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By Raymond Clarke

It’s time to enjoy your next visit to the casino.  Gambling is entertainment, and the casinos can make your next vacation a wonderful adventure with great food, unbelievable live entertainment, amazing artwork, and gambling.  I strongly recommend that you go to a casino with your spouse, family, and/or your friends, because you all can have a great time.  And when you go, experience the alternative to slot machines by playing video poker.  As you experience video poker, you will learn that the game costs less to play than slot machines, and employing your winning strategy to video poker, you will find that, win or lose, you win.  So have fun on your next adventure to your favorite casino. 


FORMAT: Softcover
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By TOM JORDAN
No Description Available.
FORMAT: Softcover
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$8.70
By Frank H. Gaertner

If ever you have been humiliated playing word games, wondered how some players seem to pull seven-letter words out of a hat, questioned what your favorite game words meant, or simply could use a humorous, mentally stimulating way to rapidly recall key bonus words, then this book is for you. This volume organizes letters in groups of six, the so-called six-letter stems, according to those most likely to lead to seven-letter bonus-scoring words. The letters of the six-letter stems; INEAST, RNEAST, IREAST, INRAST, INERST, INEART and INEASR, are ones that are highly likely to show up in scrambled array in a word-game-seven-letter hand, and are the ones most likely to generate seven-letter bonus words. For example, add any letter, except J, Q or Y, to INEAST and one or more of the seven-letter words in the official word-game lexicon show up, but of course you have to know them and quickly unscramble them to be able to use them. In this volume these words are mentally filed for instantaneous recall through the use of coded, dramatically humorous stories and pictures. Active participation on the part of the reader in the form of reading, reciting, writing and coloring is used to trigger memory traces in both the right and left-brain. Mental visualization of pictures is used to reinforce photographic memory. And the humorous, dramatic or sometimes politically incorrect stories that go with the pictures are used to reinforce emotional memory traces. In addition the stories and the seven-letter words that go with the stories are organized according to an alphanumeric code that helps create a mental filing cabinet for rapid retrieval of the words in question. A method of play that will further increase the chances of forming bonus-scoring game-words is also given.


FORMAT: Softcover
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By Norbert Weissinger

1001 Word Rebuses is a collection of puzzles based on an old theme: the word rebus. A word rebus is a mixture of text and graphics that contains a hidden word, phrase, or idiom. Word rebuses have been popular for hundreds of years and a TV game show was even based on them. This book contains enough rebuses to keep young and old entertained for many hours.

 


FORMAT: Softcover
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$10.75
By Marjorie R. Woolfolk

This dictionary, in contrast to other crossword puzzle dictionaries, is for the most part a one word, one definition dictionary. Herein are found the words that one is most likely to encounter in solving crossword puzzles. These are also the words that many people are not familiar with. Unless one wants to own a very large dictionary there is no reason to pore over and carry around a large unwieldy book. Most of the words in an average puzzle can be solved without the use of any dictionary, it is the unfamiliar ones that give trouble. Here we have a small easily carried, easily handled booklet which, at the same time, contains the most often used but least familiar words that the puzzle solver will encounter. The author is pleased to present this little volume as a convenient much needed addition to the world of crossword puzzle fans…And especially to beginners.

 


FORMAT: Softcover
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$10.40
By Dr. Mercy Mabian & Mrs. Frida Mabian
No Description Available.
FORMAT: Softcover
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$13.40
By Sam O'Connor
No Description Available.
FORMAT: Softcover
OUR PRICE:
$29.99
By John Mantis
Math-Teaz will challenge your math skills and sharpen your ability to solve math puzzles.  Using a puzzle format Math-Teaz can be used by both adults and children.  The fun of solving the puzzle is not finding the answer because it is provided - open the book and see what makes this a special challenge.
FORMAT: Softcover
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$8.50
By Dr. Barton M. Gratt

Everyone should know how to play poker. Really they should! Intelligence at the poker table translates into intelligence in life. Really, it does!

Most American’s lean to play poker, using pennies, on the family kitchen table. Our stories start with lessons from wily Grandpa, Missy, Junior, and Mother, all sitting in on a family poker game. Many poker players venture out to casino poker rooms and play against professionals. Multiple skills are required to give a beginner a fair shot. We’ll learn to count cards, to steal antes, even how to survive after you lose all of your money playing against "poker experts." Really, it can happen!

In fun, we describe a variety of zany poker games. You’ll learn how the world’s greatest player wins in a tough game. What’s it like playing Texas Hold’em as a "Giant?" How to play Seven-Card stud against a "Devil" or with an "Angel." And, finally you’ll hear a tale about "dealers choice poker," a game that changed the world! Really, it did!

While this book deals with poker in a light-hearted, fun way, the poker lessons are sound. They can change "losers" into "winners" at social poker.


