Hobby Books

Google

General

Hobbies

Arts & Crafts

Applique
Baskets
Beadwork
Book Making & Binding
Candlemaking
Crafts for Children
Crocheting
Cross-Stitch
Dollhouses
Drawing & Sketching
Embroidery
Flower Arranging
Glass & Glassware
Jewelry
Knitting
Lapidary
Leathercrafts
Miniatures
Needlepoint
Origami
Painting
Patchwork
Pottery & Ceramics
Printmaking
Puppetry
Quilting
Radio Operation
Rubber Stamping
Scrapbooking
Sewing
Soap Making
Spinning
Stenciling
Stuffed Animals
Textile Arts
Toymaking
Weaving
Wood Toys
Woodworking

Collecting

Collectibles

Games

Games
Board Games
Card Games
Chess
Puzzles
Roleplaying Games
Video Games

Toys

Toys
Models
Model Trains
Remote Control Vehicles

Pastimes

Aquariums
Bird Watching
Cigars
Gambling
Gardening
Home Theater
Magic
Motorcycles
Sports

HobbyDo


Search Now:

GAMES BOOKS

Posted in Games (Thursday, August 28, 2008)

Written by Matt McFarland and Chuck Wendig and Travis Stout and Jess Hartley. By White Wolf Publishing. The regular list price is $34.99. Sells new for $20.19. There are some available for $19.40.
Read more...

Purchase Information
5 comments about Changeling: the Lost.
  1. DISCLAIMER: First off, this is MY PERSONAL OPINION and I know many people will not agree. It's important to remember however that we're all entitled to our opinions and we all have different preferences. My negative review doesn't mean I think the book should be pulled from the shelf or that people should not be permitted to play it, but rather that *I* personally did not find it enjoyable or pleasant. If you do, fantastic! It's just not MY cup of tea.

    Onto the review. I'm a long time fan of this book's predecessor, Changeling: The Dreaming. (Henceforth "C:tD") I collected all the books and I greatly enjoyed the theme, setting and style of the books. I never read any of the other lines (Vampire, Mage, etc.) but I did really enjoy what was created with C:tD. There was a brightness to C:tD; a sense of hope and promise. That despite things being bleak, Spring would always still return. Set in a darker version of our real, modern world, it was ultimately a game about hope, promise and Beauty. I appreciated that since far too often we only celebrate ugliness in our society.

    So when White Wolf ended the original World of Darkness for their New World of Darkness ("nWod"), I wasn't originally terribly interested. As I said, I never read any of the other lines so it didn't matter to me that they'd relaunched them in different forms. Until, that is, when I heard there was going to be a new Changeling edition.

    When I finally got it and started to read, I realized it was VASTLY different from the old C:tD. Gone was the sense of lightness, whimsy and beauty and in it's place was something MUCH darker, ugly and sinister. Changeling: The Lost ("C:tL") isn't so much a revised version of C:tD as it is an entirely different concept all together. Which is perhaps part of why I disliked it so much. I expected more of the same C:tD. What I found wasn't the same at all.

    In C:tL you play a human who was abused by the True Fae that has now escaped back into the mortal world. The book makes it VERY clear that every single person was tortured, abused, raped, hurt, beaten and/or any other combination of unimaginably cruel events. That the True Fae are utterly without hearts, morals or understanding and that they put your character through Hell - physically, emotionally, mentally, sexually and more. That you had to fight to get back, tearing yourself further into shreds only to find that when you returned, you were changed. You're now more like they are. Worse, your human life is utterly unreachable to you. You fought through all of it to find either you're now believed dead, too much time has past, or you've been replaced by an impostor who now IS you. All that and there's nothing waiting for you upon your return. Your family is lost to you. Your life is lost to you. Your spouse/partner is lost to you. Your job/career is lost to you. Everything you were before is gone.

    Pretty bleak, hu?

    Changeling: The Dreaming was, at it's core, about hope. That though things now weren't great, they were going to get better. Changeling: The Lost has no hope. All hope was ripped away from you prior to the game's beginning. You're now left broken utterly to fend for yourself. Oh yeah, and to live life looking over your shoulder to ensure you're not recaptured by the True Fae you escaped from who may or may not be actively hunting for you.

    This just isn't my cup of tea. You're forced to play a victim. And, you're constantly reminded how awful things were and how terrible your past was. I feel that the world is already too dark and too bleak and I rather not spend my free time encouraging MORE of that attitude.

