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› Find signed collectible books: 'Agatha Raisin and the Potted Gardener'
To impress her neighbor, James Lacey, Agatha Raisin takes up gardening and plans to enter the prestigious Carsely Horticultural Contest, but the competition is soon threatened by sabotage and murder. [via]
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› Find signed collectible books: 'Art Game Book'
With games, puzzles, quotations and commentaries on art and artists, the Art Game Book is an all-new and original way of exploring every aspect of 20th-century art in the United States and Europe: painting, sculpture, architecture, design, video, installation, photography. The Art Game Book offers even more: In addition to presenting the principal artistic movements, abundant illustrations, numerous games and a glossary, this book includes an appendix with an international guide to museums, websites, fairs and events devoted to modern art the world over. More than 300 artworks illustrate this unique and interactive introduction to modern art history. [via]
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› Find signed collectible books: 'Attack and Defense'
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› Find signed collectible books: 'Aventuras De Alicia En El Pais De Las Maravillas /alice's Adventures In Wonderland'
Nueva edición en español del famoso libro de Lewis Carroll. [via]
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› Find signed collectible books: 'Battle Royale'
Synopsis: In a country ruled by a ruthless totalitarian government, a group of ninth-grade students are confined to a small isolated island, armed only with a map, some food, and various weapons, where they are forced wear special exploding collars and must fight each other for three days until only one survivor remains, as part of the ultimate in reality television. Original. [via]
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› Find signed collectible books: 'Battle Royale 1'
In the near future, a random class of 9th graders has been chosen to compete on The Program, a popular game show that requires its contestants to battle to the death on a top-secret island. Included in this class are Shuuya Nanahara, Noriko Nakagawa, Shogo Kawada, Kazuo Kiriyama, and Mitsuko Souma. Five students that couldn't be more different, yet now find themselves sharing a common plight. Abandoned, and with no hope of escape, they must kill each other and the rest of their class, until only one of them is left living. Unwilling to slaughter his fellow classmates for the amusement of others, Shuuya forms an alliance to fight back and deliver a counter-punch to the government that ruined their lives. However, he must be careful, for there are some students who are determined to "win" this cruel game. [via]
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› Find signed collectible books: 'Beastmen of Mars & Canal Priests of Mars'
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› Find signed collectible books: 'Beyond the Supernatural'
Highlights Include . . . * A New Magic System For A Contemporary World. * Ancient Mystic Arts * Places of Power * Psychic Abilities * Supernatural Creatures * Everything You Need to Play. * A Complete Role-Playing Game of Horror. [via]
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› Find signed collectible books: 'Beyond the Supernatural Rpg'
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› Find signed collectible books: 'The Book of Ti'Ana'
Ti'ana, known among humans as Anna, is the first woman from the outside worldto enter the domain of D'ni. This is her story of trust and betrayal, and herstruggle against the evil schemes of Veovis, the architect of the destructionof D'ni, and all that she loves. [via]
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a roleplaying game based on the works of H. P. Lovecraft, in which ordinary people are confronted by the terrifying beings and forces of the Cthulhu Mythos. Players portray investigators of things unknown and unspeakable. Except for dice, everything needed for play is included in this book. [via]
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a horror roleplaying game using the Basic Roleplaying system and based upon the writings of Howard Phillips Lovecraft and a few others. Lovecraft wrote during the 1920s and 1930s, and he became a cult figure before dying in 1937. Since then his stature as an author has grown, and now he is generally recognized as the major American horror-story writer of the twentieth century. [via]
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› Find signed collectible books: 'The Cube: Keep the Secret'
Spread the word . . . but keep the secret!
The Cube is an imagination gameand morethat holds a secret you are dared not to reveal. Last seen making the rounds in the coffeehouses of Eastern Europe, the Cube is rumored to be of ancient Sufi origin, but no one really knows for certain. This mystery game just seems to reappear when and where it is needed. Now it is here! Inside these pages, the game is revealed along with intriguing stories of others who have played the Cubeincluding such celebrities as Gloria Steinem, Willem Dafoe, Erica Jong, and Judy Collins.
So don't be square . . . Get Cubed!
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› Find signed collectible books: 'D'artagnan's Glorious Game Cookbook'
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› Find signed collectible books: 'Dungeons & Dragons Player's Handbook: Core Rulebook 1'
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› Find signed collectible books: 'El ocho'
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› Find signed collectible books: 'Ender's Game'
In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut--young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.
Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Back on Earth, Peter and Valentine forge an intellectual alliance and attempt to change the course of history.
This futuristic tale involves aliens, political discourse on the Internet, sophisticated computer games, and an orbiting battle station. Yet the reason it rings true for so many is that it is first and foremost a tale of humanity; a tale of a boy struggling to grow up into someone he can respect while living in an environment stripped of choices. Ender's Game is a must-read book for science fiction lovers, and a key conversion read for their friends who "don't read science fiction."
Ender's Game won both the Hugo and the Nebula the year it came out. Writer Orson Scott Card followed up this honor with the first-time feat of winning both awards again the next year for the sequel, Speaker for the Dead. --Bonnie Bouman [via]
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› Find signed collectible books: 'Ender's Game'
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› Find signed collectible books: 'The Endgame'
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This book recreates H. P. Lovecraft's most haunted locale for the Calf of Cthulhu roleplaying game. Herein are described all of the terrible places, brooding characters, evil tomes, and monstrous inhabitants of shadowed Innsmouth. This is a revised, second edition, containing all of the original source material and maps, with corrections. Included for the first time in this edition are an introductory Innsmouth scenario and an entirely new section for the acclaimed 'Raid on Innsmouth' adventure. [via]
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› Find signed collectible books: 'The Game of Go: The National Game of Japan'
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› Find signed collectible books: 'Half-Life 2 : Raising the Bar'
·Unprecedented access behind Half-Life and Half-Life 2
·A forward by Valve founder Gabe Newell
·Hundreds of art, design, preproduction, and other art pieces crammed into the book
·Over a dozen key members of Valve's staff interviewed
·Officially approved by Valve
·Behind City 17 and other locations
·The development of the Source engine
·A rogue's gallery of beasts, characters, and monstrosities
·Key weapons development revelations
·A tour of many of the game's locations, from inception to completion
·Filled with art, screens, and anecdotes from the Valve team [via]
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![[???]: The Keeper's Companion [???]: The Keeper's Companion](http://ecx.images-amazon.com/images/P/1568821867.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Keeper's Compendium: Blasphemous Knowledge & Forbidden Secrets'
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› Find signed collectible books: 'Keepers Companion'
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› Find signed collectible books: 'Killer Game Programming In Java'
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.
Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.
Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
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› Find signed collectible books: 'Killer: The Game of Assassination'
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› Find signed collectible books: 'Kokology 2: More of the Game of Self-Discovery'
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› Find signed collectible books: 'Kokology: The Game of Self-Discovery'
Bored with the old board games that are gathering dust in your closet? Grab a copy of Kokology (koh-KOL-oh-jee; from the Japanese kokoro, meaning "mind" or "spirit"), a book that contains 55 psychological questions that aim to delve into your subconscious, revealing how you truly feel about work, love, family, sex, and much more. Created by Japanese psychologist Isamu Saito, Kokology puts a spin on traditional psychological tests by transforming them into a series of entertaining and approachable quizzes.
Innocuous questions make Kokology a perfect conversation starter. Find out how magazine reading corresponds with the way a check book is managed; learn what bringing an address book, hairspray, lucky charm, or gum to work may say about a personality trait; or discover your true feelings about sex by answering a few simple questions about an ideal amusement park ride. Kokology's creators have produced questions that will help you gain insight into yourself, but they add that Kokology is just a game and it's OK if you disagree with the results. However, the minds behind this game also believe that you'll find "more often than not you're surprised at how accurately the answers reflect people's true personalities, including your own."
Play Kokology at a dinner party, bring it on a road trip, or tote it along on your next date to begin unveiling new and exciting things about yourself and others. --Jenny Burritt [via]
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› Find signed collectible books: 'Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture'
To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniusesand it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way. Mark Leyner, author of I Smell Esther Williams
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in historyDoom and Quakeuntil the games they made tore them apart.
Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industrys greatest story, written by one of the mediums leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistrya powerful and compassionate account of what its like to be young, driven, and wildly creative. [via]
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› Find signed collectible books: 'The Million Word Crossword Dictionary'
With more than 1,300,000 answers, this volume contains more than twice as many words as any other crossword dictionary. Meticulously compiled by two crossword professionals with a combined fifty years in the field and based on a massive analysis of current crosswords, there has never been a crossword dictionary with the breadth, depth, and currency of this one. From Jim Carrey to Sister Carrie, Homer Simpson t o Homers Iliad, the wide-ranging entries include 500,000+ synonyms, 3,000+ literary works, 3,000+ films, 20,000+ famous people from all fields, and more than 50,000 fill-in-the-blank clues so popular in todays crosswords.
