skin in the game
Skin in the Game - Nassim Nicholas Taleb
From the bestselling author of The Black Swan, a bold book that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility Why should we never listen to people who explain rather than do? Why do companies go bust? How is it that we have more slaves today than in Roman times? Why does imposing democracy on other countries never work? The answer: too many people running the world don't have skin in the game. In his inimitable, pugnacious style, Nassim Nicholas Taleb shows that skin in the game applies to all aspects of our lives. It's about having something to lose and taking a risk. Citizens, lab experimenters, artisans, political activists and hedge fund traders all have skin in the game. Policy wonks, corporate executives, theoreticians, bankers and most journalists don't. As Taleb says, "The symmetry of skin in the game is a simple rule that's necessary for fairness and justice, and the ultimate BS-buster," and "Never trust anyone who doesn't have skin in the game. Without it, fools and crooks will benefit, and their mistakes will never come back to haunt them".
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Skin in the Game
No Going Back Skin in the Game follows on from the acclaimed fieldwork diary, The Metabolic Museum. In this new book written in a conversational style, Clémentine Deliss expands on how artists today understand the creativity to be found in historical research collections. Questions are raised on how to work with contentious collections, the law from the perspective of Indigenous artists, and the concept of the “prototype†that defines an artist’s career. Deliss speaks with leading women artists—Ruth Buchanan, Otobong Nkanga, Collier Schorr, Rosemarie Trockel, Joëlle Tuerlincx, and Andrea Zittel—, about their moment of “skin in the game,†when they knew there was no going back, and that art practice would become their Hades and paradise in one. What was the prototype that defined their practice and that like a revenant returns over the course of an artist’s lifetime?
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Skin in the Game: Hidden Asymmetries in Daily Life (0425284646)
Kniha - autor Nassim Nicholas Taleb, 304 stran, anglicky, brožovaná bez přebalu matná #1 NEW YORK TIMES BESTSELLER - A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, Antaeus the Giant to Donald Trump, Nassim Nicholas Taleb shows how the willingness to accept one's own risks is an essential attribute of heroes, saints, and flourishing people in all walks of life. As always both accessible and iconoclastic, Taleb challenges long-held beliefs about the values of those who spearhead military interventions, make financial investments, and propagate religious...
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FGTeeV Presents: Into the Game! - FGTeeV
It’s game time! Press start on Into the Game, the awesome-packed, New York Times bestselling graphic novel adventure by YouTube’s favorite family of gamers, FGTeeV!The FGTeeV family gamers have played hundreds of games together. Which is why Moomy decides to make a new game called My Pet Fish. Just one problem: the game is SUPER boring. And one other problem: Moomy and Duddy accidentally got sucked into it—and now they’re trapped!It’s up to the kids, Lexi, Mike, Chase, and Shawn, to jump into the gaming console and rescue their parents. But first, they have to battle their way through their favorite games until they find the one their parents are stuck in. Can the kids take on a vicious pack of vampire prairie dogs, flying doody diapers, some spooky ghouls, and one incredibly dull fish before Moomy and Duddy are bored to death? Game like never before in this exhilarating graphic novel adventure from YouTube sensation FGTeeV, with more than 11 million subscribers and over 11 billion views!
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Minecraft: Into the Game - Mojang AB
If you enjoyed A Minecraft Movie, you’ll love this series!The first OFFICIAL Minecraft novel for young readers 7+It''s Ash''s first day at Woodford Middle School and she''s very nervous. But fellow student, Morgan, isn''t doing a good job of making her feel welcome. He liked things before Ash arrived.When Doc Culpepper, the science teacher, asks Morgan and his friends to test her new Virtual Reality Minecraft Project, they can''t wait! Inside the world of Minecraft, the friends build and gather to make a castle and survive the night.But something isn''t right. Morgan and his friends are in trouble and Ash might be the only person that can help.For fans of the Minecraft game, Jumanji and Wreck it Ralph.
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The Thinker's Game - Melvin Chen
This book is written for beginners who are interested in the game andwould like to learn more about its various aspects. It covers the technicalaspects of chess: the use of algebraic notation (Chapter 3), chess evaluation(Chapter 4), the opening phase (Chapter 5), the middle game (Chapter 6),the endgame (Chapter 7), and the chess rating system (Chapter 8). It introducesa number of chess problems, formulated with a chess board and chesspieces and presupposing a working knowledge of chess (Chapter 9). It offersan account of variants of chess such as Fischer random chess (Chapter 10). It also covers the cultural aspects of chess: its history (Chapter 2) and statusas an immortal game that might enable it to play a role in the search forextraterrestrial intelligence (Chapter 11). Wherever possible, chess diagramsare provided to help chess beginners make sense of certain points about chess.Algebraic notation will also guide them in understanding certain chess-basedlines of reasoning. Whenever you are ready, let us begin this odyssey ofchess!
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The Royal Game: A Chess Story - Stefan Zweig
Chess world champion Mirko Czentovic is travelling on an ocean liner to Buenos Aires. Dull-witted in all but chess, he entertains himself on board by allowing others to challenge him in the game, before beating each of them and taking their money. But there is another passenger with a passion for chess: Dr B, previously driven to insanity during Nazi imprisonment by the chess games in his imagination.But in agreeing to take on Czentovic, what price will Dr B ultimately pay? A moving portrait of one man's madness, The Royal Game: a chess story is a searing examination of the power of the mind and the evil it can do.
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Agile Game Development - Clinton Keith
The definitive guide to more effective and personally fulfilling game development with Agile Methods—now revamped to reflect ten more years of experience and improvements Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death-march overtime. It''s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Agile and Lean methods have revolutionized development in the game development industry. In Agile Game Development, long-time game developer and consultant Clinton Keith shows exactly how these methods have been successfully applied to the unique challenges of modern game development. Clint has spent more than 25 years developing games and training and coaching hundreds of game development teams. Drawing on this unparalleled expertise, he shows how teams can use the practices of Scrum and Kanban, customized to game development, to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. Contains several new chapters on live games, leadership, and coaching, including an all-new section on Agile for large teams of up to 1000 developers Updates to all chapters to reflect a decade of experience with more than 200 studios Now covering Kanban and other Agile approaches alongside Scrum Understanding Agile goals, roles, and practices in the context of game development Discovering how Agile benefits every specialty in game development from art to QA Communicating and planning your game''s vision, features, and progress Game developers and leaders are recognizing the modern challenges of gaming. Game development organizations need a far better way to work. Agile Game Development gives them that—and brings the profitability, creativity, and fun back to game development.