    Now, I want to be clear that if you like it, more power to you. I make NO judgment calls on anyone who plays the game in ANY way. I'm just saying it's not for me. And I think for many people who may have been the victim of abuse, it may not be for you either. I can greatly see this book and this concept being triggering to people.

    So in summary...

    If you do not like horror situations, or dark settings, or concepts of abuse, kidnapping, torture and related are troubling to you, do yourself a favor and avoid this line. C:tL is NOT like C:tD at all. If you're expecting something airy and light like the original, you'll be sorely disappointed. When they say it has mature themes, they mean it for these reasons.


  2. Changeling the lost is a game of coming home to a world that you no longer belong to. Taken from home by the dark fey (something straight out of grimms)an imposter left in your place. The man returns home months or years later to find he no longer has a home, a family a life. This game is wonderful. The dark tones the nod to classic conceptions of fey creatures this is no disney cartoon or happily ever after this is darkness and urban legends in all its glory. Of all the WOD supplements i find this one to be the most complete. It is a well thought out system of pacts and promises as well as containing insight into all you'll need to play a character it also gives the story teller almost all he needs (except for what is in the WOD book) it even contains a full account of a setting in miami and the main players there. overall i love the setting and the tones set by this book i read it from cover to cover over the course of a week and enjoyed every minute. If you love world of darkness or even just the darker aspects of happily ever after i reccomend this game to you.


  3. My friends and i were huge fans of VtM, and were sad to see it go, but optimistic about a new WoD line. I liked VtR, but it lacked the ability to captivate me or anyone i played it with. Some time passed without much playing, then when we decided to start again, i came across this game.

    i never played the old changeling, but its unfair to compare the old and new WoD games anyway. they aren't different versions of the same game, they're completely separate entities. this game has however, stood out to me as the current masterpiece of the NWoD lines. take this with a grain of salt though, as i havn't played mage, werewolf, or Promethean, just read about them and the nuts and bolts of each game.

    as for the game itself, its theme of wonder and horror rolled into one works wonders alone, especially since it does so naturally, without having to exert much brain power into theme when creating a story.
    I'll spare the details most reviews hang up on and mention the highlights of the game. character creation is more in depth for CtL than in any of the NWoD lines, with even more options being available the the other books of this limited run. the powers and abilities available are numerous, but balanced by their very nature, so it comes across as making sense rather than a laundry list of things a changeling can do. the political side of the game can have as much or as little with gameplay as desired, but the court systems still come across as more logical than those of VtR.

    IF you're thinking about this book, but can't decide, I would recommend this title over any WoD line. it can make your head spin at times with just the sheer amount of possibility in just the core alone, but it all fits in a way that makes it just work. this title is at this time up for numerous awards and is becoming a favorite among WW gamers, so the numbers alone should balance out the negative reviews of bellyaching fans of CtD. changeling is the game of beautiful insanity and endless possibilities, and has been worth every penny.


  4. The second in White Wolf's limited run RPGs for their World of Darkness gameline, Changeling takes you into the world of the fae. Not your white-washed Victorian fairy tales for children, but the darker stories of trolls that lurk under bridges looking for mortal flesh, goblins who kidnap children, and dark things hiding under beds; creatures born of nightmare and madness. Like I said before kids, its the World of DARKNESS. It's all about Gothic horror!

    Whereas in it's predecessor, of sorts, 'Changeling: the Dreaming' you took on the role of a human with a fairy soul, Changeling: the Lost goes back to the original folklore. This time around, you take on the role of a human who was kidnapped and abused by the Lords of the Fae, warped by the very nature of Arcadia, yet somehow, through sheer force of will, escaped and made your way back through the Hedge to find your old life gone. Changeling is a very intense game, but thats part of what makes it so appealing. If thats not up your alley, though, you might want to consider looking for a different game. I've found that theres not necessarily any correlation between fans of Changeling: the Lost and Changeling: the Dreaming. Some fans of C:tD absolutely LOVE Changeling: the Lost, others hate it with a passion. For that matter, some people who hated the old C:tD love the new C:tL. Go figure.

    This book is the core of the gameline. Although it contains everything you need to run a Changeling, you still need the 'World of Darkness' corebook in order to play the game (for the basic rules). This book expands upon the life and society of the Changelings - it gives full details on the different Seemings and Kiths, the four Seasonal Courts of the Changelings, the basic Contracts (Changeling's 'magic'), rules for Oneiromancy, information on the Fae, Hobgoblins, Arcadia and the Hedge, sample Tokens and Pledges, systems for Wyrd and Clarity and even a number of sample Entitlements for more advanced characters. Of all the gamelines in the new World of Darknes, Changeling is perhaps the most rich, evocative and inspired. Almost every part of the book will give both Storytellers and Players new ideas. In addition to giving all the details necessary to run a Changeling game, it also includes the sample Freehold of Miami (Changeling's signature city) and several NPCs. This is great for ST's planning on running a game set in or around Miami.

