A Fast Game
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Author |
: Paul Westhead |
Publisher |
: U of Nebraska Press |
Total Pages |
: 255 |
Release |
: 2020-11 |
ISBN-10 |
: 9781496224057 |
ISBN-13 |
: 1496224051 |
Rating |
: 4/5 (57 Downloads) |
Synopsis The Speed Game by : Paul Westhead
Paul Westhead was teaching high school in his native Philadelphia when he was named La Salle University's men's basketball coach in 1970. By 1980 he was a Los Angeles Lakers assistant, soon to be hired as head coach, winning an NBA title with Hall of Fame center Kareem Abdul-Jabbar and rookie guard Magic Johnson. After compiling a 112-50 record, he was fired in November 1981. After a short stay as coach of the Chicago Bulls, Westhead reemerged in the mideighties as a coach at Loyola Marymount in California, where he designed his highly unusual signature run-and-gun offense that came to be known as "The system." The Speed Game offers a vibrant account of how Westhead helped develop a style of basketball that not only won at the highest levels but went on to influence basketball as it's played today. Known for implementing an up-tempo, quick-possession, high-octane offense, Westhead is the only coach to have won championships in both the NBA and WNBA. But his long career can be defined by one simple question he's heard from journalists, fellow coaches, his wife, and, well, himself: Why? Why did he insist on playing such a controversial style of basketball that could vary from brilliant to busted? Westhead speaks candidly here about the feathers he ruffled and about his own shortcomings as he takes readers from Philadelphia's West Catholic High, where he couldn't make varsity, to the birth of the Showtime Lakers and to the powerhouse he built nearly ten years later at Loyola, where his team set records likely never to be approached. Westhead says he always found himself telling prospective bosses, "My speed game is gonna knock your socks off!" So will his story and what it could do to bring back a popular style of play.
Author |
: |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2017 |
ISBN-10 |
: 1452159211 |
ISBN-13 |
: 9781452159218 |
Rating |
: 4/5 (11 Downloads) |
Synopsis Quicktionary by :
Author |
: Dan Heisman |
Publisher |
: SCB Distributors |
Total Pages |
: 429 |
Release |
: 2011-02-02 |
ISBN-10 |
: 9781936490141 |
ISBN-13 |
: 1936490145 |
Rating |
: 4/5 (41 Downloads) |
Synopsis Back to Basics: Tactics by : Dan Heisman
Chess Tactics Can Be Fun! This book is an introduction to the various kinds of basic chess tactics. With instructional material, examples, and problems of all types, the subject of chess tactics is covered comprehensively. There are approximately 500 examples ranging from too easy to very difficult! Tactics are usually why most people find chess fun! This book will greatly enhance your enjoyment learning about - and benefiting from - the recurring patterns of tactics. It is well established that the study of basic tactics is probably the single most important thing any beginner can do to improve at chess. This book will help you do that!
Author |
: James D’Amato |
Publisher |
: Simon and Schuster |
Total Pages |
: 128 |
Release |
: 2020-12-08 |
ISBN-10 |
: 9781507212875 |
ISBN-13 |
: 1507212879 |
Rating |
: 4/5 (75 Downloads) |
Synopsis The Ultimate Micro-RPG Book by : James D’Amato
Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres—from space exploration to jungle dungeon crawlers—everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you’re new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.
Author |
: Douglas 'Chuck' Booth |
Publisher |
: AuthorHouse |
Total Pages |
: 273 |
Release |
: 2011-06 |
ISBN-10 |
: 9781452086798 |
ISBN-13 |
: 1452086796 |
Rating |
: 4/5 (98 Downloads) |
Synopsis The Fastest Thirty Ballgames by : Douglas 'Chuck' Booth
"THE FASTEST 30 BALLGAMES" is a World Record journey of dedicated 'Ballpark Chaser', Chuck Booth. In the summer of 2009, Booth accomplished this amazing feat of attending a full baseball game at every Major League Baseball home team's ballpark in only 24 calendar days. Booth managed this after falling just short of the record in 2008. The book chronicles the story of Booth as he rearranged his life to attempt the World Record after hearing the inspirational story of Jim Maclaren who faced two near death experiences--and how Jim overcame being a quadriplegic to become one of the most respected motivational speakers in America. The story features write-ups of all ballparks Booth visited during the streak with a look at traditions and physical appearance. It also reveals how after he became a member of Ballpark Chasers, he decided to include Chaser Guides that offer suggestions on how to travel, where to eat and sleep, the best parking, transportation to and from the ballpark, where to score the best seats and so much more. This knowledge is passed on to the reader in hopes of saving them time, money and stress when Ballpark Chasing around the country. Co-authors are fellow Ballpark Chasers: Craig B. Landgren and Ken Lee. Craig assisted with the Ballpark Chaser Guides while Ken charted Booth's record attempt in 2009. Throughout the book look for other featured 'Ballpark Chasers' personal ballpark stories and memories that have forever changed their lives.
Author |
: Robert Nystrom |
Publisher |
: Genever Benning |
Total Pages |
: 353 |
Release |
: 2014-11-03 |
ISBN-10 |
: 9780990582915 |
ISBN-13 |
: 0990582914 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Game Programming Patterns by : Robert Nystrom
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Author |
: Shane Parrish |
Publisher |
: Penguin |
Total Pages |
: 209 |
Release |
: 2024-10-15 |
ISBN-10 |
: 9780593719978 |
ISBN-13 |
: 0593719972 |
Rating |
: 4/5 (78 Downloads) |
Synopsis The Great Mental Models, Volume 1 by : Shane Parrish
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Author |
: Roy B. Merritt |
Publisher |
: Lulu.com |
Total Pages |
: 110 |
Release |
: 2008-05-20 |
ISBN-10 |
: 9781435709454 |
ISBN-13 |
: 1435709454 |
Rating |
: 4/5 (54 Downloads) |
Synopsis The Perfect Game by : Roy B. Merritt
When a championship-bound coach (Patrick Duffy) adds some notoriously untalented kids to his team on a bet, the players view it as their chance to learn from the master. But the scheming coach has other plans, which include not letting them play. When young Kanin and friends uncover the plot and the coach is dismissed, the team disintegrates--or does it? With the help of Kanin's determined mom (Tracy Nelson) and a past-his-prime coach (a blustery Ed Asner), the multiracial, coed team pulls it together enough to make it to the playoffs, where they face... you guessed it, Duffy and his new team. The latest in a long line of underdog kids sports movies, which started with The Bad New Bears, this 96-minute film from Disney TV has neither the wit nor the grit of its inspiration, but it serves as reasonable family entertainment. Baseball fans will have to forgive its casual approach to the rules of the game, however. (Ages 5 and older).
Author |
: Mary Scannell |
Publisher |
: McGraw Hill Professional |
Total Pages |
: 240 |
Release |
: 2010-05-28 |
ISBN-10 |
: 9780071743662 |
ISBN-13 |
: 0071743669 |
Rating |
: 4/5 (62 Downloads) |
Synopsis The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration by : Mary Scannell
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Author |
: Leonard Balsera |
Publisher |
: |
Total Pages |
: 308 |
Release |
: 2013-07-03 |
ISBN-10 |
: 1613170297 |
ISBN-13 |
: 9781613170298 |
Rating |
: 4/5 (97 Downloads) |
Synopsis Fate by : Leonard Balsera
Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson