The First 20 Hours


Book Description

Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.




Write from the Start, Book 2


Book Description

This radically different and effective approach to handwriting gently guides both regular and special education students through the necessary stages of perceptual and fine-motor development towards legibility. Book 2 begins by expandingon the activities offered in Book 1 including connecting dots, circling a shape inside and out, words searches, figure-ground discrimination, and tracing routes (mazes). Then Book 2 moves on to coloring, copying patterns and diagrams, letter searches, and connecting reference points in a grid to make capital letters. Write from the Start lays a firm foundation for accurate handwriting




A'Kyria


Book Description

This is A'Kyria.... Somewhere out in space lies the edge of the universe; a point where there is no more void, but an anti-void...or a full space. It is a wall of matter so wide, so far reaching that the beings of a thousand planets cannot trace the end of it. It is where dark matter ends and white matter begins. The end of the universe, it seems, is just the beginning of a world so vast that physics must discover new laws to explain it. The surface is merely the edge of where one stage of the universe transitions into the next. The mysterious white matter has mass but is not effected by or generates gravity. Other mass centers create gravity; they can exist anywhere and in any combination. In this Universe the types of lands are as diverse as the imagination can create. Suns orbit some lands to create rings of life along the endless surface. Our forbears who believed that the sun orbited the planet would find their beliefs valid. Life might exist in a figure 8 set of rings around cavern entrances, radiating areas from tropical to glacial. Moons or planetoids could spin around their own centers creating kaleidoscopes of orbiting bodies. In other areas, suns might exist below the surface creating cavernous lands that cover the surface like lichen; a Dyson sphere with the star positioned in the center and life on the walls. In A'Kyria, the lands do not need to be traditional or follow the methods we deem normal to create places of splendor. Some lands might not need a star at all, but maybe a moon heated by a sun when exiting a cavern and brings the heat down with it as it travels. Imagine a weaker, dimmer star that travels through a channel with all the life existing upon the surface of the cavern. The sun sets when it rises above the surface, leaving the cavern in darkness. There are lands in permanent twilight from suns that barely rise above the surface, as well as, others that remain fixed giving constant daylight and burned lands where the suns are too close together. There are frozen wastes and oceans that stretch to the edges of forever; lands of strange beliefs, alien, bizarre or comforting in its familiarity. It is a land of infinite possibilities, where magic and technology, peasant and space ranger can meet just as easily as neighbors taking out the trash. It is a world where the only limits are the limits you place on yourself. Welcome to A'Kyria.




The Day You Begin


Book Description

A #1 NEW YORK TIMES BESTSELLER! Featured in its own episode in the Netflix original show Bookmarks: Celebrating Black Voices! National Book Award winner Jacqueline Woodson and two-time Pura Belpré Illustrator Award winner Rafael López have teamed up to create a poignant, yet heartening book about finding courage to connect, even when you feel scared and alone. There will be times when you walk into a room and no one there is quite like you. There are many reasons to feel different. Maybe it's how you look or talk, or where you're from; maybe it's what you eat, or something just as random. It's not easy to take those first steps into a place where nobody really knows you yet, but somehow you do it. Jacqueline Woodson's lyrical text and Rafael López's dazzling art reminds us that we all feel like outsiders sometimes-and how brave it is that we go forth anyway. And that sometimes, when we reach out and begin to share our stories, others will be happy to meet us halfway. (This book is also available in Spanish, as El Día En Que Descubres Quién Eres!)




Star Wars Knights of the Old Republic II


Book Description

You are the Republic's only hope . . . or biggest threat. -Detailed stats, equipment, and ability descriptions for all party members -Covers all main allies and foes -Exhaustive Jedi Mastery helps you master each Jedi class -Detailed maps for every planet and location -Construct the ultimate weapon and armor kits with our expert workbench tips -All Secret Powers unearthed! -All Jedi Party Members Revealed! -The best ranged and melee weapons combat tested and approved!




Player's Handbook


Book Description

A new 114-page supplement from Ranger Games Publishing, the Player's Handbook for Dice & Glory reprints chapters 1, 3, 4, 5, and 6 from the Core Rulebook and includes new material to help new and experienced players to create fully realized characters with a full chapter on The Basics (group role & relationships, expanded disposition table, rounding out the details), Step-By-Step Character Creation (a walkthrough of 14 steps), and Character Starter Packages. This book has 9 chapters and a complete index of Specialist Character Classes for all current Dice & Glory publications.




Dungeons & Dragons For Dummies


Book Description

Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.




The First Minute


Book Description

Get people's attention and get your message across at work. Learn the simplest way to improve your business communication skills today. There is no fluff and no vague advice, just practical step-by-step methods you can start using today. This multi-award-winning book teaches specific methods for having short, clear business conversations, emails, meetings, interviews, and more. Check out the reviews to hear from the real people this book has helped. Communication should be clear and concise, and we should get to the point quickly. The problem is we don't always know how to do this. What does it mean to be concise? How can a complex topic be summarized in just a few lines? This award-winning book is a step-by-step guide for clear, concise communication in everyday work conversations. Being concise is not about trying to condense all the information into sixty seconds. It is about having clear intent, talking about one topic at a time, and focusing on solutions instead of dwelling on problems. Throughout this book you'll discover how to: - Have shorter, better work conversations and meetings - Get to the point faster without rambling or going off on tangents - Lead your audience toward the solution you need - Apply one technique to almost every discussion, email, presentation and interview with great results This book is a result of more than 20,000 conversations in both business and technical jobs. Chris Fenning has trained individuals and teams around the world in these techniques. He has worked with organizations from start-ups to Fortune 50 and FTSE 100 companies. These methods work for them all. Having clearer communication is easier than you might expect, and it all starts with the first minute.




The Isles of Penicia


Book Description

Your Adventure Begins ... Penicia is a world far from our own. It abounds with magic, enchanted creatures, perilous dangers and thrills. The races dwell in peace with each other but constantly contend with the fierce creatures of this vast world. You may face Dragons, Mutant Bats, or the horrific Goblin race bent on world domination. Choose an occupation to excel in: Knight, Savage, Ninja, Enchanter, Alchemist, Mentalist or many more. Then by force of will, strength of heart and courage in your abilities face the challenges of Penicia. During your travels, you will acquire knowledge, treasures and enlightenment. You may gain fame and fortune or you may perish an unsung hero in the middle of a desert, jungle or within the depths of the world. Either way you shall journey within the infinite realms of the Isles of Penicia.