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My Cousin Skinny - E.J. Copperman
A dream of a wedding turns into a bloody nightmare for LA family lawyer Sandy Moss''s cousin Skinny in the latest instalment of the critically acclaimed Jersey Girl Legal mystery series. Sandy might have to take on her trickiest case yet!An uncomfortable weekend awaits LA family lawyer Sandy Moss when she makes her way to her hometown in New Jersey for the wedding of her cousin Stephanie, sweetly nicknamed Skinny. Uncomfortable, because Sandy is not really looking forward to seeing her family, but at least her boyfriend, Hollywood movie star Patrick McNabb, is by her side.However, if Sandy thought a weekend with her criticising mother and aggravating sister was bad, she definitely wasn''t prepared for the rehearsal event at the wedding venue! When Skinny enters the room, all eyes are on her and her beautiful party dress . . . covered in blood, with a knife in her hand.Skinny says she didn''t do it. But with dozens of wedding guests witnessing her dramatic entrance, the question of who killed the corpse in the kitchen seems an easy one to answer - and an equally easy court case to lose. Reluctantly agreeing to represent her cousin, Sandy sets to work. But how can she save Skinny when she''s not at all sure she''s innocent . . . and when Skinny seems oddly determined to put herself in jail?Loveable, streetwise heroine Sandy "could give Perry Mason a run for his money" (Kirkus Reviews). If you like witty, fast-paced cozies, legal shenanigans and a touch of romance, why not try the series out?
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My Cousin Skinny - E.J. Copperman
A dream of a wedding turns into a bloody nightmare for LA family lawyer Sandy Moss''s cousin Skinny in the latest instalment of the critically acclaimed Jersey Girl Legal mystery series. Sandy might have to take on her trickiest case yet!An uncomfortable weekend awaits LA family lawyer Sandy Moss when she makes her way to her hometown in New Jersey for the wedding of her cousin Stephanie, sweetly nicknamed Skinny. Uncomfortable, because Sandy is not really looking forward to seeing her family, but at least her boyfriend, Hollywood movie star Patrick McNabb, is by her side.However, if Sandy thought a weekend with her criticising mother and aggravating sister was bad, she definitely wasn''t prepared for the rehearsal event at the wedding venue! When Skinny enters the room, all eyes are on her and her beautiful party dress . . . covered in blood, with a knife in her hand.Skinny says she didn''t do it. But with dozens of wedding guests witnessing her dramatic entrance, the question of who killed the corpse in the kitchen seems an easy one to answer - and an equally easy court case to lose. Reluctantly agreeing to represent her cousin, Sandy sets to work. But how can she save Skinny when she''s not at all sure she''s innocent . . . and when Skinny seems oddly determined to put herself in jail?Loveable, streetwise heroine Sandy "could give Perry Mason a run for his money" (Kirkus Reviews). If you like witty, fast-paced cozies, legal shenanigans and a touch of romance, why not try the series out?
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Game On - Bali Rai
Baljit is close to achieving his dream of playing for Liverpool FC, but he''s forced to balance his football ambitions with some difficult decisions in this uplifting sequel to Dream On.Baljit''s days shovelling chips in his dad''s chippy are numbered – Liverpool FC want him for their youth squad. It''s a dream come true, and till then there''s football to play and Hannah to hang out with.But when local thugs, match-day disasters and trouble on the road intervene, Baljit needs all his skills just to stay in the game.Particularly suitable for readers aged 11+ with a reading age of 8.
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The Meadow at Chapel Hill Cross - Roger Mann
Have you ever wondered what it must have been like to umpire a match in which the bowlers wore top hats, and gentlemen thought that wearing pads and gloves was beneath their dignity? ''The Meadow at Chapel Hill Cross'' takes you back to the opening of the first “proper†cricket ground in Torquay, and to the match against the famous All England Eleven which celebrated it. The author dreams that he is asked to umpire this match, and takes the reader with him into a world of cunning under-arm bowlers, and round-arm pacemen who hurl “tosses†at the batsman’s head. You get to listen to the chat of some of the finest cricketers in the game’s history, Old Clarke, George Parr, and the laugh-a-minute Billy Buttress.Neither umpires, nor the world’s leading professionals, are allowed into the sanctity of the members’ pavilion, so the author must glimpse through the doorways, and spend his time, sharing jugs of ale with those who attracted thousands to watch, yet were deemed unworthy of a gentleman’s company. Welcome to a world of cricket where sheep crop the grass, the groundsman stamps the turfs, the fielders chase “booth ballsâ€, and boundaries are not even dreamed of!It is a world which will fascinate you, and a journey that you will always remember!
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Midshipman Bolitho: "Richard Bolitho – Midshipman", "Midshipman Bolitho and the Avenger" and "Band of Brothers" - Alexander Kent
Richard Bolitho -- MidshipmanOctober 1772, Portsmouth. And sixteen-year-old Richard Bolitho waits to join the Gorgon ordered to sail to the west coast of Africa and to destroy those who challenge the King''s Navy. For Bolitho, and for many of the crew, it is a severe and testing initiation into the game of seamanship. Midshipman Bolitho and the ''Avenger''December 1773, Falmouth. The young Bolitho looks forward to a family Christmas in Cornwall while the Gorgon is refitted. But Cornwall is the treacherous stamping ground of smugglers and wreckers. After the murder of a revenue office, Bolitho is swept aboard his brother''s cutter Avenger on a dangerous mission of hide and seek.Band of Brothers1774 - the new year seems to offer Richard Bolitho and his friend Martyn Dancer the culmination of a dream. Both have been recommended for promotion, although they have not yet gained the coveted lieutenant''s commission. But a routine passage from Plymouth to Guernsey in an untried schooner becomes, for Bolitho, a passage from midshipman to King''s officer, tempering the promise of the future with the bitter price of maturity.
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Reloaded – The Good, The Bad & The Rugby - Alex Payne, Mike Tindall, James Haskell
The rugby boys are back and this time it’s personal. Join Alex, Mike and Hask as they unlock the vault and tell the stories of their most treasured days in rugby. With almost 60 years in the game between them, this book is about the days you’ve never heard about, the games that mean the most to them and the dramas they’d almost forgotten. It’s about the heroes who did things that are best forgotten let alone be told and the enduring love for the wonderful game of rugby.This is a collection of stories about those special days on and off the pitch, the players and the moments that shaped them. At times moving, enlightening and always entertaining. It’s time to unlock it all.From the award-winning authors and rugby legends, this is the unlock, stock and three smoking barrels book to rival all.Winners of the Charles Tyrwhitt Sports Book Awards 2025 Sports Entertainment Book of the Year, for their previous book The Good, The Bad and The Rugby – Unleashed.
