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GAMES BOOKS

Posted in Games (Sunday, September 7, 2008)

Written by Sheilah Beckett. By Dover Publications. The regular list price is $1.50. Sells new for $0.51. There are some available for $1.25.
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1 comments about Nutcracker Stickers (Dover Little Activity Books).
  1. before they go to see the ballet. I work in public schools, and the second grade usually goes every year. I look for things to help me with my special needs studentst to get excited about the upcoming ballet. Tools such as these stickers help bring to life the story and make the experience more enjoyable.


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Posted in Games (Sunday, September 7, 2008)

Written by Allen Sherrod. By Charles River Media. The regular list price is $64.99. Sells new for $39.15. There are some available for $34.95.
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No comments about Game Graphics Programming.



Posted in Games (Sunday, September 7, 2008)

Written by Conceptis Puzzles. By Sterling. The regular list price is $12.95. Sells new for $10.36.
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No comments about Dot Mania: Extreme Connect-the-Dots Puzzles.



Posted in Games (Sunday, September 7, 2008)

Written by Peter Dell'Orto. By Steve Jackson Games. The regular list price is $37.95. Sells new for $19.82. There are some available for $19.23.
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4 comments about GURPS Martial Arts.
  1. Exhaustively researched and painstakingly compiled, this compendium is a must read for both gaming enthusiasts and also martial arts practitioners.


  2. GURPS Martial Arts for 4th edition is a mature product that embodies the professionalism and attention to detail found in all GURPS products. This hardbound volume encompasses all previous editions of GURPS Martial Arts, and more than just updating them to 4th edition, matures them by keeping what has worked and cleaning up issues found from previous editions. This places GURPS Martial Arts among the most thoroughly play tested supplements on the market today. I consider this product to be one of the GURPS "core" books in my collection.


  3. Well organized, clearly written, and chock full of information.

    This book contains a great deal of material any melee character will find useful, regardless of if their preferred kind of combat involves empty hands or a weapon. Unlike the 3rd Edition softcover, this book does not focus on hand-to-hand styles to the exclusion of all else.


  4. I can't possibly do this book justice. I've barely skimmed the sections on martial-arts history, campaign ideas, or sample characters: all my time has been spent thinking about tactics with the new combat possibilities. New rules come mostly in the form of new combat techniques and options (Committed Attack, Defensive Grip, etc.) and are nicely modular so you can use only the ones that support the flavour your group is looking for (cinematic, chambara, unarmed, etc.) without an combinatoric increase in complexity. The new techniques are intended primarily as new combat options and only secondarily as something to spend points on--Jeet Kune Do specializes in feints and counterattacks, for instance, but it's made clear that that's as much a combat-roleplaying guideline as a rule for point-allocation (you may choose to just raise Karate instead of Karate/Counterattack technique, and that's fine). The section on Style Perks is really neat, and fixes some GURPS Basic annoyances (in Basic, buying Off-Hand-Weapon technique is crazy because it's always cheaper to buy ambidexterity; in GURPS: MA e.g. Off-Hand-Shortsword is a perk costing 1 point instead of a technique) as well as having some cool new perks (shtick: flicking blood off your sword as a free-action Intimidation attempt). In several cases, GURPS: MA supplies optional rules that let me throw out my house rules by providing the flavour I was looking for but couldn't create with GURPS: Campaigns rules (heroic D&D-style combat, for instance, with Chambara rules + Combinations + Counterattack + Targetted Attack + Multiple Blocks + Special Exercises for extra HP). At the same time, the principled approach toward new rules, such as favoring techniques over ad hoc special abilities for styles, avoids balance problems that plagued the old 3E approach toward martial arts while maintaining the "coolness" factor of super-skilled martial artists. (In 3E, for instance, Combinations were basically a too-cheap Extra Attack; in the new book Combinations are a variant of Rapid Strike which allows you to buy off the -6 penalty but are easier to defend against if used multiple times).

