The PowerScore LSAT Logic Games Bible
Average customer rating: 4.5 out of 5 stars
  • A MUST HAVE
  • Useful, despite being overpriced and a bit odd
  • Great Buying Experience
  • The BEST LSAT book available
  • Worth Every Penny!!!
The PowerScore LSAT Logic Games Bible
David M. Killoran
Manufacturer: Webcom
ProductGroup: Book
Binding: Paperback

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ASIN: 097212960X

Book Description

The PowerScore LSAT Logic Games Bible is the most comprehensive book available for the Logic Games section of the LSAT. The intent of this book is to provide you with an advanced system for attacking any game you encounter on the LSAT. This same system is covered in the live classes taught by PowerScore, and all of the methods and techniques discussed in the book have been tested in classroom situations over many years.

The book features and explains a detailed methodology for attacking the games section. All aspects of Logic Games are covered, from recognizing game types to diagramming rules to making inferences and answering questions. Entire chapters are devoted to the most advanced game techniques and to time management strategies.

Logic Games are divided into individual types, and a discussion follows that teaches you how to approach each type of Game, and drills are presented to help you apply and understand the techniques. Thereafter, real LSAT logic games are used to illustrate how the techniques apply to real tests. Using real LSAT questions is a must for high-level LSAT preparation, and twenty-one real LSAT logic games are contained in the book. Each logic game is accompanied by a detailed analysis of the game setup and related questions.

The author has over 12 years experience teaching the LSAT and has scored in the 99th percentile on a Law Services-administered test. An expert in LSAT preparation, he has overseen the preparation of thousands of students and founded two national LSAT preparation companies.

The Logic Games Bible can be supplemented by The Ultimate Set-Ups Guide, which features setups for every game in each released LSAT from 1995 to 2002. Also, both books provide access to a unique website for additional LSAT and Logic Games information, and has answers to frequently asked questions.

For more information about the renowned PowerScore LSAT Logic Games Bible, contact PowerScore at (800) 545-1750.

Customer Reviews:

5 out of 5 stars A MUST HAVE.......2007-10-05

I wish I would have purchased this book months ago! In contrast to other LSAT prep books, this one explains the Logic Games in a much more clear, concise, and easy to understand way. If you decide to use another LSAT prep book, I highly reccomend using this one to prepare your self for the Logic Games part, and skipping that part in your other LSAT prep, as this one is the best. I just took the LSAT on 9/29/07, and everything that was covered in the book, I utilized on the test!

4 out of 5 stars Useful, despite being overpriced and a bit odd.......2007-09-30

The Logic Games Bible teaches techniques for diagramming games and, to a lesser extent, attacking the questions. The most useful things I picked up from the book were:

1) Never erase your work (do one master diagram at the bottom of each page and then, if necessary, do mini-diagrams the questions).
2) Diagramming numerical distributions.
3) "Hurdling the uncertainty, TM," which is an effective method of diagramming inclusion/exclusion rules when presented with rules like "A, B, and C can not all be selected at the same time."
4) Diagramming abstract sequences

It's worth noting that along the way, the book utilizes some strange conventions. For example, when diagraming a sequence where A comes before B (that is, it's in a lower numbered position) the book suggests that the following shorthand be used: A>B, that is A is greater than B. If you've taken a math class in the last decade, this is disconcerting--in practice I diagrammed all of the abstract sequences exactly opposite of the book. Also, when diagramming morning and afternoon games, the book suggested that the diagram look like this:

afternoon.|_ _ _ _ _
morning....|_ _ _ _ _

A strange reversal of morning and afternoon that is, again, off-putting to anyone who has used outlook, or even a regular calendar. These are minor quibbles, but to some extent, they make the book seem a little amateurish and undermine the reader's confidence in it.

All said, this book can be very useful if used correctly. Its well worth purchasing if you're aiming for the 170s, still have a month or two left to study, and have not taken many practice exams (I say this because there aren't that many old logic sections to go through, and it takes a decent number of practice sections to learn how to efficiently apply the techniques taught in the book). If, however, you're planning on skipping a game on the test, expect to score <170, only have a couple of weeks before the exam, or have chugged through most of the practice exams, this will be an expensive book of little use.

4 out of 5 stars Great Buying Experience.......2007-09-26

I have been looking at all the bookstores in the Atlanta area for this book. I needed it to study for my upcoming LSAT. The book was out of stock everywhere in Georgia. I simply went online to Amazon and the book arrived at my doorstep within 3 days-and it was cheaper than the bookstores! This book is an excellent tool if you are unsure about the logic games portion of the LSAT. I would recommend it to anyone, even if they feel pretty confident on logic games.

5 out of 5 stars The BEST LSAT book available.......2007-09-09

I used this book as a supplement to the PowerScore classroom course, and I found the book more helpful than the actual course! When I began to work through the book my score was a 168, but I now score consistently in the 173-174 range. As I practice, I get even faster...the techniques really are superb. Just leave yourself enough time (2-3 weeks) to work through the book without rushing so that you can absorb each concept, and then leave at least 3 weeks to do your own practice, honing the techniques on actual LSATs. I've been working just the games section from one test each day, and then an entire test every 4th day.

Unless you think the games are easy, this is the most important LSAT prep book you can buy.