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The Art of Pin-up - Sarahjane Blum, Louis Meisel
Since TASCHEN released The Great American Pin-up, international interest in this distinctly American art form has increased exponentially. Paintings by leading artists such as Alberto Vargas, George Petty, and Gil Elvgren that sold for $ 2,000 in 1996 are going for $ 200,000 and more today. Pin-up—drawings, paintings, and pastels of an idealized female face and figure intended for public display—was produced between 1920 and 1970 for calendars, magazine covers, and centerfolds. The majority of original paintings were discarded by publishers and calendar companies after printing, making the surviving art that much more precious. Based on the formidably sized Art of Pin-up, this accessible edition gathers nearly 100 artists alongside in-depth showcases of the top 10 names in the game. Each chapter opens with a reproduction of an original calendar or magazine cover by that artist. The reproduction quality of the paintings, pastels, and preparatory sketches that follow—largely sourced from the original art—invites the viewer to trace the brushstrokes, while the exquisite period calendars, vintage prints, and original model photos document the artists’ creative process. Much of these ephemera were photographed on-site at the historic Brown & Bigelow Company, home to the world’s largest archive of vintage pin-up calendars. In addition to the chapters on the 10 featured artists, the book includes bios and art of 85 painters, the most complete compendium of pin-up artists ever compiled. All this adds up to a hard-to-beat book on this popular subject.
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Big Nate: Revenge of the Cream Puffs - Lincoln Peirce
It''s one, two, three strikes, you''re out, as the Cream Puffs seek sweet revenge!Here come the Cream Puffs!  Nate and his baseball team, saddled with the most embarrassing moniker in Little League history, want to show the world they’re not just a bunch of cupcakes. But it won’t be easy. Their opponents mock them. The local sports section misprints Nate’s name—THREE TIMES. And now, on the day of the big game, illness and injuries have the team facing a crushing defeat . . . unless the unlikeliest Cream Puff of all can come in from the bullpen and save the day.   With a softhearted pitcher who channels his inner panda, a vengeful girlfriend who swings for the fences, and a healthy dose of Nate Wright mojo, the Cream Puffs just might have what it takes to stage an epic comeback. So grab a glove, smear on some eyeblack, and get in the game. You don’t want to miss a single moment of Revenge of the Cream Puffs!
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The Final Gambit - Jennifer Lynn Barnesová
OVER 6 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES!Avery’s fortune, life, and loves are on the line in the game that everyone will be talking about. To inherit billions, all Avery Kylie Grambs has to do is survive a few more weeks living in Hawthorne House. The paparazzi are dogging her every step. Financial pressures are building. Danger is a fact of life. And the only thing getting Avery through it all is the Hawthorne brothers. Her life is intertwined with theirs. She knows their secrets and they know her. But as the clock ticks down to the moment when Avery will become the richest teenager on the planet, trouble arrives in the form of a visitor who needs her help—and whose presence in Hawthorne House could change everything. It soon becomes clear that there is one last puzzle to solve, and Avery and the Hawthorne brothers are drawn into a dangerous game against an unknown and powerful player. Secrets upon secrets. Riddles upon riddles. In this game, there are hearts and lives at stake—and there is nothing more Hawthorne than winning.**Don’t miss a moment of The Inheritance Games Saga, including the Grandest Game, the thrilling new series set in the world of the Inheritance Games. Reading them all? The ideal reading order is: The Inheritance Games, The Hawthorne Legacy, The Final Gambit, The Brothers Hawthorne, The Grandest Game, Games Untold, Glorious Rivals, and The Same Backward as Forward. Looking for more unputdownable reads from Jennifer Lynn Barnes? Check out The Naturals series (The Naturals, Killer Instinct, All In, Bad Blood, and the enovella, Twelve), The Debutantes duet (Little White Lies, Deadly Little Scandals), and The Lovely and the Lost
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Minecraft: The End of the Overworld! - Mojang AB
If you enjoyed A Minecraft Movie, you’ll love this series!The epic conclusion to the Stonesword Saga chapter book series, which takes a group of intrepid Minecraft players deeper into the game than ever before!In their last adventure, Morgan, Harper and their friends barely survived a dangerous game, only to return to a Minecraft Overworld in total chaos! The rift that''s been growing steadily larger in the sky is now on the verge of consuming everything in its path.The team has one chance to save Minecraft and their friend the Evoker King – but it may already be too late.Find out what happens in Book #6, the epic conclusion of the Stonesword Saga!
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Last Gate of the Emperor
From Kwame Mbalia and Prince Joel David Makonnen comes an Afrofuturist adventure about a mythical Ethiopian empire. Sci-fi and fantasy combine in this epic journey to the stars.Yared Heywat lives an isolated life in Addis Prime -- a hardscrabble city with rundown tech, lots of rules, and not much to do. His worrywart Uncle Moti and bionic lioness Besa are his only family... and his only friends.Often in trouble for his thrill-seeking antics and smart mouth, those same qualities make Yared a star player of the underground augmented reality game, The Hunt for Kaleb''s Obelisk. But when a change in the game rules prompts Yared to log in with his real name, it triggers an attack that rocks the city. In the chaos, Uncle Moti disappears.Suddenly, all the stories Yared''s uncle told him as a young boy are coming to life, of kingdoms in the sky and city-razing monsters. And somehow Yared is at the center of them.Together with Besa and the Ibis -- a game rival turned reluctant ally -- Yared must search for his uncle... and answers to his place in a forgotten, galaxy-spanning war.
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The Junior Football Encyclopedia - Emily Stead
This fantastic new visual encyclopedia contains all the key information on the world''s greatest sport. Find out about tournaments from the World Cup to the Euros. Read all about the greatest players in the game like Messi, Ronaldo, Mbappé and many more. Find out how football got started, all about the tactics pro teams use, and visit the world''s greatest stadiums.With tons of amazing photography and bite-size facts, there''s something to wow young readers on every page. There''s even a section on key football skills. It''s everything a young football fan could ever want!
