Customer Reviews:
Best Detailed Hold'Em Book Out There.......2007-09-21
We Bought all Three Harrington on Hold 'Em books and I'm still reading through the first one. There are real examples that you can read through and decide if the way you would play them matches how they should be played. He'll tell you precisely why the hands should be played that way. I can't wait to read the next two. There are excellent insights into starting hands, playing against aggressive players...well you just have to get the book to find out all the goodies inside. I have many other books on poker already (Super System I and II, etc.) but this book by far is the best one out there for No Limit Hold 'Em. Especially if you want to refine your play. I'm an advanced player but this is great for beginners too. It brings you back to basics. Enjoy!
Great book! Don't buy this if you are going to play against me........2007-09-17
This book has really helped me improve my game. It is very thourough, and gives you example hands with detailed explainations as to why you should play them a certain way. Don't read this if you want to stay mediocre in your Texas Hold-em game play.
Harrington on Hold'em Vol 1.......2007-09-16
Helpful, essential; valuable information. Not boring or hard to read, but delightful, enjoyable, easy to read, understand, and apply. One of the best books available.
Excellent Strategies.......2007-09-08
Few players rape the tables as brutally as Harrington. In this valuable book he 'tells em as they is'. Standard strategies like the 'San Andreas Meat-grinder' (perfect for unloading double buffers into an end-zone packed with natural flankers) and the 'Chicago Steamer' (a honey-trap that could leave your opponent fencing against a semi-Lazarus) are explained with great attention to detail. He also has plenty of cavaliar gambits for more experienced snipers to deploy. Although the 'Fibonacci Fallout Shelter' may be too complex to smoke out an amateur cave-jacker, he claims that you can use it against pros to rotate the step of a goose-dance. Just DON'T try to detonate a Dutch grenade with it- use the 'Tallahassee jail-break' instead! My favourite is probably his slant on playing the 'Kentucky Monkey' (the best racket to reverse the polarity of a south-bound pot). Although there is the danger of being drowned in a mud-slide before the penultimate flipper, it usually guarantees the chance to fire a clockwork shotgun into the flood.
PS. I haven't tried my hand in any tourneys yet, but I did beat the rest of the Redhart family once- after I decided to go all in before the flop (with an unsuited 4 7) and pulled a straight.
The best no limit tournament guide.......2007-09-01
Dan Harrington and Bill Robertie take you step by step to show you how to become a winning no limit tournatment player. Their secret lies in the problems at the end of every chapter to show you exactly how a no limit tournament is played. Their style is easy to read and understand (providing you have a basic knowledge of poker) and the attitude is open minded and thoughtful of the reader. You will learn a lot from these books. Books? Yes, you will need the entire set of three volumes to fully understand the concepts that Harrington and Robertie are trying to teach you. It will be well worth the investment. The final volume (III) gives very concrete examples of the playing styles of many of the pros you see on TV as Harrington tries to get into poker thoughts of the champions of this game. I am only getting better because of Harrington on Hold'em Vol. 1,2 and 3.
Customer Reviews:
A good book for any class........2007-07-07
If it where just a collection of magic items, then this book would still probably be worth it, but it also introduces several new concepts in magic items that can allow DMs and players new avenues to explore.
The first is a new concept of charges-per-day. Magic items with charges, like wands, and use-per-day items, like virtually everything else, have existed since the beginning of DnD. Charges-per-day is an item that gets a specific number of charges per day for use with a special power. What makes it different is that spending more charges simultaneously increases the effect. This is great for little effects you wanted more than once a day, but sometimes wish where a little bit stronger.
Next up is the runestaff. The runestaff is a new must-have for any spell caster with a static spell list, such as sorcerers, warmages and divine souls. They allow these magic users to sacrifice their own spell slots to cast the spells imbedded in the staff, essentially expanding their spell list, almost exactly like a cleric spontaneously casting cure spells. Each spell can only be cast this way a limited number of times per day, but it allows a magic user to increase their flexibility in varying situations.
