Posted in Games (Wednesday, July 23, 2008)
Written by Jude Biersdorfer. By Pogue Press.
The regular list price is $19.99.
Sells new for $5.80.
There are some available for $1.96.
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5 comments about iPod: The Missing Manual.
- This is a great book for any Ipod owner, seeing how what you get with your new Ipod is very little. It shows how much more than listening to music that these little guys can do!
- I am so pleased with this book. My son bought it from my wish list and it is great. Is shows what a person can do with an Ipod. Very easy to use and seems to cover everything that can be done with an Ipod. I wondered how to put pictures and video on the Ipod and this explains how to accomplish those tasks.
- Great book! I never knew the iPod was so versatile. A must read.
- Are you getting the most out of your iPod? If you're not, then this book is for you. Author J D Biersdorfer, has done an outstanding job of writing a book that has easy to follow graphics, crystal-clear explanations, and guidance of the most useful things your iPod can do.
Biersdorfer, begins by showing you what lies underneath all of the menus on your iPod or iPod Nanao and what each item does. Then, the author focuses on introducing you to iTunes most basic and useful tools. Next, she shows you how to make playlists of songs you've added to iTunes. She also looks at how much you will spend in the iTunes store. The author then spotlights the video side of iTunes. Then, she shows you even more ways to use your iPod. The author continues by explaining the simple procedures for playing your iPod songs through the woofers and tweeters in your life. Then, she explains what to do if your iPod's acting weird. Finally, the author kicks it up a notch and gives you some ideas of what else you can do with iTunes and the iPod besides just watching and listening.
In this most excellent book, you'll learn how to install iTunes. Perhaps more importantly, this book will show you everything from turning your iPod on, to charging your iPod without a computer.
- 'iPod: The Missing Manual' by Jude Biersdorfer is the perfect reference for all iPod fans, users, and geeks alike. With 200+ pages of material spread out over 11 chapters, you will learn all the ins and outs of your iPod and iTunes better than ever before!! From the basics like general usage of your iPod to learning how to use iTunes to import music and add to your library to creating playlists and working with photos and videos, this truly is a gem. Unlike other 'Missing Manual' books, this one is a smaller format and is presented in a glossy, stylish package that meshes perfectly with your 'i' collection!!
If you want to get the most out of you iPod and/or iTunes and want to have fun doing so, pick up this wonderful sidekick to your Apple world and enjoy!!
***** HIGHLY RECOMMENDED
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Posted in Games (Wednesday, July 23, 2008)
Written by Helene Hovanec. By St. Martin's Griffin.
The regular list price is $7.95.
Sells new for $3.92.
There are some available for $1.82.
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No comments about The Outrageous Crossword Puzzle and Word Game Book for Kids.
Posted in Games (Wednesday, July 23, 2008)
Written by Susan E. Andriks. By Palmer/Pletsch Publishing.
The regular list price is $19.95.
Sells new for $12.29.
There are some available for $9.97.
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5 comments about Bridal Gowns: How to Make the Wedding Dress of Your Dreams.
- I am in the Bridal Alterations business and also sew weddings on the side. I am just starting out and wanted to learn more about the insides of wedding gowns. I have used other books by these women (Fit for Real People) to teach sewing classes in local fabric stores and knew they'd put out a great product. Inside they tell you what fabrics to use for interlining, interfacing, step by step construction, patern fitting, and more. There's even a checklist for constructing a wedding gown and yardage and instructions for making petticoats. I REALLY recommend this book!
- Very informative I will use the book alot
- The book arrived quickly and in great condition. It looks like it has lots of information to help with making my daughter's wedding gown...I'll begin sewing in September.
- This book covered the basic Palmer Pletsch pattern fitting techniques (though Fit for Real People is more thorough), and features some tricks for veils and bustling that are wedding gown specific. It would be particularly useful for making a gown for someone with fitting challenges, but it's not a great resource if you're trying to clone an engineered gown from a bridal salon. That's where "Bridal Couture" comes in handy.
- I really like this book! I knew it would be good information because of what I know of the author (extremely talented and accomplished seamstress and owner of the New Hampshire Academy of Sewing), I just didn't expect it to be so jammed packed with not just good information, but great information!
The fully illustrated tissue fitting of real brides, the hints on the most flattering features of gowns for different body types, the information on lace and sewing with lace - it's all just really helpful and completely applicable to real people sewing real bridal gowns. She makes this sometimes scary and intimidating venture approachable and doable.
