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Books > Sport & Leisure > Hobbies, quizzes & games > General
Roy Underhill is America's best-known master of traditional
woodcraft. Creator of the popular PBS series "The Woodwright's
Shop," Roy has inspired millions--from professional craftsman to
armchair woodworker--with his talent, knowledge, and enthusiasm.
Roy returns here with his third book. "The Woodwright's Workbook"
features step-by-step instructions for a selection of projects from
his television series. All projects are illustrated with
photographs and measured drawings. Included here are plans for tool
chests, workbenches, lathes, and historical reproductions of items
for the home: a six-board chest, rustic chairs with cattail seats,
a churn for the kitchen, and the Rittenhouse hygrometer. Roy also
explores building barns, forges, boats, and even colonial
fortresses.
A wonderful feature of this book is Roy's own translation of the
humorous fifteenth-century poem "The Debate of the Carpenter's
Tools." He also provides a fascinating and useful 'field guide' to
American tool marks that shows how to identify the specific tool
used by the marks it left. Whether Roy is an old friend or a new
acquaintance, let him be your guide to the world of traditional
woodworking.
Soft robotics is an emerging field that approaches robots in new
ways, enabling them to operate in environments that are
unstructured or unstable and to perform tasks that require delicacy
and malleability. It's all about engineering with soft materials --
silicone, cloth, balloons, flexible plastics -- and combining them
in different ways to come up with novel, approachable, and
surprising solutions to interesting problems. This book introduces
soft-robotics concepts to students, inventors, and makers with
easy-to-understand explanations and hands-on DIY projects. The
projects use a wide range of tools and techniques -- including
microcontrollers, 3D printing, laser cutting, mold making, casting,
and heat sealing -- to create intriguing soft robots and devices.
It is tinkering at its finest! World's first DIY project book on
soft robotics Written by designers working on the forefront of the
field Approaches projects from simple introductions to more complex
designs that build on what you know Explore robotics using novel
materials and techniques you can apply to challenges far outside of
robotics Soft robotics DIY projects that are relatively affordable,
accessible and achievable. Explore and build creations from the
brand new emerging field of robotics Provides context on the field
of soft robotics alongside hands-on learning Teaches skills
frequently overlooked Projects that are aesthetically appealing and
novel Foreword by Chris Atkeson, whose research directly inspired
the design of Big Hero 6's Baymax
Cult classic, revised and updated. Alchemist D. Gold reveals the
inner world of marijuana and hashish, uncovering secrets and modern
techniques to enhance potency. First published in 1974, the
original edition of Cannabis Alchemy sold over 100,000 copies,
making this one of the all-time best sellers of the counterculture.
Explore the national parks in this relaxing coloring book for
nature lovers Featuring 34 of the most popular and scenic parks and
recreation sites across the country including the Everglades, the
Grand Canyon, Yellowstone, Zion, the Badlands and more, Coloring
the National Parks provides hours of coloring fun and relaxation
for creatives who love the outdoors. Add your creative touch to
nature scenes as diverse as the parks themselves, from mountains to
caves to glaciers, Saguaros, redwoods, elk, bears, and many more.
These 100 new puzzles—from easy to fiendishly
difficult—come with a warning: They are seriously
addictive.
You don't need to be a mathematical genius to solve these
puzzles; it is simply a question of logic and a little
patience.
Beware of pale imitations. These are the original and official
Su Doku puzzles by Wayne Gould—"New York Post"'s Su Doku
puzzle master and one of "Time" magazine's Most Influential
People.
'Show Me How' is the ultimate How To compendium brimming with
hundreds of eclectic, electric, unexpected and surprisingly handy
things you really should know how to do. From learning how to
create water in the desert and mount a camel to nailing a handstand
fingerflip and interpreting a tea-leaf reading, become an authority
on a vast array of skills from the useful to the unusual. With
sections including arts and crafts, cookery, entertaining,
grooming, survival, sports, gardening and the home, rainy
afternoons will never be the same again. Build an erupting volcano,
speed-peel a hard boiled egg or apply traditional geisha make up
and surprise your friends with your amazing new skills. Each
technique is accompanied by colourful and informative step-by-step
illustrations to ensure that you grasp every method, as well as
handy hints and interesting facts. This vibrant, fun-filled
all-in-one resource will set you up for the big wide world,
guaranteeing to show you how to do everything you ever wanted to
know. (2000 words)
LEGO Micro Cities is a full colour guide to creating intricate LEGO
micro cities. Readers learn how to recreate classic architectural
styles using only LEGO bricks. In addition to creating entire
buildings, LEGO model-building expert Jeff Friesen shows how to
create interesting architectural features like bridges and
skyscrapers, and will offer suggestions on how to customise your
cities and make the models your own.