5 out of 5 stars Worth Every Penny!!!.......2007-09-03

Before purchasing this book, I purchased both Kaplan and Princeton Review prep books and still SUCKED at the analytical reasoning/logic games section of the LSAT. I spent two weeks with this book and was able to complete every logic game accurately. I'm still working on the timing but at least I'm able to diagram the games and arrive at the correct answers, which is something I struggled with before. If you have difficulty w/ the logic games - this is the book for you!!!
History: Fiction or Science? (Chronology, No. 1)
Average customer rating: 4.5 out of 5 stars
  • Calculations are only as good as your numbers
  • Pants on fire?
  • Accepted History & Chronology Must Be Changed.
  • Very Interesting
  • History as Science Fiction
History: Fiction or Science? (Chronology, No. 1)
Anatoly Fomenko
Manufacturer: Mithec
ProductGroup: Book
Binding: Paperback

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ASIN: 2913621058

Book Description

Recorded history is a finely-woven magic fabric of intricate lies about events predating the sixteenth century. There is not a single piece of evidence that can be reliably and independently traced back earlier than the eleventh century. This book details events that are substantiated by hard facts and logic, and validated by new astronomical research and statistical analysis of ancient sources.

Customer Reviews:

3 out of 5 stars Calculations are only as good as your numbers.......2007-08-03

Yes, we can all agree that mainstream history is nearly 100% BS due to politics, economics, ego, problems with dating techniques, and various conspiracies. Agreed. But, I've been researching the distinct possibility that human history (in terms of civilizations) are much more ancient than we've been told, so coming across this book was very interesting to me. I wondered how Fomenko could be wrong (if at all) because he is very persuasive in his presentations. Then it dawned on me. If at previous times in prehistory, due to the various catastrophies that are well documented (comets, asteroids, planetary disruptions, plasma discharge, pole reversals, etc) the Earth was in a different position in relation to the sun, different tilt on its axis, different orbit, different rotation (in terms of velocity and DIRECTION), and the continents were in different positions, then would this not cause the ancients to see the sky (constellations) differently? In other words, is Fomenko making erronious assumptions about the physics of the Earth in pre-history, which then corrupt his data with regards to dating the relevant astrology? The last event to seriously disrupt our planet occured roughly 3500 years ago, according to other good researchers, so is it possible Fomenko has been confused by this? The vastly different physics of our planet in the not so distant past may explain this confusion, which is not to say the "mainstream" version of history is correct; on the contrary. I am not an expert in these fields, but wanted to see if this idea could spark discussion.

5 out of 5 stars Pants on fire?.......2007-07-19

Will people ever read before spamming? Yes, Jesuits could not rewrite world history alone, they had help. Anyway, Dr Prof Acad A.Fomenko does not point to jesuits as the driving force of world wide history manipulation in published volumes 1,2,3;, actually he barely mentions the poor devils. Check it with 'Search inside' feature, please. China is rarely mentioned either, in fact, Dr Fomenko is completely eurocentric. Right, his theory contradicts all mainstream schools of history, because in their actual state they are all built on blatantly erroneus chronology. You don't need a mysterious cabal (conspiracy) to falsify history, the falsification is its modus operandi. It is inherent to history(ians) to falsify (distort) events, as it is inherent to humans to boast as it is inherent to power (authority) to legimize itself by referrring to glorious past made to its own order. Dr Prof Fomenko and team have identified scores of instances of such manipulation in Russian, European, etc.. history, and delivered valid statistical proof thereof. His own 'reconstruction' is completely another story. Forget c14 as a valid method of dating. W.Libby has initially discovered a brilliant method of INDEPENDENT dating. Too bad, c14 method has become a joke after a forced marrige with dendrochronology with consensual chronological scale inbuilt. Radiocarbon method can't stand blind tests, but is so very productive as a rubberstamp.

5 out of 5 stars Accepted History & Chronology Must Be Changed. .......2007-04-09

There is no doubt that history as most know it is a sham, & institution's version of History both University & Church is fradulent & inaccurate. Everything was established with an agenda, The real "Dark Ages" are now when we have access to incredible amounts of information past authorities & more important 'common folk' didn't have but our institutions & educators are slow to evolve because of what has ignorantly & arrogantly been taught for too long. This is on many subjects not just Chronology.

For anyone to question "Why would a Mathematician have anything credible to say of History?" The answer is from Dr. Fomenko's preface in the book: "It would be worthwhile to remind the reader that in the XVI-XVII century Chronology was considered to be a subdivision of Mathematics." These volumes could possibly be some of the most important works to date & should be read by everyone with an interest in History, especially professors & educators who have a duty to the public. I have read both books & must say that 'Chronology 1' has some very eye opening & revolutionary information. Even if these volumes are part true the implications are profound & opens the doors to further investigations & questions which must be done. I speak several different lanquages & must say the logic Dr. Fomenko uses with "inflection" of words & words being read from left to right in one region & right to left in another then written backwards, the removal of vowels & get down to basics of words, or different cities & locations having the same name etc. is correct. Vowel usage has always been optional & varied, actually complicating linquistics & study. The first thing one has to understand is that words never had a fixed spelling in history like we do now, the spelling of words was mutable & regional, as well as names & titles of people were vast, varied & changed, NOTHING WAS FIXED or understood linear. Matters of Life & Death as well as financial profiteering yesterday & today were & are made with ignorant, illogical & conspiratorial views of history & reality, it's time people get closer to the Truth & society collectively grow up.

5 out of 5 stars Very Interesting.......2007-03-07

It is a good proposal and I believe it will mature into something even better in the future. I think it deserves to be read.

