These titles were recently added to the collection of the Public Library of Cincinnati and Hamilton County.
September 13, 2016
Ackerman, Dan, author.
New York : PublicAffairs, 
vi, 264 pages ; 24 cm
The great race -- Alexey Leonidovich Pajitnov -- Coming to America -- The first blocks -- The black onyx -- Going viral -- Bonus level 1: This is your brain on Tetris -- From behind the Iron Curtain -- Into the mirror -- The Russians are coming -- "A diabolical plot" -- Welcome to ELORG -- Tetris takes Las Vegas -- Bonus level 2: Tetris into infinity -- A bulletproof deal -- A secret plan -- The gathering storm -- The big bet -- Enemies at the gate -- "Meet at the chicken" -- A tale of two Tetrises -- Bonus level 3: the cognitive vaccine -- Epilogue: The final bricks.
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"-- Provided by publisher.
August 17, 2016
Kantar, Edwin B., 1932- author.
xvi, 407 pages : illustrations ; 24 cm
Getting started with basic nontrump play -- Playing the hand in a trump contract -- Bidding for fun and profit -- Forging ahead with advanced bidding techniques -- Playing a strong defense and keeping score -- Feeding your addiction to bridge -- The part of tens.
Whether you're new to the game or a long-time player looking for new tricks, this new edition of Bridge For Dummies walks you through the intricacies of the game and arms you with tried-and-true tips and strategies for being a better player and beating your opponents from the very first draw. Covering not only traditional contract bridge, but other popular variations of the game--including ACOL, Rubber, and Duplicate Bridge--this hands-on, friendly guide takes the guesswork out of this beloved game and arms you with the knowledge and know-how to make your game mates your minions. From knowing when and how high to bid to bringing home the tricks when you end up in a trump contract, it'll take your bridge skills to the next level in no time!
July 8, 2016
Indianapolis, IN : DK/Prima Games 
255 pages : color illustrations ; 28 cm.
"Strategies for beginners and experts"--Cover.
This expanded edition features updated content and all-new chapters, including an art gallery, a history of Minecraft, and bigger & better projects. --Amazon.com
June 30, 2016
320 pages : color illustrations, color maps ; 29 cm
"Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game"--Cover.
Introduction -- A world of your own -- Creating a multiverse -- Creating adventures -- Creating nonplayer characters -- Adventure environments -- Between adventures -- Treasure -- Running the game -- Dungeon master's workshop -- Appendix A: Random dungeons -- Appendix B: Monster lists -- Appendix C: Maps -- Appendix D: Dungeon Master inspiration.
The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more.
June 21, 2016
Broooklyn, NY : Melville House, 
xvi, 254 pages ; 23 cm
Chronoslip -- Success -- Lost in the system -- Discovery -- Belonging -- Evil -- Empathy -- Hiding place -- Mystery -- Healing -- Survival -- Utopia.
"In Death by Video Game, Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world, and the German hacker who risked prison to discover the secrets behind Half-Life 2. A riveting and wildly entertaining look at the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds"-- Provided by publisher.
April 26, 2016
Jefferson, North Carolina : McFarland & Company, Inc., Publishers, 2016.
viii, 312 pages ; 23 cm
"This illustrates the appeal and impact of role-playing games. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. Discusses ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture"--Provided by publisher.
April 13, 2016
Zeiger, James, author.
Ann Arbor, Michigan : Cherry Lake Publishing, 
32 pages : color illustrations ; 25 cm.
Supplying the adventure -- Mining -- Crop farming -- Raising livestock.
March 30, 2016
Conrad, Lauren, author.
New York, NY : Dey St., an imprint of William Morrow Publishers, 
294 pages : color illustrations ; 24 cm
Part 1. Prep. The concept -- The invitations -- The menu -- The bar -- The décor -- Part 2. party. The birthday party -- The engagement party -- The bridal shower -- The housewarming -- The dinner party -- The baby shower -- The clambake -- The bachelorette party -- The wedding -- The brunch -- The holiday party -- The New Year's eve party -- The cleanup.