The NES Omnibus: The Nintendo Entertainment System and Its Games,
Vol. 1 (A-L), covers the first half of the NES library in
exhaustive and engaging detail. More than 350 games are featured,
including such iconic titles asCastlevania, Donkey Kong, Double
Dragon, Duck Hunt, Final Fantasy, and The Legend of Zelda. Each
game, whether obscure or mainstream, is given the spotlight. In
addition to thorough gameplay descriptions, the book includes
reviews, memories, historical data, quotes from vintage magazines,
and, best of all, nostalgic stories about many of the games from
programmers, authors, YouTube celebs, and other industry insiders.
The book also features more than 2,000 full-color images, including
box art, screenshots, and vintage ads.
7-Card Stud is still the most popular card game in America, and
this step-by-step guide gives players the edge they need to compete
and triumph-in their basements or in any casino in the country.
Readers will learn the pitfalls and how to handle them, as well as
necessary skills like bluffing, semi-bluffing, ante stealing, seat
and table selections, and casino money management.
The story of white masculinity in geek culture through a history of
hobby gaming Geek culture has never been more mainstream than it is
now, with the ever-increasing popularity of events like Comic Con,
transmedia franchising of the Marvel Cinematic Universe, market
dominance of video and computer games, and the resurgence of board
games such as Settlers of Catan and role-playing games like
Dungeons & Dragons. Yet even while the comic book and hobby
shops where the above are consumed today are seeing an influx of
BIPOC gamers, they remain overwhelmingly white, male, and
heterosexual. The Privilege of Play contends that in order to
understand geek identity's exclusionary tendencies, we need to know
the history of the overwhelmingly white communities of tabletop
gaming hobbyists that preceded it. It begins by looking at how the
privileged networks of model railroad hobbyists in the early
twentieth century laid a cultural foundation for the scenes that
would grow up around war games, role-playing games, and board games
in the decades ahead. These early networks of hobbyists were able
to thrive because of how their leisure interests and professional
ambitions overlapped. Yet despite the personal and professional
strides made by individuals in these networks, the networks
themselves remained cloistered and homogeneous-the secret
playgrounds of white men. Aaron Trammell catalogs how gaming clubs
composed of lonely white men living in segregated suburbia in the
sixties, seventies and eighties developed strong networks through
hobbyist publications and eventually broke into the mainstream. He
shows us how early hobbyists considered themselves outsiders, and
how the denial of white male privilege they established continues
to define the socio-technical space of geek culture today. By
considering the historical role of hobbyists in the development of
computer technology, game design, and popular media, The Privilege
of Play charts a path toward understanding the deeply rooted
structural obstacles that have stymied a more inclusive community.
The Privilege of Play concludes by considering how digital
technology has created the conditions for a new and more diverse
generation of geeks to take center stage.
This captivating coloring book will take you on a journey through our fascinating natural world.
Meni Chatzipanagiotou’s beautiful illustrations, many of which explore circular designs, celebrate the rhythms of our planet. In the sky, you’ll meet birdlife ranging from dancing hummingbirds to soaring eagles. Beneath the waves, you’ll encounter intricate seashells, delicate seahorses, and mighty whales. On rugged landscapes, you’ll cross paths with wild squirrels, foxes, wolves, and countless other fascinating creatures.
Coloring is a relaxing, calming activity suitable for all ages.
Immer wieder ist es faszinierend, wie schnell manche Menschen die
schAnsten Zeichnungen auf Papier zaubern kAnnen. Ein paar Striche,
Linien und auf wundersame Art und Weise entstehen GegenstAnde,
Landschaften und Gesichter. Sehr beeindruckend. A"Zeichnen fA1/4r
DummiesA" beginnt mit den Grundlagen und arbeitet sich dann zu
immer komplexeren Darstellungen vor. Den Lesern wird systematisch
erklArt, wie sie den Stift fA1/4hren mA1/4ssen, damit sie ihre
Motive mit einem Schuss PersAnlichkeit aufs Papier bringen kAnnen.
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