Augment crystals are next. The easiest way to think of augment crystals are like slotable equipment in video games like Diablo. These relatively cheap crystals give minor bonuses to your weapon or armor and are swappable, allowing you to change them when the situation does. Unfortunately, the requirements for the highest-level crystal are a little over the top, making them for more expensive than their little price tag indicates.
Finally introduced are item sets. If you have ever played World of Warcraft or Diablo, you know what an items set is. Each component of an item set is its own magic item, but if you own more than one piece of the system, you start acquiring extra bonuses as the items resonate with each other. Some of these bonuses are very powerful and useful, some not so much, but it is a nice option for DMs who give their player planned out loot.
Being a compendium, several items in it came form other sources, such as Eberron or Faruen. Many of these items where changed in the transition. Some of the items become more powerful, others cheaper. This makes some items that where nice concepts, but priced out of the range of players that could use them, possible. Monks and spell casters should check out the re-priced DR shirts!
Also included in the book are new options for stat booster placement, item synergies, good art, and a wonderful chart for all magic items from the compendium, and the DMG!
ONE OF THE BEST WIZARDS SUPPLEMENTS IN A LONG TIME!.......2007-07-06
Dunegons & Dragons players today just don't know how good they have it. Back in the ancient days of the late 70's and early 80's, we AD&D players had the DM's guide and that was about it. Sure, the Dragon Magazine always had new magic items or you could create your own but those were not "official". Today, however, Wizards of the Coast is putting out a veritable dragon's horde of new supplements regularly and among the best of the recent releases is The Magic Item Compendium. Over 100, magic items are packed into this gorgeous 286 page, hardcover tome. Everything from minor magical trinkets to artifacts and relics are included in a well organized, and wonderfully written book that is a must have for players and DM's alike.
The book is organized into six chapters on Armor, weapons, clothing, tools, magic item sets, and using magic items and is bolstered by two comprehensive appendices listing magic items by price and random treasure. One of the things that I really like about the new magic item system is the infusing of normal armor, shields, swords, with magical properties that don't necessarily make them unique, one-of-a-kind items.
For example, in the Armor/shield category, there are over sixty different magical properties that can be added to the item (as long as it is already at least a +1 item or better) to enhance its qualities. One such property is Healing. This property will heal 2d8+5 points of damage automatically when the wearer is brought down to -1 to -9 hit points...i.e., rescue from death! The Speed property allows the user to produce the effects of a haste spell 3 times per day. All of these properties can be added to armor or shields. Next, there are over 25 unique armors and shields.
The Weapons chapter is similar to armor in that it first lists all of the different properties that can be added to a +1 or better weapon, as well as the price, caster level, aura, and activation required. Again, there are dozens of different properties listed with their full effects leaving it to the DM to decide what they want to create. There are some great unique items in weapons as well. These all include full descriptions of the appearance and powers, and most of them have a drawing that accompanies the weapon as well.
The items in clothing are all unique items and run the gamut of everything from amulets and boots to gloves and rings and everything in between. Chapter four is really a hodgepodge of everything else not included in the first three chapters. Here you'll find items such as bags, orbs, musical instruments, rods, runestaffs, tomes, and more.
Chapter five's subject is magical item sets. These are groups of three to six unique magic items that provide extra bonuses and abilities when worn together. What I love about these is that they will make great items to set about on separate quests to find and locate. And it had better be pretty hard to do so because they will make for some pretty powerful characters should all the items be found.
Finally, chapter six covers the usage of magic items...where to buy them, how to craft them, where to place them in a dungeon, etc...
It felt like the good, old days again just browsing through page after page of this treasure trove. The art is fantastic as usual. One of the best Supplements to come out in a long time.