Featuring an introduction by New York Times crossword editor Will Shortz, The Million Word Crossword Dictionary makes every other crossword dictionary obsolete.
WHATS NEW IN THE SECOND EDITION? This updated edition offers THOUSANDS OF NEW ENTRIES , including slang terms; brand names; celebrity names; and the latest films, novelists works, sports Hall of Famers, automobile models, and more. The NEW, LARGER TYPE SIZE makes finding the answers easier than ever. And now you can sign up for FREE ANNUAL UPDATES , with all the new clues and answers compiled after the books publication.
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› Find signed collectible books: 'The Million Word Crossword Dictionary: The World's Biggest, Newest, Most Complete Crossword Dictionary by Far'
With more than 1,000,000 answers, this volume contains more than twice as many answers as any other crossword dictionary. More important, it is the first crossword dictionary ever to comprehensively cover the clues and answers that actually appear in today's most popular crosswords, including contemporary slang, phrases, and brand names.
Meticulously compiled by two crossword professionals with a combined thirty years in the field, and based on a massive analysis of current crosswords, there has never been a crossword dictionary with the breadth, depth, and currency of this one. From Jim Carrey to Sister Carrie, Homer Simpson to Homer's Iliad, the wide-ranging entries include 500,000+ synonyms, 3,000+ literary works, 5,000+ films, 20,000+ famous people from all fields, and more than 100,000 fill-in-the-blank clues so popular in today's crosswords.
Featuring an introduction by New York Times crossword editor Will Shortz, The Million Word Crossword Dictionary makes every other crossword dictionary obsolete.
[via]More editions of The Million Word Crossword Dictionary: The World's Biggest, Newest, Most Complete Crossword Dictionary by Far:

› Find signed collectible books: 'The Monopoly Book'
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› Find signed collectible books: 'Monster Manual II'
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› Find signed collectible books: 'Myst'
Published to coincide with the release of the new Myst CD-ROM, an atmospheric fantasy tale chronicles the desperate struggle of Ti'Ana, the grandmother of Atrus, against the evil schemes of Veovis, the architect of the destruction of the D'Ni. [via]
› Find signed collectible books: 'Myst'
Excitement for the MYST series continues with the release of the new CD-ROM Riven, the long awaited sequel to MYST. In this third novel by the creators of the CD-ROM phenomenon, Catherine and Atrus return to the devastated domain of the D'Ni civilization to fulfill their destinies. But as they begin to search the many worlds, seeking the survivors Ti'ana told them of, they find clues that bring them to a hidden book and discover a secret that the D'Ni masters planned long ago. [via]

› Find signed collectible books: 'The Myst: Book of Atrus'
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› Find signed collectible books: 'Myst : Book of Atrus'
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If you're using the 1991 edition or the 1978 original, you're woefully behind the Scrabble-playing times. With more than 100,000 2- to 8-letter words, there are some interesting additions ("aargh," "aarrgh," and "aarrghh" are all legitimate now), while words they consider offensive are no longer kosher. Why subscribe to the Scrabble dictionary's changeable lexicon? Well, it ends the argument of whose dictionary to use, but the main reason is that it's the winner's dictionary, and why play Scrabble if not to win? Memorize those 2- and 3-letter words, and your Scrabble game becomes lethal. [via]
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› Find signed collectible books: 'The official scrabble players dictionary'
New edition! The book that millions of SCRABBLE® players consider the only necessary resource. Ideal for recreational and school use. More than 100,000 playable two- to eight-letter words including 4,000 new entries. Includes variant spellings. Endorsed by the National SCRABBLE® Association. [via]
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› Find signed collectible books: 'The Ogre Book'
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› Find signed collectible books: 'Ogre Miniatures'
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› Find signed collectible books: 'Opening Theory Made Easy: Twenty Strategic Principles to Improve Your Opening Game'
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![[???]: Osho Zen Tarot: The Transcendental Game of Zen [???]: Osho Zen Tarot: The Transcendental Game of Zen](http://ecx.images-amazon.com/images/P/3893381422.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Play Between Worlds: Exploring Online Game Culture'
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› Find signed collectible books: 'Player's Handbook: Core Rulebook I'
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
[via]
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› Find signed collectible books: 'Rifts'
RPG Book [via]

› Find signed collectible books: 'Safe Hunting!: An Introduction to Hunting, Guns, and Gun Safety'
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› Find signed collectible books: 'Shadowrun'
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› Find signed collectible books: 'Tesuji'
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Epic Science Fiction
In the 22nd century, humanity has ventured to the stars. Yet amid the wonders of this new age, mankind faces many dangers from without and within. Alien races, fractious colonies, contending governments, ruthless corporations and aberrant mutations all vie for supremacy. At the center of the conflict stands a new breed of humans men and women with psychic powers whose actions will determine mankinds ultimate fate.