    If you are a fan of White Wolf's World of Darkness, then you have to check out this gameline. Its a perfect fit for anyone who wants to incorporate the darker side of fairy tales into their games, or just add trolls, bogeymen, goblins and other creatures from folklore and nightmares. And the book has several supplements available as well: Autumn Nightmares (which expands on the True Fae), Winter Masques (a book for customizing Seeming and Kith to fit your favorite myths), Rites of Spring (all about Changeling magic) and Lords of Summer (covering the politics of Freehold, Court and Entitlements), all of which are brilliant, as well as the forthcoming Equinox Road. However, you can run Changeling with just this and the corebook. Either way, you'll definitely want to pick this book up.


  5. This is the first White Wolf product to actually entice me into the World of Darkness. Accomplishing that was done by making the setting truer to the myths of changelings.

    If you're like me, and like to get a basic understanding of the whole book before you attempt to run or play, be warned: it's long, and it's heavy; armchair reading it ain't. Knowing that it was part of limited run series, I understand White Wolf had to cram a lot of information into only a few books.

    Although I understand why role playing books do it, I don't like seeing things I already understood re-explained ad infinitum. The largest problem with this book is that certain words are missing from sentences, and in one case, the whole first part of a paragraph is missing. Sure, I can tell what is intended, but it's more distracting than simple typos.

    Overall, a good buy, maybe they just need a better editor?


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $19.99. Sells new for $9.95. There are some available for $5.48.
Read more...

Purchase Information
5 comments about BioShock Signature Series Guide (Bradygames Signature).
  1. Bioshock is an incredible game, no matter how you look at it. In truth, it's a game that one should explore on his or her own. However, that doesn't mean you won't get stuck, and if you happen to get stuck, this guide is a pretty good tool to use overall.

    I must say something on a personal level, though. Bioshock is a very very extraordinary game. I highly suggest one go through the game without the guide first because a strategy guide (for better or for worse) can ruin some of the fun of the game and some of its better surprises. That doesn't mean the guide is bad, it just means you're using it at your own risk. For what it's worth it's a GOOD guide and does exactly what it's supposed to do, but as with purchasing any strategy guide, you run the risk of having a less fulfilling gaming experience. If you must use the guide however, use it as you go and try your best not to read too far ahead.

    Anyway, now onto the review of the actual guide.

    The guide begins with a prologue and a bit about the guide on its own. The prologue doesn't spoil anything. It merely tells you what Andrew Ryan tells you within the first five minutes of the game. Nothing that'll give away any part of the storyline, but more or less introduce you to the philosophy of the game itself. It'll then tell you about the guide in a short intro before jumping into all the stuff you want from the guide.

    It first introduces you to the cast of characters in the game. The main guy doesn't have a name though (the guide commonly refers to him throughout the walkthrough as "Jack"), but it'll introduce you to other characters and tell you a bit about them. The guide then goes to talk about the adversaries you'll face along the way, even giving you a couple of tips to defeat them.

    The guide then jumps into the game basics section entitled: "Life Underwater." This is more or less the game basics section. Here you'll learn of the basic controls and basic combat skills. For anyone new to the game who doesn't want to read the instruction manual or learn the game for themselves, they can use this as it is a rather helpful section of the guide. Most probably won't need it too badly but it is there just in case. For the most part, though, these are some pretty good tips. Even some of which you won't find in the instruction manual, and some of which the game doesn't tell you about either. So even for those well experienced with the game you might find something good.

    We then go into weapons. Here the guide tells you about just about everything. About the upgrades, how well they perform in a firefight and how to effectively use them. It also tells you how much ammo you'll need. Again, a pretty basic thing and the guide gets through it pretty quickly.

    Then we get into the Plasmids section of the guide. Here, the guide will tell you about the Plasmids and list what they think are the best five. It'll tell you how to effectively use them, and give you a list of Plasmids you can buy with the ADAM you find. The guide does a remarkable job here. In addition here, it also tells you about all the tonics and like they did with the Plasmids, they listed their top five favorites. But the guide does talk about each and every one of them as well.

