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Selasa, 21 Desember 2010

Free PDF Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green

Free PDF Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green

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Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green

Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green


Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green


Free PDF Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green

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Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green

About the Author

For more than 20 years, John Green has created popular Dover coloring books. He specializes in realistic drawings of people, animals, and places, and his recent titles range from Life in Old Japan to Dogs to Paint or Color.

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Product details

Age Range: 7 - 11 years

Grade Level: 2 - 5

Series: Dover Nature Coloring Book

Paperback: 32 pages

Publisher: Dover Publications; Clr Csm edition (October 3, 2005)

Language: English

ISBN-10: 0486444651

ISBN-13: 978-0486444659

California residents: Click here for Proposition 65 warning.

Product Dimensions:

11 x 0.2 x 8.1 inches

Shipping Weight: 7.8 ounces (View shipping rates and policies)

Domestic Shipping: Item can be shipped within U.S.

International Shipping: This item can be shipped to over 75 destinations outside of the U.S. Learn More

Average Customer Review:

4.7 out of 5 stars

529 customer reviews

Amazon Best Sellers Rank:

#13,862 in Books (See Top 100 in Books)

Page after page of beautifully drawn horses in various poses, many of them are action poses.A few of the pictures feature riders but most are just of the horses--which was my preference.The drawings are large and easy to color, and there is also lots of background with mountains, trees, rocks and even rivers/streams.I am an adult colorer, but I think anyone from about the age of six would enjoy coloring in this book.I highly recommend it.

Really enjoy this book. Already had on-line print outs of a couple of pages. 10 pages of 30 have people included mostly riding. Much prefer pictures of only horses. Wish markings hadn't been added as it restricts some coloring choices. Sidesaddle rider misidentified as dressage rider. Several horses in the style of the "wild" one on the cover, those are my favorites. Great price and much better than more expensive horse coloring books. Get a couple of these so you can do the same picture with different color choices. These Dover Coloring Books are fun and bargain priced.

Excellent, beautiful pictures of horses and cowboys and landscapes.

Perfectly detailed PicturesDover Publications-Wonderful World Of Horses Coloring BookThis is a very detailed and cute coloring book. It features 30 pages of different horse pictures. My daughter asked me to get this for her and I did. I was quite surprised in the quality of this coloring book. The pictures are very detailed. The pages are a little thicker than regular pages compared to other coloring books. The pages have a bright white back ground. These pages are great for coloring in the book or copying and printing. This book is great for crayons, colored pencils, markers & gel pens.Pros* Well made, high quality paper.* Detailed Pictures.* Great for kids & adults who enjoy coloring.Cons* None.Overall I am very satisfied with my purchase of this Dover Publications-Wonderful World Of Horses Coloring Book. I would recommend it to any horse lovers and those who love coloring who want a very detailed picture of various horse breeds and horses with different riders.*** Disclaimer I PAID FULL PRICE for this Dover Publications-Wonderful World Of Horses Coloring Book, I enjoy being able to share my opinions and experiences with products to help other consumers in making informed purchasing decisions. Opinions are 100% my own. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: Guides Concerning the Use of Endorsements and Testimonials in Advertising.***

I purchased this for my Aunt because she likes to color and I found this adult coloring book. She loves Horses and this book has beautiful pictures of horses. I gave it to her and she loves it. It has 32 pages and the paper feels thick enough to color. It also says that it is for 7 to 11 year olds, which does not make any sense to me. She is in her 60's. There isn't anything childish about the book. I do feel that the book is appropriate for any age. And like I said, my aunt couldn't wait. She says that coloring calms her nerves, so it is like therapy to her. I am happy with my purchase, would recommend, and would buy items from this Seller again.

