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Do you delight in high-fiving your peers in a fit of jubilation upon rolling a Yahtzee? Learn how to conjure more of those special moments with The Yahtzee Manifesto.Learn the latest tips, tricks, and strategies. Explore the game's rich history and colorful characters. Brush up on Yahtzee rules and tabletop gaming etiquette.Master the Yahtzee scorecard and learn how to make your own.Increase your high score potential with strategic insights that only the World Yahtzee Institute can provide.Senior dice researchers Louise Proctor and Rick McCallister draw on over 65 years of combined Yahtzee-playing experience to delve into the game's innermost crevices. Take your Yahtzee obsession to the next level with The Yahtzee Manifesto. Join the revolution today!
MACHINE OF DEATH tells thirty-four different stories about people who know how they will die. Prepare to have your tears jerked, your spine tingled, your funny bone tickled, your mind blown, your pulse quickened, or your heart warmed. Or better yet, simply prepare to be surprised. Because even when people do have perfect knowledge of the future, there's no telling exactly how things will turn out.
Victor Mancini, a medical-school dropout, is an antihero for our deranged times. Needing to pay elder care for his mother, Victor has devised an ingenious scam: he pretends to choke on pieces of food while dining in upscale restaurants. He then allows himself to be “saved” by fellow patrons who, feeling responsible for Victor’s life, go on to send checks to support him. When he’s not pulling this stunt, Victor cruises sexual addiction recovery workshops for action, visits his addled mom, and spends his days working at a colonial theme park. His creator, Chuck Palahniuk, is the visionary we need and the satirist we deserve.
Love Playing Yahtzee !! How To Play Yahtzee: makes it easy, a great book Includes Yahtzee game rules with 120 score sheets, save it for your favorite yahtzee Dice Board game. Features: Yahtzee game rules 120 score sheets (Double-sided) Pocket-size: 6" x 9" Inch Glossy Cover get your copy today.
Like HOMECOMING (074346754X) did for Star Trek Voyager and AVATAR (074340050X) did for Star Trek: Deep Space Nine, DEATH IN WINTER picks up the Star Trek: The Next Generation story after the TV/movies are complete and tells all-new stories about favourite Next Generation characters and their subsequent lives. After the fall of Shinzon (as seen in the feature film, STAR TREK: NEMESIS) the elite of the Romulan Empire are battling over who will seize control. Caught up in this struggle are the Kevrata, a once proud people, now strangled under Romulan domination. When a biogenetic disease threatens to wipe out their race, Starfleet assigns its new Chief Medical Officer, Dr Beverly Crusher, to aid the populace. But when she suddenly goes missing and is presumed dead, Jean-Luc Picard must race to try and locate Crusher and help find a cure for the disease that could kill millions.
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
The Story Behind THE LEGEND OF BAGGER VANCE If you've read his books THE WAR OF ART and TURNING PRO, you know that for thirty years Steven Pressfield (GATES OF FIRE, THE AFGHAN CAMPAIGN etc.) wrote spec novel after spec novel before any publisher took him seriously. How did he finally break through? Ignoring just about every rule of commercial book publishing, Pressfield's "first" novel not only became a major bestseller (over 250,000 copies sold), it was adapted into a feature film directed by Robert Redford and starring Matt Damon, Will Smith, and Charlize Theron. Where did he get the idea? What magical something did THE LEGEND OF BAGGER VANCE have that his previous manuscripts lacked? Why did Pressfield decide to write a novel when he already had a well established screenwriting career? How does writing a publishable novel really work? Taking a page from John Steinbeck's classic JOURNAL OF A NOVEL, Steven Pressfield offers answers for these and scores of other practical writing questions in THE AUTHENTIC SWING.
In a world full to bursting with would-be heroes, Jim couldn't be less interested in saving the day. His fireballs fizzle. He's awfully grumpy. Plus, he's been dead for about sixty years. When a renegade necromancer wrenches him from eternal slumber and into a world gone terribly, bizarrely wrong, all Jim wants is to find a way to die properly, once and for all. On his side, he's got a few shambling corpses, an inept thief, and a powerful death wish. But he's up against tough odds: angry mobs of adventurers, a body falling apart at the seams — and a team of programmers racing a deadline to hammer out the last few bugs in their AI. *Mogworld is the debut novel from video-game icon Yahtzee Croshaw (Zero Punctuation)! With an exclusive one-chapter preview of Yahtzee Croshaw's next novel, Jam—coming to bookstores in October 2012! *Ben "Yahtzee" Croshaw's video review site, Zero Punctuation, receives over 2,500,000 unique hits a month, and has been licensed by G4 Television. *Yahtzee's blog receives about 150,000 hits per day. "The first legitimate breakout hit from the gaming community in recent memory." -Boing Boing
It’s a fact of life: birds flock, fish school, people “tribe.” Malcolm Gladwell and other authors have written about how the fact that humans are genetically programmed to form “tribes” of 20-150 people has proven true throughout our species’ history. Every company in the word consists of an interconnected network of tribes (A tribe is defined as a group of between 20 and 150 people in which everyone knows everyone else, or at least knows of everyone else). In Tribal Leadership, Dave Logan, John King, and Halee Fischer-Wright show corporate leaders how to first assess their company’s tribal culture and then raise their companies’ tribes to unprecedented heights of success. In a rigorous eight-year study of approximately 24,000 people in over two dozen corporations, Logan, King, and Fischer-Wright discovered a common theme: the success of a company depends on its tribes, the strength of its tribes is determined by the tribal culture, and a thriving corporate culture can be established by an effective tribal leader. Tribal Leadership will show leaders how to employ their companies’ tribes to maximize productivity and profit: the author’s research, backed up with interviews ranging from Brian France (CEO of NASCAR) to “Dilbert” creator Scott Adams, shows that over three quarters of the organizations they’ve studied have tribal cultures that are adequate at best.