    To wrap up the game basics it then shows you about inventing items. It's pretty much the same as the two sections before it. But it is just as detailed and just as helpful to anyone who needs it.

    We finally get into the last section of the guide: The Walkthrough. Aptly titled, "City Directory." The guide is divided into sections. Each section represents a chapter of the game. For example, the first chapter is called "Welcome to Rapture" in the game, and so the first chapter in this guide is titled the same thing. In addition to that the guide also lists all the objectives you have to perform, and again, they're also titled exactly as the game titles them. The guide will also list "Any new discoveries" that you'll make. This includes Plasmids, Tonics, Weapons and enemies.

    The walkthrough is then divided by the Objectives. So even though it list them, it'll also provide a section for them outside the list and tell you everything you need to know in a detailed manner. It's very organized and goes on for a while.

    The maps presented throughout the walkthrough are pulled straight from the game itself, but for the most part they tell you where things are located, including all the radio diaries if you're interested. For the most part, however, Bioshock is a pretty straightforward game, and with being able to view the ingame map any time you want, you can actually make the maps in this guide a great ally. The in game maps don't point out all the items, but the BradyGAMES guide does, in other words, you can coordinate yourself and it's rather easy to do. You shouldn't miss a whole lot with this guide in that case.

    There are boss strategies for the games bosses and they're not so bad. For the most part they help. In fact, some of the suggestions are a must.

    There are a couple of other neat things about the walkthrough. The guide has pulled quotes from the game itself. This makes the guide very well artistically designed. Some guides have bland and boring pages, but here the pages present the look and feel of the game. From the artwork to the very font of the guide itself. So you definitely feel as though it's a companion. Equally appealing are the crystal clear screenshots taken in widescreen. They aren't grainy and clearly depict what has to be done.

    The only real problem with the guide is that it's chalk full of spoilers. As I mentioned earlier, it's the risk you run when purchasing a strategy guide, but when I say it's got spoilers I'm not kidding. A lot of the games surprises are ruined by this guide. It's a great companion, but if you're someone who is bothered by spoilers there are quite a few big ones here.

    On the whole it's a good guide. Minor spoilers aside, it is a good companion and a helpful one for when you're in trouble. Overall it's a good guide, but still you run the risk of getting a few things spoiled for you.

    The Good

    +Really great look and feel to the guide... you definitely know it's for Bioshock
    +Crystal clear screenshots
    +Detailed well organized walkthrough
    +Complete list of Plasmids, Tonics, U-Invent and weapons
    +Good, basic, and helpful tips

    The Bad

    -Story spoilers
    -Achievements section is a foldout. Not that it's a big thing, but if you lose it, you've basically lost your secrets section! Probably would've been better off had it been included in the walkthrough itself.


  2. I agree with a different reviewer in that you really don't need this book. I only looked at it while playing this game once and what I was looking for wasn't even there (don't remember what it was now or I would say). I've decreased what would've been a 3 star review to 2 because Bradygames' QA people are slipping. My cover is glued on backwards, upsidedown AND offcenter - the copy I was sent should've never made it off the production line!

    Bradygames and Prima both normally do a descent job with their guides and its not that this one isn't OK but you really don't need it at all in the the game ... I was mostly put off by Bradygames' lack of quality assurance with this one (the cover is horrible!)


  3. This is the offcial guide to one of the greatest video games in years. Unfortunately, it seems they focused on how NOT to give answers as much as possible. It is full of hints, but hardly any answers. If you want to pay money for a book to get hints and clues to the answers, then this book does its job. If you want the answers (such as the combinations to locks) then try the internet.

    It even does not give a good summary of the storyline. I have found the Wiki's version of the story to be much more comprehensive.

    The book provides good illustration of the game. It provides some good advice, such as the 5 best Plasmids and how one should spend the money at the Circus of Values. Other than that, its clues are very skimpy and even stingy. For example, I have tried to obtain the keys to the Chomper's Dental for many hours. This book merely says to look for it using newfound plasmid (Telekinesis) in the Dandy's Dental. It wasn't helpful.

    I suggest using the internet as the guide, and not this book, which annoyingly tries to be cryptic and give as few answers as possible to the paying reader.