I want to learn to draw horses, and this book is going to help AND be a coloring book all in one! It's really lovely! The only minor negative is that it is printed on both sides of the page, which means I need to photocopy every other page so I can have a clean copy, or buy multiples of the book. This doesn't bother me, and won't bother kids. Be aware that colored pencils or crayons are the right medium, as anything else may bleed through to the picture behind it.I would give this 5 stars without hesitation if it were printed only on one side of each page.

Awesome coloring book. Lots of detail and beautiful pictures. I bought for a 12 year old girl I babysit. However it would be perfect for an adult to. it will give her something to do when it's rainy outside. Perfect for any horse lover. I'm going to provide some of the photos they're inside this book to show all the detail and beautiful drawings. 30 total pictures

I originally purchased this because my girls love horses, but when the book arrived, the graphics were waaaaaayyyyy better than I thought they would be! These pictures are realistic and gorgeous pictures of horses in all sorts of work environments, play, and positions! Will definitely be buying from the Dover publications again!

This may be my new favorite coloring book! I have loved horses since I was a little girl. The horses in this book are beautiful, I get bored really easily and this book has plenty of pictures that aren't too intricate but give just enough detail to hold my interest. Coloring these horses is so relaxing and fun. It brings me back to my days working on an Arabian horse ranch. I can get lost for hours coloring. My son and I really enjoy sitting together and choosing what color to color the grass or the mane. If you like horses and coloring you need to get this book! The price point is perfect and it is a great value! I would definitely buy other books from this author and this seller again.

Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green PDF
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Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green PDF

Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green PDF

Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green PDF
Dover Publications-Wonderful World Of Horses Coloring Book (Dover Nature Coloring Book), by John Green PDF

Rabu, 08 Desember 2010

Free Ebook Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams

Free Ebook Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams

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Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams

Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams


Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams


Free Ebook Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams

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Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams

Amazon.com Review

The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes. Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters. Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game. We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D. You won't want to go back. --Mike Fehlauer

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Product details

Hardcover: 304 pages

Publisher: Wizards of the Coast (August 1, 2000)

Language: English

ISBN-10: 0786915501

ISBN-13: 978-0786915507

Product Dimensions:

8.5 x 0.8 x 11 inches

Shipping Weight: 2.5 pounds (View shipping rates and policies)

Average Customer Review:

4.3 out of 5 stars

361 customer reviews

Amazon Best Sellers Rank:

#83,164 in Books (See Top 100 in Books)

I was thinking I was purchasing a 3.5 PHB (or Player's Handbook) for D&D, but apparently I was wrong and ended up with 3.0. Nonetheless, it has all the incredibly vital information a player needs to make a character. All of it. Aside from a DMG (or Dungeon Master's Guide), this book is all you need to make a basic D&D character. There's a few things that have been updated in 3.5 that 3.0 doesn't have, but I haven't sat down and looked those things up yet. It's practically the same book, only with several different pictures in it. If you're just starting out in D&D, then this book is key. You don't need any other book (the Dungeon Master, or DM, is the only one who needs the DMG). All the other books are just icing and flavor. The Races books (Races of the Wild, Races of Stone, etc), Monster Manuals (I-IV), Book of Vile Darkness/Exalted Deeds, and so on and so forth are just fun extras. The DM might want to own a Monster Manual or two, but all they have are stats for monsters if the DM feels like being lazy and doesn't make up the stats on his own. Some people prefer having all those rules and stats handy, some don't want or need them. It's up to the DM to decide that.But the bottom line is this: everyone that wants to play needs this book. It has stats for your character's class as you progress through the levels, as well as feats, skills, spells and their descriptions for when they do level up. On top of that, it has rules for movement types, rules on engagement with enemies, alignment (again, if your DM is a stickler for rules/realism) and statuses--like forced march, and the weight of their weapons and armor (if the DM is a stickler for realism). No one can play Dungeons & Dragons without this book--not the DM, not the players. Having at least one copy is important, and the more players bring their PHBs, the better--it makes for less time of people asking to pass it to them so they can look at their spells/feats/skills/whatever.

