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Book reviews for "Agronsky,_Martin_Zama" sorted by average review score:

Wordplay: Ambigrams and Reflections on the Art of Ambigrams
Published in Hardcover by Harcourt (March, 1992)
Authors: John Langdon and Martin Gardner
Amazon base price: $18.95
Average review score:

AMBIGRAMS and Reflections on the Art of Ambigrams
Graphic thrills, wordplay and cosmic philosophy. This book is packed with the author's history of discovery of calligraphic possibilities, an reflections on similar structural themes. If you like Escher, you will enjoy Langdon.

A surprising book!
I definitely recommand it to any Graphic Designer, Artist, Art Student, or just Art Lover! It's a completely different way to look at things...

TURN YOUR WORLD UPSIDE - DOWN
Want to stretch your imagination? Get Wordplay and you'll never look at words the same again! John Langdon's intriguing ability with ambigrams will astound you. I find myself picking up my copy time and time again. Wordplay is a great conversation piece... worthy of a place of honor on any coffee table.


Death on the Reik
Published in Paperback by Hogshead Publishing Ltd (01 November, 1996)
Authors: Phil Gallagher, Graeme Davis, Jim Bambra, and Martin McKenna
Amazon base price: $17.95
Average review score:

Another fine effort by the folks at GW
I am a longtime gamer and have been involved with Warhammer Fantasy Roleplay since the 1st Edition way back in 1990 and remains one of my favourites.

Death on the Reik is one of the older adventures, originally published by Games Workshop before they abandoned the WFRP line to Hogshead. The quality of GW's early work is evident in this product: an inspired storyline, terrific artwork and interesting locales.

The book details an epic journey the length of the River Reik challenging the players with a good balance of invetigation and action as they attempt to thwart the forces of Chaos.

While many people rate the Enemy Within and Shadows of Bogenhafen higher, this adventure is my personal favourite. Be warned that the ending seems a bit of an anti-climax. A more epic finale would have seen this book get a 5-star rating.

Fantastic material
Not only will WFRP players and game masters get a great adventure (one of a 5-part series), but great detail has been given to the Empire locations the adventure travels to. This book also contains a supplement dealing with river life and trade in general, the lifeblood of the Empire. All in all, a must have for any WFRP player.


Entertaining Mathematical Puzzles
Published in Paperback by Dover Pubns (November, 1986)
Authors: Martin Gardner and Anthony Ravielli
Amazon base price: $5.95
Average review score:

Mathematical problems for all ages with different topics.

Entertaining Mathematical Problems by Martin Gardner is a great book for all ages. This book has over 100 problems in sections ranging from topology to games. Some of the problems are simple to many, but there are some that require thought to do. Answers are included on the back. Any math lover will surely enjoy this book.
Paul Raff (Northwestern_Wildcat@ibm.net

A WAY TO GET WARMED UP FOR THE THINKING WORLD
I give this book five stars. Though the problems and puzzles were created several years ago, it introduces or, at least, reintroduces the reader to humorous and thought-provoking examples highlighting how intuitive and counterintuitive processes can collide into one another.

Martin Gardner's witty writing style makes this book a pleasant pathway to the realms of logic. Neat and concise with its stories and challenges throughout and with solutions at the very end, the book is a very ideal read, especially if you are a passenger with a very long trip ahead and who needs good quality entertainment that is also educational.


Mathematical Puzzles of Sam Loyd
Published in Paperback by Dover Pubns (June, 1959)
Authors: Sam Loyd and Martin Gardner
Amazon base price: $8.95
Average review score:

Classics that still delight after a century
A good puzzle is much like a classic novel. You read it and then after a certain period of time, you can read it again and enjoy it just as much as the first time. These puzzles of Sam Loyd, which were published over a century ago, stretch the brain cells as much now as they did when they dazzled the people of a younger country.
The problems follow very standard themes. Having read many puzzle books, I recognized the form of all of the puzzles in this one. However, they are so well stated that reading them is a significant part of the fun. It is also an interesting piece of historical perspective that puzzles were also a very popular staple in newspapers over a century ago. Reading the puzzles and looking at the diagrams also takes you back to a different age. Some of the caricatures of the figures could not be used in the politically correct atmosphere of today. It also seems most unlikely that a problem involving nuns being abducted by soldiers would be published in a modern newspaper. Therefore, it is necessary to cut a little historical slack when you read the book.
Sam Loyd was the best puzzlist that America has ever had. The only possible challenger is the editor of this collection, which is most fitting. I enjoyed the book immensely, even though I was in most cases rereading rather than solving for the first time.

The Creator of Unsolvable Puzzles
If you really like tough puzzles, that is the book and the writer that you were looking for. In one book there is enough puzzles for a human being life.

The puzzle categories are also quite wide from tangram to chess problems.