4 out of 5 stars History as Science Fiction.......2007-01-10

Anatoly Fomenko has written a very intriguing book, full of pictures, charts, and computer 'proof' of his thesis: backwards of AD900 we don't really know what happened or when. Between AD900 and AD1600 there is more certainty, but there is still a lot of fuzzy ground, and things don't get reliable until we get past the 1600's where the printing press made it very difficult for the perpetrators of this timeline manipulation to change anything that had been committed to print. The Dark Ages did not happen. Books were burned for a reason. One organization has doubled the actual length of its existence by expanding the real chronology. Read why.

I had always wondered why Christ died about AD33 and yet men waited until the 11th century to form the Knights Templar, the Cathars, etc and go after the Holy Land by force. Why the 1000 year gap? Turns out there wasn't more than a 10-12 year gap and he proves it using astronomy. This also implies that the planet is not as old as we have been told, and current Christian and other creationist scientists are already championing that idea without being aware of Fomenko's book. The two groups, creationist scientists and the Russian mathematical analysts corroborate each other. Fascinating.

Of course, all this flies in the face of what we have been told traditionally is the 'proper' chronology of western civilization, and most readers will experience 'cognitive dissonance' in reading this book. It means that our history going backwards from AD1600 becomes progressively more incorrect and unreliable until it cannot be trusted at all... in the space of 700-800 years.

Naturally, the curious, open-minded reader will want to know WHO did this, WHY, and did any of the events we think of as really ancient ever happen?
Dr. Fomenko is a respected scientist/mathematician at Moscow State University who has already answered these questions to the satisfaction of his initially skeptical colleagues. Most of them are now believers, a few still refuse to believe (the usual diehards), and of course the western press has ignored Fomenko's work -- for obvious reasons when you read the book. The ones who perpetrated this chronology ruse have a lot to answer for. They are still with us. That's why this book is a well-kept secret.

I gave the book a 4-star rating because I was unable to check out some of his claims; those I checked were as he said. But if even 1/3 of his claims are true, this punches a big hole in what we think is our history, the meaning of western civilization, our educational process (for repeating the ruse as gospel), and the trustworthiness of the organization that perpetrated this ruse, well-intentioned or not.

This book relates to current research into a Young Earth paradigm, to John Keel's discoveries about our planet, and Fr Malachi Martin's insights (in his now out-of-print books). We are indeed sheep who are manipulated and kept ignorant -- for a reason. While knowing what these men have to say may be the "booby prize" (as in: 'what can you do with this knowledge?'), it will provide interesting reading. Didn't someone say: "...and the Truth will set you free."?? For you to judge if this book contains the truth.
Fiendish Codex II: Tyrants of the Nine Hells (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4.5 out of 5 stars
  • An Excelent Source for Devilish Exploits
  • Hell awaits only the most brave or foolish
  • Awesome Book
  • Useful Add-on
  • Deviliscious
Fiendish Codex II: Tyrants of the Nine Hells (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Robin D. Laws , and Robert J. Schwalb
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786939400
Release Date: 2006-12-12

Book Description

A new supplement that further explores fiends of the D&D world.

Fiendish Codex II: Tyrants of the Nine Hells is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor Fiendish Codex I: Hordes of the Abyss, this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters.


AUTHOR INFORMATION
Robin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently Dungeon Master’s Guide II.

Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.






Customer Reviews:

5 out of 5 stars An Excelent Source for Devilish Exploits.......2007-07-12

This book is all about Devils and the Plane where they reside. I mean all about them. In my mind there are three really fantastic masterminds in Dungeons and Dragons: Dragons, Mindflayers and Devils.

If you're looking for content you can use all the time, then this isn't the best book for you. Go look at the compendiums or the Complete books. If you want villains and powers to tie together an entire campaign from level 1 into epic, than this is for you.

Included inside is a very nice tale of the creation of hell and the devils that can be easily adapted for your home brew world. Then theres feats, spells, prestige classes, descriptions of the layers and lots of new devils.

Again I must stress that the prestige classes, feats and spells are really geared towards either serving devils or fighting them. This book is a commitment to a devil themed campaign. It does so beautifully.

With the help of this book, my main villain just became a pawn in planar politics. My PCs have lots of options, on how to progress forward. I've got lots of ideas and environments for epic feeling quests before we get to the main devils. I highly reccomend it.

5 out of 5 stars Hell awaits only the most brave or foolish.......2007-05-30

Well, I have to congratulate Wizards for adding another great book to the list of accessories. Our group runs several high level to epic level campaigns and this is a must for anyone who wants to involve the Blood War and the politics and intrigue of hell to your campaign. The new stats for the all the major players are here along with prominent followers and factions for each lord. There are many new feats and skills specific to just these planes as well as a few new presige classes that you can use for PC's and NPC's. The other great things is the plethora of roleplaying ideas for each of the nine hells, including cities, landmarks and many maps to really help you flush out your campaign. Things like this and other information make it a must for your collection so that when your party meets Mephistopheles, its an experience that they will never forget!

5 out of 5 stars Awesome Book.......2007-05-16

This book gave great inside views into hell. It gave the facts on how hell lives, sleeps and breaths, along with the ArchDevils to go with it. If your planning on running a adventure in hell for a duration of time i suggest this book.

4 out of 5 stars Useful Add-on.......2007-05-13

This book is a very good addition to any D&D campaign that plans on traveling to the Outer Planes, or fights extraplanar threats on a regular basis. The maps of the nine layers, and the detailed write-ups of the unique leaders of each of the layers add to it's usefulness. The extra devils are also useful to allow for rotating of devilish threats.