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In Good Hands - Alice Farnham
‘Will fascinate and enthrall anyone interested in music.’ Stephen FryWho dreams of becoming a conductor?What does it take to get there and stay in the game?In Good Hands: The Making of a Modern Conductor invites us to think anew about one of the signature roles in classical music.In a frank, fascinating portrait, Alice Farnham, one of Britain’s leading conductors, explores what modern conducting really entails, and what it takes to lead, unite and inspire people.‘Takes readers behind the scenes of the eccentric world of classical music.’ Guardian‘Conducting, Alice Farnham writes, is an “elusive artâ€. Her book, part memoir and part study of the craft, pins it down . . . Accessible [and] engaging.’ Matthew Giley, New Statesman‘Alice Farnham’s enchanting blend of insight, experience, musical understanding, sparkling good sense and intelligence brings alive and demystifies what it is to be a conductor.’ Stephen Fry‘Alice Farnham’s insightful book is an inspirational tool.’ Cate Blanchett
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Beano: The Day We Got Uploaded - Mike Stirling, Craig Graham, Beano
Are you ready for a new adventure where YOU are the main character? Join Dennis, Gnasher and friends, and go on a journey like no other!Rubi has invented a virtual-reality video game, which sucks you into the game itself. But things don’t go to plan when the game is hacked and Gnasher is dognapped! Now you must play by Walter’s evil rules and race against time to win back Dennis’s prized pooch before its too late!Make your own decisions as you go, but be sure to choose wisely – you only have three lives and it’s game over if you run out!
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The Long Game: Sustaining a Successful Career in Teaching - Peter Foster
Why do some teachers stay in teaching? And why do others leave? Why do some enjoy it whilst others find it an unrelenting slog? Answers to these questions are elusive but vital for new teachers, school leaders and everyone in between. Using research from wide-ranging fields and experience from real teachers, The Long Game examines how teachers can sustain and enjoy successful careers in teaching. Divided into five parts, the book explores the persistent challenges of being a teacher by breaking them down into problems and solutions. The chapters unpack the factors that get in the way of our success or enjoyment of teaching and considers the different ways these problems can be tackled, addressing key concerns, including:How to maintain motivation as you juggle work and lifeHow to manage intensity in a non-stop jobHow to embed effective, long-lasting habits to save time and mental effortHow to reduce workload not just ‘manage’ itHow to teach successfully and have impact in a way that lastsTeaching isn’t like a game because it is frivolous or simple. But it is an infinitely layered problem we can spend our careers trying to solve. To sustain a successful and enjoyable career in teaching, we need to embed strategies and approaches that will minimise the challenges and maximise our enjoyment. The Long Game will help teachers to hold onto the joy in teaching by facing the challenges head on.
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The Game in the Dark - Herve Tullet
Come and join the fun with master illustrator and author, Hervé Tullet! Experience the magic of Hervé Tullet in The Game in the Dark, a title from his much-loved Let’s Play Games series of interactive board books for readers aged 3-6 years. You can only read this book in the dark. Charge its glow-in-the-dark ink under a light and then bring a magic universe to life in the darkness, taking a journey on a rocket to the moon! The book features Tullet’s unique hand lettering and a vibrant riot of interactive illustrations. Beloved by children the world over since they first appeared in print, each book in this series works like a game, occupying busy minds and little fingers, and stimulating thought and imagination. Ages 3-6
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The Game Boy Encyclopedia - Chris Scullion
_The Game Boy Encyclopedia_ is the sixth book in Scottish author and journalist Chris Scullion’s critically-acclaimed series of video game encyclopedias. There are few video game systems as iconic and important as the Nintendo Game Boy. Released in 1989, the handheld’s humble green-tinted display allowed for a low-cost portable console that won over players where it mattered most: the quality of its games. From huge early successes like the iconic Tetris and Super Mario Land to its revival years later with the groundbreaking Pokémon games, the Game Boy stands proudly as one of the greatest gaming systems ever. Its 1998 successor, the Game Boy Color, addressed the one main weak spot in the Game Boy’s armour and offered full-colour games. Combined, nearly 120 million Game Boy and Game Boy Color handhelds were sold worldwide, with both models playing a huge role in so many childhoods (and adulthoods). This book contains every game released in the west for both handhelds: around 580 on the Game Boy and around 560 on the Game Boy Color. With around 1,150 games covered in total, screenshots and trivia factoids for every single title and a light-hearted writing style designed for an informative but entertaining read, _The Game Boy Encyclopedia_ is the definitive guide to a legendary gaming platform.
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The NPCs in this Village Sim Game Must Be Real! (Manga) Vol. 2 - Hirukuma
SPECIAL DELIVERY FROM ANOTHER WORLDAs a long-time unemployed loser, Yoshio’s relationship with his family is strained at best. Worst of all, thanks to failing her during a terrifying incident, his sister has complete contempt for him. But lately, Yoshio’s life has rapidly begun to change. It’s all thanks to receiving an invite to beta-test a mysterious game known as the Village of Fate — a game so amazingly realistic that its characters almost seem like real people. Playing the role of a “God of Fate” protecting a small group of villagers, the game gives new meaning to Yoshio’s dull existence, and soon begins to reveal unexpected new opportunities, some of them even affecting the real world.
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In the Castle of My Skin - George Lamming
''They won''t know you, the you that''s hidden somewhere in the castle of your skin''Nine-year-old G. leads a life of quiet mischief crab catching, teasing preachers and playing among the pumpkin vines. His sleepy fishing village in 1930s Barbados is overseen by the English landlord who lives on the hill, just as their ''Little England'' is watched over by the Mother Country. Yet gradually, G. finds himself awakening to the violence and injustice that lurk beneath the apparent order of things. As the world he knows begins to crumble, revealing the bruising secret at its heart, he is spurred ever closer to a life-changing decision. Lyrical and unsettling, George Lamming''s autobiographical coming-of-age novel is a story of tragic innocence amid the collapse of colonial rule.''Rich and riotous'' The Times''Its poetic imaginative writing has never been surpassed'' Tribune
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The Game Designer's Workbook - Lang Eric M., Bobby Lockhart
Hands-on tools, exercises, walkthroughs, and resources for new game designers. All you need is a pencil! In The Game Designer's Workbook, two experienced game designers, Bobby Lockhart and Eric Lang, walk you through design tips and exercises you can apply immediately to take your next game to the next level. The authors draw on decades of combined experience in game design, helping you ideate, storyboard, create fun and challenging levels, and more. The book is structured as a set of practical exercises and examples to give budding game designers hands-on experience with the nuts and bolts of designing games. Equipped only with a pencil, you can level-up your skills in critical areas of game design. While you're free to use a computer, a pair of dice, or to team up with a group of friends, The Game Designer's Workbook lets you develop your skills whenever you've got something to write with and 10 minutes of spare time. The book includes reflection sections that allow you to think deeply about your future game design practice, challenges that prompt you to modify and improve an existing game, break down games into their component parts to better understand their inner workings, and discussions of concepts common to all sorts of games. You'll also find: A link to a companion website that includes additional resources, like printable resources, extra dot grid pages, papercraft exercises, random number generators, and scaffolded work pagesExplanations of cross-disciplinary skills useful for any aspiring game designersStand-alone chapters you can tackle beginning-to-end or one at a time The Game Designer's Workbook is an essential toolkit for aspiring and beginning game designers, as well as anyone interested in games and game design.
