Learning to play tennis has never been easier--or more fun--than with Tennis Fundamentals. Recreational athletes will enjoy using this resource because they will learn by doing, spending less time reading and more time on the court. With explicit yet succinct instructions and accompanying photographs, this book makes it easy for students to get right into the game.
Tennis Fundamentals covers the essential skills of the game with chapters on grips, footwork, forehands, backhands, lobs, volleys, overhead smashes, drop shots, the serve, and return of serve. It also covers tactical approaches for both singles and doubles play, as well as scoring, equipment, and etiquette. It's the complete guide to being able to participate on the tennis court right away.
Each chapter teaches a specific skill, leading the student through a simple, four-step sequence:
-You Can Do It: The skill is introduced with sequential instructions and accompanying photographs.
-More to Choose and Use: Variations and extensions of the primary skill are covered.
-Take It to the Court: Readers learn how to apply the skill in competition.
-Give It a Go: Several direct experiences--like drills and practice games--help speed the learning process and make practice more interesting and productive.
Writer Carol Matsuzaki teaches beginning through advanced tennis classes at the Massachusetts Institute of Technology. She's also the head coach of the MIT women's team. In this book she combines her instructional and coaching abilities to get players up to speed and into the game quickly.
Part of the Sports Fundamentals Series, Tennis Fundamentals teaches the basic skills and tactics to help readers participate in the sport quickly and have fun doing so.
Combat isn't everything -- it's the only thing.
The masters of armed and unarmed combat, fighters and monks, come into their own in this book. It's packed with ways to customize fighter and monk characters, including:
New feats, prestige classes, weapons, and equipment
Information about special organizations such as the Red Avengers and the Knight Protectors
Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena
Indispensable to both players and Dungeons Masters, this book adds excitement to any campaign.
Why is it more fun to watch a baseball game at Fenway than at Three Rivers? Why is football more exciting at Notre Dame or Alabama than in Ames, Iowa? Arguing that there is such a thing as the "perfect" place to watch or participate in a sporting event, Karl Raitz and his co-authors explain that it's not whether you win or lose, but where you play the game that counts.
As sport evolved from "pure play" to "performance" to "entertainment," they explain, the places where sport took place evolved as well -- becoming more complex, adding more elements with which a spectator or participant could interact. But at the same time, such innovations as the multipurpose stadium ("Hey, is that Cincinnati or Pittsburgh?") tended to separate the place from the event, rendering the event "placeless" and devoid of enriching character.
The authors show precisely why the new baseball stadiums in Baltimore, Cleveland, and Arlington "work" better than the concrete doughnuts of the 1960s and 70s. They explain why cricket is best enjoyed in an English village green, against the backdrop of a church tower (preferably with clock), half-timbered pub, haystacks, and elm trees. They analyze the ways in which the infield and grandstand form an essential part of the ambience at Churchill Downs -- and how tailgate parties do the same at the Talladega stock car races.
Bob Roll--former Tour de France racer, well-known scribe, and race announcer--is back to cause a ruckus Bobke II (correctly pronounced "BOOB-kuh" ) revisits all of the original journals of Roll's wild rides and crazy tales about cycling's uncensored side.
When Bobke retired from competition, his pen continued the crazed poetic commentary, and Roll's newest additions cover both topics held reverent in cycling and also those that are hardly related to the sport. Bobke tips his cap to the classic riders and races, takes us on a grueling week of training with Lance Armstrong, tells the sport as he sees it, and entertains us with plenty of ditties and rants in between. It's a zany, often absurd, yet compelling commotion.
Exhibition rope spinning is an American sport with strong Mexican roots, born amid the sights, sounds, smells, and excitement of the great American West. One of the best of the old-time champion rope spinners was Chester Byers. When he wrote this book, he had behind him 20 years' experience of spinning his rope into rolls, figure 8s, and zigzags in stampedes, rodeos, roundups, and frontier days all over the country. He has a good way with words, too, and if you'll follow his directions, you'll soon find yourself managing the rope like an old hand.