5 out of 5 stars Deviliscious.......2007-05-07

If you are a cruel DM (at times) then this is the book for you. Nothing like a trap door to Hell to get your adventuring party set-up for a TPK. In all seriousness, this is a great source for Devils in any DM's line-up, I am glad I picked it up.
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 4 out of 5 stars
  • DM Guide II
  • Useful to Any DM
  • New stuff is good
  • A decent read, not great
  • Good supplement
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Jesse Decker , David Noonan , Chris Thomasson , James Jacobs , and Robin D. Laws
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786936878
Release Date: 2005-06-23

Book Description

A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

Customer Reviews:

4 out of 5 stars DM Guide II .......2007-07-23

This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.

4 out of 5 stars Useful to Any DM.......2007-05-10

All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.

Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."

And there are no prestige classes in this book.

I might weep. I might actually weep.

Anyway. We won't hold that against them. We won't. My review will be objective. Honest.

Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.

So here we are, years later, holding DMG II.

Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.

Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.

Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.

Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)

Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.

Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.

Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.

Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.

4 out of 5 stars New stuff is good.......2007-04-26

While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.

There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.

The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.

Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.

Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no

3 out of 5 stars A decent read, not great.......2007-02-18

Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.

I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.

For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.

If you have an extra $35 dollars go for it, it not don't worry your not missing much.

4 out of 5 stars Good supplement.......2006-07-13

This book is a useful supplement for DMs. The new magic item traits and the magical events and locations can really spice up an otherwise stale treasure hoard, and the specialized example NPCs are pretty cool.

While it is by no means necessary (hence it being a supplement), it is not as full of fluff as some of the other d&d 3.5 books out there. Everything in it can be of some use to DMs and players alike.

My one complaint is that WOTC forgot to proofread it before sending it off to the printers. It's chock-full of typos and spelling mistakes (I must say, though, that it's not as bad as the Monster Manual 3.5, which actually has a proofreader named in the credits and yet still manages to come off looking like a rough draft).

Definitely worth getting if you're a DM looking to spice up your game a bit and don't know how/don't have time/can't be bothered to think of ways of doing it yourself. Also useful for new DMs, as it has tips on managing unruly players and the like.
The PowerScore LSAT Logic Games Ultimate Setups Guide
Average customer rating: 5 out of 5 stars
  • A Must Have.....
  • This book is tremendously helpful.
  • Great!
The PowerScore LSAT Logic Games Ultimate Setups Guide
David M. Killoran
Manufacturer: PowerScore Publishing
ProductGroup: Book
Binding: Paperback

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  1. The PowerScore LSAT Logic Games Bible The PowerScore LSAT Logic Games Bible
  2. The PowerScore LSAT Logical Reasoning Bible: A Comprehensive System for Attacking the Logical Reasoning Section of the LSAT The PowerScore LSAT Logical Reasoning Bible: A Comprehensive System for Attacking the Logical Reasoning Section of the LSAT
  3. 10 More Actual, Official LSAT PrepTests (Lsat Series) (Lsat Series) 10 More Actual, Official LSAT PrepTests (Lsat Series) (Lsat Series)
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  5. The Official LSAT PrepTest 49 (Official LSAT PrepTest) The Official LSAT PrepTest 49 (Official LSAT PrepTest)

ASIN: 0972129626

Book Description

The PowerScore LSAT Logic Games Ultimate Setups Guide is, in combination with the renowned PowerScore LSAT Logic Games Bible, the ultimate guide for attacking the Analytical Reasoning section of the Law School Admission Test (LSAT). The Ultimate Setups Guide provides complete setups for every released LSAT game from February 1995 to December 2002. The Ultimate Setups Guide also allows access to more recent game section setups, obtainable through the official PowerScore website. Each setup includes a diagram of the rules and the variables, as well an identification of key inferences. A number of questions are explained, and additional game notes are included. The Ultimate Setups Guide also features the setup for every single game in the 10 More Actual, Official LSAT PrepTests. (The text of each LSAT logic game is not included and must be purchased separately from Law Services.)

Customer Reviews:

5 out of 5 stars A Must Have............2007-09-03

If you use the PowerScore Logic Games Bible. This book is perfect for checking your work on prep tests and testing out the techniques learned from the games bible.

5 out of 5 stars This book is tremendously helpful........2007-06-14

If you use the Powerscore Logic Games Bible, this book is a must-have companion.

5 out of 5 stars Great!.......2007-04-18

This book was an excellent way to practice everything I learned in the Logic Games Bible. I highly recommend it!
Ace the LSAT Logic Games
Average customer rating: 4.5 out of 5 stars
  • I would not suggest buying this book
  • excellent study guide
  • If you need practice, practice, practice...
  • Awesome! The best book for LSAT Games!
  • Helpful quantity, but glitches in quality.
Ace the LSAT Logic Games
Get Prepped
Manufacturer: Get Prepped Publishing!
ProductGroup: Book
Binding: Paperback

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Similar Items:
  1. Next 10 Actual, Official LSAT Preptests Next 10 Actual, Official LSAT Preptests
  2. The PowerScore LSAT Logic Games Bible The PowerScore LSAT Logic Games Bible
  3. The PowerScore LSAT Logical Reasoning Bible: A Comprehensive System for Attacking the Logical Reasoning Section of the LSAT The PowerScore LSAT Logical Reasoning Bible: A Comprehensive System for Attacking the Logical Reasoning Section of the LSAT
  4. 10 More Actual, Official LSAT PrepTests (Lsat Series) (Lsat Series) 10 More Actual, Official LSAT PrepTests (Lsat Series) (Lsat Series)
  5. The Official LSAT PrepTest 51 The Official LSAT PrepTest 51

ASIN: 0974853364

Book Description

Ace the LSAT Logic Games. The premier guide for acing the challenging LSAT logic games.

