A Modern Nerd's Guide to Miniatures


Book Description

The world of miniatures is huge! People of all ages enjoy assembling and painting scale models of characters for their favorite tabletop games. From warriors and workers to monsters and other mythological creatures, there are unlimited possibilities. This book explores several different types of miniatures, with a focus on where to find them, how to design them, and where to play with them. Other miniatures, such as dollhouses, fairy gardens, and historical dioramas, are also discussed. Vivid images on each page give readers a chance to see these tiny creations in great detail. Captions and sidebars provide more information about how to get involved with this fascinating and fun hobby.




The Modern Nerd's Guide to Tabletop and Card Games


Book Description

There's no denying it: board and card games are hot right now. In fact, they're one of the most popular leisure activities around. Kickstarter, the largest funding platform for creative projects in the world, is packed with entrepreneurs developing new, innovative experiences, and the industry has become a multibillion-dollar giant in gaming and collectibles in a short amount of time. Readers no doubt have seen or heard of one or perhaps many of these games, but in this volume, they'll get the inside scoop needed to join, play, and win.




A Modern Nerd's Guide to Steampunk


Book Description

Steampunk isn't easy to define. Is it a literary genre, a fashion style, or a way of life? For many people, it's all three. The world of steampunk combines the look of the steam-powered 19th century with the technology of the present or ideas about the future. This fun way to bring history and STEM topics together is popular with people of all ages, and this helpful guide gives young readers essential information about steampunk, from its roots to ways to dress like a steampunk character. Vibrant photographs, detailed graphic organizers, and informative sidebars enhance this exciting reading experience.




The Geek's Guide to DIY Miniatures


Book Description

Unleash your inner artist and geek with "The Geek's Guide to DIY Miniatures: Painting, Sculpting, and Printing". Dive into the captivating universe of DIY miniatures with this comprehensive guide perfect for hobbyists of all skill levels. From painting dainty details to sculpting intricate landscapes, and even venturing into the realm of 3D printing, this special report covers it all. Not just a technical manual, this guide is a celebration of creativity, exploration, and the joy of crafting. It has been designed to be your portable workshop, infused with friendliness and inclusivity, that accommodates every proficiency level and kindles the neonate artist-geek in you. Whether you're a seasoned miniaturist looking to enhance your skills, or a novice keen on cultivating a new passion, this guide holds the potential to transform your artistic journey. Secure your personal copy today and step into a world where size simply serves to magnify beauty! Author Carol Nelson, with two decades of experience in the captivating world of miniatures, invites you to join her in an artistic endeavor where geekery meets creativity. Her passion for painting, sculpting, and 3D printing miniatures shines through her words, abundantly clear in her friendly advice and patient teaching style. Embark on an exciting journey with Carol and let this comprehensive guide serve as your first, or next, step to mastering the exquisite world of DIY miniatures!




Kids' Books and Maker Activities


Book Description

This book connects to the new AASL standards, ISTE Standards for Students, and provides simple directions for using a variety of books to create maker activities that deepen the reading experience. Books and maker activities help children to associate reading with hands-on learning. For educators looking for additional ways to engage youngsters in reading and maker activities, this book provides the perfect hands-on connection. Providing connections to the new AASL standards and the ISTE Standards for Students with simple directions for using a variety of books to create maker activities, this book can help elementary teachers and librarians to enhance and deepen the reading experience. Featured books represent a variety of genres for kindergarten through sixth-grade students and highlights very current titles as well as classics. The book is based on actual experiences with students and staff who have enjoyed and benefited from these activities in their elementary school library. The author's forty years of educational experience ensure the reliability and practicality of this resource that readers can trust and use every day.




Battle Bunny


Book Description

Alex, whose birthday it is, hijacks a story about Birthday Bunny on his special day and turns it into a battle between a supervillain and his enemies in the forest--who, in the original story, are simply planning a surprise party.




Everything All at Once


Book Description

In the New York Times bestseller Everything All at Once, Bill Nye shows you how thinking like a nerd is the key to changing yourself and the world around you. Everyone has an inner nerd just waiting to be awakened by the right passion. In Everything All at Once, Bill Nye will help you find yours. With his call to arms, he wants you to examine every detail of the most difficult problems that look unsolvable—that is, until you find the solution. Bill shows you how to develop critical thinking skills and create change, using his “everything all at once” approach that leaves no stone unturned. Whether addressing climate change, the future of our society as a whole, or personal success, or stripping away the mystery of fire walking, there are certain strategies that get results: looking at the world with relentless curiosity, being driven by a desire for a better future, and being willing to take the actions needed to make change happen. He shares how he came to create this approach—starting with his Boy Scout training (it turns out that a practical understanding of science and engineering is immensely helpful in a capsizing canoe) and moving through the lessons he learned as a full-time engineer at Boeing, a stand-up comedian, CEO of The Planetary Society, and, of course, as Bill Nye The Science Guy. This is the story of how Bill Nye became Bill Nye and how he became a champion of change and an advocate of science. It’s how he became The Science Guy. Bill teaches us that we have the power to make real change. Join him in… dare we say it… changing the world.




The Geek's Guide to Unrequited Love


Book Description

John Hughes meets Comic Con in this novel about a teenager who is trying to get his best friend to fall in love with him that’s an “unabashed love letter and delightful inside joke for comic enthusiasts” (Kirkus Reviews). Peter Parker and Gwen Stacy... Archie and Veronica... Althena and Noth... ...Graham and Roxy? Graham met his best friend, Roxana, when he moved into her neighborhood eight years ago, and she asked him which Hogwarts house he’d be sorted into. Graham has been in love with her ever since. But now they’re sixteen, still neighbors, still best friends. And Graham and Roxy share more than ever—moving on from their Harry Potter obsession to a serious love of comic books. When Graham learns that the creator of their favorite comic, The Chronicles of Althena, is making a rare appearance at this year’s New York Comic Con, he knows he must score tickets. And the event inspires Graham to come up with the perfect plan to tell Roxy how he really feels about her. He’s got three days to woo his best friend at the coolest, kookiest con full of superheroes and supervillains. But no one at a comic book convention is who they appear to be...even Roxy. And Graham is starting to realize fictional love stories are way less complicated than real-life ones.




The Year's Work in Nerds, Wonks, and Neocons


Book Description

Essays on intellect, passion, alienation, and America’s geeky subcultures. What happens when math nerds, band and theater geeks, goths, sci-fi fanatics, Young Republican debate poindexters, techies, Trekkies, D&D players, wallflowers, bookworms, and RPG players grow up? And what can they tell us about the life of the mind in the contemporary United States? With recent years bringing us phenomena from #GamerGate to The Big Bang Theory, it’s clear that nerds, policy wonks, and neoconservatives play a major role in today’s popular culture. The Year’s Work in Nerds, Wonks, and Neocons delves into subcultures of intellectual history to explore their influence on contemporary American intellectual life. Not limiting themselves to describing how individuals are depicted, the authors consider the intellectual endeavors these depictions have come to represent, exploring many models and practices of learnedness, reflection, knowledge production, and opinion in the contemporary world. As teachers, researchers, and university scholars continue to struggle for mainstream visibility, this book illuminates the other forms of intellectual excitement that have emerged alongside them and found ways to survive and even thrive in the face of dismissal or contempt.




Lost Battles


Book Description

From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.