Included in this Orson Scott Card ebook bundle: Ender's Game and Ender's Shadow Ender's Game Andrew “Ender” Wiggin thinks he is playing computer simulated war games, at Earth’s elite military academy, the Battle School; he is, in fact, engaged in something far more desperate. Ender may be the military genius Earth desperately needs in a war against an inscrutable alien that seeks to destroy all human life. The only way to find out is to throw Ender into ever harsher training, to chip away and find the diamond inside, or destroy him utterly. Ender Wiggin is six years old when it begins. He will grow up fast. Ender’s Game is an international bestseller, read and loved by generations. It has been named one of the top ten science fiction novels of all time. Ender's Shadow Andrew "Ender" Wiggin was not the only child in the Battle School; he was just the best of the best. In Ender's Shadow, Card tells the story of another of those precocious generals, the one they called Bean--the one who became Ender's right hand, part of his team, in the final battle against the Buggers. Bean's past was a battle just to survive. His success brought him to the attention of the Battle School's recruiters, those people scouring the planet for leaders, tacticians, and generals to save Earth from the threat of alien invasion. Bean was sent into orbit, to the Battle School. And there he met Ender.... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
From Magic Johnson to Michael Jordan to LeBron James to Steph Curry, ESPN's Howard Bryant presents the best from the hardwood--a collection of NBA champions and superstars for young sports fans! Fast-paced, adrenaline-filled, and brimming with out-of-this-world athleticism, basketball has won the hearts of fans all across America—yet it is particularly popular among kids and teens. Giants of the game like Steph Curry, LeBron, and Michael Jordan have transcended the sport to become cultural icons and role models to young fans. From the cornfields of Indiana and the hills of North Carolina, to the urban sprawl of New York City, Chicago and L.A., love of the game stretches from coast to coast. Featuring Top Ten Lists to chew on and debate, and a Top 40-style Timeline of Key Moments in Basektball History, this comprehensive collection includes the greatest dynasties, from the Bill Russell-era Celtics, to the Magic Jonson-led Lakers, to the Jordan-led Bulls, right up to the Tim Duncan-led Spurs. All the greats take flight toward the hoop in this perfect book for young fans who dream about stepping on an NBA court. "A trove of awesome athletic feats, game-changing stars of the past and present, and rich fodder for heated arguments."--Booklist "Hoops fans will find a goldmine of information guaranteed to deepen their basketball knowledge and their understanding of the game."--VOYA "An easy hook for serious sports fans."--School Library Journal
The newest volume in the best-selling Ideas Library is Games 3--a collection of more than 400 fun, creative, youth-group-tested games. Indoor games, outdoor games, water games, balloon games, wide games, living room games, large and small group games, rowdy games, silly games, quiet games, hilarious games--brand new games to keep your group laughing, and building community. Perfect for youth workers and recreation directors.
Fun, always surprising and a hockey lover's treasure chest of the little-known facts that shaped the game, you cannot Google the stuff that Liam Maguire shares in this entertaining little book. About 30% updated, revised and renewed from Liam’s 2001 trivia collection, What's the Score?, First Goal Wins! includes a foreword by Wayne Gretzky. Liam has scoured the depths of the NHL archives and stats to put together many of these questions and answers, which you can't get from just looking up your favourite player on Wikipedia. What sets his take on hockey trivia apart from the many pretenders out there is the magical connections he builds between the numbers, the players and the game's history. Besides the straight goods, you always get the ultimate "And did you know...?"
Featuring over 100 different games and containing 140 two-color diagrams, this set can help readers prepare for a trip to Vegas or learn a new card game. Includes two decks of cards, a score pad and pen, and a book of instructions.
In this second of a planned five-volume series, David Roy provides a complete and annotated translation of the famous Chin P'ing Mei, an anonymous sixteenth-century Chinese novel that focuses on the domestic life of His-men Ch'ing, a corrupt, upwardly mobile merchant in a provincial town, who maintains a harem of six wives and concubines. This work, known primarily for its erotic realism, is also a landmark in the development of narrative art--not only from a specifically Chinese perspective but in a world-historical context. With the possible exception of The Tale of Genji (1010) and Don Quixote (1615), there is no earlier work of prose fiction of equal sophistication in world literature. Although its importance in the history of Chinese narrative has long been recognized, the technical virtuosity of the author, which is more reminiscent of the Dickens of Bleak House, the Joyce of Ulysses, or the Nabokov of Lolita than anything in the earlier Chinese fiction tradition, has not yet received adequate recognition. This is partly because all of the existing European translations are either abridged or based on an inferior recension of the text. This translation and its annotation aim to faithfully represent and elucidate all the rhetorical features of the original in its most authentic form and thereby enable the Western reader to appreciate this Chinese masterpiece at its true worth.
Publisher: Macmillan International Higher Education
Category: Business & Economics
Integrating theory and practice, this book provides students with the knowledge, skills and practical approaches needed to deal with the challenges involved in managing, commercialising and marketing technological innovation and new business development.
Teach the games in these books to the whole class or leave the children to work them out on their own. The games use common classroom equipment, but we can also supply coin cards and all the dice you'll need. * written for children, with simple language and engaging illustrations * encourage collaboration; practise listening and speaking * suitable for maths clubs, the library or selling on to parents.
This set includes: 101 Great Games & Activities 101 Activities for Teaching Creativity and Problem Solving 101 More Great Games and Activities Order today and receive these three dynamic resources for only $260.00, that's 20% off the total list price.
This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. The 20 revised full papers presented were carefully selected during two rounds of reviewing and improvement from 32 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Reasearch topics addressed are automatic generation, optimization, opponent modelling, search, knowledge representation, and graph history interaction. Games covered are western chess, chinese and japanese chess, checkers, lose checkers, amazons, go, poker, loa, mastermind, awari, ataxx, pool, as well as the two theoretical games connect and sumbers.
This book/CD-ROM package offers a glimpse behind the scenes of 3-D games like DOOM and Wolfenstein. Game expert Lary Myers takes the reader through the mechanics needed to understand and create 3-D action or adventure games. Includes 3-D game engine with sample games on CD-ROM.