Reviewed by Tim Janson
A DM's Crowd-Pleaser........2007-07-06
I've been a DM in one capacity or another for 27 years. This product got me excited again to run a game. The pictures are outstanding and plentiful. The people at Wizards of the Coast should be proud of this one. It is obvious from page one that a true gamer oversaw ever aspect of the product. This book, along with the Spell Compendium are like a one-two punch for the same, boring, treasure trove. A few new spells on scrolls, a new item here and there with never before seen effects and the players catch the excitement as well. The only issue I had against was that the beautiful drawing of the item in question was rarely on the same page as the description, but in a way, it added to the experience of flipping through the book to get ideas. Highly recommended!
Great Book.......2007-06-30
As a long time DM I find the quick and dirty method of item levels to be a very nice tool. Plus the full reference to all the items towards the rear of the book is great for quick look ups. All and all a great book for a DM and a pretty decent book for players. The new skills that you can apply to weapons was a nice addition.
I'm a sucker for options..........2007-06-28
This book has more weapon and armor enchantments than you'll ever use! On top of that, they added relics, artifacts and armor sets. All of which are very useful. They have things for all levels of all power levels.
This is a very useful book, because it adds to every aspect of the magical or legendary equipment. If you game has a lot of magic items or even just one or two items, this book will help you expand that.
The only downside is that your next game will have way to many magic items!
Book Description
* Exclusive Poster - A large poster with exclusive Pokémon art.
*
Full Walkthrough with Maps - Each area of the new Sinnoh region will be comprehensively covered so players will be able to find all the new Pokémon.
Customer Reviews:
Great book.......2007-08-05
This book gave me great tips and had a lot of good info about contest items. Overall full of great info about my Pearl And Diamond game.
Useful.......2007-07-29
This book was easy to follow and was very useful for solving the initial game. However, if you are only going to buy one book or you are trying to catch all the pokemon, the volume 2 pokedex is even more useful.
Not a Pokedex.......2007-07-13
I bought this guide thinking it was a PokeDex. Had I known it was just a walkthrough I wouldn't have bought it.
However, for a walkthrough it is alright. It is a little jumbled and disorganized, but it has lots of information.
My Comment To Confusion.......2007-07-12
Many of your Reviews about this guide say that after the League, it ditches you. Or, that there is not a full pokedex. Well, do any of you see the big VOL 1 on the right hand corner of your books? That means Volume 1. Which means, there is a Volume 2. I have volume 2, and says nothing about the pokemon league or gym leaders, etc, But it does talk about everything you can do AFTER beating the pokemon league. And there is a Pokedex which lists ALL 490 Pokemon. So Buy that Book Instead.This book though, I Have Never Read. So Based on Your Reviews, This Is What I give It.
Great addition to my son's Pokemon collection........2007-07-04
Great guide for my son's evergrowing Pokemon collection. It helped him a lot to beat the game.
Amazon.com
Since "opening" in 2003, Second Life has become an explosive worldwide phenomenon, inhabited by over 5 million virtual residents by 2007. Hit the digital ground running with Second Life: The Official Guide, the ultimate travel reference to this exciting new "metaverse." Get all the information you'll need to create your avatar, navigate the landscape, and build your in-World business to produce real-world profits.
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Download Second Life character trading cards (.pdf) |
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More images from Second Life (click for larger image) |
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Book Description
Second Life: The Official Guide is the perfect book for anyone interested in Linden Labs fascinating Second Life metaverse. This book explores in detail every aspect of Second Lifes rich and multilayered virtual world, explains how it works, and offers a wealth of information and practical advice for all Second Life residents.
The first part of the book, Getting a Second Life, acquaints potential and new players with the Second Life world. It describes the metaverses geography as well as its society, explaining the written and unwritten rules.
The second part, Living a Second Life, deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money.
The third part of the book, Success in Second Life, discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in-world events, and examines how some are using Second Life for business, training, and other purposes.
The book closes with a glossary as well as quick-reference and additional-resources appendices.
The accompanying CD-ROM features special animations, character templates, and textures created by Linden Lab exclusively for this book. The disc also guides new users through installation and includes a code that grants a special object their first time entering the metaverse.
Customer Reviews:
A Beginner's Guide to Second Life.......2007-10-09
Book was what it was advertised to be. Full of easy to understand instructions. Excellent buy.