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The People's Game: How to Save Football - Gary Neville
THE SUNDAY TIMES BESTSELLER 'Neville at his authentic best. [He] is the closest thing to a spokesman there is for English football.' Sunday Times 'Brilliant.' Mail on Sunday 'Gary Neville usually talks a lot of sense, and writes it too . . . Neville's words are timely.' Henry Winter, The Times __________ The beautiful game is under threat. The greed and selfishness of the biggest clubs is harming the sport, with smaller clubs struggling for financial survival and supporters being left behind. It's time to fix football. __________ Football is the people's game. A sport accessible to everyone and enjoyed by millions around the world. But football is broken. Beneath the glamourous sheen of the Premier League, it's a game that's rusting and rotten. The growing influence and wealth of the biggest teams is harming the game, leaving fans out of pocket and smaller clubs clinging to survival. The European Super League, which looked to eradicate competition in favour of guaranteed profits, was just the beginning. This isn't what football is about. Something's got to change. Enough is enough. Gary Neville has had a front-row seat in football for over 30 years, witnessing the sport at every level - as a player, a coach, a pundit and an owner. Most of all, he's a fan. Shocked by the state of the game, Gary looks to find out how we got into this mess, who's responsible, and what we can do about it. The People's Game is Gary's vision for a brighter future. Drawing on interviews with those at the epicentre of the sport's biggest issues - from the role of ownership to the lack of funding in the football league, the rise in racism, ownership models and the future of the women's game - he explains how football has sleepwalked into this mess and offers a new path forward. With stories from his own playing career, as well as insight into some of the biggest footballing decisions in recent history, this is a total look at the game today. This is a passionate, personal and critical account of how football lost its soul, and what we can do to get it back.
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Marvel's Spider-Man: Miles Morales - The Art of the Game - Matt Ralphs
Official art book of the PS5 launch game Marvel''s Spider-Man: Miles Morales, featuring concept art created during the development of the game.Be greater, be yourself as Miles Morales swings onto the scene in his own video game for the first time. Learning the ropes as Spider-Man in Peter Parker''s absence, Miles must find the balance between keeping his new home, Harlem, safe and rising up to take on new challenges and enemies that test his abilities and loyalties to the limit.The creative process of this much-anticipated game is captured in Marvel''s Spider-Man: Miles Morales - The Art of the Game. This lush, hardback book showcases the remarkable concept art and in-game renderings created by the talented development team creating the game in collaboration with Marvel. Characters, locations, tech, gadgets, Spider suits and much more are presented in all their incredible detail, accompanied by unique insights from the artists and developers behind the game.
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The Game Master’s Handbook of Collaborative Campaign Design - Jonah Fishel, Tristan Fishel
The second volume in the Game Master''s Handbook series shows you how to do more than run a game—it shows you how to build a world!Following the example of the bestselling first volume in the Game Master’s Handbook series, this new entry forgoes stat blocks and maps in favor of clear explanations and guides that focus on developing and running an original campaign.Homebrewing an original setting and story is one of the most challenging and rewarding things a GM can do. It’s tough to get started with worldbuilding, plotting, and resolving your campaign—but this book walks GMs already somewhat familiar with running the game through a process for designing a homebrew campaign to be proud of, from scratch. At the core of the book is one big idea: The purpose of a TTRPG is to discover a story together with your friends, not to tell them a story you’ve already written.Have an idea for a game? If so, this book teaches you the process for transforming pages of notes into a fully-realized campaign outline. You’ll learn how to write narrative arcs that develop with the players and end satisfyingly even without an ending being written in advance. You’ll even learn how to design mechanical details for your setting that complement the story the group is telling at the table.Finally, you''ll learn a simple system for adapting existing content (professionally published or from other homebrew sources) to fit in your campaign (with a special focus on the material provided by the other books in the Game Master’s series).FEATURES • Detailed guidelines and strategies for planning campaigns, implementing them during play, and effective post-game practices• Examples and case studies for worldbuilding, planning story arcs, and resolving a campaign in a satisfying way• A “Session -1” collaborative world-building system• A wealth of tables to inspire or speed along the campaign-building process, including setting-building tools and narrative plot arc generators• Examples and checklists for integrating others’ content into a homebrew game
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Hockey Hall of Fame Timeline of the Game - Don Weekes
The players. The builders. The moments and stories that define the game. This book is a visual catalog of hockey''s history, from the early days of a modest ice game played on ponds to today''s fast-paced, global, multi-billion-dollar sport.Hockey Hall of Fame Timeline of the Game is replete with facts, stories, headlines and stats that will satiate the appetites of even the most passionate fans. Hundreds of images, from iconic photographs to obscure illustrations and rare shots, bring the history to life, all assembled in a colourful, attention-grabbing package. This indispensable reference guides you through these eight hockey-defining eras:Pre-1875 - The early makings of a winter game on the East Coast of Canada1875-1892 - The first organized hockey games and teams1893-1917 - The introduction of Lord Stanley''s Cup to the rise of the NHL as the dominant professional league1917-1942 - The NHL under Frank Calder and the expansion into the U.S., anchored by players like Howie Morenz and leaders like Conn Smythe and Art Ross1942-1967 - The uncertainties of wartime to the post-war era that would produce some of hockey''s biggest stars, bitterest rivalries and most important moments, including the television revolution1967-1993 - An era of change and challenges with the establishment of the NHLPA, the introduction of the entry draft, television rights, incoming European talent and dominant superstars that were pushing the limits of the game -- such as Guy Lafleur, Phil Esposito, Valeri Kharlamov, Scotty Bowman, Vladislav Tretiak, Wayne Gretzky and Mario Lemieux1993-2005 - The great southern NHL expansion, from 21 teams to 30, the first NHL lockout and the NHL goes to the 1998 Nagano Olympics2005-Present - The 2004-05 NHL lockout, the Crosby-Ovechkin era and the rise of the women''s game.