At a New Low Price!
The new Trinity Softcover Edition makes this epic storytelling game accessible to everyone in the universe! The books soft cover and traditional spine allow White Wolf to lower the retail price to an unheard of $14.95! An added Story So Far feature allows new players to jump right into the compelling Trinity back story. And best of all, the same critically acclaimed setting and streamlined rules remain from previous printings ready to take players to the stars. [via]
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› Find signed collectible books: 'Trinity'
Epic Science Fiction
In the 22nd century, humanity has ventured to the stars. Yet amid the wonders of this new age, mankind faces many dangers from without and within. Alien races, fractious colonies, contending governments, ruthless corporations and aberrant mutations all vie for supremacy. At the center of the conflict stands a new breed of humans men and women with psychic powers whose actions will determine mankinds ultimate fate.
At a New Low Price!
The new Trinity Softcover Edition makes this epic storytelling game accessible to everyone in the universe! The books soft cover and traditional spine allow White Wolf to lower the retail price to an unheard of $14.95! An added Story So Far feature allows new players to jump right into the compelling Trinity back story. And best of all, the same critically acclaimed setting and streamlined rules remain from previous printings ready to take players to the stars. [via]
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› Find signed collectible books: 'Unknown Armies: A Roleplaying Game of Power And Consequences'
What will you risk to change the world?
The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass!
We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the
GM wants them to know.
But the beats don't stop there:
Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns.
* New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing.
* Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment.
* More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen.
* Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy).
* Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior).
* More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues.
* New cover art and design, new interior art and design, and a hardcover binding to keep this game in line. [via]
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› Find signed collectible books: 'The Unofficial Guide to Lego Mindstorms Robots'
Using a project-oriented approach, The Unofficial Guide to LEGO(r) MINDSTORMS Robots introduces programming and constructing robots using the popular robotics invention. While presenting four complete and progressively more capable robots, the author cover the usage of sensors, motors, the Infra-red (IR) port, and programming languages. Programming topics are covered well, particularly the languages NQC and pbForth, and installing replacement firmware.
Although the book is stronger at covering the software than the mechanical aspects of robot design, the assembly plans incorporate many useful features that can be used in your own designs, including a directional transmission and a single-motor grabber.
Two projects provide clear demonstrations of using the IR port for communication. One involves creating a remote control and using it to communicate with a robot; the other project creates tag-playing robots to demonstrate inter-robot communication.
The series of step-by-step, robot-building photographs are helpful, but they are in black and white and are without a lot of accompanying text. For the simpler robots this isn't a problem, but for Minerva (which is somewhat complicated and a very good learning example) they are a little difficult to follow.
The last chapter of the book includes an informative discussion on building your own sensors, getting sensor input to the RCX, and configuring sensor inputs from your programs.
A thorough introduction, this book even provides links to many online resources. If you specifically need a detailed, organized tutorial on robot mechanical issues, this book may not suit you. If, however, you are looking for a book that introduces building MINDSTORMS robots with useful examples and covers programming them, replacing their firmware, and introduces building sensors for them, this is a perfect book. --John Keogh
Topics covered: Building robots using the Robotics Invention System, programming the RCX using RCX Code, NQC, pbForth, and C, using sensors and actuators, gears, transmissions and pulleys, obtaining and installing pbForth and legOS replacement firmware, communication with and between robots using the IR port, and making your own sensors. [via]
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› Find signed collectible books: 'Werewolf Players Guide'
Paperback: 232 pages Publisher: White Wolf Publishing; 1st edition (December 1, 1995) Language: English ISBN-10: 1565040570 ISBN-13: 978-1565040571 [via]
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› Find signed collectible books: 'Werewolf Players Guide: A Sourcebook for Werewolf The Apocalypse'
Hardcover: 222 pages Publisher: White Wolf Publishing; 2 edition (February 19, 1998) Language: English ISBN-10: 1565043529 ISBN-13: 978-1565043527 Product Dimensions: 11.1 x 8.6 x 0.8 inches [via]
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› Find signed collectible books: 'Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players'
Like a cross between a linguistic spy and a lexicographic Olympic athlete, journalist Stefan Fatsis gave himself a year to penetrate the highest echelons of international Scrabble competition. Word Freak is the account of his journey. It's a wacky grab bag of travelogue, history, party journal, and psychological study of the misfits and goofballs whose lives are measured out in Scrabble tiles.