    The book is packed with content and even better than the old 3E Martial Arts book by at least a factor of 2. When I put it together with rules from GURPS GULLIVER I have practically everything I want in terms of combat verisimilitude. The best GURPS 4E book I have seen yet.

    -Max


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Posted in Games (Sunday, September 7, 2008)

Written by Mark Danna. By Sterling. The regular list price is $7.95. Sells new for $4.16. There are some available for $0.23.
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No comments about Word Search Puzzles to Keep You Sharp.



Posted in Games (Sunday, September 7, 2008)

Written by Andrew Heron and Edmund James. By For Dummies. The regular list price is $9.99. Sells new for $0.99. There are some available for $0.01.
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5 comments about Su Doku for Dummies (Sudoku).
  1. I read the full introduction, being new to sudoku. Thought I would have the tools from reading to certainly do the easy puzzles in this book, but found them way too brain-twisting. The puzzles were not a good followup teaching tool as way too difficult. I couldn't believe those puzzles were marked EASY even after reading a lot of these materials.

    So I would have to rate this as not a good sudoku book for anyone but more advanced. Just my humble opinion.


  2. Allow me to explain how messed up are the levels of difficulty of the puzzles in this book.

    There are computer programs that let you enter any Sudoku puzzle and then can tell you how hard the puzzle is by classifying it into certain levels of difficulty. A friend of mine who is very good at Sudoku got one such software, and that one uses the following difficulty levels: 1) Very Easy, 2) Easy, 3) Medium, and 4) Hard. There is a separate special level of difficulty called "Very Hard - Unfair", but that's reserved for Sudoku puzzles that require guessing / trial and error.

    Sudoku puzzle number 3 in this book, supposedly an "entry level" puzzle according to the book, is ranked as "Medium" by the software mentioned above. Who considers a level of difficulty 3 out of 4 an "entry level"? And I do think these kinds of software have extremely powerful solving engines, making them capable of accurate assessments on the levels of difficulty of any puzzle.

    This messed up level of difficulty in such an early exercise can be extremely discouraging for newbies, and on the other hand, in my opinion it is a sympton of little care and very poor editing when putting this book together.

    Page 35 of the book (Spanish version) talks about one of the alleged "Beyond the obvious" strategies, a so called "Rule of the three numbers in three cells", or in more standardized terminology found online, the "Hidden Triples" strategy. In my opinion the strategy is very poorly exemplified and explained in the book. Any webpage describing it is much more enlightening and clear. And there are numerous other strategies very carefully explained in several online sources, which are not even mentioned in this book (not even in the Sudoku for Dummies vol 2).

    The book has no alphabetical index at the end by the way, so you can't search for strategy names directly, or for key words, and there is a good reason for that: the book has really very little textual information. An alphabetical index would be ridiculous with so few entries. There is only a few pages of text at the beginning, 37 out of 342 pages, Spanish version again. Those text pages basically describe the only rule of Sudoku with some diagrams, and them attempt to explain very few basic solving strategies plus the poorly explained hidden triples. From the 37 first pages remove the first 12 which are mostly contents, intro, etc. So basically, 25 pages of text, in a small format book (7x5 inches). The bulk of the book is just exercises, and their solutions.

    This book in general does not match the typical comprehensiveness I've seen in many For Dummies books.

    What other reviewer indicates is also true, the paper this book was made of is pretty bad, doesn't stand erasing too well.

    Conclusion: NOT recommended. Try other Sudoku books with less faults. And in any case, check the numerous Sudoku resources and compilations of strategies available for free online. This book in my opinion is not worth it. I really regret having purchased it.


  3. I thought this book would provide more tactics on solving but it really has lots of practice puzzles at 3 levels -- from easy to difficult.


  4. The explanations in the book are typical for "Dummies" books, where illustrations of methods accompany written instructions. Both are fairly easily understood even when logic, to me anyway, is a distant "second language." There are 80 "easy" puzzles that help develop skill with solving techniques; they get harder as you go along. Following these are 100 "tricky" puzzles that hone your skills to the point, theoretically, you can solve any Su Doku puzzle. To prove it, the book throws in 40 "tough" puzzles and 20 "diabolical" puzzles. I'm still working through the tricky puzzles and can't even imagine trying to solve the other two categories. Su Doku is entertaining and good exercise for the mind, especially as we grow older. "Dummies" is a good teacher and guide.