It's about time.WOTC has applied their lawyerly precision to the granddaddy of all role-playing games, and the result can only be described as cathartic.The first impression a veteran gamer will have is that the visuals, the feel of the game have been given a major upgrade. Quality art and image are a definite plus in the RPG world and this book's art and layout is a major leap from such dismal products as the previous version of the Player's Handbook.Diving into the rules, it becomes immediately apparent that making the game simpler and faster was a major priority. All classes now advance in levels at the same rate. Character attributes have been streamlined, the original six saving throws have been cut to three intelligently defined categories. Combat now has one (1!) initiative roll for an entire encounter. Annoying complexities like weapon speeds and size-based damage have been eliminated. Combat encounters will no longer bog down on die rolls and flipping through tables, although players will very likely be asking for more time to consider the many more tactical options they now have.The flexibility of the new rules is almost alarming. A DM under the old rules was forever looking for rules to say "no, you cannot do that" to a particularly innovative player. The combat tactics and feats in the Third Edition emphasize trade-offs. If a high level fighter wants to use all of the attacks he is allowed in a round, his movement is restricted. If a person chooses to switch weapons in combat they must now consider how they switch (sheath the old weapon, or drop it?) and what they switch to (missile weapon? Melee weapon?). Poor choices could allow an opponent an "attack of opportunity," a marvelous addition to combat rules which adds all sorts of new dimensions to the standard "charge and attack" mentality. Race/level restrictions are gone - be anything you want, but some combinations are better than others. Gain attribute points as you increase levels, multi-class as you go along... It makes a DM's head spin.The clarity of the rules, particularly in a topic as historically dreadful as spells is very impressive. While I am certain that my players will (as ever) come up with exotic ways of twisting a particular spell description, it is gratifying to see that spell descriptions have been made less ambiguous. The integrated layout (thankfully alphabetized across all levels and classes) eliminates previously standard questions like "anyone remember what level Wall of Force is?" as well as maddening entries like "This spell is exactly like the 4th level wizard spell of the same name..." (argh!).The new PH contains twenty-odd pages at the end that give a skeletal view of creatures, magic items, and other essentials to begin Third Edition play immediately without the new DMG. They are an unfortunate and necessary workaround the release schedule of TSR. It is aggravating to read the section disclaimer and think that these pages in your brand-new book might contain rules that will be superceded, or discarded as soon as next month.That aside, as a veteran of eighteen years of campaigning, I'm thrilled to have the new edition Player's Handbook on the shelf. It's a revision that will add new players to the fold, and serve as a shot in the arm for long-time gamers.

When designing a game, there are two rules to stick to. The first is to make it interesting, or else nobody will play. The second is to remember that it's a game. With the first edition rules, TSR pretty much ignored the first rule, opting to make more and more overpowered character templates, ultimately making the game far too large and unwieldy to use. With the second edition rules, they forgot the second element--I'd rather read most of the second edition rules than try to use them in the game--and the game became equally difficult and unwieldy. Now, just maybe we finally have a system that can stand on its own and still be deep and interesting. These are certainly the best base rules I've ever read for any gaming system, bar none. The classes are balanced and the rules are clear and easy to understand. Most of all, a lot of the arbitrary restrictions (which most DMs ended up waving anyway) from 2nd edition are gone now, giving you the freedom to create the character that you want and cutting back on the house rules phenomenon that was encouraged to destructive levels with previous editions. I own most of the supplementary products that they've released to date as well, and I still think that I'd prefer to stick with the base rules--they're interesting enough as they stand, and they make the game much easier to play than it has been in the past. While the presentation can get a little hard to deal with at times (those lined pages only through me once or twice), overall this is an excellent product, and a great new edition.

Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams PDF
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Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams PDF

Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams PDF

Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams PDF
Dungeons & Dragons Player's Handbook: Core Rulebook 1, by Jonathan Tweet Skip Williams PDF