  4. It is a fun game, though the final boss is the easiest part of the game. I could not bring myself to play it a second time to get the few achievements I'd missed. Even changing the difficulty does not do more than affect how fast you kill and are killed. The surprise 3/4 of the way through was great, though the ensuing battle is on autopilot. Being able to hack the automatic defenses around town to use against the bad guys adds some interesting strategy against the infinite stream of evildoers. That was the most annoying part for me, to be sent back to a rez chamber (thankful that damage on enemies persists when you die) only to find an enemy right outside the chamber who esnds you right back in. Second most annoying is when you die while firing a weapon and you just keep on firing and wasting ammo against the chamber door when you come back to life. There is an option to turn the chambers off with a download, but I never did.


  5. Bioshock is a videogame masterpiece. This strategy guide is complete and will help you if you are lost or want to know the best way to survive in Rapture.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Andy Collins and James Wyatt and Skip Williams. By Wizards of the Coast. The regular list price is $39.95. Sells new for $8.57. There are some available for $8.92.
Read more...

Purchase Information
5 comments about The Draconomicon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. i am satisfied with the product and the delivery. Everything was good!


  2. Let me start this review by saying that this book is beautiful. The full color images throughout almost make it a coffee table book, and it is hard to NOT give it five stars just for those images.

    But this book IS a roleplaying game supplement, so it has to be judged on more than just its pretty pictures.

    Content in this book can be divided into three primary areas: General dragon information, player information, and DM-specific information.

    - General Dragon Information. I truly have mixed feelings about this area. Dragon anatomy diagrams, descriptions of their senses, and the dragon language dictionary are all very interesting and worth an initial reading. Some of the other information, including history and religion, is disappointing - not only does it conflict with previously established sources, but it also doesn't fit with the "theories" that most people have about dragons (according to the Draconomicon, dragons die of old age, they worship strange gods, etc, etc..).

    - Player Information. The sections of the book featuring player information truly shine. There are new feats for those that often deal with dragons, a good selection of new spells, intriguing new prestige classes, and numerous new magical items. The section on dragons being player characters, however, is too short and not particularly useful.

    - DM Information. This is where the product once more falters. The new draconic monster section is all right, and the section on dragon feats / dragon prestige classes is also moderately interesting (though extremely limited in usefulness unless you are running a dragon-only campaign). The various additional rules and the sample NPC dragons weren't particularly captivating. The pantheon section and the dragon twilight section will not be accepted by many fans as those sections conflict with previously established content. Mongoose Publishing's "Slayer's Guide to Dragons" (written by Gary Gygax) contains better dragon rules and DM information, in my opinion, and should be considered if that is the only reason you are buying this book.

    In conclusion: rating this book is extremely difficult, and depends on the desires of the consumer. On content alone, I would only give it 3 stars; when the incredible artwork is also factored in, it gets 4 to 4.5. For those that don't particularly like dragons or don't think they'll deal with them beyond one or two in an entire campaign, this product is a bit of an overkill - use the Monster Manual instead.

    Side Note: Those interested in behind-the-scenes industry comments and barbs should check out the deity "Garyx" on page 33.


  3. This is a great sourcebook for inspiring GMs with ideas of how dragons behave. It even offers an article on each of the "major" dragon types (the chromatic and metallic dragons.) That having been said, I was a little disappointed that it didn't mention (not even in passing) any of the other kinds of dragons in the D&D setting.


  4. I dont belive until today i dont have the book in my hands, really Im scare because is the first time with this kind of articles, need an explication about this item, dont have notices about this problem, Im really hungry.....


  5. Have been holding off buying into new 4.0 edition. But have been loathe to invest any more dollars or shelf space into 3.5 supplements. However, after paging through this one at the local book store I picked it up any way. Am a few readings in, and am glad I did.

    This book provides, as the name would suggest, a comprehensive delve into how dragons can be fit into your campaign world. And since dragons will be with the game as long as there is a game, I found it worth the coin. There are extended sections on the psychology of each species. Invaluable for roleplaying encounters that live up to the dragon's immense NPC potential. There's also a load of combat oriented mechanics to flesh out the dragon's terrifying natural abilities. Though rooted in 3.5 these could also be updated, and provide plenty of inspiration. The inclusion of a quick snapshot for every age category of every dragon is a little dense, but I found myself still enjoying the snapshots.

    All in all, a worthwhile purchase for any DM. Especially if you can pick-up a used copy at a discount.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Audrey Grant. By Baron Barclay Bridge. The regular list price is $19.95. Sells new for $11.49. There are some available for $11.00.
Read more...

Purchase Information
1 comments about Play of the Hand in the 21st Century, 3rd Edition: The Diamond Series (Acbl Bridge).
  1. Together with the other books in this series, one can get a good starter education in bridge.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by John Murphy. By Lark Books. The regular list price is $12.95. Sells new for $7.89. There are some available for $7.73.
Read more...