Scatterbrained.......2007-09-22
This MAY be the best introduction to SL, I don't know, but it is not well organized or specific. There is a huge problem with any print material on SL-it is obsolete before it comes off the press. Hey, if you are into Second Life, this is as good a place as any to start. Just don't think its going to be anywhere all that you need. But then, there probably isn't ANYTHING that tells you all you need to know. One thing, read this BEFORE you create your avatar! Although then you won't know what the heck half the stuff means.
Second Life, the Cadillac of VR Sites........2007-09-22
Like Second Life itself, this book gives you the basics and then expects you to find someone willing to explain the rest. Although the book glosses over the details, it is still a very good place to start finding your way around the often bewildering world of SL. I found the chapters on "A Cultural Timeline," and "The Future and Impact of Second Life" to be of particular interest.
All in all? A good, basic introduction.
looking for more locations?.......2007-09-12
this book is great but if you are looking for more locations and things to do check out this book:
Second Life Travel Guide
Not bad and if you play SL this book will help.......2007-08-24
I am new to Second Life and was looking for a book to help me understand and the enjoy the simulation more. This book has very helpful in helping me understand more about Second Life. I recommend it for any one new to the simulation
Customer Reviews:
Puzzle book!!!!.......2007-09-22
Book was in excellent shape! for something different, this is a very enjoyable book! would definitely order from this supplier again!
Entertaining.......2007-08-21
Very entertaining, thought provoking, and teaches attention to detail. It doesn't offer as much variety in types of puzzles as the first volume, but it's still worth the purchase. The price is just right.
Terrific fun.......2007-07-24
This is the second Life picture puzzle book I've bought, and they both are terrific. The pictures are engaging, and it's so much fun to work out the "picture puzzle" and find the differences. I wish there were more of these books available. I had hours of fund with this.
really test your mind.......2007-06-21
this book by Life and it's original version are great. I'm a great crossword puzzle fan but wanted something different and not suduko. these picture puzzle books really make you look, I've looked at the very few other books out there and none compare, I hope there keep on producing new editions
The Original Picture Puzzle.......2007-06-14
Just as much fun as the previous picture puzzle book I purchased! It's a great way to exercise the mind!
Book Description
Version 3.5 editions of the Player's Handbook, Monster Manual, and
Dungeon Master's Guide are now offered in one slip-covered gift set.
In the 30-year history of the
Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the
Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself.
With these three books in one case, the entire world of
Dungeons & Dragons is yours to explore and share with others.
Customer Reviews:
Unbelievable deal!.......2007-10-08
I have been looking for a deal on these three core rule books for a while. I didn't feel like paying full price for the books since D&D 4.0 is coming next summer. I had just about decided that I would have to get used copies when I happened upon the Borders website. I had no idea that Borders and Amazon worked together. All three books come in a single boxed set and together the cost is less than 2/3 what buying them seperately would be. in fact, it's less than buying the three used separately. The box is nice and sturdy and features some cool artwork. If you are just starting out with the 3.5 ruleset, I don't think you can find a better price.
Good Stuff.......2007-09-29
The core rule book set is a nice addition for any D&D gamer. They are nice books and the box holder is a nice addition. It keeps the books together so you can grab them quickly. I would suggest this pack for those of you who want to start gaming or need new books. The price was reasonable and we would recommend them to others happily.
The books are colorful and the paper highquality. These books last through years and years of reference and play. They are must have for all gamers.
Dungeons & Dragons.......2007-09-28
The book came on time and in good condidtion.
My son was thrilled with the books and could not wait for them to come. The minute they showed up he disappeared into his room and didn't come out for hours.
Fantastic game for a fantastic price.......2007-08-24
D&D is a fantastic game, and for this price, it would have been a sin to miss. This three book was design to be definitely enough if you do not want to be invest more into the game -- magnificent tips to the dungeon masters to desing your own monsters, magic items, adventures and worlds, tons of spells, weapons and everything you can imagine. I can hardly put them aside.