Luna Rising: Psi Order Isra & Luna Sourcebook
Published in Paperback by White Wolf Publishing Inc. (February, 1999)
Authors: Andrew Bates, Robert Scott Martin, Judith A. McLaughlin, and Jonathan Woodward
Amazon base price: $17.95
Average review score:

All right book, good for additional info
Makes Clarisents into much better psions, even for people who like to hack and slash. Clarisentsa at first seemed to weak, but other important uses for thewir powers are shared in this sourcbook

A good first supplement.
White Wolf has done well with the first area supplement for Trinity, making the least imposing group of characters - ISRA - much cooler than the original book. The color section is well done, and the information is valuable. My only complaints are that the B&W section blends player and GM information and there is too little equipment.

impressive conduit
Robert Scott Martin is a fabulous writer and makes his wide scope of knowledges clear in this simple and lovely work. Clairsentients are exposed as being quite the important and opportune character, and like Robert Scott Martin's other contributions to White Wolf, this bears the mark of gentle scholarship and half-mad, magnaminous creativity.


AD&D(r) Forgotten Realms(r) Skullport
Published in Paperback by TSR Hobbies (01 June, 1998)
Authors: Joseph Wolf and Julia Martin
Amazon base price: $18.95
Average review score:

More info than undermountain box
I liked this a bunch. It will help in any campaign. The descriptions were well done of the different areas of skullport and I liked the discription of the river channels. It was much easier to figure out how to prevent folks from just invading skullport and why the Lords allow it to exist below the city of Waterdeep. It was useful in finding out the spy network from Waterdeep that exists here also. If you are looking to have an undermountain campaign this book is a MUST. It will allow your PC's to have a city to interact in without drudging all the way to Waterdeep, another 3 levels up.

Great book but the price is a few bucks too high
The art in this book is amazing. It is a must if you are running a campaign in Undermountain. Compared to the few paragraphs written about Skullport in The Undermountain boxed set series this book blew me away. It tells about many NPCs and taverns; it also provides some great pictures to give you the feel of the Underdark. The only problem I have with this book is the price, although it is jammed full of information it still isn't very long, and there are no maps. I think maybe the book would be better priced at $15 instead of $20.

If you ever plan to strand your PCs in a dangerous place,...
then buy this accessory. Skullport is the perfect place to be used by a fiendish DM or anyone looking for trouble. This place is lovely in a unique sort of way: the concept is pulled off masterfully and is very well thought out. The text is good but not so full as to stifle any hope of DM creativity ( which means you can glue bits and pieces of Skullport to your own home-made campaign). The graphics are dark and moody. One thing I can gripe at is the unstable binding for the books and booklets, which will fall apart easily. Also, as it is, Skullport is an awfully small place to forever wander, and as your players at some point will wander out of it (probably sooner than later), I don't see this one being replayed too often. Buy it if you like this sort of thing.


Gurps Ultra-Tech: A Sourcebook of Weapons and Equipment for Future Ages
Published in Paperback by Steve Jackson Games (August, 2003)
Authors: David L. Pulver, Karl Martin, and Guy Burwell
Amazon base price: $19.95
Average review score:

Very Good
I don't think this is GREAT utility but it is certainly very good. The book has several sections for different Tech Levels but only a handful of items that sometimes seem completely unrelated. I would have liked to have seen a whole mass of civilian items that seem more related as well as military. Very good but could have been better.

Excellent Suppliment
This GURPS sourcebook is designed to work well with any science fiction setting, and can easily be converted for use in a non-GURPS game. Hundreds of items are listed, described in relatively short capsules (1-3 paragraphs, usually) with good descriptions of game effects.

While the books is useful beyond description, there are a few (minor) flaws. First, for people inclined to mercantile campaigns, a great deal of the book deals with weapons and armor. Secondly, there is nothing to differentiate between hard-sf equipment and cinematic "rubber science" sci-fi type gear. For those of us who play games closer to Larry Niven than George Lucas, this can be irritating, especially if we know more about history than physics.

A great source book for futuristic ideas and equipment
Fantastic gaming source. Provides futuristic technologies and gadgets for any science fiction game, as well as some ideas on the changes society might go through in dealing with advanced technology.


Powers & Pantheons (Lorebooks Accessory)
Published in Paperback by Wizards of the Coast (August, 1997)
Authors: Eric L. Boyd and Julia Martin
Amazon base price: $21.95
Average review score:

Generally a Solid Work
I've always been a big fan of the Forgotten Realms' selection of godly powers with a nice eclectic mix of characters from our own mythology and some generally solid creations of the authors' own. Powers and Pantheons is a good collection that expands on an already voluminous selection of deities within the Faerun, and gives the player a very wide choice of gods to choose from, be they good, evil, or indifferent. My only major gripes are some of the special abilities the priests get are sometimes too overpowering. Mostly, though it is the absurdity at the temple of Selune in Waterdeep. Apparently the goddess gifts her faithful with great big gobs of glowing white goo that resembles something that Cthulhu my blow out of his nose. I have visions of this naughty tentacle monster chasing squealing Selunites around the temple like some goofy Urutskodoji monster. Second is the moronic assertion that a lich is anything but EVIL! And so ALSO at the temple of Selune with the glowing goo is an arch lich...who is chaotic good...who sustains her appearance by life leeching evil creatures...and this is OKAY with people? Come on, creatures are CONSIDERED TO BE EVIL because they life leech other creatures, and a supposedly good aligned creature doing it to evil creature DOES NOT make it okay. Other than that, this is a solid work and a good addition for any DM who wants to add more religions to his or her campaign and maybe give players some new choices for faiths. Well worth a look.

