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Book 34 Vintage Card Games Explained

Download or read book 34 Vintage Card Games Explained written by Various and published by Read Books Ltd. This book was released on 2017-09-21 with total page 109 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating work containing detailed playing instructions and explanations of 34 vintage card games dating from Victorian times and before. A treasure trove of card games many of which have been long forgotten. Many vintage books such as this are becoming increasingly scarce and expensive. We are republishing this book now in an affordable, high-quality, modern edition complete with a specially commissioned new introduction on the history of card games.

Book Cowboys Full

    Book Details:
  • Author : James McManus
  • Publisher : Farrar, Straus and Giroux
  • Release : 2009-10-27
  • ISBN : 1429990686
  • Pages : 529 pages

Download or read book Cowboys Full written by James McManus and published by Farrar, Straus and Giroux. This book was released on 2009-10-27 with total page 529 pages. Available in PDF, EPUB and Kindle. Book excerpt: From James McManus, author of the bestselling Positively Fifth Street, comes the definitive story of the game that, more than any other, reflects who we are and how we operate. Cowboys Full is the story of poker, from its roots in China, the Middle East, and Europe to its ascent as a global—but especially an American—phenomenon. It describes how early Americans took a French parlor game and, with a few extra cards and an entrepreneurial spirit, turned it into a national craze by the time of the Civil War. From the kitchen-table games of ordinary citizens to its influence on generals and diplomats, poker has gone hand in hand with our national experience. Presidents from Abraham Lincoln to Barack Obama have deployed poker and its strategies to explain policy, to relax with friends, to negotiate treaties and crises, and as a political networking tool. The ways we all do battle and business are echoed by poker tactics: cheating and thwarting cheaters, leveraging uncertainty, bluffing and sussing out bluffers, managing risk and reward. Cowboys Full shows how what was once accurately called the cheater's game has become amostly honest contest of cunning, mathematical precision, and luck. It explains how poker, formerly dominated by cardsharps, is now the most popular card game in Europe, East Asia, Australia, South America, and cyberspace, as well as on television. It combines colorful history with firsthand experience from today's professional tour. And it examines poker's remarkable hold on American culture, from paintings by Frederic Remington to countless poker novels, movies, and plays. Braiding the thrill of individual hands with new ways of seeing poker's relevance to our military, diplomatic, business, and personal affairs, Cowboys Full is sure to become the classic account of America's favorite pastime.

Book Altered Art

    Book Details:
  • Author : Terry Taylor
  • Publisher : Lark Books
  • Release : 2004
  • ISBN : 9781579905507
  • Pages : 152 pages

Download or read book Altered Art written by Terry Taylor and published by Lark Books. This book was released on 2004 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contains techniques for creating altered books, boxes, cards, and more.

Book Bicycle Official Rules of Card Games

Download or read book Bicycle Official Rules of Card Games written by Joli Quentin Kansil and published by . This book was released on 1999 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Adventurer

Download or read book Adventurer written by Leo Damrosch and published by Yale University Press. This book was released on 2022-05-24 with total page 455 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fast-paced narrative about the world-famous libertine Giacomo Casanova, from celebrated biographer Leo Damrosch “A nuanced, deftly contextualized biography of an adventurer, an opportunist, and a man of voracious appetites . . . another top-notch work from Damrosch.”—Kirkus Reviews (starred review) “An eye-opening and well-informed study of an ‘extraordinary character’ in all his darkness and brilliance.”—Publishers Weekly The life of the iconic libertine Giacomo Casanova (1725–1798) has never been told in the depth it deserves. An alluring representative of the Enlightenment’s shadowy underside, Casanova was an aspiring priest, an army officer, a fortune teller, a con man, a magus, a violinist, a mathematician, a Masonic master, an entrepreneur, a diplomat, a gambler, a spy—and the first to tell his own story. In his vivid autobiography Histoire de Ma Vie, he recorded at least a hundred and twenty love affairs, as well as dramatic sagas of duels, swindles, arrests, and escapes. He knew kings and an empress, Catherine the Great, and most of the famous writers of the time, including Voltaire and Benjamin Franklin. Drawing on seldom used materials, including the original French and Italian primary sources, and probing deeply into the psychology, self-conceptions, and self-deceptions of one of the world’s most famous con men and seducers, Leo Damrosch offers a gripping, mature, and devastating account of an Enlightenment man, freed from the bounds of moral convictions.

