A dark time is taking place in the comic universe. Darth Oliveder has had a giant Death Shrimp made with the help of Pissed off Peter. She has also kidnapped Princess Rubber. On the Planet Smudge, Mister Skyrunnerbean, owner of Rude 2 Dog 2 and -3° c P.O* (*P.O standing for Pissed Off), is unaware of what is going on. On the Planet Vwarg, Obi Wan Amazing, Hand Stretcho, The Idiot Box Jedi and Supermarketjedi are busy helping the Vwargians build a giant finger to crush the Death Shrimp. Oop's! I gave too much away there. sambackhouse.com
Describes nineteen insects that have peculiar and strange characteristics, such as the camouflage of the walking stick, the driver ants that prefer people to picnics, and the bugs that row themselves like boats on the water's surface.
Did you know that Napoleon was once attacked by rabbits? Or that the Mars Rover sang itself “Happy Birthday”? How about the odd ingredient Civil War soldiers used to make coffee? Trivia meets its match. From Jupiter’s diamond showers to why pirates wore eye patches to the delightful link between dancing goats and the discovery of coffee, this collection of obscure and fascinating facts is brought to you by Mike Lowery, an illustrator and connoisseur of the offbeat. Featuring four gatefolds and hundreds of infographic webs that connect the trivia in dozens of surprising ways, it’s a little book that delivers endless delight.
The Big Book of Random Facts is the ultimate trivia book filled with 1000 funny and interesting facts. It's the perfect book for a boring night at home or for some pub quizzes at the bar with your friends. With funny trivia facts like: There are more saunas than cars in Finland. Donald Trump has been personally sued more than 70 times in federal court since 2000. Disney put 500 Stormtroopers on the Great Wall to promote "Star Wars: The Force Awakens" in China. So go ahead and checkout the other 997 funny facts from this book, they are just as good!
SAM BACKHOUSE'S BIG BOOK OF RANDOM CRAP Book One (2nd edition with added ISBN Number which I accidentally forgot to add on first edition. Another alteration is the spine font is different than the original). This book contains every little book of Random Crap (books 1-7) created from June or July 2012 to November 2013 all in one monster of a book. The book contains comic strips, short stories, poems, doodles, childhood drawings, fake adverts, crowd scenes, crap jokes, crap puzzles, experimental comic strip pages and lots more... This book would make an ideal present for anyone who loves comics and British humour. The main characters I draw include L'il Shrimp, Gobby the boy who never stops talking, Peter the Pissed off Parent, Longface (the boy with the stretchy body), Mister Mad, Rude Dog, Pissed off Snowman, Eric Rose and his big nose, Professor Amazing, Supermarketman, Me (occasionally!) and lots of one off characters... Unsuitable for children. www.sambackhouse.com
"What's the point of being alive if you don't at least try to do something remarkable." "99 Random but Relevant Things..." is a manuscript that encompasses all of which fascinates the human mind. Offering more than just 99 separate thoughts but rather one collective thought concerning all aspects of life.Contributions to this book explore contemporary critical thought from random schools of philosophies to relevant scientific facts, scratching the surface of the ideas, and dilemmas in day to day life. The larger scope focuses on the hot topic of self-improvement through a series of motivational quotes and extensive psychological and empirical research. This book presents a combination of subjective and objective views of the different realms of life whose reckoning cuts across the social sciences and the deep question in what it is to be human. By the end of this manuscript, you will be a bit more resilient, sincere, skeptical, poetic, humble, curious, and "99 Random but Relevant Things..." wiser than before.--Fact--Poetry--Quotes--Theories--Psychology--Self Help Tips--Vital Knowledge --All Random, but Relevant
Concepts embody our knowledge of the kinds of things there are in the world. Tying our past experiences to our present interactions with the environment, they enable us to recognize and understand new objects and events. Concepts are also relevant to understanding domains such as social situations, personality types, and even artistic styles. Yet like other phenomenologically simple cognitive processes such as walking or understanding speech, concept formation and use are maddeningly complex. Research since the 1970s and the decline of the "classical view" of concepts have greatly illuminated the psychology of concepts. But persistent theoretical disputes have sometimes obscured this progress. The Big Book of Concepts goes beyond those disputes to reveal the advances that have been made, focusing on the major empirical discoveries. By reviewing and evaluating research on diverse topics such as category learning, word meaning, conceptual development in infants and children, and the basic level of categorization, the book develops a much broader range of criteria than is usual for evaluating theories of concepts.
NEW YORK TIMES BESTSELLER USA TODAY BESTSELLER Amazon, Apple, Facebook, and Google are the four most influential companies on the planet. Just about everyone thinks they know how they got there. Just about everyone is wrong. For all that’s been written about the Four over the last two decades, no one has captured their power and staggering success as insightfully as Scott Galloway. Instead of buying the myths these companies broadcast, Galloway asks fundamental questions. How did the Four infiltrate our lives so completely that they’re almost impossible to avoid (or boycott)? Why does the stock market forgive them for sins that would destroy other firms? And as they race to become the world’s first trillion-dollar company, can anyone challenge them? In the same irreverent style that has made him one of the world’s most celebrated business professors, Galloway deconstructs the strategies of the Four that lurk beneath their shiny veneers. He shows how they manipulate the fundamental emotional needs that have driven us since our ancestors lived in caves, at a speed and scope others can’t match. And he reveals how you can apply the lessons of their ascent to your own business or career. Whether you want to compete with them, do business with them, or simply live in the world they dominate, you need to understand the Four.
A 75th anniversary e-book version of the most important and practical self-help book ever written, Alcoholics Anonymous. Here is a special deluxe edition of a book that has changed millions of lives and launched the modern recovery movement: Alcoholics Anonymous. This edition not only reproduces the original 1939 text of Alcoholics Anonymous, but as a special bonus features the complete 1941 Saturday Evening Post article “Alcoholics Anonymous” by journalist Jack Alexander, which, at the time, did as much as the book itself to introduce millions of seekers to AA’s program. Alcoholics Anonymous has touched and transformed myriad lives, and finally appears in a volume that honors its posterity and impact.
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.