Fatsis gives us all the facts about Scrabble--from the story of the down-on-his-luck architect who invented the game in the 1930s to the intricacies of individual international competitions and the corporate wars to control the world's favorite word game. He keeps the reader turning the pages as we get involved in the lives of the Scrabble obsessives: men and women who have a point to prove against the world and have chosen Scrabble as their playground and their pulpit. As Fatsis goes on his own quest to attain the coveted 1600 rating, we actually get obsessed with him as he lies awake at night pondering moves and memorizing lists of words. For anybody who is interested in words, Word Freak provides an entertaining and absorbing read. --Dwight Longenecker, Amazon.co.uk [via]
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› Find signed collectible books: 'Worlds of Cthulhu'
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› Find signed collectible books: 'Zobmondo: The Outrageous Book of Bizarre Choices'
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Nueva edición en español del famoso libro de Lewis Carroll. [via]
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› Find signed collectible books: 'Alicia En El Pais De Las Maravillas / Alice's Adventures in Wonderland'
Spanish book. [via]
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› Find signed collectible books: 'Alicia Pais De Las Maravillas'
Este libro relata la maravillosa historia de Alicia en el país de las maravillas. La longitud y el lenguaje de estos textos son adecuados para quienes ya están familiarizados con la lectura y para quienes buscan relatos divertidos. [via]
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› Find signed collectible books: 'Aventuras De Alicia En El Pais De Las Maravillas'
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› Find signed collectible books: 'Las Aventuras De Alicia En El Pais De Las Maravillas / Alice's Adventures in the Wonderland, 1865'
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› Find signed collectible books: 'Battle Royale 1'
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› Find signed collectible books: 'Festival Magico-matematico'
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› Find signed collectible books: 'El Juego De Ender / Ender's Game'
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› Find signed collectible books: 'El Ocho/Eight'
In the midst of the French Revolution, a young novice discovers that her abbey is the hiding place of a chess set, once owned by the great Charlemagne, which allows those who play it to tap into incredible powers beyond the imagination.
Blurb in Spanish:
Catherine Velis, una alta ejecutiva experta en ordenadores, se ve atrapada sin quererlo en la búsqueda de un legendario ajedrez que perteneció al emperador Carlomagno. El campeón soviético de este deporte, de gira por Nueva York, le advierte que corre un grave riesgo si se empeña en encontrar las piezas, pues en ellas reside la clave de una antigua fórmula ligada a la alquimia, la masonería y los poderes cósmicos. Ese mágico ajedrez, enterrado durante mil años en una abadía francesa, nos conducirá -de 1790 a 1970- por la historia de los personajes que poseyeron sus piezas y por la larga serie de crímenes que se cometieron para hacerse con ellas. Los personajes van desde Napoleón, Robespierre y Casanova, hasta Voltaire, Newton o Catalina la grande. Pero los crímenes todavía no han terminado. [via]
› Find signed collectible books: 'Alice in Wunderland'
Alice ist ein etwa zehnjähriges Mädchen, das sich über ein sprechendes weißes Kaninchen wundert, das auch noch eine Uhr bei sich hat. Neugierig folgt sie dem Tier in dessen Bau und gerät in ein unterirdisches Wunderland. Einmal wächst Alice bis weit über die Baumkronen hinaus. Auf die Größe eines Pilzes geschrumpft, erlebt Alice mit Fabeltieren und Spielkarten ein Abenteuer nach dem anderen und kommt aus dem Staunen nicht mehr heraus. [via]
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› Find signed collectible books: 'Digital Spielen, Real Morden: Shooter, Clans Und Fragger Videospiele in Der Jugendszene'
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› Find signed collectible books: 'Kortoxen'
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