Book Raspberry Pi Retro Gaming

Download or read book Raspberry Pi Retro Gaming written by Mark Frauenfelder and published by Apress. This book was released on 2019-11-11 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to configure a Raspberry Pi into multiple different devices capable of playing retro games. Beyond theory, this book focuses heavily on projects—such as making a console to attach to a TV or computer display and making a tabletop arcade machine. It also teaches you how to install and use the Kodi media center on your retro game player. tart with the big-picture of the Raspberry Pi retro-gaming landscape and the wide range of exciting project opportunities that exist. You'll then discover the various retro-gaming emulation platforms, such as RetroPie and Recalbox, and how to work with ROM files. This book even goes a step further and teaches you how to create game ROMs from your old cartridges! You’ll also study the types of game playing equipment people have made using Raspberry Pis and how to set up a Raspberry Pi with those devices. Retro-gaming enthusiasts are using the Pi to make a dizzying variety of game playing hardware. There are players that fit in an Altoids mint tin, players that look like classic systems, and players that let you choose from over 20,000 game titles. And there are emulators for every platform imaginable, and many models available online to download and make on a 3D printer or laser cutter. Raspberry Pi Retro Gaming includes everything you need to know about playing retro games on a Raspberry Pi and making cool machines that play thousands of retrogames. What You'll Learn Use Tinkercad to design your own cases Get your case 3D printed if you don’t have a 3D printer Design parts for laser cutting or jigsaw cutting Solder and use electronics components, batteries, and power supplies Select and set up different kinds of displays Who This Book Is For Anyone interested in playing retrocomputer games and making their own retro-game players.

Book Vintage Games 2 0

    Book Details:
  • Author : Matt Barton
  • Publisher : CRC Press
  • Release : 2019-05-08
  • ISBN : 1000000923
  • Pages : 374 pages

Download or read book Vintage Games 2 0 written by Matt Barton and published by CRC Press. This book was released on 2019-05-08 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Book This is Ephemera

Download or read book This is Ephemera written by Maurice Rickards and published by . This book was released on 1977 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Ephemera: "printed or handwritten items, produced for short-term use and, generally, for disposal," are tickets, labels, calling cards, trade cards, menus, posters, billheads, packages, throwaways of all kinds. Colorful, various, rich in nostalgia, they are irresistible to collectors, in part because as "collectibles" they are a novelty and can be had practically free for the picking up. This book, the first general guide to ephemera for the American collector, shows a variety of types, tells where to find ephemera, how to collect, what's good and what's bad ephemera, what ephemera may be worth. A delightful and unique introduction to a fascinating field."--Page 4 of cover.

Book Popular Science

    Book Details:
  • Author :
  • Publisher :
  • Release : 1947-11
  • ISBN :
  • Pages : 308 pages

Download or read book Popular Science written by and published by . This book was released on 1947-11 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.

Book Games of Property

Download or read book Games of Property written by Thadious M. Davis and published by Duke University Press. This book was released on 2003-07-07 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Games of Property, distinguished critic Thadious M. Davis provides a dazzling new interpretation of William Faulkner’s Go Down, Moses. Davis argues that in its unrelenting attention to issues related to the ownership of land and people, Go Down, Moses ranks among Faulkner’s finest and most accomplished works. Bringing together law, social history, game theory, and feminist critiques, she shows that the book is unified by games—fox hunting, gambling with cards and dice, racing—and, like the law, games are rule-dependent forms of social control and commentary. She illuminates the dual focus in Go Down, Moses on property and ownership on the one hand and on masculine sport and social ritual on the other. Games of Property is a masterful contribution to understandings of Faulkner’s fiction and the power and scope of property law.