Purchase Information
5 comments about Stupid Sock Creatures: Making Quirky, Lovable Figures from Cast-off Socks.
  1. One of the best manuals that I ever seen. It matches the re-use of cast-off socks with the ironic looking of the creatures. Reasonably, one source of insipration were Bill Watterson's monsters. You can feel the author's enthusisam just by opening that book. The instructions are clearly explained (me too, that I'm quite a problematic sewer, I succeeded in having my own creatures), and a space for creativity and self-expression is also offered to readers.


  2. The first time I saw a sock monkey, I thought it was one of the coolest things I had ever seen and immediately went out to buy a pair of socks in order to make one. The whole idea of making a toy that was that detailed, out of nothing more than a pair of socks, fascinated me. Once I had finished making my sock monkey, I was all ready to make some more sock toys. However, I'd already made a sock monkey and couldn't think of what I would do with a second one, which sort of put a stop to my sock creations.

    "Stupid Sock Creatures" is a book written for people just like me; people who like the idea of making toys out of socks, but who can't think of what they would do with a second sock monkey. It contains instructions for creating 8 different sock creatures, as well as advice on the art of sock toy construction (which can be used to design your own toys) and a gallery of other sock creatures that can be used for inspiration.

    Most of the creatures are very simple to make and would be appropriate as a child's first sewing project (that's not to say that they wouldn't also appeal to adults - I'm 27 and I think they're great). Basic sewing technique instructions are given and there are no paper patterns to deal with (most of the cuts are approximate and made by eye-balling the socks). Admittedly, the toys don't look as professional as the toys in some of the other craft books that I own (which is why I gave this book four stars, instead of five), but they have personality, and, to quote "Pulp Fiction", personality goes a long way.


  3. Bought this book as a gift for my 30-something brother and he and his friends enjoyed hours of raucous laughter while using the book to create many of their stupid sock creatures. A good book to use as inspiration for an older child activity like in 4H or Girl Scouts or Boy Scouts as well. Brings out the inner artist, tactile creature, hidden silly in people.


  4. I've owned this book for a few years now. My son and I totally love creating our own monsterpieces. The directions are easy to follow. First the author gives you general directions (and helpful tips) then he follows it up with a step by step if you want to copy one of his creatures. The materials are inexpensive and the end result is fabulous. I highly recommend for those who like to get inspired, learn the technique, and then run with their own creativity.


  5. This book got me really going on hand sewing, my mom had only taught me the blanket stitch may years ago. They are all great monsters with huge attitudes. John teaches you the basics in very simple terms. Some of the monsters are easier than others, but they are all worth the time and effort. His simplicity allows you to mix and match and use your imagination. They make great gifts for kids and adults, but maybe a bit difficult for kids under 13 to create.
    I bought bigger socks and more stuffing quickly.....men's extra large cotton socks stretch very well and make giant monsters!


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Puzzability. By Sterling. The regular list price is $7.95. Sells new for $4.16. There are some available for $4.27.
Read more...

Purchase Information
3 comments about Celebrity Crosswords.
  1. I enjoy the scrambled actors names, really makes my Brain work. I enjoy crosswords Puzzels. I like this because it is different and easy because of spiral bound. Easy to keep your spot when you have to stop, and go back later. Big enough to read. I love Crosswords that are about movies and tv shows.


  2. This is a good crossword puzzle book for anyone who isn't looking for really challenging puzzles. The answers are really obvious for anyone who has watched tv on a regular basis for the last 20-30 years. The puzzles are easy to read and the spiral binding is very nice.


  3. I do find the puzzles a challenge but in many of them --the same clues are used for the smaller spaces.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Martin J. Osborne and Ariel Rubinstein. By The MIT Press. The regular list price is $39.00. Sells new for $27.00. There are some available for $20.25.
Read more...

Purchase Information
5 comments about A Course in Game Theory.
  1. This book is a decent alternative to the Gibbons text (which I personally prefer). You could say this book is much more comprehensive and much more mathematical than Gibbons, though. My own opinion is that much of the game theory as described in this book is not general audience and sometimes very tedious if you are only interested in theory and not so much interested in real analysis.
    If you find Gibbons to be too easy or way below your level, this book is one option. The more ideal option, though, would just be to start reading academic papers - as you are obviously ready to do so. That way you could get the knowledge first hand and wouldn't need to spend time on a very detailed second hand review of areas that may not be exactly what you are looking for.