Presents a guide to entertaining that offers inspirational lifestyle tips and suggestions for everything from invitations and food to decorations and gifts.
March 30, 2016
256 pages : color illustrations ; 24 cm
"Presents thirty-four building projects by the world's most talented Minecraft masters"--Page 4 of cover.
March 4, 2016
[Place of publication not identified] : [Author], ©2011.
248 pages : illustrations, portrait ; 23 cm
"Preface by Siegrfried & Roy"--Cover.
This book covers all aspects of the art of ventriloquism for beginners and professionals alike. Through many examples and exercises you can not only learn and lead your ventriloquism skills to perfection, but you also get everything at hand you need for the perfect stage performance. -- P.  of cover.
February 24, 2016
Vancura, Olaf, author.
193 pages : illustrations ; 22 cm
"The Knock-Out card-counting system eliminates the mountain of mental arithmetic necessary to win at blackjack. The scientifically devised unbalanced K-O count can be used profitably anywhere blackjack is played: Las Vegas, Atlantic City, Mississippi, riverboat casinos, Native American casinos, the Bahamas, and on cruise ships."--Page  of cover.
February 16, 2016
Whipple, Tom, author.
New York : HarperCollins Publishers, 2015.
186 pages : illustrations ; 19 cm
Originally published in Great Britain by Virgin Books in 2015.
"Demolish your family and friends at over 30 classic games with advice from an international array of experts!"--Cover.
Monopoly -- Pillow fighting -- Tic-tac-toe -- Charades -- Jenga -- Rock, paper, scissors -- Connect 4 -- Battleship -- Hangman -- Blackjack -- Scrabble -- Thumb wrestling -- Operation -- Risk -- Pooh sticks -- Slot car racing -- Paper airplanes -- Checkers -- Apple bobbing -- Six degrees of Kevin Bacon -- Coin tossing -- Drinking games -- Musical statues -- Snail racing -- Competitive eating -- Quizzes/Trivial Pursuit -- Diplomacy -- Sandcastles -- Stone skipping -- Twenty questions.
February 4, 2016
Hollow, Michele C.
New York : Sky Pony Press, 2016.
iv, 171 pages : illustrations ; 18 cm.
"Hilarious Jokes for Minecrafters is the second book in the Jokes for Minecrafters series, which boasts more than eight hundred jokes. The jokes inside poke fun at everything Minecraft from ghasts to Endermen. All of your favorite parts of the Minecraft game are included in the book, and the jokes will make you giggle like you've never giggled before!"-- Provided by publisher.
February 4, 2016
Price, Bill, author.
224 pages : illustrations (some color) ; 24 cm
February 3, 2016
Lo, Amy, 1937- author.
Rutland, Vermont : Tuttle Publishing, an imprint of Periplus Editions (HK) Ltd, .
192 pages : color illustrations ; 23 cm
This complete, easy-to-follow instructional mahjong handbook includes over 150 full-colour photographs and illustrations to introduce players to this captivating game. This is the first Mahjong book to fully cover the Cantonese or 'old rules' game. It also includes all of the most popular variations, such as the Shanghai game, the 16-tile or Taiwanese game and the 12-tile game. Included are the rules, tactics, techniques, strategy and the rituals only the most experienced players know.
January 29, 2016
Dove, Adam, author.
London : Frances Lincoln, 2015.
128 pages : color illustrations ; 20 cm
Adventure 1. Abracadabra! Wizards' magic colouring wands -- Adventure 2. Will you help rescue a fairy and her unicorn? -- Adventure 3. The woodland fairies and the big-footed troll -- Adventure 4. The search for leprechaun's gold -- Adventure 5. Magic potions and wizards' power wands -- Adventure 6. Whoosh! Watch the rainbow volcanoes fizz -- Adventure 7. Watch out! The elves are letting off rockets -- Adventure 8. Play hide and seek with Sammy and the grouse -- Adventure 9. Help wake up the sleeping stick wizards -- Adventure 10. The lost treasure of the woodland pirates.
