Know the Game Before You Play It

Know the Game Before You Play It
Author :
Publisher :
Total Pages : 29
Release :
ISBN-10 : 9798656947725
ISBN-13 :
Rating : 4/5 (25 Downloads)

Synopsis Know the Game Before You Play It by : Shafter Robin

From love to family to politics to self, Author Shafter Robin takes us on a spin through his poetry. His poems are thought provoking and real.

Seven Games: A Human History

Seven Games: A Human History
Author :
Publisher : W. W. Norton & Company
Total Pages : 326
Release :
ISBN-10 : 9781324003786
ISBN-13 : 1324003782
Rating : 4/5 (86 Downloads)

Synopsis Seven Games: A Human History by : Oliver Roeder

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

The GAME of LIFE for WOMEN {and HOW to PLAY IT!}

The GAME of LIFE for WOMEN {and HOW to PLAY IT!}
Author :
Publisher : Devorss Publications
Total Pages : 0
Release :
ISBN-10 : 0875167829
ISBN-13 : 9780875167824
Rating : 4/5 (29 Downloads)

Synopsis The GAME of LIFE for WOMEN {and HOW to PLAY IT!} by : Florence Scovel Shinn

Now the world's most celebrated book and guide on how to WIN the game of life through positive attitudes and affirmations is refined for women, giving them the opportunity to cultivate success and bond closely with Florence Scovel Shinn's everlasting wisdom like never before.

Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies
Author :
Publisher : John Wiley & Sons
Total Pages : 434
Release :
ISBN-10 : 9780764599248
ISBN-13 : 0764599240
Rating : 4/5 (48 Downloads)

Synopsis Dungeons & Dragons For Dummies by : Bill Slavicsek

Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

The First 20 Hours

The First 20 Hours
Author :
Publisher : Penguin
Total Pages : 290
Release :
ISBN-10 : 9781101623046
ISBN-13 : 1101623047
Rating : 4/5 (46 Downloads)

Synopsis The First 20 Hours by : Josh Kaufman

Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.

The Ark Before Noah

The Ark Before Noah
Author :
Publisher : Anchor
Total Pages : 446
Release :
ISBN-10 : 9780385537124
ISBN-13 : 0385537123
Rating : 4/5 (24 Downloads)

Synopsis The Ark Before Noah by : Irving Finkel

The recent translation of a Babylonian tablet launches a groundbreaking investigation into one of the most famous stories in the world, challenging the way we look at ancient history. Since the Victorian period, it has been understood that the story of Noah, iconic in the Book of Genesis, and a central motif in Judaism, Christianity and Islam, derives from a much older story that existed centuries before in ancient Babylon. But the relationship between the Babylonian and biblical traditions was shrouded in mystery. Then, in 2009, Irving Finkel, a curator at the British Museum and a world authority on ancient Mesopotamia, found himself playing detective when a member of the public arrived at the museum with an intriguing cuneiform tablet from a family collection. Not only did the tablet reveal a new version of the Babylonian Flood Story; the ancient poet described the size and completely unexpected shape of the ark, and gave detailed boat building specifications. Decoding this ancient message wedge by cuneiform wedge, Dr. Finkel discovered where the Babylonians believed the ark came to rest and developed a new explanation of how the old story ultimately found its way into the Bible. In The Ark Before Noah, Dr. Finkel takes us on an adventurous voyage of discovery, opening the door to an enthralling world of ancient voices and new meanings.

Halo: The Fall of Reach

Halo: The Fall of Reach
Author :
Publisher : St. Martin's Press
Total Pages : 452
Release :
ISBN-10 : 0765367297
ISBN-13 : 9780765367297
Rating : 4/5 (97 Downloads)

Synopsis Halo: The Fall of Reach by : Eric Nylund

Before the Human-Covenant War engulfed Halo, the planet-colony Reach came under attack by the Covenant, and Earth's specially trained and augmented warriors, code-named SPARTANs, stood alone to fight for humanity's survival.

101 Video Games to Play Before You Grow Up

101 Video Games to Play Before You Grow Up
Author :
Publisher : Walter Foster Jr.
Total Pages : 147
Release :
ISBN-10 : 9781633223851
ISBN-13 : 163322385X
Rating : 4/5 (51 Downloads)

Synopsis 101 Video Games to Play Before You Grow Up by : Ben Bertoli

A must-play checklist and guidebook for the top 101 video games every kid should experience, including trivia and tips, behind-the-scenes tidbits, and ratings. Full color. 5 15/16 x 8 5/16.

The Game Before the Money

The Game Before the Money
Author :
Publisher : U of Nebraska Press
Total Pages : 385
Release :
ISBN-10 : 9780803262973
ISBN-13 : 0803262973
Rating : 4/5 (73 Downloads)

Synopsis The Game Before the Money by : Jackson Michael

The Game before the Money recounts the National Football League’s story and the evolution of America’s most popular sport in the vivid words of men who built the NFL. This unprecedented look at football history from the players’ perspective combines the stories of icons such as Frank Gifford and Bart Starr with those of journeymen who shared the huddle with Johnny Unitas and rallied to halftime speeches from legendary coaches Vince Lombardi and George Halas. Featuring players from the 1930s through the 1970s, these personal accounts trace professional football in its journey from post-barnstorming days through the first two decades of the Super Bowl. The Game before the Money offers backstories to classic games and the men who made history in them before multi-million dollar contracts. Insights into life in the NFL come from those most capable of providing it, NFL legends themselves. Forty former players open windows onto their own lives, their triumphs and tragedies, and the hardship and the glory that make them the people they are both on and off the field.

The Great Mental Models, Volume 1

The Great Mental Models, Volume 1
Author :
Publisher : Penguin
Total Pages : 209
Release :
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.