Customer Reviews:

2 out of 5 stars I would not suggest buying this book.......2007-08-29

I felt quite comfortable doing logic games before buying this book and wanted the book only to have more games for practice. However, I was very disappointed by the book. The games do not resemble actual LSAT games in that they do not require similar deduction, if at all; they are much easier; some answers do not make any sense, and some even contain mistakes. After doing some of the games, I found myself moving backwards (in my progress) rather than forward.

5 out of 5 stars excellent study guide.......2007-07-06

A bargain book. It has 80 games (each LSAT has 4 games), including the most recent 12 games from preptests 49, 50, and 51 (purchased seperately, these three would cost $24 right there). All games are explained in detail. The instructional section was very useful, it taught everything I needed. Some of the symbols were a bit different from those I learned in my class, but it was pretty easy to figure them out and they made diagrams a little quicker. I had some knowledge before using this book and it moved me to the next level, but a think a beginner would also benefit. I know it helped me, I just got my scores and I only missed one game question.

5 out of 5 stars If you need practice, practice, practice..........2007-06-20

It wasn't so much that I needed a system for understanding and completing logic games, but just a book that would provide me with some decent material to apply techniques that I had already learned. This book has 14 of its own practice tests (and a lengthy explanation for why answer choices are right/wrong directly following each test). The questions composed by the authors of this book are very comparable to actual LSAT questions. After doing those tests, there are three additional logic games sections (each with four games) taken directly from recently administered LSATs.
I haven't seen another book with as many practice tests. I recommend this book highly--whether or not you have already purchased a book , even if you have already learned a system for completing logic games. Good luck!

5 out of 5 stars Awesome! The best book for LSAT Games!.......2007-05-09

First of all, I wanted to point out that the book is more than 500 pages. When I first picked it up, I thought it must have weighed more than 10 pounds! The book has more than 80 games in it (not 80 questions), so that's like... well, let's say around 450 questions. I think this book is the ultimate for LSAT Games. Kaplan's Logic Games Workbook only has about 200 questions (half as many games) and the PowerScore Bible is only 200 pages (half as many pages). This book is unlike anything I've ever seen. It let's use do the problems on your own and correct your answers using a "tutor sheet." You actually see how a tutor worked out the page, where they drew their diagrams in the small space, etc. Sorry, Kaplan, but this book is a lot better.

4 out of 5 stars Helpful quantity, but glitches in quality........2007-04-05

If you're looking for a book that will offer you tons and tons of logic games to practice, this is the one you want, hands down.

If you're just starting out with your LSAT studying and are looking more for instruction about how to effectively tackle the games, I wouldn't recommend it. The diagrams and explanations are not very easy to understand, nor are they the most thorough or comprehensive. What's worse, I found a few typos here and there in them that sometimes dramatically changed the rightness or wrongness of answers.

It's an excellent book on the basis of its massive and diverse collection of games. It just seems written somewhat hastily and carelessly -- not the best idea for the beginning LSAT studier. If you're looking for better teaching, try Powerscore's "Logic Games Bible."
Business & Legal Primer for Game Development
Average customer rating: 5 out of 5 stars
  • Best book Ever
  • AMAZING
  • Great Background Information
  • Amazing resource...
Business & Legal Primer for Game Development

Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover

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ASIN: 1584504927

Book Description

Business is an important part of making games and the legal aspects have also become significant. Business and Legal Primer for Games explores the major legal and business issues involved in game development with a particular focus on starting a business. The book contains practical introductory sections on business and legal problems that members of the development community are often confronted with. These problems include business structure, contracts, employment law, taxation, and IP. Those seeking to start their own game development company will receive invaluable information regarding getting started, basic business operations, marketing, licensing intellectual property, and exit strategies. Business and Legal Primer for Games is the ideal starting point with any who has ever wanted to start a game business and an excellent reference of information for those who already are involved in game development.

Customer Reviews:

5 out of 5 stars Best book Ever.......2007-05-02

Superb book. Enormously Practical text. The best intellectual property law and game development book on the market. A very healthy read. may change your whole perspective on business, games and life.

5 out of 5 stars AMAZING.......2007-04-30

This is one amazing book. It quite literally addresses every possible business and legal issue for the game industry. Not only that, the information in this book is applicable to really any software or software intensive company. A+

5 out of 5 stars Great Background Information.......2007-01-19

If you are even thinking of forming a company in the computer gaming industry, or if you're an outside developer presenting a game to a company, here is a wealth of information. Of course, as one of the contributor says, 'if you have $10 million already and you are starting a game company, then you can afford to hire a lawyer to do all this work for you.' But just to double check the work he is doing you still should read this book.

This book really has two sections. First is about starting a company. This is on all the general business parts like creating a legal business entity, renting an office, hiring staff, product and market analysis, raising capital, etc.

But then comes the second part that is specific to the gaming industry, especially the intellectual property that you are creating as you define characters, the art aspects of how the game looks, and the contracts you will need to have in place with your developers or with a game distribution company if you use them.

