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I hope all who read this will check out this book from the next--Omar Tyree!
Hats off to Troy Martin.
As a guy very skeptical of fantasy books..., I think this is really good. I can't put it down; I've already plowed halfway through the second book, a Clash of Kings.
I labeled Martin's prose "raw" and "reckless" because he does not appear to be afraid of any theme or issue and he turns many conventional fantasy elements on their collective heads. Martin, quite simply, is the best fantasy author since Moorcock.
A warning: don't buy this book unless you are prepared to purchase the entire series. The books are, at once, compelling and addictive page-turners that will leave you clamoring for more.
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First, the book is filled with useful information that appeals to both beginner, intermediate, and expert pool players. For beginners, it covers stance, bridge in a concise and no-nonsense way with diagrams. Yet the book doesn't belabor these important yet simple fundamentals. For intermediate players, the book describes in simple terms the concepts of english, throw, leave, etc... And for experts, there's plenty of tips on straight pool, etc..
But what makes the book stand-out from the concept is the PRESENTATION. 99 pool shots ranging from the simple to the complex, spanning every concept from english, throw, bank shots, etc are presented. Since reading the book last week, I have seen over 25 of these shots in my games and used the techniques presented.
But all this aside...I'm giving this book 5 stars for 1 reason -- it works! It improved my game. I think it'll improve your's...
Reading this book is sure to improve your game. It worked for me!
The book is not without it's drawbacks. This is a 220 page book. Of that, 50 pages are devoted to The Official Rules and Glossary of Terms. An additional 25 pages skim the basics of shooting form, etc. That leaves only 145 pages for the meat of the book, the 99 critical shots. Of the 99 shots, 22 are devoted to break shots for straight pool. If, like me, you play only 8-ball and 9-ball, then this book should be called "The 77 Critical Shots in Pool" because you'll never use the other 22. So, for me, this 220 page book has only 107 useful pages.
The format of the shots section is great. Each shot includes a diagram of the whole table layout, a diagram of the cue ball showing exactly where to strike it to impart the draw, follow or English, and a text description of the shot. As others have pointed out, the text refers to a black ball (the object ball) and gray balls (all other balls), yet they are indistinguishable in the diagrams; they both look black. This is an annoyance, but does not keep you from understanding the author's intentions. Between the text description and the lines indicating the ball paths, I was always able to determine which ball was the object ball.
If I still had my own pool table, I would have this book sitting right next to it. I'd study a single shot in this book and then practice it until I had mastered it. Then, when I'd mastered that shot, I'd proceed to the next shot and so forth. That would be the most effective way to use the book. Unfortunately, I have to go to a pool hall to practice. I don't know about you, but I don't really want to be seen reading a book about pool at the pool hall. So I have to study several shots and then practice them there from memory. Obviously, there's no substitute for practice. This book shows you WHAT to practice.
Having told you that I only found 107 pages (77 shots) useful, you might get the impression that this book's not worth buying. Nothing could be further from the truth. Of those 77 shots, probably at least half were shots that I had either never even considered or had never fully mastered. You only have to add a few new shots to your game to make this book well worth the price. Buy it!
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The best parts of this expensive tomb are the rules for creating planets, the world tech levels, and the like. If you have an earlier version of this game, then you already have what you need.
The major problem comes from the character classes. They are generic and, at times, pointless. Consider that a game that covers the cosmos has a core class called Traveller. Their job is to basically, travel and get into trouble. Then, classes like engineers, computer scientists, and field scientists don't exist. Instead, you get the Academic.
If you want to run an SF campaign...keep searching.
The game is a hard-science sci-fi roleplaying game - more Star Trek or Foundation than Star Wars. Belongs on every gamer's shelf.
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I first came across it in a British edition titled "Mathematical Puzzles and Diversions" in my early teens. From memory it took me around three weeks and two rolls of adding machine tape to finish with the hexaflexagons (don't ask, just buy the book) in the first chapter.
Mr Gardner deserves his reputation as a writer who can simplify complex subjects without talking down to the audience and this is well demonstrated in this volume. Some of the later chapters deal with parts of probability and game theory that skirt around some complex maths while someone with little mathematical ability (such as myself) finds it easy to follow along. The prose is light and easily read while the subject matter is entertaining.
I would recommend this book for someone mathematically inclined in their early teens or anyone in their mid teens or later. If you have a child capable of mathematical and/or logical thought who is getting turned off mathematics by the rigors and dullness of school then this volume may well turn the trick - I know it was influential in convincing me that it was my schooling and not my mind that had ruined my maths ability. I give it only four stars as it is now starting to show its age, otherwise it would have five.
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But it's not real life, and other than a warped sense of guilt, Jack Ryan performs well to serve Clancy in this great book. Great story, good characters, a little bit of action, lots of political insight, and a great stretch of reading in-between. I liked it, definitely not my favorite of Clancy's, but it was good nonetheless. Hope this review helps!
In is interesting to read this 1987 book knowing that filming it turned Tom Clancy against selling the movie rights of his books to Hollywood (although apparently the powers that be can have their own way with the Jack Ryan character). The problem, of course, was the final scene. In the film, Harrison Ford's character kills Sean Miller at the end of an exciting fistfight on a speeding boat. In the book, Jack Ryan does not shoot his gun at the fatal moment so that he can tell his newborn son, "Your father isn't a murderer." Clancy's conservative inclinations are well known, but forcing him into a fascist stereotype really misses the point, especially when it tries to make his hero some sort of a reactionary.
"Patriot Games" takes back several years before the events described in "The Hunt for Red October," where the Sir John Ryan backstory is certainly alluded to at a couple of points. I wondered if maybe Clancy had simply written this novel first but could not get it published, yet one of the strengths of his work over the years has been the detailed backgrounds on the various characters (the best examples are probably Red Wegener and Ding Chavez in "Clear and Present Danger," where the complete backgrounds are given although one is a minor character in the novel and the other goes on to be a main supporting character). One of the reason I always liked this book is because of the pure audacity of making members of the Royal Family main supporting characters, especially Prince Charles, who has continued to pop up from time to time.
This is the book where Clancy dropped the annoying subtitles used in his first two novels. In retrospect "Patriot Games" is a much more intimate novel than what is follows. Certainly the threat is much more personal, targeting Ryan and his family. With Clancy's tendency to tell stories where nuclear war is a distinct possibility, this becomes an atypical effort, similar to "Without Remorse," which supplies the complete backstory on John Clark. Another reason for the feeling of intimacy is that Clancy's novels have tended to get longer and longer. Final note: people who have read these book in the "correct chronological order" find "Red October" to be something of a step backwards, so the best advice remains to read them in the order they were written.