  2. This book is well organized in to the topics, one of the better books on game theory and explains it in a pretty easy to follow manner.


  3. This book was assigned for a graduate economics class I'm taking. It's very good, very complete, introduces all of the important game theory concepts in a very sophisticated way and covers a lot of material, but it's very dense, it doesn't take a long time to explain things. It tell you how it is and moves on to the next topics. I like a lot of the examples, they're entertaining, but they don't do a lot of showing you how to solve games. For someone who is learning game theory for the first time, I liked a book that was used for teaching undergrads by Dixit and Skeath, I think it was called Games of Strategy. But for a more advanced coverage of the material, this book is very good.


  4. The book is not that good for learning, notation very confused and the examples are not very good. It is an excellent reference because it has all the main results, but not a good book for a beginner.


  5. If you are seriously interested in Game Theory, this is definitely a good book. Don't expect a light-reading, dummies oriented book.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by David I Rudel. By Biblical Heresy Press. The regular list price is $25.31. Sells new for $22.77.
Read more...

Purchase Information
5 comments about Zuke 'Em-The Colle Zukertort Revolutionized: A chess opening system for everyone, now bullet-proofed with new ideas.
  1. Zuke'em - The Colle Zukertort Revolutionized......

    Finally, That book is on my hands and what a surprise...

    It is like having the Author in front of you talking to you about the opening with so much love that I never see before on any of the other books of my collection (and is quite big).

    What imprested me the most is the very detailed explanation of practical ideas that the author spend a lot of time to teach you of what each piece role is on that opening.

    I don't care if he is not "titled" since these days with Computers and databases everyone can write a book, but definitely that guy put a lot of work to get that book out to press.

    from Author Bio "David Rudel is a published Mathematician that won Texas state Championships in both math and physics, taught at Dartmouth, and was on the highest ranking team among all undergraduate institutions in the 1997 Pytnam competition"....

    So, I guess that author is a smart guy and he deserve people to take him more seriously and not bashing him because he decide to write a book of chess without having a title but instead give it a try and they will not be disappointed.

    Overall, the humor, attitude and feeling of that book is like having a conversation with someone that loves that opening so much that decide to reveal all his secrets in your expense.

    I do own the book of Lane and Summerscale and that book here definitely takes the cake on my view. Definitely different from any other book that you read and is worth every penny that I spend to get it.

    Well done David!


  2. David has done a good job on teaching this opening for those of us under 2000 level. He handles the missing link for the black bishop when it jumps out early to f5 or g4 as well. His writing style is clear and the presentation on page is easy to follow that makes this book enjoyable to learn from. More chess books should be written in this fashion. Nice job on Zuking the Anti-Colle and making the explanation of the Colle-Zukertort easy for a beginner to grasp as well. Five stars all around.


  3. I was very disappointed with this book. The so-called analysis? Very disappointing. They could have at least checked out the 'new ideas' with Fritz, or even Comet, before they wrote the book. Most of the ones I've checked on Rybka3 are refuted. It's now too hard to know which are good and which are bad. I've since decided to throw it. Waste of time and money.


  4. I enjoyed David Rudel's book. I have followed the Colle over the years and I was thankful to David for clarifying some difficult lines that White has to face--the Anti-Gruenfeld comes to mind.
    I found Mr. Ajoni's condemnation a bit 'over the top". Mr. Rudel claims
    equality or better for White and Mr. Ajoni the opposite based on computer analysis. When I make a claim I ALWAYS back it up. Will Mr. Ajoni share some of his analysis in an open debate for public consumption?? Steve Sisson


  5. As an inexperienced chess player, I found this highly elucidating gem instructive and empowering. Particularly helpful to me was the author's unassuming, and therefore not condescending, "Zukertort for Dummies" approach of Chapter 3 in his thorough explanation of the players and their roles in the big picture. From there, it was an easy fit, like a comfortable pair of well-worn gloves.

    There is a casualness in the writing by David Rudel that made the reading of it relaxing and unintimidating, as many chess books can be quite otherwise, if not downright tedious. His style is also a breath of fresh air in the sometimes stodgy and rarefied air in world of chess, that often can seem humorless, as well. Indeed, Mr. Rudel's deft, subtle humor drew me in in ways no other chess book has before.

    This book has the potential of drawing in countless numbers to the game, especially those who need a little boost in developing their confidence and skill level. Had this book been available to me years ago, I might have not had to wait so long to become a better chess player. This book is truly a labor love, written by a passionate and caring author.