There's another aspect that could fit under either of these two as they are not standard for most businesses but not restricted to games either, this includes selling internationally, paying international taxes and so on.

Basically, as the title of this book says, it's a 'Primer,' that is, a general introduction that will enable you to know what you're talking about but not enough to consider yourself an attorney.

5 out of 5 stars Amazing resource..........2006-12-11

I am an attorney who only occasionally encounters intellectual property issues stemming from "gaming" in my practice. However, like most males my age, I'm fascinated by the video game industry, and in particular, video game development. I picked up this book to learn a little bit more about gaming issues--partly in the hopes of expanding my practice, partly in an effort to learn more about the industry--and ended up buying this primer on a whim. It turned out to be a great decision...not only does this book provide the astute, rock-solid legal analysis I would expect from a legal primer, it also gives an amazing and exciting inside look at the world of development.

The primer begins with a good-natured and insightful perspective on starting your own game company, winds its way through the trials of day-to-day business operations and ends up with some shared experiences from those who have "made it" in the world of video game development, including the co-founders of GameLab. In between, well-researched and easy-to-understand legal advice is dispensed on a wide range of pertinent topics, including intellecual property law, contract law, taxation and even the current state of law in virtual worlds.

In short, this primer is an affirmatively *enjoyable* read--a rarity among legal primers, as I can unfortunately attest--and a must-read for would-be developers and anyone else who wants to really understand the ins and outs of video game development. I plan on recommending it not only to my clients but to anyone who is even remotely interested in learning more about the gaming industry.
History: Fiction or Science? Chronology 2 (Chronology)
Average customer rating: 5 out of 5 stars
  • Check and see
  • Suprise! Suprise!
  • Prescient St Augustine?
  • Something of a disappointment
  • Romulus courts Helen, Paris founds Rome, Moses goes to Troy..
History: Fiction or Science? Chronology 2 (Chronology)
Anatoly T Fomenko
Manufacturer: Delamere Resources LLC
ProductGroup: Book
Binding: Paperback

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ASIN: 2913621066

Product Description

`History: Fiction or Science? Chronology 2` is the second volume of the most explosive and astounding tractate on history ever written - however, every theory it contains, no matter how unorthodox, is backed by rock solid scientific data. The book is easy and pleasant to read; it is well-illustrated, contains hundreds of charts, graphs and illustrations, copies of ancient manuscripts, and countless facts attesting to the falsity of the chronology used nowadays. You will be amazed to discover: - That the chronology universally accepted today and taken for granted is simply wrong; - That ALL methods of dating of ancient sources and artefacts known today are erroneous or non-exact; - That there is not a single document that could be reliably dated earlier than the XIth century; The Author refers to the Middle Ages as the “Antiquity” and proves mutual superimposition of the Second and the Third Roman Empire, both of which become identified as the respective kingdoms of Israel and Judah. Furthermore, he asserts that the famous reform of the Occidental Church in the XI century by “Pope Gregory Hildebrand” was the reflection of the XII century reforms of Byzantine emperor Andronicus who in his turn identifies with Jesus Christ. The Trojan war counted by Homer happened only as late as of the XIII century A.D. and the great poet actually lived in XIV century A.D. No stone in history of Antiquity is left unturned. Literally. This book is the beginning of a major correction to the chronology we live with.

Customer Reviews:

5 out of 5 stars Check and see.......2007-06-21

I don't care what other people say of this book. Those affirmig it's fake, they hadn't ever read it. Or have some special reasons to do so. "Living is easy with eyes closed, misunderstanding all you see..." This book won't make you feel comfortable. It'll make you feel free. It'll make you feel you're "not the only one" to feel you'd been lied to for centuries.

5 out of 5 stars Suprise! Suprise!.......2007-03-22

Here is a serie of books which turns "the whole world" upside down. I learned a lot of it and I hope that a new book from A.T. Fomenko will follow very quick. A absolute must for everybody who is interested in history or even a little bit from it.

5 out of 5 stars Prescient St Augustine?.......2006-02-05

We can so far divide the New Chronology into the following three parts:

a) The verifiable theory that proves consensual chronology wrong with the aid of astronomy, statistics and mathematics;

b) The new chronology hypothesis based on a new understanding of known historical facts and the most likely logical explanation of the most obvious inconsistencies inherent in the official version of history;

c) The history conjectures, that is experimental historical reconstructions based on assumptions that the authors believe to make sense in the light of their research and linguistic parallels - void of ironclad factual support to date.

Fomenko's theory complies with the most rigid scientific standards as a whole:

It gives a coherent explanation of what we already know.

- It is consistent: independent lines of inquiry all lead to the same conclusion.

- The predictions it makes are confirmed empirically.

Fomenko goes by the following axioms:

- Chronology is the basis of history;

- Human evolution has always been linear, gradual and irreversible;

- The "cyclic" nature of human civilization is a myth, likewise all the gaps, duplicates, "dark ages" and "renaissances" that we know from consensual history;

- The accumulation of geographical knowledge as reflected in cartography is a gradual and irreversible process;

- The chronological distance between a given manuscript and the events described therein is proportional to the amount of distortions it contains;

- There is no "useless" information in authentic ancient sources.

Why the mainstream historians do not shower mathematician Academician Dr.Prof Fomenko with thanks and laurels?