Highly recommended.
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Posted in Games (Wednesday, July 23, 2008)
Written by BradyGames. By BRADY GAMES.
The regular list price is $9.99.
Sells new for $2.00.
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5 comments about Gears of War Signature Series Guide (Signature Series) (Signature Series).
- My nephew wanted me to buy this game for when he comes to visit. Well, it is very addictive and fun although not for young kids. Graphics are very cool. Considering that when I was a kid I played with Intelivision (tank battle, etc...), this game is pretty unbelievable.
- I ordered the Gears of War Guide along with my game at the same time. I got a peak at it at a Best Buy, but Amazon's price was cheaper. This book goes through every detail of each stage you are going (fighting) through. It gives you step by step instructions on the best way to fight back or outwit the Locust Horde no matter where you are. I am not a professional gamer, so I probably would get stuck on some level more than someone else who has always played these kinds of games. Nevertheless, the game itself is not so complicated that you wouldn't be able to figure most things out. However, there are times when you just don't know what to do, or how to move on, that is when your guide comes in. It gives you awesome maps, shows you were COG tags are, where more ammunition is, and even has pictures from the game to give you hints of your exact spot. Honestly, I don't know how they could've done this guide any better. You won't be reading it every other minute while your playing mind you, but there will be times when it will just be an invaluable reference tool, especially if you are more of a infrequent gamer like me.
- If you need help with this game, or just need some reading material, this is an excellent guide by BradyGames!
- i don't know about you, but when i get stumped at a game, it really drives me crazy. it can be really frustrating. thats why i appreciate a good stradegy guide like the one here for gears of war. i was able to find 20 of the 30 cogs on my own, but i never would have found the rest if it wasn't for this guide. very well written. clear concise details. excellent pictures to go along with the written word. i think it's definately worth buying. i did.
- Gears of War strategy guide help find all the COG tags in the game. Now all there is left to do is play co-op.
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Posted in Games (Wednesday, July 23, 2008)
Written by Gareth Hanrahan. By Mongoose Publishing.
The regular list price is $39.95.
Sells new for $23.85.
There are some available for $26.07.
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3 comments about Traveller RPG Core Rulebook.
- I loved the original Traveller. The little black box, the cryptic mayday message, the 3 little books inside...
This is so close to the original that you could dust off your old game or even download the many pdfs that are easily found on-line. Unfortunately, judging by the price of this hardcover and the prices of the supplements in the pipeline, you would probably be better off finding the original and playing that instead.
- This new edition of Traveller is, quite frankly, much better than I expected. It manages to evoke the style and mechanics of the original edition while consolidating information and updating content to feel slightly less dated. The whole game seems designed first and foremost with the goal of being playable.
The book is well-bound and sturdy. The layout isn't fancy or flashy, just black and white with grayscale tables. The art is mainly black and white line illustrations. I might have hesitated to pick this up at the $40 it retails for at most game stores; that price is the result of the brutal pounds sterling to U.S. dollar exchange rate (Mongoose is a British publisher). Incidentally, the Amazon price is the best one that I have found for this game, and brings the price point very much into line with other rpg core books.
As for the contents, they are well-written, nicely organized, and easy to read. The game starts with a very brief introduction to the Traveller setting and the dice conventions. Basically, you roll 2d6, add the level of any appropriate Skill and any positive or negative modifiers for a relevant attribute (Dexterity if shooting at someone, Intellect if trying to crack a computer code, for example) and try to roll an 8 or higher to succeed.
The next 43 pages cover character creation. Just as in the original Traveller, players roll their character's six core attributes (Str, Dex, End, Int, Education, and Social Status) and then choose from a wide variety of career paths (Agent, Army, Citizen, Drifter, Entertainer, Marines, Merchants, Navy, Nobility, Rogue, Scholar, or Scout). Each career path has three specialized sub-paths that players must choose from. For example, an Agent could be a law enforcement officer, an intelligence agent, or a corporate espionage person. You don't get to just choose your skills in the standard character creation system--you roll to gain entry to a career and must make survival and advancement rolls to continue in it. Fail and you get kicked out of that career, collecting benefits based on how many four-year terms you've served. Then it's off to try another career path. Once you've served 4 terms overall, you start making aging rolls, which start off pretty kind and get harsher the longer you serve. Most players will probably start with 4-6 terms, which generate either a decent range of average skills or a few excellent skills and some basic knowledge, depending on how well you roll.