D&D Core Rulebook Review.......2007-08-24
These books were purchased for my son who is 17 and just got into D&D. He actually asked for only the first book. When realizing there were other core books and the great price on the 3 book set, I had to get it for him. He was thrilled receiving extra books and had indicated that this is a great started set for persons new to D&D as well as experienced players.
Product Description
An illustrated deck of 64 creative thinking strategies that will whack you out of habitual thought patterns and enable you to look at your life and actions in a fresh way. Use the cards alone or with others to seek innovative solutions to issues. Created by best-selling author von Oech, the cards have been used by many organizations, including NASA, in strategy development and problem solving. Complete with detailed instructions.
Customer Reviews:
Cute but useful book!.......2007-10-08
This book comes with poker-like cards to remind you think different all the time. You will find that it is the small book that you will reread again and again! To me, it is just like a tool. Every one should read to break the ordinary thoughts.
Whack-tastic.......2007-09-27
When you're stuck, this helps get you unstuck. The cards force you to change your train of thought - helpful for when you can't seem to think of anything new. I write a lot of press releases on somewhat mundane and repetitive topics, and the whack pack has inspired some new ideas and made the task less tedious.
Yes, great pack!.......2007-04-12
It's amazing that this product gets five straight stars from all the reviewers. Nothing is worth a perfect score like that, but this product does. This is truly an amazing product. I used these cards all the time (well, maybe not all the time, but when I need a little boost of creativity, these cards really help.) I've had these cards in my arsenal for over ten years. I have not lost a card yet.
The author asks you to challenge the rules and ask questions. As President and Creative Director of a highly creative web design company called AUDIN Web Design, these cards resonate deeply in my creativity. These cards are rule breakers.
The author challenges you to:
"Think like a kid"
"Change its name"
"Look somewhere else"
"Listen to you dreams"
"Check you timing"
"Exaggerate"
And finally:
"Be whacky"
Bottom Line: If you don't like to read (a book) and you want to stimulate your mind, get these cards. They will totally change the way you think about creative (and maybe not so creative) problems.
Truly Useful .......2006-12-03
I think everyone should have a pack of this cards because everyone sometimes feels stuck with a problem to the point that he is unaware of other possible solutions. The ideas in this pack help to look at the perplexing issue from many different perspectives. Sooner or later one may see the light, an open door, most likely many, many doors leading to numerous possible solutions. These cards are a valuable tool for brainstorming ideas, prompting the person to think of ideas that might have never crossed his mind otherwise. The wonderful think about coming out with creative ideas is that you also have lots of laughs while you're doing it because you begin to think of wild, whacky and outrageously fun things.
Lots of great ideas!.......2006-10-31
I've never seen so many great ideas, and tools to break-through creative thinking!
Average customer rating:
- Awesome book for group leaders
- Games for all kinds of reasons
- A must for social skills
- even more great techniques
- Too simple, too vague
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104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger Management, Self-Discovery, Coping Skills
Alanna Jones
Manufacturer: Rec Room Publishing
ProductGroup: Book
Binding: Paperback
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Ready-to-Use Social Skills Lessons & Activities for Grades 7-12 (J-B Ed: Ready-to-Use Activities)
ASIN: 0966234138 |
Customer Reviews:
Awesome book for group leaders.......2007-10-03
This book is great, it has provided me with some awesome ideas that truly engage the kids I work with. It is truly amazing how some of these activities are meaningful to kids at 8 and at 17....I love this book and highly recomend it to anyone who wants to do positive activities with kids.
Games for all kinds of reasons.......2007-09-25
This games in this book are great for introductory activities, building a positive and socially interactive classroom environment, binding a group "community", easing into collaborative or cooperative learning activities, and engaging ways to take a break from more serious classroom pursuits.
A must for social skills.......2007-08-23
This book is so fun ad has a great range of activities and skills. This would be a great tool to use with any group, I use it to help with social skills training and my class has really enjoyed it. I don't know if they realize that they are learning, but they are!
even more great techniques.......2007-01-16
Once again, a great technique book to have up a therapists' sleeve.
