crossword Puzzles, Volume 26 (LA Times).
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