Gamer Girls are four besties who prove that girls can game! But when a new game comes out, it's not a hit with everyone. Maybe they should stick to video game battles instead of middle school arguments! Celia, Natalie, Lucy, and Jess are the Gamer Girls—four gamers devoted to showing that girls can game, too. They stream together every Friday night and they’re also BFFs. Celia is the artsy, creative one of the group, so it’s no surprise when she starts designing merch for their new club. But when she falls in love with a new, cozy game called Monster Village, it’s a far cry from her friends’ action-packed battle royales. Can the Gamer Girls find common ground, or is their new club doomed? In this second illustrated book of the all-new series, Gamer Girls,four friends navigate the video game world and the middle school world . . . if only they could solve drama like defeating monsters! This series is perfect for teens and tween readers who love video games.
The Gamer Girls love playing their newest racing video game, Fast Pursuit Horizon, together. But what happens when Lucy's cousin comes to visit and throws every thing out of control? This is the third book in the illustrated Gamer Girls series! Lucy is the newest member of the Gamer Girls. She loves her new school, her family, and her friends, but she misses her old life in California, too. After unsuccessfully trying to convince her parents to let her visit California, they decide to bring her aunt and cousin Jordan to HER! +10 XP for awesome parents. Unfortunately, Jordan's presence causes a stir with the Gamer Girls . . . suddenly, like Lucy's race car in her newest video game obsession Fast Pursuit Horizon, she feels totally OUT OF CONTROL! In this third book of the series Gamer Girls, four friends navigate the video game world and the middle school world . . . if only they could solve drama as easily as they defeat monsters! This series is perfect for readers who love video games. Out of Control includes 25 black-and-white illustrations throughout.
Gamer Girls are four besties who prove that girls can game! But when a new game comes out, it's not a hit with everyone. Maybe they should stick to video game battles instead of middle school arguments! Celia, Natalie, Lucy, and Jess are the Gamer Girls--four gamers devoted to showing that girls can game, too. They stream together every Friday night and they're also BFFs. Celia is the artsy, creative one of the group, so it's no surprise when she starts designing merch for their new club. But when she falls in love with a new, cozy game called Monster Village, it's a far cry from her friends' action-packed battle royales. Can the Gamer Girls find common ground, or is their new club doomed? In this second illustrated book of the all-new series, Gamer Girls,four friends navigate the video game world and the middle school world . . . if only they could solve drama like defeating monsters! This series is perfect for teens and tween readers who love video games.
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
This book is not for the faint of heart. This Explooosive compendium of Konosuba content is a must-have for isekai hopefuls, collectors, and diehard fans of Natsume Akatsuki’s isekai adventure comedy masterpiece. Every character, every joke, every spinoff has been faithfully represented and acknowledged in this full-color love letter to Konosuba enjoyers worldwide! And the fun doesn’t end there! Exclusive art, interviews, and a special short story are just a few of the extra goodies featured within. If you consider yourself the ultimate Konosuba enthusiast, or if you’re just getting into the series and feel like having a handy reference tool, this gorgeous art book will be right at home on your shelf!
The complete WWI alternate reality trilogy, featuring a realm where humans can be gods, and an Englishman is called to be a liberator. Past Imperative In the summer of 1914, Edward Exeter, a young English gentleman, awakens under police guard—grievously injured and wrongly accused of his friend’s murder. Meanwhile, the youngest member of a penniless acting troupe has been taken prisoner by loyal minions of a corrupt, vengeful goddess in the alternate realm of Nextdoor. The two are part of an ancient prophecy in Nextdoor that has divided the realm’s ruling deities into warring factions. It’s all a game—a deadly contest of skill and manipulations that ruthlessly creates wizards, destroys human pawns, and transforms ordinary men, women, and children into something more . . . Present Tense In the midst of the horror of the First World War, a stranger falls from nowhere into the mud and death of Flanders battlefield—bruised, babbling, and stark naked . . . with a remarkable story to tell. The Great Game—the timeless diversion of human gods, a ruthless contest of treachery, magic, betrayal, and manipulation, created to relieve the tedium of immortality—goes on . . . Future Indefinite Young Edward Exeter has spent five years trying to escape the magnetic and powerfully magical pull of the Great Game, which has designated him as its most important player. But war and bloodthirsty intrigue rage on both sides of magical portals and across worlds, and Exeter can resist his destiny no longer. He accepts the mantle of Liberator that has been thrust upon him, and the decision turns old friends into foes and old enemies into acolytes as he is surrounded by murderous plots and betrayals. But this is not the uninformed Edward Exeter who came naked into this hidden realm years ago. He has lived the Game and learned it well—and he intends to play it boldly to its shocking, worlds‑shattering conclusion . . . Praise for The Great Game trilogy “Duncan has a wonderful knack of conjuring up wacky scenarios and making them believable and fascinating.” —Kirkus Reviews on Past Imperative “It features gritty, well-developed characters, several of whom change and grow believably in the course of the book.” —Publishers Weekly on Present Tense “The conclusion of the trilogy The Great Game resembles its predecessors . . . in being tightly written, intelligent, and original.” —Booklist on Future Indefinite
His developers had also hidden all the shortcuts in human evolution into the game. In order to obtain the so-called "Life Code", a group of strong men were running amok, they were willing to do anything they could to get their hands on. National forces and large financial groups were all in place to engage in fierce battles, and the fate of the human race had changed because of this game. Ye Wei, a college student who had just graduated, would he be able to carve out a path of blood for himself?