"This book offers 10 'recipes' for Woodland adventures, each structured around a story which is designed to capture the imagination of 2-6 year olds. Each recipe provides parents and carers with a list of the kit required (generally, simple household objects) and a set of step by step instructions."--Provided by publisher.
December 23, 2015
O'Brien, Stephen J., 1969- author.
xiii, 351 pages : color illustrations ; 23 cm
December 7, 2015
Rooster Teeth Productins, author.
New York, NY : Dey Street Books, 2015.
229 pages : color illustrations ; 21 cm
Based on the comedic YouTube series, Red vs Blue, a parody of the military science fiction video game, Halo-- Provided by publisher.
December 7, 2015
Kearney, Kirsten, author.
New York : Abrams, 2015.
256 pages : color illustrations ; 24 cm
Block City presents a collection of amazing Minecraft cities created by masters, with step-by-step tutorials for readers to build structures and features themselves.
December 4, 2015
Dania, Fla. : Casino Vacations,
v. : ill., maps ; 22 cm.
Vols. for <1997-2016> by Steve Bourie.
December 2, 2015
Darnel, Allen G.
Houston, TX : Beginners Only USA Publishing Co., ©2010.
xxx, 434 pages : illustrations, portraits ; 29 cm
"Ballroom & Latin-American dance styles. Dance super stars ; instruction ; history. Social dancing and Dancesport."--Cover.
December 1, 2015
Bjornlund, Lydia, 1961-
San Diego, CA : ReferencePoint Press, 
80 pages : color illustrations ; 25 cm.
The rise of video games -- From the laboratory to Main Street -- Video gaming comes home -- In the palm of your hand -- Video games break out of the box.
November 23, 2015
Pugh, Megan, 1982- author.
xii, 398 pages : illustrations ; 25 cm
The Cakewalk, America's first national dance -- Bill Robinson's dream -- Fred Astaire and Ginger Rogers pick themselves up -- Agnes de Mille's square dance -- Paul Taylor's Bugle Boy -- Michael Jackson's moonwalk.
October 26, 2015
New York : Seven Stories Press, 
256 pages : illustrations ; 19 cm
Advent / Leigh Alexander -- Bow, nigger / Ian Shanahan -- Love, twine, and the end of the world / Anna Anthropy -- The natural: the parameters of afro / Evan Narcisse -- What it feels like to play the bad guy / Hussein Ibrahim -- A game I had to make / Zoe Quinn -- Your humanity is another castle: terror dreams and the harassment of women / Anita Sarkeesian & Katherine Cross -- The end of gamers / Dan Golding -- The joy of virtual violence / Cara Ellison & Brendan Keogh -- The squalid grace of Flappy Bird / Ian Bogost -- The making of Dust: architecture and the art of level design / David Johnston -- Game over? A cold war kid reflects on apocalyptic video games / William Knoblauch -- Ludus interruptus: video games and sexuality / Merritt Kopas -- The God in th emachine: occultism, demiurgic theology, and gnostic self-knowledge in Japanese video games / Ola Wikander.
Sixteen contributors including video game creators, media critics and Internet celebrities discuss the state and stakes of video game culture and describe how the digital world has collided with real-life art, sex and race and class politics. --Publisher's description.
October 20, 2015
Boca Raton : CRC Press, 
xliv, 555 pages : illustrations ; 24 cm
In the beginning, there is the designer -- The designer creates an experience -- The experience takes place in a venue -- The experience rises out of a game -- The game consists of elements -- The elements support a theme -- The game begins with an idea -- The game improves through iteration -- The game is made for a player -- The experience is in the player's mind -- The player's mind is driven by the player's motivation -- Some elements are game mechanics -- Game mechanics must be in balance -- Game mechanics support puzzles -- Players play games through an interface -- Experiences can be judged by their interest curves -- One kind of experience is the story -- Story and game structures can be artfully merged with indirect control -- Stories and games take place in worlds -- Worlds contain characters -- Worlds contain spaces -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- The team sometimes communicates through documents -- Good games are created through playtesting -- The team builds a game with technology -- You game will probably have a client -- The designer gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a purpose.