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In 1993, the first gathering for Gardner (G4G1) was held in Atlanta, where he was honored for all of his work in making mathematics interesting and entertaining. As befits a gathering of this type, many people wrote papers in the areas of magic, puzzles and mathematics to be presented at the conference. Those papers, plus a few that didn't make it into the official list, have been gathered together to make this book.
The papers are split into three categories: Personal Magic, Puzzlers and Mathemagics. While none were authored by the master, they all clearly bear his stylistic signature. The presentation is clear, entertaining and all reach the point quickly and effectively. I was so intrigued by them that it was the only thing that I read once I obtained a copy, to the detriment of the quality of a lecture on the programming language Java.
This is the highest tribute that any professional writer can achieve, when others are motivated to write material similar to yours to be collected and presented at a conference in your honor. Gardner deserves that and more and every paper in this collection is comparable to his work in quality.
Published in Journal of Recreational Mathematics, reprinted with permission.
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This material, like that of many of his books, originally appeared in the "Mathematical Games" column of Scientific American. Some of the puzzles explored here are optical illusions, eccentric chess, patterns of induction, dominoes, and matches. Along the way he also discusses artificial intelligence, the solar system, and the abacus. And all are of course in his simplistic, yet complete style that has made him a favorite for nearly forty years.
If you are a fan of Martin Gardner, you have probably already read this book. If you are unfamiliar with his work, then change that state at the first opportunity. You will be glad you did.
Published in Journal of Recreational Mathematics, reprinted with permission.
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This superlative product was originally published by Games Workshop as two separate books: Power Behind the Throne and Warhammer City - Middenheim. This Hogshead version has the full material from both books in one handy volume. The first section of the book, Power Behind the Throne details an extremely intricate conspiracy by the forces of Chaos in the city Middenheim.
A distinct contrast to the wimpy plots so prevalent in the fantasy roleplaying industry, this is a grade-A, master-level investigative scenario for the veteran player. The huge cast of characters each playing a part in the adventure, yet having motivations and plans of their own, make this adventure a real challenge for players and gamemasters.
This book should be on every gamer's shelf, regardless of which game system you play as an example of how it should be done. Be warned though, the deep roleplaying and many conversations required will bore the combat-oriented player to tears. Real roleplayers who fancy themselves as the fantasy equivalent of Poirot or Holmes will have the case of their lives to unravel.
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THE FIRST SCIENTIFIC AMERICAN BOOK OF PUZZLES AND GAMES.
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In this book, Martin Gardner has assembled an absorbing discussion on the theoretical aspects and possibility of time travel, including the many paradoxes that may arise; two problem collections to give to try out yourself and give to your friends; two chapters on tangrams and tiling each; along with 15 more chapters on interesting topics such as the melody-making machines, anamorphic art, block packing and more.
Particularly interesting are the chapters "Six Sensational Discoveries" and "Dodgem and Other Simple Games." The former is a collection of six April Fool's jokes he published in April of 1975. The latter is an extensive and occupying discussion of simple games that one can play with friends, along with winning strategies for some and just mathematical theories for others.
I strongly recommend this book for those interested in mathematical curiousities and the likeness. It is especially interesting for children of ages 6-12; they may not understand everything, but certain chapters they will remember and revisit forever!
The most recent person to take advantage of the power of seemingly casual magic is, of course, David Blaine. He has created the illusion that magic happens wherever he goes. And David Blaine is the magician foremost in the public's mind.
Do not be put off by the apparent simplicity of these magic tricks. Done well, at the right moment, they are reputation-makers. Gardner has a knack for finding excellent yet simple material. This simplicity is usually only achieved by rank beginners and hardened professionals. In this book, it can be yours.
Just one thing: show the author the respect he deserves, and rehearse these well and perform them excellently.