Nice book
I found this book REALLY helpful in fleshing out the culture of some of the more non-European sections of the Realms. The details on the history of the various areas was VERY useful when I was creating my own campaign world, and if I have a complaint, it is that the book wasn;t longer...

Also, if you need a super-monster, this book comes with three of 'em. Always a pleasure, if you need a quick "Godzilla" to run at your party.

Excellent Work
This book isn't on the same level as the Faiths and Avatars, but it is still excellent. If you like being or running campaigns that deal with a lot of differing beliefs (Think Avatar Triology) then this is a must have. The priests' abilities are a little more balanced than F&A. Also if you are in a campaign where a complaint is a cleric is only a cleric there are enough different shades of clerics to have fun. If your setting is in the jungles or Chult or outlands of Thay, or you would like them to be, this book details all of the religions of that region. But if you only want to buy one book on Forgotten Realms religions, buy Faiths and Avatars first.


The Colossal Book of Mathematics: Classic Puzzles, Paradoxes, and Problems
Published in Hardcover by W.W. Norton & Company (10 September, 2001)
Author: Martin Gardner
Amazon base price: $24.50
List price: $35.00 (that's 30% off!)
Average review score:

Interesting in parts, but certainly not what it claims to be
This book is certainly not a "Colossal Book of Mathematics", and if you are looking for a book full of "Classic Puzzles, Paradoxes, and Problems", this book is not it. In short, the title is wrong and deliberatly misleading. That should be enough for one not to buy this book at all, for why should one, when the author tries a con-artist trick with the title itself?

A lot of the book is full of information about stuff that is tangential to mathematics at best, like Escher drawings and other art. Escher is fine, but devoting so many pages to the symmetry drawings of a certain Mr. Kim is way out of line with what a reader might expect of this book. The "fake" chapter is also in bad taste for a book of this nature. Obviously "once bitten twice shy" is not something Gardner believes in.

Also an absence of adequate proofreading is evident. For example, the author claims that N is symmetrical about a horizontal axis. Also wrong (or incomplete) is Gardner's proof about why the second player can never guarantee a win in generalized tictactoe (the "proof" actually proves that the second player can't guarantee a win without looking at the first player's first move). More? The book says 1/0 is meaningless, and this in a chapter on infinity!

I however liked some parts of the book, for example an argument against the parallel universe theory is almost literature (it is not Gardner's but somebody else's whose name I've forgotten, unfortunately Gardner does not come across as anything more than a dilettante). Other interesting bits and pieces exist, too numerous to describe here, but scarcely enough to warrant a purchase. On the other hand, if your local library has a copy of this book, it's not a bad one to borrow.

A fun and interesting read
This book covers a wide variety of subjects. It is not a puzzle book in the strict sense of solving little teasers, but it is a book that starts one thinking in broader terms. Some paradoxes and concepts addressed in this book, that great thinkers spent time debating and questioning, are fun for us more common thinkers to consider as well.

a great sampling of mathematical puzzles
I haven't read nearly enough Martin Gardner.
This book tickled the math centers of my brain, which only get partially used in my work as a software engineer.

If graph theory, game theory, topology, and numbers don't entirely scare you away, you'll find something vaguely interesting at any page you flip to in this book, and after a few more pages will have prob learned something, AND found yourself using a part of your brain that might otherwise go unused during any given day.


Beating the Slots
Published in Paperback by Western Star Publishing (01 September, 2002)
Author: Martin Davis
Amazon base price: $6.95
Average review score:

A pamphlet that should have been a webpage
The basic premise of this book is that the best paying
slots will be in the high-traffic areas, and to walk
away if you don't win more than you put in for eight
pulls or so. The author puts about one paragraph on each
page and triple-spaces. Lots of white space in this book!
The 94 pages could have been ten or perhaps an interesting
webpage instead. Phooey.

I bought this at the same time as buying BREAK THE ONE ARMED
BANDITS and can recommend that one instead, very highly.

Stay away from this one.

A. Reader

At last, no empty promises
I believe anyone who follows this book can win. I certainly did. A book with facts to help you make better decisions. If you are on a junket this book can show you how to come home after ten hours with more than a bus ride! He is standing in front of a jackpot and since the casino let him take the picture I'm sure it was a good one. Thank you Amazon for offering this book.

Highly Recommended!
I actually WON MONEY following the advice of the author! This is a no nonsense book that is highly informative and tells you everything you need to know to beat the slots. It is compact and easy to carry, it has large type so it is easy to read, and it is very affordable. A must have for anyone who plays slots!


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