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The Inner Game of Golf - W. Timothy Gallwey
How to improve your game and discover your true potential by increasing your concentration, willpower and confidence Every golfer, whether amateur or pro, who has ever picked up a club knows what it''s like to get the yips - that feeling when you inexplicably lose control of your shot, and become overwhelmed by self-doubt, tension, fear of failure and anxiety. With a new introduction from golf performance pro Peter Hudson, the multi-million bestselling The Inner Game of Golf resolves this mental interference. It is not a book about how to play golf; it is a book about how to learn golf, and its lessons can be applied to any sport. Putting aside the mechanics of golfing technique and laborious debates about strategy, this classic handbook for golfers of all levels tackles the psychological aspects of the game and reveals how you can perform to your true potential for more than brief moments at a time. Using only his Inner Game principles, without taking a single lesson and playing only once a week, Timothy Gallwey knocked 15 strokes off his game in a year. There is no physical reason why you can''t hit perfect drives or sink long putts more consistently. By applying the Inner Game approach to your own game, you too can see phenomenal improvements to your scorecard.
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The Changing Game - Martin O'Neill
This is a book about the development of football in the last half century. Changes in life are inevitable. So why not football? And I have witnessed many changes in the professional game, some good, some not so good. In The Changing Game stellar manager Martin O''Neill offers his unique perspective on decades of footballing history. Bringing his sharp instincts and intellect through his tenures as a manager for Leicester City, Celtic and the Republic of Ireland, fans will enjoy the first-hand anecdotes of how to prepare for and play against the titans of the game. Martin explores every aspect of contemporary football at the highest levels, including how we deal with injuries, foreign influences on the British game, the changing roles of managers, coaches and agents and the effect of social media and wage structures on players. Charting the evolution of the top levels of professional football from the beginning of O''Neill''s career in 1971 all the way to the present day, this book is an unmissable companion for all lovers of the beautiful game.
Objev podobné jako The Changing Game - Martin O'Neill
The Changing Game - Martin O'Neill
This is a book about the development of football in the last half century. Changes in life are inevitable. So why not football? And I have witnessed many changes in the professional game, some good, some not so good. In The Changing Game stellar manager Martin O''Neill offers his unique perspective on decades of footballing history. Bringing his sharp instincts and intellect through his tenures as a manager for Leicester City, Celtic and the Republic of Ireland, fans will enjoy the first-hand anecdotes of how to prepare for and play against the titans of the game. Martin explores every aspect of contemporary football at the highest levels, including how we deal with injuries, foreign influences on the British game, the changing roles of managers, coaches and agents and the effect of social media and wage structures on players. Charting the evolution of the top levels of professional football from the beginning of O''Neill''s career in 1971 all the way to the present day, this book is an unmissable companion for all lovers of the beautiful game.
Objev podobné jako The Changing Game - Martin O'Neill
Teenage Mutant Ninja Turtles: The Armageddon Game Deluxe Edition - Waltz Tom, Sophie Campbell
The story that changed the world of the TMNT collected in one giant volume! Read how the Rat KingÂ’s nefarious game challenges the Turtles like nothing before.Experience the complete story of Teenage Mutant Ninja Turtles: Armageddon Game in chronological order, featuring every prelude issue and tie-in! For millennia, the Pantheon have played a deadly game with the mortal world, levying human lives as pawns in pursuit of victory. Now, the most deranged of the Pantheon has enacted his final gambit to end the Armageddon Game forever! The only thing standing in the Rat KingÂ’s way? The Teenage Mutant Ninja Turtles, armed with training by the Shredder! TheyÂ’ll begin a dangerous quest to seek out allies against Rat KingÂ’s trio of terror: LeatherKrang, Baxter Stockman, and Madame Null. ItÂ’s a mission that will see the Turtles spread out across New York City…and across multiple dimensions!From a fantastic roster of talent featuring Tom Waltz, Vincenzo Federici, Sophie Campbell, Fero Pe, Erik Burnham, Will Robson, Roi Mercado, Juni Ba, Paul Allor, Pablo Verdugo, Casey Maloney, and Pablo Tunica!Collects the 2021 Annual, Opening Moves #1–2, Teenage Mutant Ninja Turtles #131–139, The Alliance #1–6, and Armageddon Game #1–8. This deluxe edition also includes story notes from writers Tom Waltz and Sophie Campbell, a full cover gallery, and development art.
Objev podobné jako Teenage Mutant Ninja Turtles: The Armageddon Game Deluxe Edition - Waltz Tom, Sophie Campbell
Flashman, Flash for Freedom!, Flashman in the Great Game - Fraser George MacDonald
For George MacDonald Fraser the bully Flashman was easily the most interesting character in Tom Brown''s Schooldays, and imaginative speculation as to what might have happened to him after his expulsion from Rugby School for drunkenness ended in 12 volumes of memoirs in which Sir Harry Paget Flashman - self-confessed scoundrel, liar, cheat, thief, coward -''and, oh yes, a toady'' - romps his way through decades of nineteenth-century history in a swashbuckling and often hilarious series of military and amorous adventures. In Flashman the youthful hero, armed with a commission in the 11th Dragoons, is shipped to India, woos and wins the beautiful Elspeth, and reluctantly takes part in the first Anglo-Afghan War, honing a remarkable talent for self-preservation.Flash for Freedom! finds him crewing on an African slave ship, hiding in a New Orleans whorehouse and fortuitously running into rising young American politician Abraham Lincoln...