FORMAT: Softcover
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$17.50
$16.50
By Steven Krivanek
No Description Available.
FORMAT: Softcover
OUR PRICE:
$10.03
$6.34
By Robert Zarzycki
Fantasy Football's Big Six brings you a complete collection of draft tips and strategies from six of the most successful fantasy football players in the world! Content covers all types of fantasy football leagues including redraft, salary cap, auction, IDP, and dynasty/keeper leagues.
FORMAT: Softcover
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$18.70
By Laughing Louie
Have no fear it's NOT card counting.

The author has probably spent more time playing Blackjack and researching strategies than any of the other professional Blackjack players combined.

This book is divided into three parts.

Part One explains the strategy which will help to make you a winner.

Part Two explains my simple money management

Part Three is basic Blackjack strategy Plus the added bonus of the finer points.
FORMAT: Softcover
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$12.99
By Joe Blatnick

Many bridge books have been written over the years. The one judged to be the best of all time is 'Why You Lose at Bridge' by S.J. Simon.

Even Goren, himself, in his forward to the book says that, not only weaker players can benefit from ift but so can the more experienced.

Although bridge players don't always lose, they seldom win as often as they would like or even as often as they should. "Why You Seldom Win at Bridge' aims to put you in the winner's circle more often. Observe a good player in action for any length of time and you might not see many spectacular plays, but you'll also see very few mistakes. The better players make far fewer than we mortals. Consider tennis for a moment. The winner will almost always be the player who makes the fewest unforced errors. The same applies to bridge. Make fewer mistakes and win more often. It's the players who make the same blunders, time and time again who seldom win, and then bemoan their bad luck or blame the bridge gods. Covering those little things in the bidding, declarer play and defence that too may players mess up , is the thrust of this book.

The game of bridge has changed a great deal in recent years. This book will help you with those little things that you aren't doing well or aren't doing at all.

It's a win/win situation.


FORMAT: E-Book
OUR PRICE:
$9.99
By Joe Blatnick

Many bridge books have been written over the years. The one judged to be the best of all time is 'Why You Lose at Bridge' by S.J. Simon.

Even Goren, himself, in his forward to the book says that, not only weaker players can benefit from ift but so can the more experienced.

Although bridge players don't always lose, they seldom win as often as they would like or even as often as they should. "Why You Seldom Win at Bridge' aims to put you in the winner's circle more often. Observe a good player in action for any length of time and you might not see many spectacular plays, but you'll also see very few mistakes. The better players make far fewer than we mortals. Consider tennis for a moment. The winner will almost always be the player who makes the fewest unforced errors. The same applies to bridge. Make fewer mistakes and win more often. It's the players who make the same blunders, time and time again who seldom win, and then bemoan their bad luck or blame the bridge gods. Covering those little things in the bidding, declarer play and defence that too may players mess up , is the thrust of this book.

The game of bridge has changed a great deal in recent years. This book will help you with those little things that you aren't doing well or aren't doing at all.

It's a win/win situation.


FORMAT: Softcover
OUR PRICE:
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$15.95
By Frank H. Gaertner

This book, Volume 2, Set 2 of the AIWGMB, is a continuation of a three-set series of stories and illustrations representing all of the 7-letter words captured by The Central Twenty-One Five-Letter Stems that feed into the Central Seven Six-Letter Stems of Volume 1, Set 1. Knowledge and flash, photographic-memory recall of these word lists, together with those of the Auxiliary Seven Six-Letter Stems of Volume 1, Set 2 can be valuable assets for any wannabe, top contender in our rapidly growing, competitive, word-game, social networks. The wordlists, organized in Mentafile™ format, are coded with peg-words assigned to each letter of the alphabet. This type of iconic coding-organization can make letter-management, and identification of 7-letter words within scrambled arrays, effortless, almost as though one has an app that automatically brings bonus-words to mind as one plays off letters “on-the-way” to one of the Central Seven Six-Letter Stems. For example, in a board game, where letters must be unscrambled to reveal hidden words, one might hold, in alphagram order, the following seven letters; ADNRSTU. For those accomplished with Vol. 2, Set 2 of the AIWGMB, the identification of the five-letter stem, RNAST, and the letter, D, within ADNRSTU, would be instantaneous, along with the mental search for the story and illustration of “She STRANDS the drunk on a TUNDRA’S plain.” Alternatively, one might hold ADNRSST, which would immediately bring up the word STRANDS from that story. STANDER, the only other possibility for a 7-letter RNASTD word would show up with the holding of ADENRST, the only bonus word featured in the drunk file of RNEAST, one of the Central Seven Six-Letter Stems of Vol. 1, Set 1. Therefore, with no E, R or S in the hand, one skilled in the use of The AIWGMB would know, with valuable certainty, that no 7-letter bonus words were available for play. But the fun’s not over. It really begins when we add to our search the thirty four, 8-letter RNASTD words of RNAST, RNEAST and INRAST. Having learned to “read” alphagrams from the flashcards connected to the stories and Illustrations of this series, we now watch our opponents shrink in terror as we unleash our knowledge and skill at finding and playing one of these 8-letter winners!


FORMAT: Softcover
OUR PRICE:
$26.00
$16.00
  1234   [NEXT > >] Displaying 1 to 15 of 60