The Russians:

Because Fomenko asserts that there was no such thing as the Tartar and Mongol invasion followed by three centuries of slavery, providing a formidable body of documental evidence to prove his assertion. The so-called "Tartars and Mongols" were the actual ancestors of the modern Russians, living in a bilingual state with Arabic spoken as freely as Russian. The ancient Russian state was governed by a double structure of civil and military authorities. The hordes were actually professional armies with a tradition of lifelong conscription (the recruitment being the so-called "blood tax"). Their "invasions" were punitive operations against the regions that attempted tax evasion. Fomenko proves that Russian history as we know it today is a blatant forgery concocted by a host of German scientists brought to Russia by the usurper dynasty of the Romanovs, whose ascension to the throne was the result of coup d'état, charged with the mission of making their reign look legitimate. Fomenko proves Ivan the Terrible to be a collation of four rulers, no less. They represented the two rival dynasties - the legitimate rulers and the ambitious upstarts. The winner took it all! Over some 30 years of controversy, Russian historians have made a most remarkable transition - they were initially accusing the young mathematician Fomenko of anticommunist dissident activity and attempts to deface the historical legacy of Soviet Russia; nowadays the middle-aged mathematician is accused of adhering to "pro-communist Russian nationalism" and defacing the proud historical legacy of Great Russia.

The Westerners:

Because Fomenko blows consensual Russian history to smithereens, successfully removing a crucial cornerstone from underneath the otherwise impeccable edifice of World History. Fomenko adds insult to injury, wiping out one by one the Ancient Rome (the foundation of Rome in Italy is dated to the XIV century A. D.), the Ancient Greece and its numerous poleis, which he identifies as the mediaeval crusader settlements on the territory of Greece, and the Ancient Egypt (the pyramids of Giza become dated to the XI-XV century A. D. and identified as the royal cemetery of the Global "Mongolian" Empire, no less). The civilization of the Ancient Egypt is irrefutably dated to the XII-XV century A. D. with the aid of the ancient Egyptian horoscopes cut in stone. He was the first one to decipher and date all such horoscopes, coming up with mediaeval dates in every case. English historians rage at the suggestion that the history of Ancient England was de facto a Byzantine import transplanted to the English soil by the fugitive Byzantine nobility. To reward the English historians who consider themselves the true scribes of World History, the cover of the present book portrays Tintoretto's Jesus Christ crucified on the Big Ben.

The Chinese:

Because Fomenko wipes out the Ancient History of China outright. No such thing. Full point. The compilation of the so-called Ancient Chinese History is reliably datable to the XVII-XVIII century only. It is perfectly recognizable as the Ancient European history, reworked and transcribed in hieroglyphs as yet another historical transplantation, this time performed on the Chinese soil by the loving Jesuit hands. The Chinese are the next in line to go berserk. Chinese history is inevitably bound to get both more ancient and more eventful, proportionally to the growing involvement of China in the world affairs. Chinese historians will keep on finding valid proof of prehistoric Chinese spaceflights until the Politburo orders them to shut up.

The Arabs:

Too bad. Islam with all its key figures is datable to XV-XVI century A. D. Arabic historians may find consolation in the crucial historical role of the Ottoman Empire in the XVI-XVII century. The trouble is that this empire was initially a Christian state, with Hagia Sophia identifiable as Temple of Solomon, according to Fomenko! We can only guess if the acquisition of Alexander the Great (a Macedonian and a Christian) as the founder of the Muslim World Empire will make Fomenko's theories more acceptable to the Arabic mainstream. He certainly does not spare any holy cows at all, claiming The Stone of Qa'Aba in Mecca to contain the lost Arch of the Covenant.

The Divinity:

Despite of reiterated statement that his theory is all about chronology and not Religion, Fomenko stirs up a whole condominium of wasp nests. His collection of anathemas, fatwa, and other condemnations from all parties concerned is already considerable. Little wonder, considering that the history of religions à la Fomenko looks as follows: the pre-Christian period (before the XI century and JC), Bacchic Christianity (XI-XII century, before and after JC), JC Christianity (XII-XVI century) and its subsequent mutations into Orthodox Christianity, the Catholicism, Islam, Buddhism, and so on.

According to Fomenko we know strictly NOTHING about the events that predate the X century A. D.

St Augustin was prescient when he spoke unto us: "be wary of mathematicians, particularly when they speak the truth."





4 out of 5 stars Something of a disappointment.......2005-09-09

After having read the first volume of this expected series of 7 volumes I was triggered by the thesis of these authors that ancient Greek and Roman history did in fact take place in the Middle Ages. So I started studying medieval history of the Middle East - also known as Islamic history - to find out if the opponents of the ancient Greeks and Romans - the Acheamenid Persians, Sassanids, Scythians, Egyptians, etc. - also have their duplicates in medieval history. My search was disappointing: none of the many medieval Islamic dynasties seemed to correspond to the ancient middle eastern rulers.

However, I did find a close correspondence between Herodotus' Persian kings and medieval events:

- the defeat and capture of an Anatolian king - the Lydian Croesus - by the Persian conqueror Cyrus is identical to the defeat and capture of another Anatolian king - sultan Bayezid - by the Asian/Mongol conqueror Tamerlane;
- the Persian conquest of Egypt by the cruel tyrant Cambyses reds almost exactly as the Ottoman conquest of Egypt by Selim the Grim (note the nickname!);
- Darius the Lawgiver of the Persian Empire looks very much alike to Sulayman the Magnificent, the Lawgiver in Islamic history;
- Xerxes, whose main claim to fame is to be defeated by the Greeks at the naval battle of Salamis, looks like Selim II (the Sot) whose main claim to fame is to be defeated by a Spanish-Italian alliance at the naval battle of Lepanto.