  5. This initial Su Doku for DUMMIES book ranks as the first and the best book for Sudoku lovers. Hands down, no comparison. My husband and I cut our teeth on its instructions. We collected other books in the process, but we ALWAYS returned to this one. Even the other SUDOKU FOR DUMMIES books don't compare to this volume (I can't explain why this would be true... I just state it).

    We have completed this particular volume twice; today I did the last DIABOLICAL Sudoku.

    Now, I am about to purchase THE VERY SAME BOOK, AGAIN (that's why I came to this page in AMAZON... to place the order).

    This is our first and favorite. It's family. Go figure.

    If you want a book that will please you at all levels, START ... AND END ... HERE.


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Posted in Games (Sunday, September 7, 2008)

Written by Rob Ives. By Tarquin. Sells new for $15.00. There are some available for $25.96.
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2 comments about Paper Automata: Four Working Models to Cut Out & Glue Together.
  1. These four working models are simple to make and a lot of fun to operate. The mechanisms are cams and levers and the resulting models are easy to use and, especially in the case of the flying fish, have unexpectedly fluid movement. One small complaint I have (and the reason for the dropped rating) is that the pre-printed colors are very bright and not always appropriate to the model.


  2. I bought this book for a young boy. I just loved it myself. Nice to have children do something besides video games.


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Posted in Games (Sunday, September 7, 2008)

Written by Bill Barich. By DRF Press. The regular list price is $14.95. Sells new for $8.47. There are some available for $3.49.
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5 comments about Laughing in the Hills.
  1. After I read Barich's New Yorker essay "At the Fountain," I (A) gave a copy to every one of my friends, and (B) pilgramiged to read and know the other published work of this amazing author.
    'Laughing in the Hills' could have been about how beans are canned, and it would still be a classic. This book is in a class with the best of Constantine, Auster, and Hardy - and they should consider THEMselves lucky to be compared with Barich.


  2. This book was listed by Amazon.com as one of the 10 Best Sports Books of the 20th Century. It was also chosen by Sports Illustrated as one of the top 100 sports books of all-time.


  3. This book gives a very well written view into the day to day world of horse racing, only from behind the scenes with the common folks and common horses. It is one mans' summer adventure after a family tragedy to live the racing from betting to finding out all the Sport of Kings offered. The thoughts of the author as he went from day to day in this world was educational, calming, and realistic - including non-exciting. If you're looking for action, read "Seabisquit" or other more fast paced books about this area. If you're looking for the deep thoughts about the people, places, and things, you've found a winner. Cash it in!


  4. What a great book this is! Barich goes behind the scenes at the racetrack in his real life attempt to become a professional handicapper. On his journey, he interacts with the usual characters from the track and brings their personalities to life- their charms, their flaws, and their love of the game. If you ever think of making a life at the races, you should read this first.


  5. Probably the most intelligent, well written book ever published on horse racing. To call it a "sports book" or even a racing book really misses the mark, for it certainly transcends that topic-while it includes gritty and and closely observed descriptions of track life, Barich ultimately portrays racing as a kind of metaphor for life. His unique insights and voice as a writer elevate this gem into the stratosphere of contemporary literature.


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Posted in Games (Sunday, September 7, 2008)

Written by Roger Von Oech. By U.S. Games Systems. The regular list price is $16.00. Sells new for $9.37. There are some available for $8.50.
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5 comments about Innovative Whack Pack.
  1. I've been a long time fan of the Creative Whack Pack. I recently got the Innovative Whack Pack, and have found it to be just as powerful in stimulating my creativity. I especially like the way it combines ancient wisdom with practical creativity techniques.