The process is really a lot of fun--there are lots of events on the tables designed to spark creativity and help create both a backstory and ties to other characters. There's also a simple point-buy system if you prefer that approach.
The next twelve pages deal with skills, with examples of tasks for each skill at varying degrees of difficulty. Then you get nine pages on Combat, seventeen pages on Encounters and Dangers (lots more tables here in the old Traveller tradition), nineteen pages of Equipment (which covers a very good range of armor, weapons, vehicles, and other gear), and about 47 pages on designing and operating spacecraft, including game statistics and deck plans for 18 spacecraft common to the Traveller setting. This is followed by rules for Psionics, Trade, and basic World Creation.
It's a very complete package, with pretty much everything you need to play a game in the vein of Firefly or classic Imperial science fiction in one book. The rules for creating aliens aren't very sophisticated as presented in this volume, but you can do most of the humanoid style aliens you see on television shows. The random roll tables are actually quite thorough and often creative in the types of events they produce. Career events are nicely tailored to each general career path, for example. It's all clearly done with the goal of producing usable results/inspiration for gamemasters without requiring lots of planning or lengthy writeups for NPCs (spaceships may require a bit more, but there are plenty of premade designs to choose from).
There isn't a whole lot of background fluff on the Traveller setting, but the mechanics/equipment provided reflect the assumptions of the Traveller backdrop quite well. Being more generic actually makes it easier to adapt these rules to other settings. I particularly like how the descriptions of the technologies feel less dated than the original Traveller material (based in 1970s science fiction) but stay grounded and easily accessible to most consumers of contemporary cinematic science fiction, much less readers of more sophisticated written s.f.
Overall, this is a very nice set of core rules that pleasantly surprised me with its accessibility, clarity, and quality.
- The flavour has returned to 'classic traveller'. Mongoose rules seem to take all the good stuff from the latest generation of games (d20, White Wolf etc) and elegantly blend them into the original traveller setting. The basic task system uses 2D6 and you make checks against a target number and add your skill and ability bonuses, so players from d20 and d6 etc will have no problem getting into this system. The skills system has been updated to include 'modern' concepts such as opposed checks, degrees of success, timeframes, chained/sequenced and teamwork checks.
Character creation allows for a broader range of backgrounds than CT and optional rules are also given for point based creation, instead of traveller career based creation. At first parse, all the original elements of the game are included in this book - including much material (eg. deckplans) that used to be in supplementary material.
The text is well layed out and the black and white artwork is first class. I can remember when GURPS traveller came out, I was generally pretty disappointed because it was basically just a conversion tool to bring your Traveller campaign over to GURPS Space rules, and the artwork let it down. However I still have the GURPS stuff because the library data (background fluff) by Loren K. Wiseman was excellent. Mongoose have left the Imperial fluff stuff to a minimum much like the original traveller book. To address this they have released a separate book for the Spinward Marches sector (the default traveller setting).
If you liked the classic hardcover Traveller Book, then you'll LOVE this because it is magnitudes better. As a generic SF rpg, I think its much better than GURPS Space, as well. It certainly got me thinking about starting up a 'hard-SF' campaign.
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Posted in Games (Wednesday, July 23, 2008)
Written by Greg Kramer. By Prima Games.
The regular list price is $19.99.
Sells new for $4.79.
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5 comments about SimCity Societies: Prima Official Game Guide (Prima Official Game Guides).
- I really thought this supplemental book would help me play the game, but it's more like a list with little explanation. Maybe I need to spend more time with it, but so far it's not as helpful as other Prima Game Guides I've used.
- This game installation inserts ALL the graphics into the computer, which will definitely slow down your computer, and will crash it if you do not have a super-good graphics card. Since it requires that the disk be inserted for each play, it would have been better to write the program to take the graphics from the disk as needed rather than having them all loaded into the computer at installation.
- This kind of games are interesting because let you use you imagination with no limits.
- This game didn't invite me in like previous titles. I bought the help book to see if I was missing clues or ideas to help with game play. It is fun - but other games have pushed SimCity Societies to the background.
- This book is the best. It tells you and shows you how to do anything you want in the game. I love it
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Posted in Games (Wednesday, July 23, 2008)
Written by Steve Davidowitz. By Plume.