Too simple, too vague.......2007-01-10
I found that the activities in this book are too simple, and not flexible enough to adapt to the wide range of teens in my line of work.
Book Description
The most popular feature in Life magazine every weekperhaps the most popular weekly page in any American publicationis the Picture Puzzle. This game has become a must-have activity in a great majority of the 13 million households Life reaches every Friday. Hundreds of Life's readers have demanded "We want a Picture Puzzle book!" And here, in a special 192-page collection, that demand is met. There are variations on themes and variations on the game itself, as scores of color and vintage black-and-white photographsmany from the famous Time-Life Picture Archivesare twisted, doctored, and otherwise toyed with, all in the name of fun and entertainment. For the first time, the Picture Puzzle is offered in three different degrees of difficulty. Like the Ultimate Crossword book before it, this book will fly off the shelvesnot just in bookstores, but in airports and supermarkets. From the first issue of the new Life magazine, Picture Puzzle has been a hit, and the same will be true of Life's Picture Puzzlefrom the moment the first copy hits the shelf.
Customer Reviews:
Challenging Fun.......2007-07-31
Based on a popular feature in the now defunct Life Magazine "Life: Picture Puzzle" has 90 puzzles in which readers look at two pictures of the same thing and try to find the differences between each puzzle. In a few instances, six pictures of the same thing are shown and readers have to find the one puzzle out of the six that has been changed. There are four levels of difficulty: Novice, Master, Expert and genius. For those who like a bit of an extra challenge, the editors suggest a completion time for each puzzle. While long-time readers of Life Magazine may recognize some of the puzzles, the editors reworked them with new changes. In fact, they use some of the same pictures in the book at different levels and with completely different changes.
"Life: Picture Puzzle" is a fun challenging puzzle book. I thought that with 90 puzzles in the book, the more puzzles I solved there would be repetition of the differences and it would be easier to solve the puzzles but that wasn't true. Some of the puzzles did have obvious changes including obvious color changes, but there were many puzzles in which I couldn't find all the changes. Several of the puzzles offer hints to some of the changes in either the title or description of the puzzle. The number of changes in the puzzles range from as little as six changes to as many as 20; the more changes, the harder the puzzle. The editors do a good job of sorting each puzzle into the appropriate level of difficulty. The Novice Section is easy enough and solvers should easily find the first five or six changes in each puzzle while having to search a bit for the last few. The more details in the picture in the puzzle, the harder it is to solve. "Easter Surprise" with six pictures where solvers have to find the different one was a nice change. The Master Puzzles give you more time to solve the puzzle and range from pretty easy to tricky and hard to solve. The easiest ones to solve are the ones where you have to pick the different picture out of six choices. The Expert Puzzles are tricky and tough with lots of subtle changes, some involving color changes. There aren't very many Genius Puzzles but they are indeed very hard, even the two where you have of find the different puzzle out of six. Fittingly, the last puzzle, "Final Exam" is extremely hard, with 20 changes to find. As an added bonus, several of the puzzles have an added change that is not found in the answer section. The book says to go to the Picture Puzzle Section on Life's website, but even though I followed the instructions in the book, I couldn't find the answer section on-line.
"Life: Picture Puzzle" is hours of challenging fun.
Addicted to these!.......2007-07-24
This book is terrific fun, and gives hours of enjoyment if you like to spot the differences between pictures. I really liked the different difficulty levels, so you could really work on improving your skills. I hope there are many more of these type of books available, as I'm addicted to these now.
What fun too !.......2007-05-13
This is a great followup to the original. I wish the book size had stayed the same as the first book. The hardest puzzles were the best. Still fun for both young and old.
Fun and good for the mind.......2007-04-22
These puzzles are entertaining and a good challenge for the brain.
Superb Mental Stimulation.......2007-04-06
Both my wife and I thought the book tremendously entertaining and a wonderful mental exercise. We can't wait for another one to come out.