This test booklet has some unique qualities. It allows the students to get an idea of the kinds of passages and the level of vocabulary used in questioning. But the uniqueness does not end there. The booklet also provides teachers and parents with the instruments that will improve the ability of the children to complete the state tests. Know that teachers and parents can begin by allowing their fourth grade children to work on passages intended for third graders and move forward and vice versa. Other grades can do the same. Everyone has the opportunity to look at the passages and questions presented to the other grades. Note carefully the approaches to the questions, because there is a specific vocabulary used in the questions. There is a wealth of writing exercises that require the students to think deeply. Building stamina is very important. Length of passages and level of difficulty are considered. Each grade is presented with one mini-test and three full length tests. The parents and the teachers can actually simulate the real test and give themselves time to identify the childrens weaknesses and strengths. Therefore, they can work on these weaknesses and reinforce concepts at the same time. At the end of every test there are additional questions designed to challenge the children and encourage the teachers and the parents to create their own questions from the passages. There is a teachers edition that identifies the answers to all questions and the types of questions. For example, there may be questions that require the students to know main idea, authors purpose, compare and contrast and so on. These are indicated in the teachers edition. There are writing exercises for the students to do. Useful hints relating to the kinds of responses are also presented in the teachers edition. A suggested rubric is also included. This book is inclusive of all, including Special Needs Students who must write the same tests as other students, and whose grades and progress impact the general performance of the school.
For the first time, all five novels in the epic fantasy series that inspired HBO’s Game of Thrones are together in one eBook bundle. An immersive entertainment experience unlike any other, A Song of Ice and Fire has earned George R. R. Martin—dubbed “the American Tolkien” by Time magazine—international acclaim and millions of loyal readers. Now this bundle collects the entire monumental cycle in the most convenient format available: A GAME OF THRONES A CLASH OF KINGS A STORM OF SWORDS A FEAST FOR CROWS A DANCE WITH DRAGONS “One of the best series in the history of fantasy.”—Los Angeles Times Winter is coming. Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King’s Landing. There Eddard Stark of Winterfell rules in Robert’s name. There his family dwells in peace and comfort: his proud wife, Catelyn; his sons Robb, Brandon, and Rickon; his daughters Sansa and Arya; and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse—unnatural things relegated to myth during the centuries-long summer, but proving all too real and all too deadly in the turning of the season. Yet a more immediate threat lurks to the south, where Jon Arryn, the Hand of the King, has died under mysterious circumstances. Now Robert is riding north to Winterfell, bringing his queen, the lovely but cold Cersei, his son, the cruel, vainglorious Prince Joffrey, and the queen’s brothers Jaime and Tyrion of the powerful and wealthy House Lannister—the first a swordsman without equal, the second a dwarf whose stunted stature belies a brilliant mind. All are heading for Winterfell and a fateful encounter that will change the course of kingdoms. Meanwhile, across the Narrow Sea, Prince Viserys, heir of the fallen House Targaryen, which once ruled all of Westeros, schemes to reclaim the throne with an army of barbarian Dothraki—whose loyalty he will purchase in the only coin left to him: his beautiful yet innocent sister, Daenerys. “Long live George Martin . . . a literary dervish, enthralled by complicated characters and vivid language, and bursting with the wild vision of the very best tale tellers.”—The New York Times