The regular list price is $20.00.
Sells new for $4.56.
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5 comments about Betting Thoroughbreds: A Professional's Guide for the Horseplayer: Second Revised Edition.
- Any book or author that introduces a concept that becomes part of everyone's handicapping arsenal deserves recognition for their genius. Davidowitz was the first to really publish insights into track bias and it's power. Other than that concept, this book is full of good ideas across the board. The revised edition's treatment of pace is good stuff even for those who approach pace more technically like Brohammer. Davidowitz's work on charts and how to use them to find key races and trip overlays is more gold for serious players.
Years after I first read this, I have realized how great this book is for horseplayers. Davidowitz has covered a difficult array of factors with provoking insight into each and has done a masterful job of explaining how to incoporate into the handicapping puzzle.
- This is clearly one of the best books ever written on Thoroughbred Handicapping. It should become evident soon after the opening chapter how complex and laborious the life of a professional horse bettor must be to hold an edge over the betting public. Steve is a genuine winning handicapper himself, and reveals what it takes to win. The percentage of winning bettors at any given track on any given day has been estimated to be 5%. (2% remain the same consistent winners day after day). It takes an immense amount of never ending study to remain financially solvent as a bettor. Steve, as a responsible author points this out. This reviewer will also confirm this to be true. There is no book on the market that will make a winner out of a nonwinner without effort as in any other great endeavor. I give this book a 5 Star Rating for leaving no stone unturned in the handicapping picture.
- I've read pretty much everything that's been printed on playing the horses...this book ranks at the top of them all. In my opinion, the most valuable part of this book is the chapter dealing with ticket construction. Davidowitz looks at multiple scenarios and outlines sample tickets to go with each. For example, is there a race where you like one or two horses fairly strongly and want to play a trifecta? Davidowitz develops several different strategies for betting in that situation, as well as suggests that appropriate amount of bankroll to be used.
If you combine the ideas and methods in this book with those in Crists "Exoctic Betting", you would have a very fine grasp on wagering strategies.
One word of caution, this book is definitely for more advanced players. Those who are $2 bettors or play with a limited bankroll can learn a lot from this text, but many of the ideas and methods will be difficult to incorporate. However, I would still recommned this book to anyone who wants to expand his horseracing knowledge.
- Useful information and definitely not for beginners. Great for handicappers trying to take the next step. It is probably ready for another revision as new aspects of horse racing have come into play over the last 5 years.
- A well written book that has a lot of value to the handicapper. One of the best ever written imo.
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Posted in Games (Wednesday, July 23, 2008)
Written by Sandor Nagyszalanczy. By Taunton.
The regular list price is $21.95.
Sells new for $13.33.
There are some available for $8.90.
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5 comments about Woodshop Dust Control: A Complete Guide to Setting Up Your Own System: Completely Revised and Updated.
- This book provides a complete and detailed writing on the methods for woodshop dust control methods. It covers different strategies for controlling dust from simple respiratory protection devices(masks), shop ventillation and air filtration and dust collecting machines (portable and central units).
It discusses the advantages and disadvantages of each method for different situations and how to optimize each strategy for a given situation. Great and interesting book. Written in practical and easy to understand manner.
- A very good starting point for anyone interested in woodshop dust control. Does a good job covering the hazards and methods of control of sawdust. It then goes on to describe methods for designing and installing a central dust collection system.
- Basically what I found is just when the book was getting into enough detail to be useful the section would end.
The book is fine if you haven't ever read an article on dust control. But a two page section on dust control from sanders right at the end of the book??? Come on give us a little meat here. Little detail is given on how to control dust with jigs or with equipment that doesn't have dust control.
I gave it 2 stars because I found it wasn't technically detailed enough to be useful and very vague in areas that really needed attention. Took me 3 hours to read it..I'll put it on the book shelve where ironically enough it will probably gather dust.
- Very detailed, Easy to read, very helpfull in setting up shop.
- The book is ok, but I wish he would spend more time on running a DC system in a small home shop. Also, a topic I was interested in (grounding a pvc based system) was brushed over in less than a page.
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Posted in Games (Wednesday, July 23, 2008)
By Wizards of the Coast.
The regular list price is $12.95.
Sells new for $7.17.
There are some available for $6.88.
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5 comments about Star Wars Galaxy Tiles: A Star Wars Supplement (Star Wars Accessory).