    Well done, Mr. Rudel. Long may you Zuke 'Em.


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Martin Gardner. By W. W. Norton. The regular list price is $35.00. Sells new for $17.42. There are some available for $16.17.
Read more...

Purchase Information
5 comments about The Colossal Book of Short Puzzles and Problems.
  1. The Colossal Book of Short Puzzles and Problems is going to be THE gift to send to your puzzle-loving friends and family. Gardener is a master and a national treasure. Every math teacher should own this book as a resource, and every puzzle-lover should have it for hours of fun.

    Deborah Bennett, author of Randomness and Logic Made Easy


  2. What a great collection of puzzles. Anyone who likes puzzles SHOULD own this.
    I initially bought this for myself. But my brother-in-law loved it so much (when it arrived) that I gave it to him as a present. Just ordered it for myself again!


  3. Martin Gardner is the name that always comes to mind when one thinks of Mathematical Recreations. Anyone who ever read Scientific American magazine will remember his column in every issue. He wrote the column for 25 years;and made puzzle lovers of millions of readers. His fans ran the gamut from those with a very elementary background in mathematics to those with a high degree of knowledge. What he did was to make mathematics something to enjoy and use as a recreational pursuit. Over the years, he wrote about 70 books,many that have been popular for a long time.
    In this book, he has chosen 340 puzzles from his columns of over 25 years. He has selected simple problems as well as medium and difficult. Each problem is supplied with an answer or solution . Often, answers in puzzle books are sketchy;but here we not only get an answer but also a good idea and explanation on arriving at the solution.
    The most interesting thing about this book is that it is geared to all levels of puzzle solvers (OMNIHEURISTS). I am sure that someone who has worked only a few puzzles,and who hasn't,will find many quite easy and in a short time will progress to those with more challenge; due particularly to the answer explanations.At the same time ,those with a lot of experience will find plenty to amuse themselves.
    Along with a pick of some of the best of the columns over the years,Gardner has included 12 of the best brainteasers to have come his way since he stopped writing the column in 1986.
    Also, we are given a list of all the other books that Martin Gardner wrote over the years. Along with that, there is a list of selected titles for those interested in more in the world of Recreational Mathematics.
    If you like Mathematical Recreations or puzzles of any kind ;take a look at this book and you'll surely want to own it.


  4. Great collection of thought puzzles, some well known, some highly original.

    What I like most is that every problem, from the simplest up to the really difficult, has a twist to it: You may think you immediately see the answer, but there is always something you didn't think of. For example Problem 1.1 (to be seen in the Excerpt when you click on the image of the book): How many dates in a year can be confusing if you don't know whether they are in European notation (28/2/2007) or US (2/28/2007)? Your first thought is "That's easy, just 12x12", until you think a second time.

    If you want to train your brain, solve a few of Martin Gardner's puzzles every day. Or just do it to have fun.


  5. This is a superb collection of puzzles of all kinds. Anyone experienced or not in the puzzle field should own this book.

    Martin Gardner is a guarantee for this book's efficiency, and highly educational and entertaining content. 5/5


Read more...


Posted in Games (Thursday, August 28, 2008)

Written by Edward Castronova. By University Of Chicago Press. The regular list price is $18.00. Sells new for $10.00. There are some available for $8.63.
Read more...

Purchase Information
5 comments about Synthetic Worlds: The Business and Culture of Online Games.
  1. Best book discussing online worlds that I've read.

    The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.

    He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence.

    But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.

    [...]


  2. To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.


  3. Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.

    Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.

    Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.

    Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.

    Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.


  4. It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.


  5. This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.

    If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts.

    The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?

    The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.


Read more...


Page 40 of 250
10  20  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  60  70  80  90  100  110  120  130  140  150  160  170  180  190  200  210  220  230  240  250  
Changeling: the Lost
BioShock Signature Series Guide (Bradygames Signature)
The Draconomicon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Play of the Hand in the 21st Century, 3rd Edition: The Diamond Series (Acbl Bridge)
Stupid Sock Creatures: Making Quirky, Lovable Figures from Cast-off Socks
Celebrity Crosswords
A Course in Game Theory
Zuke 'Em-The Colle Zukertort Revolutionized: A chess opening system for everyone, now bullet-proofed with new ideas
The Colossal Book of Short Puzzles and Problems
Synthetic Worlds: The Business and Culture of Online Games

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Thu Aug 28 21:59:45 EDT 2008