  2. I am a raving fan of Roger von Oech's creative work as embodied in his books & card decks, namely:

    Books:

    - A Whack on the Side of the Head;
    - A Kick in the Seat of the Pants;
    - Expect the Unexpected;

    Card Decks:

    - Creative Whack Pack;
    - Innovative Whack Pack;
    - Ancient Whacks of Heraclitus;

    I have used all his creativity stuff ever since I started my own strategy consulting (& book store) business in late 1991.

    From my personal & professional experience, I would like to say that the entire collection of Roger von Oech's creative work has been designed to serve three strategic purposes:

    - understanding - & removing - your mental blocks;
    - breaking your habitual patterns;
    - shifting your focus & changing your paradigms;

    As a matter of fact, once you appreciate & commit to these three strategic purposes in your life, you will soon realise that there is nothing in this world to stop you from getting rid of old ideas & getting new & fresh ideas.

    Allow me to quote Edward de Bono: "...the mind is habitually uncreative - it is usually preoccupied with organising masses of incoming data into convenient patterns. Once this pattern is established, then the mind tends to rely upon that pattern in future situations, in order to facilitate decision making & action in an otherwise complex world..." (The Use of Lateral Thinking).

    Breaking old habitual patterns is definitely the first & foremost priority in your journey to creativity!

    Once your shift your focus, you begin to change your paradigms or the way you look at the world around you. Always remember this: Your brain follows the direction of your dominant thought. Once you focus on something, that thing becomes the foreground. Everything else around it will fall into the background. Most opportunties are unfortunately hidden in the background. The moment you begin to shift your focus, you are pushing the 'foreground' into the 'background', & pulling the 'background' into the 'foreground'. Get it?

    'A Whack on the Side of the Head' will help you to break through your mental blocks. They will open up your mind for innovation. This book is filled with provocative puzzles, exercises, stories & helpful tips.

    'A Kick in the Seat of the Pants' takes you on a guided tour through the four stereotype roles of the creative process - Explorer, Artist, Judge & Warrior. Understanding - & applying - these roles will fire up your personal & professional creativity. Tactically, they will change your mental focus as you change to play each of the four roles. I would like to add one more role from what I have learned from the Japanese creativity experts: Antique Dealer. This singular role will allow you to combine all the four roles into one.

    'Expect the Unexpected' uses thirty of Heraclitus' (the world's first creativity master) epigrams as creative springboards. It has intriguing questions designed to topple old habits of thought & fire up your imagination.

    All the three card decks are basically extensions of the three books, to allow convenient usage during brainstorming sessions.

    From my strategy consulting experience, these three card decks have proven to be inexhaustible sources of inspirations.

    In fact, the 'Innovative Whack Pack' combines the creative power of both the 'Creative Whacks' & 'Ancient Whacks of Heraclitus'.

    I strongly urge readers to seriously consider having the entire collection of Roger von Oech's creative work added to your Creativity & Innovation Library, & all the three card decks placed permanently on your desk top at all times.


  3. After reading the book "Whack", this deck of cards was VERY disappointing.

    It wasn't a "companion deck" but another condensed version of the book whose ideas were not nearly as well thought out, as well explained or put into a demonstrative use. I was expecting that the deck would help facilitate the ideas from the book -- something that could be used in a group as a teaching tool or alone as a quick means of problem solving. Not so.

    The book, however, is *very* worthwhile.


  4. The book that these flash cards were based on, "A Whack on the Side of the Head" is great book on problem solving and creativity. These cards are not. Save your money or spend it on another book on the topic from another author, such as "Conceptual Blockbusting - A Guide to Better Ideas".


  5. I ordered this and sent it back. I've looked for a lot of creativity tools for high tech innovations and medical solutions. This pack of cards was not helpful. I did find one set of cards that is fantastic, and its the IDEO Method Cards set, but they are not available through Amazon. They lend a number of methods for analyzing user behavior, usage patterns and twists on rethinking product design. Fantastic!