George and Maria Mayer
Product Description
Poker has taken America by storm. But its not just any form of poker that has people across the country so excited its no-limit hold em the main event game. And now thanks to televised tournaments tens of thousands of new players are eager to claim their share of poker glory. In the first volume of this series, Harrington on Hold em: Volume I: Strategic Play, Dan Harrington explained how to play in the early phases of tournaments, when most players at the table had plenty of chips, and the blinds and antes were small. This book, Harrington on Hold em: Volume II: The Endgame shows you how to play in the later phases of a tournament, when the field has been cut down, the blinds and antes are growing, and the big prize money is within sight. Harrington shows you how to make moves, handle tricky inflection point plays, and maneuver when the tournament is down to its last few players and the end is in sight. Hes also included a whole chapter on heads-up play, whose strategies up to now have been a closely-guarded secret of the games top masters. Dan Harrington won the gold bracelet and the World Champion title at the $10,000 buy-in No-Limit Hold em Championship at the 1995 World Series of Poker. And he was the only player to make it to the final table in 2003 (field of 839) and 2004 (field of 2,576) considered by cognoscenti to be the greatest accomplishment in WSOP history. In Harrington on Hold em, Harrington and two-time World Backgammon Champion Bill Robertie have written the definitive book on no-limit hold em for players who want to win and win big.
Customer Reviews:
The Bible of all Poker Books.......2007-10-11
I have read several poker books since i picked up Harrington on Poker Vol 1 and Vol 2 and I most say that they pale in comparison to this masterpiece.
Both books are exceptionally organized, welll written and the examples with commentary are worth their weight in gold. Harrington talks about several complex topics but distills the theory with scenario examples to demonstrate the proof of concept. Every practical engineers dream. The fact that he has a math background serves well for a player like myself.
My poker play has improved tremendously because of this book. I used to play 2/4 limit poker but have now progressed to Sit and Gos and Tournaments. Of the last 9 Sit and Gos i have played in a card room, I have won three (shared first twice), came in 2nd or 3rd on the other three and lost three times (although i was usually 4th or 5th when such happened). The stats speak for themselves.
Thank you Dan!
Harrington continues.......2007-09-14
Excellent continuation of vloume 1. I know that reading these books will improve my game with time, it's a lot to learn and try to implement. Anyone can improve using the guidelines and tips given.
Great Book.......2007-09-08
Strategy illustrated in the book seems to work well. This is a definite need for any poker player. Highly recommend.
Terrific Book.......2007-07-25
I've now read both Harrington's Volumes I & II on Texas Hold em - terrific books. This volume (II - Endgame) is an essential follow up to Volume I. I've read Brunson's Super System. He's got some good insights, but alot of rambling too. Alot of these poker books are about the authors philosophy of poker and the great accomplishments they had - who cares? Just tell me how to make good bets! And that's just what Harrington does. Harrington's book really gives you the nuts and bolts of good poker. When I was at my first tournament, I remember most of the time not really knowing what decisions to make, whether it was pre-flop, post-flop etc. I was always going by my "instincts". Well guess what? My instincts suck - as do most people's. Yeah, you may get a good read once in a while, but that's it. I finally feel like I can make good decisions. I never had any idea the game was so complicated, but I have a much better appreciation for it now. One of the best things it taught me, and that I wasn't doing, was to try and figure out what the other players had based on their betting and their styles. If you do read this book, I hope I never have to play against you!
Please Don't Buy This Book - I Want to Beat You.......2007-07-20
My success has gone up dramatically since I have read and applied these concepts. I do not want the Harrington Way becoming well known or standard play because right now I have an advantage. Concepts like M, Q, Randomizing, and his concept review of late stages - all just brilliant.
Books:
- Harry Potter and the Deathly Hallows (Book 7)
- Hegemony or Survival: America's Quest for Global Dominance (American Empire Project)
- Hiding the Elephant: How Magicians Invented the Impossible and Learned to Disappear
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
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