Book The Ultimate History of Video Games  Volume 2

Download or read book The Ultimate History of Video Games Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Book Simon   Schuster Mega Crossword Puzzle Book  2

Download or read book Simon Schuster Mega Crossword Puzzle Book 2 written by John M. Samson and published by Simon and Schuster. This book was released on 2008-06-17 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: The classic crossword series returns with 300 never-before-published puzzles! In 1924, Simon & Schuster published its first title, The Cross Word Puzzle Book. Not only was it the publisher’s first release, it was the first collection of crossword puzzles ever printed. Today, more than eighty years later, Simon & Schuster’s legendary crossword puzzle book series maintains its status as the standard-bearer for cruciverbal excellence. This series continues to provide the most challenging, fresh, and original puzzles on the market. Created by the best contemporary constructors—and edited by top puzzle master John M. Samson—these Thursday to Sunday–size brain breakers offer hours of stimulation for solvers of every level. With hundreds of puzzles in one volume, the Simon & Schuster Mega Crossword Puzzle Book will test the knowledge of solvers everywhere. Can you avoid turning to the answer key? Sharpen your pencils, grit your teeth, and find out!

Book Resurrection and Reception in Early Christianity

Download or read book Resurrection and Reception in Early Christianity written by Richard C. Miller and published by Routledge. This book was released on 2014-12-17 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers an original interpretation of the origin and early reception of the most fundamental claim of Christianity: Jesus’ resurrection. Richard Miller contends that the earliest Christians would not have considered the New Testament accounts of Jesus’ resurrection to be literal or historical, but instead would have recognized this narrative as an instance of the trope of divine translation, common within the Hellenistic and Roman mythic traditions. Given this framework, Miller argues, early Christians would have understood the resurrection story as fictitious rather than historical in nature. By drawing connections between the Gospels and ancient Greek and Roman literature, Miller makes the case that the narratives of the resurrection and ascension of Christ applied extensive and unmistakable structural and symbolic language common to Mediterranean "translation fables," stock story patterns derived particularly from the archetypal myths of Heracles and Romulus. In the course of his argument, the author applies a critical lens to the referential and mimetic nature of the Gospel stories, and suggests that adapting the "translation fable" trope to accounts of Jesus’ resurrection functioned to exalt him to the level of the heroes, demigods, and emperors of the Hellenistic and Roman world. Miller’s contentions have significant implications for New Testament scholarship and will provoke discussion among scholars of early Christianity and Classical studies.

Book Swipe This

    Book Details:
  • Author : Scott Rogers
  • Publisher : John Wiley & Sons
  • Release : 2012-05-30
  • ISBN : 1119940532
  • Pages : 384 pages

Download or read book Swipe This written by Scott Rogers and published by John Wiley & Sons. This book was released on 2012-05-30 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems. Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This! presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.

Book The Penguin Book of Card Games

Download or read book The Penguin Book of Card Games written by David Parlett and published by Penguin UK. This book was released on 2008-08-07 with total page 688 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Penguin Book of Card Games is the authoritative up-to-date compendium, describing an abundance of games to be played both for fun and by serious players. Auctions, trumpless hands, cross-ruffing and lurching: card players have a language all of their own. From games of high skill (Bridge) to games of high chance (Newmarket) to trick-taking (Whist) and banking (Pontoon), David Parlett, seasoned specialist in card games, takes us masterfully through the countless games to choose from. Not content to merely show us games with the conventional fifty-two card pack, Parlett covers many games played with other types of cards - are you brave enough to play with Tarot? With a 'working description' of each game, with the rules, variations and origins of each, as well as an appendix of games invented by the author himself, The Penguin Book of Card Games will delight, entertain and inform both the novice and the seasoned player.

Book The Big Book of Conflict Resolution Games  Quick  Effective Activities to Improve Communication  Trust and Collaboration

Download or read book The Big Book of Conflict Resolution Games Quick Effective Activities to Improve Communication Trust and Collaboration written by Mary Scannell and published by McGraw Hill Professional. This book was released on 2010-05-28 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

Book The Official Rinker Price Guide to Collectibles

Download or read book The Official Rinker Price Guide to Collectibles written by Harry L. Rinker and published by House of Collectibles. This book was released on 2000-10-10 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: This fourth edition of the Harry L. Rinker Official Price Guide to Collectibles has more coverage of collectibles than any other book on the market. Here you'll find furniture, decorative accessories, and giftware along with the traditional character and personality items, ceramic, glass, and toys. Each category includes a brief history, collecting tips, reference books, periodicals, collector clubs, and vital information on reproductions. It's a complete document of the 20th-century American lifestyle.