- As with the Dungeon Tiles for 'Dungeons and Dragons,' the Galaxy Tiles are good and sturdy, and you get a good amount of them for the cost; it's definitely a decent value.
I personally think that some of the tiles could have been more varied; there are many smaller tiles where the obverse side is simply blank, which feels like a missed opportunity to add just a little bit more to what could be done with the set as a whole.
Still, as a basic starter for creating areas, you get most of what you need. I've run several sessions using them, and my players and I think that they work great--a definite improvement over simple, hand-drawn maps, to be sure!
- Excellent, excellent set, and I can't wait for more in the series. The tiles are made from a thick, durable cardstock with a ruggedly tactile veneer that makes them easy to pick up off a flat surface, instead of struggling to get a fingernail under the edge like you would with a coin.
A very nice variety of assorted flooring, stairs, bridges, and all can be used for installations, cities, and shipdecks.
The only other advice I have, beyond what a great set this is, would be to pick up more than one so you have more of a pool of tiles to draw from, if you want to build floorplans that call for duplicate tiles. I bought two, which should be fine for me but I know some GMs are getting upwards of three or four.
- Perhaps I was naive when I decided to acquire this product, as a supplement for Star Wars RPG Saga Edition, but I was surprised to find what I found. I should have paid more attention to the fact that the product is in fact tiles, literally tiles, of various sizes. There are no maps to speak of, something that I assumed would come with said product. Now, what really gets to me is perhaps the set-up for example:
A battle scene, you would think this would be easy, right? So I decide, as the GM, that I will set it on a space station. It just so happens I have plenty of tiles to accommodate that (by the way, that is all there is). Now I have to assemble this glories map, tile-set, only it is like a jig-saw puzzle, attempting to make sense of what I am trying to make is bantha poo-doo. At this point, the PCs are growing impatient at perhaps the fact that the setup is taking so long... after a period of time the set is ready for combat of epic proportions. As characters move their minis, as do they move the tiles, and in fact the map after a short period of time is falling apart at the seams.
So it would appear that I should stick to maps, or create my own maps, or find some other way of using these tiles. If I have appeared to rant incoherently I apologize. But oh boy, what a treat.
- After having purchased at least two of every Dungeon Tile product for the D&D game, I had high hopes for this offering. I was somewhat mixed on the overall feeling. It is the usually high graphics that WOTC has put into this line of products and will perform well under the SW mini rules and new fantasy game. But unlike the first dungeon tile set, which I immediately bought more of, this one feels incomplete. Maybe its just not as impressive due to the color scheme being lighter. The dungeon set has a deeper ink pallet, darker and more textured feel in visual effect. The lighter shade of this set makes it feel less 'solid'. Of coarse, the usual six sheets, double-sided, with some important stuff on one of two sides is a small problem in all the sets, making a large layout require two or more of the same set to be playable - but, it works fine as far as it goes and not everyone has a need for large areas. But, the scale of SW and its range weapons, etc, not to mention vehicles, creats a more sweeping scale of adventure. This problem isn't confined to SW - the D&D folks finally got some wilderness tiles and horses at set #6 (Ruins...). So, graphics good but with a lighter shade that distracts and a poorer selection of starting chrome tiles, which really aren't chrome if you need multiple doors, etc. forced me to 'three' this one. Will I buy a second? Perhaps, but, the next set will need more 'special' tiles (vehicles, doors, etc.). In defense of this, until LOTR, no movie had done the sweeping views of fantasy that the SW movies did - and the problem with roleplaying/miniature battles in that 'world' is we all have a visual reference that isn't nearly met by the current line of miniatures and tiles. Its coming, but, maybe too late. I would recommend this product, as the appeal of combat on the grid with figures is good. My caution is also with the new 2.0 D&D miniatures going to a 'non-grid' 4th edition standard, it might become when they do the same with SW.
- A good product for any number of sci fi games. My friends and I have been using for Warhammer 40k combat patrol games and I'll pick up a few more sets to allow for a full table of corridors.
The cardstock is high quality and take a beating, it's textured so as not to slide. For the price and ease of use nothing comes close.
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Posted in Games (Wednesday, July 23, 2008)
Written by Wolfgang Engel. By Charles River Media.
The regular list price is $59.99.
Sells new for $32.39.
There are some available for $37.77.
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No comments about Shader X6: Advanced Rendering (Shaderx).
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