Besides being a wonderful spectacle, rope spinning makes great exercise, too. Even the first stunts the beginner learns -- the simple flat loop, the vertical loop, and the Wedding Ring -- bring into play the muscles of right and left arms, shoulders, neck, back, and legs. More difficult stunts such as the Butterfly, Ocean Wave, Zigzag, and Roll-over even professional athletes and dancers find real exercise Practicing these complex stunts will not only keep you in good physical shape but will sharpen the coordination of hand, eye, and body.
Whether you're learning for fun or for exercise, you'll find rope spinning a practical sport. With equipment that takes up little space and costs next to nothing, you can spin a loop any time and any place, indoors and out (even for the hardest stunts, the loop rarely exceeds six feet in diameter). Among the rewards of rope spinning are healthy exercise, improved coordination, and a spectacular and graceful skill.
High-level threats for your Dungeons & Dragons(R) campaign.
"Elder Evils" provides DMs with 160 pages of truly wicked threats to challenge high-level heroes. Each "elder evil" described in this nightmarish tome comes with a detailed description, stat blocks for the elder evil and its minions, tips for how to incorporate the elder evil into any D&D campaign, adventure seeds, and maps of the elder evil's lair (complete with encounters and room descriptions). The book also provides guidelines to help DMs create their own unique elder evils as worthy campaign villains and endgame encounters.
Inside very clean with tight hinges. Some rubbing and scratches (not through paper cover, just indentations), very slight bumping of corner. Very nicely maintained book.
After fifteen years as a Sports Illustrated writer, pleading for interviews with large men in possession of larger egos, Austin Murphy decides to bail out. The time has come, he concludes, to fly beneath the radar of big-league sports, to while away a season with the Johnnies. So, he moves his family to the middle of Minnesota to chronicle a season at St. John's, a Division III program that has reached unparalleled success under the unorthodox guidance of John Gags Gagliardi.
The Sweet Season is an account of what happens when a family pulls up stakes and spends months in a strange and wonderful place. It is also, not incidentally, the story of the most incredible football program in the country, run by a smiling sage who has forgotten more about the game than most of his peers will ever know.
Seabiscuit was one of the most electrifying and popular attractions in sports history and the single biggest newsmaker in the world in 1938, receiving more coverage than FDR, Hitler, or Mussolini. But his success was a surprise to the racing establishment, which had written off the crooked-legged racehorse with the sad tail. Three men changed Seabiscuit's fortunes: Charles Howard was a onetime bicycle repairman who introduced the automobile to the western United States and became an overnight millionaire. When he needed a trainer for his new racehorses, he hired Tom Smith, a mysterious mustang breaker from the Colorado plains. Smith urged Howard to buy Seabiscuit for a bargain-basement price, then hired as his jockey Red Pollard, a failed boxer who was blind in one eye, half-crippled, and prone to quoting passages from Ralph Waldo Emerson. Over four years, these unlikely partners survived a phenomenal run of bad fortune, conspiracy, and severe injury to transform Seabiscuit from a neurotic, pathologically indolent also-ran into an American sports icon. Praise for Seabiscuit "Fascinating . . . Vivid . . . A first-rate piece of storytelling, leaving us not only with a vivid portrait of a horse but a fascinating slice of American history as well."--The New York Times
"Engrossing . . . Fast-moving . . . More than just a horse's tale, because the humans who owned, trained, and rode Seabiscuit are equally fascinating. . . . Laura Hillenbrand] shows an extraordinary talent for describing a horse race so vividly that the reader feels like the rider."--Sports Illustrated "REMARKABLE . . . MEMORABLE . . . JUST AS COMPELLING TODAY AS IT WAS IN 1938."--The Washington Post
An art-filled sourcebook about aberrations in the D&D world.
Lords of Madness: The Book of Aberrations takes a comprehensive look at the most bizarre monsters of the D&D world, and the heroes who fight them. It provides detailed information about beholders, mind flayers, aboleths, and other popular aberrations, while also introducing several new aberrations. In addition, this book provides new rules, feats, tactics, spells, and equipment for characters that hunt aberrations. Extensive story and campaign elements and flavor information add interest and dimension to playing or fighting creatures of this type. The book itself features a prestige format, with heavy use of art throughout and a full-painted cover.