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Posted in Games (Sunday, September 7, 2008)

Written by Mikhail Shereshevsky. By Everyman Chess. The regular list price is $19.95. Sells new for $9.95. There are some available for $8.00.
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5 comments about Endgame Strategy.
  1. I'm rated 1800 and have probably spent more time than most players at that rating on endgames. The general level of this book was too high for me.

    A lot of this book is verbatim reprinting of analysis by Capablanca, Alekhine, Bondarevsky, and others. Shereshevsky has done a good job of collecting positions by themes, but he seems to have acted more as an editor than author.



  2. Actually, I'd have normally given this book four stars, but my purpose is to counterbalance the review below. As he stated, Shereshevsky (the real author -- Mr. Neat was the translator) organizes the endgames by themes, but in a very instructive way: The progression from the apparently simple to the truly complex leads the student along in a way that is most productive. Unlike some tomes like Basic Chess Endings, this book is meant to be studied, not used as a reference. The fact that one can actually sense that he is making progress makes this a truly unique book. Jeremy Silman called it one of the three best engame books for the aspiring player (along with Soltis' most recent book on endings -- also excellent, and a book by James Howell that I have not yet seen). Silman thinks a thorough read of these three books could give the average Joe a 2400 player's understanding of the endings. Shereshevsky is more than an editor here -- he is a teacher, and a good one at that.


  3. Organizing his material thematically (e.g. "problem of exchanging," "suppressing the opponent's counterplay"), the author has assembled a great intermediate level endgame book. It's probably best suited for those who've had some previous exposure to endgame study previously but who need more intermediate books. I'd recommend Silman's Essential Endgames, Soltis' Grandmaster Secrets Endings, and Mednis' Rate Your Endgame, as books somewhat more basic than Shereshevsky.


  4. Some book reviewer said that if you have trouble purchasing this book you should beg for it. I agree with him one hundred percent.I have never seen an end game book with a chapter about not hurrying in the endgame.An example would be that repeating moves in many positions is fine,because most people have a tendency of breaking the repetition. In many instances that will make their position worse.He also talks about preventing counter play in the endgame which is closely linked to the concept of not hurrying.In addition problems involving whether or not to exchange pieces and how and what to exchange are clearly covered.Shereshevsky also talks about the importance of the economy of pawn play.Topics such as alternating maneuvers against two weaknesses along with king centralization are also discussed along with many other endgame topics of great importance.This book can definitely improve one's endgame exponently. A must read.


  5. This book delivers on its title. It is clearly the best book available to teach the 'Big Ideas' in chess endings. These are principles that can be used to guide the player on how to approach an ending. It's not about the details (though of course the details are addressed in the examples-- in chess, strategy must always be implemented with great attention to details).

    Here are some examples of these principles: "Centralization of the King" (chapter 2); "Do not Hurry" (ch.5); "Schematic Thinking" (ch.6); "The Principle of Two Weaknesses" (ch.7); and "The Two Bishops" (ch.11).

    I made an effort to improve my endgame play, and I was able to bring my playing strength up to 2200 USCF/FIDE; and this was one of the key books in my training program. However this book should not be used as the sole training manual. An excellent program to improve endings would be:
    "Essential Chess Endings", by Jeremy Silman-- an excellent primer
    "Capablanca's Best Chess Endings", by Irving Chernev (Capablanca's games form the most clear example of correct endgame play)
    "Practical Chess Endings", by Irving Chernev (a series of puzzles-- a very practical way to improve your play)
    and this classic by Shereshevsky.

    One caveat: this book is probably one of the more advanced books on chess endings, so I would recommend it only to players with a playing strength of 1600 and up.


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Nutcracker Stickers (Dover Little Activity Books)
Game Graphics Programming
Dot Mania: Extreme Connect-the-Dots Puzzles
GURPS Martial Arts
Word Search Puzzles to Keep You Sharp
Su Doku for Dummies (Sudoku)
Paper Automata: Four Working Models to Cut Out & Glue Together
Laughing in the Hills
Innovative Whack Pack
Endgame Strategy

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Last updated: Sun Sep 7 02:49:31 EDT 2008