Objev podobné jako Flashman, Flash for Freedom!, Flashman in the Great Game - Fraser George MacDonald
The Grandest Game - Jennifer Lynn Barnesová
Get caught up in the puzzles, games, danger, romance, and riches of this lush new chapter in the #1 bestselling Inheritance Games saga. Seven tickets. An island of dreams.The chance of a lifetime. Welcome to the Grandest Game, an annual competition run by billionaire Avery Grambs and the four infamous Hawthorne brothers, whose family fortune she inherited. Designed to give anyone a shot at fame and fortune, this year's game requires one of seven golden tickets to enter.With millions on the line, those seven players will do whatever it takes to win. Some of the players are in it for the money. Some for power.Some for reasons all their own. Every single one of them has secrets. Amidst it all is Grayson Hawthorne, tasked with a vital role in this year's game.But as tensions rise and the mind-bending challenges push the players to their limits-physically, mentally, and emotionally-it soon becomes clear that not everyone is playing by the rules. #1 New York Times bestselling author Jennifer Lynn Barnes delivers a brand-new series in the world of The Inheritance Games, where fan-favourite and new characters collide in a game you'll never forget. Do you have what it takes to play?
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The Game of Life and How to Play It - Florence Scovel Shinn
The classic self-help guide, full of timeless wisdom Florence Scovel Shinn’s The Game of Life and How to Play It first appeared in bookstores in 1925 and is now considered a classic in the self-help genre. The author’s insights into achieving meaning, happiness and success are just as relevant and effective today as they were nearly a century ago, hence its reissue as part of the exciting Capstone Classics line. This collectible, hard-back edition of The Game of Life and How to Play It includes an insightful introduction by series editor and self-help expert Tom Butler-Bowdon. Tom is an authority on classic self-help texts and adroitly connects the content of this book with the concerns of modern readers. Enjoy the colourful anecdotes of 1920s New York that have made Scovel Shinn’s book a cult classicDiscover the original “life hacks†for advancing in every area of your life, from health to wealth to loveSucceed by attuning yourself with the unchanging principles that govern the universe With the release of this Capstone Classics edition, we finally have an authoritative, collectible version of The Game of Life and How to Play It. Find out why The Game of Life and How to Play It is one of the defining self-help guides of the 20th century.
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The Murder Game - John Curran
From The Murder of Roger Ackroyd to Magpie Murders, and related diversions including cryptic crosswords and Cain’s Jawbone, The Murder Game examines the games authors played with their readers and the importance of puzzles in Golden Age whodunits.With books flourishing in the 1920s and ’30s like never before, no genre was more innovative or popular than detective fiction. It was an era that saw the emergence of Agatha Christie, Dorothy L. Sayers, John Dickson Carr, Ellery Queen and dozens of other authors who became household names for a generation of readers.The Golden Age of Detection has enjoyed a great resurgence of interest in recent years, with publishers mining back catalogues to bring the best of yesteryear to very receptive new audiences. What is it about a literary movement that took off in the 1920s that still appeals to book lovers in the 2020s?In this authoritative new study, John Curran reveals that it is the ludic qualities of classic crime fiction that continue to intrigue. At its heart is the ‘whodunit’ game between writer and reader, but there is also the game between detective and murderer, between publisher and book-buyer, even between the writers themselves.Coinciding with an increase in leisure time and literacy, the Golden Age also saw the development of the crossword, the growth of bridge and Mahjong, the enduring popularity of jigsaws and the emergence of Cluedo – all activities requiring the ‘little grey cells’. The Murder Game considers all of these, and many other sporting and competitive recreations, helping to explain the reading public’s ongoing love affair with the Golden Age.
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The Eyes of the Skin - Juhani Pallasmaa
THE EYES OF THE SKIN Explore the relationship between architecture and the sensory experience with the fourth edition of this groundbreaking work First published in 1996, The Eyes of the Skin is a classic of architectural theory. It asks the far-reaching question why, when there are five senses, is one single sense—sight—so predominant in architectural culture and design? With the ascendancy of the digital and the all-pervasive use of the image electronically, the subject is all the more pressing and topical since the first edition’s publication. Juhani Pallasmaa argues that the suppression of the other four sensory realms has led to the overall impoverishment of our built environment, often diminishing the emphasis on the spatial experience of a building and architecture’s ability to inspire, engage and be wholly life enhancing. For a student reading this text for the first time, The Eyes of the Skin is a revelation. It provides a fresh, compelling insight into architectural culture which continues to inspire more than a quarter-century after its initial publication. The fourth edition of The Eyes of the Skin also features: The author’s latest views on the emphasis of place, unfocused perception and existential experience Updates and clarifications throughout, to reinforce how our sense of self in the world remains our most important sense with the greatest architectural impact An updated Foreword that touches on the current understanding of the seminal importance of the existential sense The Eyes of the Skin is a must-read for all architecture students, who will find its insights transformative.
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A Game of Thrones: The Story Continues - George R. R. Martin
THE INSPIRATION FOR HBO AND SKY’S INTERNATIONAL SMASH HIT GAME OF THRONESDiscover the series behind the global phenomenon and the greatest fantasy epic of the modern age with this seven-book collection.Return to Westeros.More than a hundred years after the events of HBO and Sky’s HOUSE OF THE DRAGON, the greatest battle for the Iron Throne began…George R.R. Martin''s A Song of Ice and Fire series has set the benchmark for contemporary epic fantasy. Labelled by Time magazine as one of the top 100 most influential people in the world, Martin has conjured a world as complex and vibrant as that of J.R.R. Tolkien, populated by a huge cast of fascinating, complex characters, and boasting a history that stretches back twelve thousand years.Three great storylines weave through the books, charting the civil war for control of the Seven Kingdoms; the defence of the towering Wall of ice in the uttermost north against the unearthly threat of the Others; and across the Narrow Sea the rise to power of Daenerys Targaryen and the last live dragons in the world.A Song of Ice and Fire is the inspiration for HBO and Sky’s Game of Thrones, the most-watched TV series of all time.The box-set includes:A GAME OF THRONESA CLASH OF KINGSA STORM OF SWORDS, 1: STEEL AND SNOWA STORM OF SWORDS, 2: BLOOD AND GOLDA FEAST FOR CROWSA DANCE WITH DRAGONS, 1: DREAMS AND DUSTA DANCE WITH DRAGONS, 2: AFTER THE FEAST
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The Infinite Game - Simon Sinek
NEW YORK TIMES BESTSELLERThe New York Times-bestselling author of Start With Why, Leaders Eat Last, and Together Is Better offers a bold new approach to business strategy by asking one question: are you playing the finite game or the infinite game? In The Infinite Game, Sinek applies game theory to explore how great businesses achieve long-lasting success. He finds that building long-term value and healthy, enduring growth - that playing the infinite game - is the only thing that matters to your business.
