Of course, "Classic Brainteasers" is full of Wacky Wordles, Trick Questions, Proverbs and lots of other things that teachers can use on unsuspecting students in class. Since education is about learning to thinking as much as it is accumulating all sorts of knowledge, this would be a good thing.
I strongly recommend this book to those with young children, or for those looking for a fun present for a little boy or girl. The kids will love Sinclair's drawings and adore the book. The simply-stated problems and interesting solutions can provide entertainment for hours.
The puzzles are organized by categories. Gardner begins with a few pages of warm up problems, then proceeds into "word for word," a literary playground. He continues with a chapter utilizing Sinclair's pictures, then continues with tricky questions are teasers. The book finishes with science and math problems, more Sinclair in "Find the Mistakes," and finally logic puzzles. Overall, this book is 96 pages of fun!
These puzzles are NOT easy, but are printed two to a page, which makes it easier to analyze then some others puzzle books. However, some of typeface, as well as the ink density, make it hard to figure out which are the White pieces and which are the Black pieces.
I lost this book once and actually went out and bought it again - it's that good. Along the same lines as the above book, but different, is Troitsky's (sp?) book "Tactics In The Endgame". You want to get better? Studies these two books - you'll notice result right away, I promise.
Chris Rondthaler
As mentioned in the other review, however, the editing causes some difficulty - different stats for the same thing in different parts of the book for example. I had a real sense that each of the authors were responsible for their own sections of the book - they did not talk to each other often. The book is supposedly written from different C:tD character's points of view, but the meat of the book is very disjointed. All that aside - the material within is worth the effort.
List price: $25.00 (that's 30% off!)
List price: $33.95 (that's 30% off!)
But if you know your stuff, and if you find mages interesting, and you want somthing other then Vampier intruge and Werewolf blood baths, try Mage, it's not only a great mix (if you want a blood bath, then you can have one, if you want a socail game then by all means try it) but the best part about mage is it's flexability. Mage allows player to play almost whatever they choose, and if your into crossover game with other types of supernaturals, then mage is great for that too.
So if your a newbie, I'd try somthing diffrent, however, if you know your LARP and you want a change of pace, try Laws of Ascension. It's fun and truly interesting.
While many Warhammer FRP veterans enjoy this adventure and rate it highly, I prefer a more balanced style of adventure design. As it is written, the game features a lot of investigation and interaction, and almost no action. However if your group is fortunate enough to consist of players who prefer roleplay over combat, add one star - this adventure is made for you. Players with way too many weapon specialization skills would probably be unconscious with boredom before the end.
The solutions are listed in the back of the book. Many of the puzzles have more than one solution, and when this is the case, the author uses asterisks and footnotes listing possible alternative solutions.
I suppose this book could have been better if there were brief discussions of the solutions, but in all fairness to the author, that's not a realistic expecation for a chess puzzle book -- especially for a book with 200 puzzles (if you like that type of didactic commentary, read chess manuals with plenty of examples).
modified Descriptive (English) notation. [EN]
The rules are a simplified version of the Alternity game system, concentrating on the basic concepts rather than dealing with the "nitty-gritty" that this wonderful game system is capable of. Excluding such concepts such as success levels and mortal damage, the rules are much more managable for a beginning troupe of players as well as a splendid introduction to the system. Once the basics have been mastered through this simplified version, one can easily add the more detailed rules found in the hardcover rulebooks.
The adventure section is where the supplement loses a bit of its charm. The heroes simply "stumble upon" a derelict vessel and need to explore it... It feels like an AD&D dungeoncrawl in space, which is a concept that the designers of Alternity tried very hard to move away from.
All in all, you get a good deal for your cash. It provides a stepping stone into the greater Alternity universe (one of my picks for the best RPG engines so far), and if the players don't like it, they're only down 7 bucks or so, not 30 by buying the PHB.