I should have expected Fomenko et al. to arrive at similar conclusions, however, they claim that the Persian kings are the alter egos of the Angevin kings of Sicily whose biographies do not contain the exploits of the Persian kings.

The similiarities I indicate lead to the conclusion that Herodotus must have written his Histories at the close of the 16th century. But this is extremely late, given that Herodotus is "the Father of History", so therefore all other "ancient" histories must have been fabricated even later. Yet, the founders of modern chronology - Scaliger and Petavius - laid their foundations also at the close of the 16th century and had the full corpus of ancient histories already at their disposal.

It seems to me that Fomenko has to address these inconsistencies, maybe in the forthcoming 5 volumes?

Another critique of their book is that the correspondencies between different rulers are often based on a superficial comparison of the biographies; upon a more thorough comparison many details appear that do not correspond at all.

Finally, the authors rely heavily on the works of Gregorovius (1821-1891!!) - his medieval histories of Rome and Athens - as the source of medieval history; these works are - at least in the West - hoplessly outdated and have been superceded by more up-to-date works (for instance, Julius Norwich's trilogy on Byzantine history is not even cited).

5 out of 5 stars Romulus courts Helen, Paris founds Rome, Moses goes to Troy.........2005-07-30


If you agree with Fomenko that Roman chronology is basically the foundation of the entire edifice of global chronology; you would also certainly agree that despite its numerous gaps and inconsistencies, Roman history is the best-documented field of ancient history, and thus a reference scale. But how well is the actual date of the Eternal City's foundation known?

Firstly, Rome is supposed to have been founded by the Trojans who had to flee after the fall of Troy. Some claim Rome to have been founded by Aeneas and Ulysses shortly after Troy had fallen; others are of the opinion that there was an entire dynasty that ruled for 500 years between the fall of Troy and the foundation of Rome.

Well, that's just an innocent 500 years long misunderstanding compared with what heretic Fomenko says, asserts, proves in his second volume: Second Roman Empire, Third Roman Empire, Biblical Kingdom of Israel, Biblical Kingdom of Judah, Holy Roman Empire are stories about basically same events, written from different points of view at different times. The underlying events have actually taken place during xii-xv cy. These histories have been written and perfected by multitude of highly talented humanist and clerical writers of xiii-xvi cy disguised as "ancients" with glorious names like Homer, Pluto, Thucydides etc..Chronology 2.0 beta..

Historians are kindly invited to report the bugs.
The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
Average customer rating: 5 out of 5 stars
  • Bring on the Metaverse
The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
Jack Balkin , and Beth Noveck
Manufacturer: NYU Press
ProductGroup: Book
Binding: Paperback

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ASIN: 0814799728
Release Date: 2006-11-01

Book Description

View the Table of Contents. Read the Introduction.

"This is a spectacular collection of essays on the present and future of virtual worlds. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do."
—Jonathan Zittrain, Oxford University

" The State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now."
—Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, NCsoft

"These essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary."
—Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide

”With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence.”
—Paste Magazine

”For those who want to skip over the hype and dive into the issue, it is hard to imagine a better resource.”
—Cecily Deane Mak, Senior Counsel, Music at RealNetworks.

“Reading The State of Play is an adventure. It is the first real step of a journey into the outer limits of the physical world and the inner realms of the virtual within the boundaries of society's comfort zone. It is an exploratory glimpse into how digital worlds may change the future, reshape our own reflection, and challenge real-world laws.”
—New York Law Journal

The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.

As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?

These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.

Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.

Customer Reviews:

5 out of 5 stars Bring on the Metaverse.......2007-01-12

Great book, interesting essays about where our digital lives are going.
The Woman Lawyer's Rainmaking Game:  How to Build a Successful Law Practice
Average customer rating: 5 out of 5 stars
  • A Great Rainmaking Resource
The Woman Lawyer's Rainmaking Game: How to Build a Successful Law Practice
Silvia L. Coulter
Manufacturer: Thomson LegalWorks
ProductGroup: Book
Binding: Hardcover

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ASIN: 188807521X

Product Description

The Woman Lawyer's Rainmaking Game: How to Build a Successful Law Practice discusses the process required to develop an individual marketing and sales plan and teaches the steps for building business from initiating contact with the market through closing the business and obtaining new engagements.

Customer Reviews:

5 out of 5 stars A Great Rainmaking Resource.......2007-01-30

Silvia Coulter has written an invaluable guide to rainmaking for women lawyers: an action-oriented guide that demystifies the rainmaking process and simultaneously creates essential tools to navigate the rainmaking process successfully.

Ms. Coulter has created a user-friendly book with a list of highlights for each chapter, specific tools at each step of the process, and concrete examples to clarify points. Through this step-by-step approach and the many insider tips and examples, the author has created a road map to successful business development that both inspires and instructs.

For example, in the chapter on developing an individual marketing plan, she goes beyond the standard emphasis on identifying your target niche, by showing the reader how to identify referral sources serving the same market, as well as associations and industry publications within the target market that can serve as fruitful sources of writing and speaking opportunities.

Ms. Coulter has written a highly readable book filled with information that only an experienced and successful practitioner could impart. It is an important book for those who are new to business development and to experienced rainmakers as well. This book sho