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The Numbers Game - Chris Anderson, David Sally
Discover football''s astonishing hidden rules in The Numbers Game by Chris Anderson and David Sally*Fully updated with a new World Cup chapter* Football has always been a numbers game: 4-4-2, the big number 9 and 3 points for a win. But what if up until now we''ve been focusing on the wrong numbers? What if the numbers that really matter, the ones that hold the key to winning matches, are actually 2.66, 53.4, 50/50, and 0 > 1? What if managers only make a 15% difference? What if Chelsea should have bought Darren Bent?In this incisive, myth-busting book, Chris Anderson, former goalkeeper turned football statistics guru, and David Sally, former baseball pitcher turned behavioural economist, show that every shred of knowledge we can gather can help us to love football and understand it even more. You''ll discover why stopping a goal is more valuable than scoring one, why corners should be taken short, and why it is better to improve your worst player than to buy a superstar.You''ll never play, or watch, a game of football in quite the same way again.The Numbers Game is essential reading for football fans everywhere and will also appeal to readers who loved Moneyball and Freakonomics.
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The Game Audio Strategy Guide - Gina Zdanowicz, Spencer Bambrick
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games.The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
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Escape Room Quest: Escape the Video Game! - Em Bruce
Bring the excitement of an escape room into your own home, with this ingenious hardback puzzle book!You''re having an awesome time browsing Enigma Arcade''s closing-down sale, and it''s not long before one retro game in particular catches your eye. As soon as you hit play, you are pulled into the most unforgettable gaming experience of your life! So power up, solve the clues, and battle your way through each level. Can you beat the Game Master and get back to reality before it''s game over?• This book''s branching narrative puts YOU in the driving seat. Once you have found the solution to a puzzle, turn to the next entry as clearly indicated in the text.• Use your observation, lateral thinking, and logic skills to uncover clues and solve mysteries.The beautifully detailed illustrations are packed with information, so keep your eyes peeled!• If you get a puzzle wrong, you''ll lose a life in the game. Select beginner level for five lives, intermediate level for four lives, or expert level for three lives. If you lose all your lives, go back to the beginning. Good luck!Inspired by the popular escape room trend, this delightfully illustrated, interactive book is great fun for children aged 8+.
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The Long Game - Rush Doshi
Given the turbulence in the international order in recent years, one of the central concerns among observers of world politics is the question of China''s ultimate goals. As China emerges as a superpower that rivals the United States, American policymakers grappling with this century''s greatest geopolitical challenge are looking for answers to a series of critical questions. Does China have expansive ambitions? Does it have a grand strategy to achieve them? If so, what is it and what should the United States do about it? In The Long Game, Rush Doshi draws from a rich base of Chinese primary sources, including decades worth of party documents, leaked materials, and memoirs by party leaders, to demonstrate that China is in fact playing a long, methodical game to replace America as a regional and global hegemon. He traces the basic evolution of Chinese strategy, showing how it evolved in response to changes in US policy and its position in the world order. After charting these shifts over time, Doshi offers a comprehensive yet "asymmetric" plan for an effective US response to this challenge: one that undermines China''s ambitions without competing dollar-for-dollar, ship-for-ship, or loan-for-loan. Ironically, the approach mirrors China''s own current strategy of subtly weakening Chinese leverage in the region and elsewhere while expanding US leverage over China.A bold assessment of what the Chinese government''s true foreign policy objectives are, The Long Game offers valuable insight to the most important rivalry in world politics.
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The Skin - Peate Ian
PEATE'S BODY SYSTEMSTHE SKIN A CONCISE, ILLUSTRATED, AND ACCESSIBLE GUIDE TO THE SKIN Each of the twelve volumes in Peate's Body Systems series is rooted in the belief that a deep and thorough understanding of the human body is essential for providing the highest standard of care. Offering clear, accessible and up-to-date information on different body systems, this series bridges the gap between complex scientific concepts and practical, everyday applications in health and care settings. This series makes for an invaluable resource for those committed to understanding the intricacies of human biology, physiology and the various systems that sustain life. The Skin is the perfect companion for students and newly registered practitioners across nursing and allied health fields with an interest in dermatological care, providing a comprehensive yet easy-to-digest guide for both academic and clinical application. Equips healthcare students and practitioners with the necessary information to provide safe and competent careFeatures colourful illustrations to aid comprehension, clarify complicated concepts, and render content more engaging and accessibleEmpowers readers to adapt to a rapidly evolving healthcare landscape, preparing them for the future of healthcare deliveryContains information necessary for effective patient care of those with psoriasis, eczema, burns, and other skin diseases and conditions
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The Squid Game Book of Games - Netflix
*THE FIRST OFFICIAL PUZZLE BOOK BASED ON THE WORLDWIDE NETFLIX PHENOMENON*IN THESE GAMES, ONLY THE SMART WILL SURVIVEThis devious collection of crosswords, logic puzzles, word searches, sudoku, photo puzzles, and more lets you experience all the challenge and intellectual stimulation of participating in Squid Game with significantly less threat of death. (That said, there is always some risk involved when using a sharp pencil, so solve carefully!) Test your wits against puzzles inspired by Red Light Green Light, Tug of War'' Glass Bridge, Sugar Honeycombs, Marbles, and many others from Squid Game and Squid Game: The Challenge.ARE YOU READY TO JOIN THE GAME?
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Let the Game Begin - Kira Shell
A bingeable dark college romance featuring a suspenseful cat-and-mouse subplot from Italian bestseller and BookTok sensation Kira Shell.***Love the players. Hate the game.Selene Anderson reluctantly moves to New York to live with her estranged father and his new family for her first year of college. She’s immediately drawn to Neil Miller like a moth to a flame. Neil is the eldest son of her father’s new wife, constantly battling a sinister past that gives him no respite. Selene would do anything to break down the walls Neil has built around his heart. But Neil is not ready to open up to anyone, believing himself to be too damaged to be loved.As Selene and Neil wrestle with conflicting emotions and forbidden fantasies, in the shadows lurks Player 2511: a stalker looking for revenge against Neil. With his riddles, threats and attacks, the ruthless stranger drags Neil into a wicked game that he must play if he wants his family to live—and win if he wants a future with Selene.Let the Game Begin is the first in Kiss Me Like You Love Me: a dark new adult romance series. It features mature themes and explicit content that may not be suitable for all audiences. Reader discretion is advised.TropesDark RomanceForbidden LoveCollege RomanceStepbrotherRomantic SuspenseThis work has been translated with the contribution of the Centre for Books and Reading of the Italian Ministry of Culture.
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