Gladstone's Games to Go

Gladstone's Games to Go

Author: Jim Gladstone

Publisher: Quirk Books

Published: 2016-02-09

Total Pages: 155

ISBN-13: 1594749191

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No Boards! No Boredom! Remember the games you used to play in the car as a kid? You’d enjoy playing them again, but you can’t quite remember all the rules, and besides, the games were awfully easy. Well, Gladstone’s Games to Go has come to the rescue. With updated classics and challenging original games, Gladstone’s Games to Go delivers antidotes to boredom and entertaining ways to spend down-time, whether you’re in transit, on vacation, or wiling away an afternoon at a cafe. You can play word games (like Grandmother’s House, Six Degrees, and Chain Reaction), compete in coin contests (like Molecular Flip and Sliders), master strategy with dot games (like Dots and Boxes and Sprouts), and more. With little to no additional equipment required (pens and paper or a few coins will do the trick), the games are totally portable—and totally playable. All the games are for two or more players (some could even be played solo), and they appeal to both left- and right-brained gamers. Start playing today!


The Big Book of Misunderstanding

The Big Book of Misunderstanding

Author: Jim Gladstone

Publisher: Haworth Press

Published: 2002

Total Pages: 0

ISBN-13: 9781560233824

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On the verge of suicide, twenty-two-year-old Joshua Royalton recalls his chaotic childhood.


Two Serpents Rise

Two Serpents Rise

Author: Max Gladstone

Publisher: Macmillan

Published: 2013-10-29

Total Pages: 350

ISBN-13: 0765333120

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A rash of demonic infestations threatens the city of Dresediel Lex, and a young man with a haunted past and an addiction to risk searches for the reason why.


Last Exit

Last Exit

Author: Max Gladstone

Publisher: Tor Books

Published: 2022-03-08

Total Pages: 304

ISBN-13: 1466826142

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Fresh from winning the Hugo and Nebula Awards, Max Gladstone weaves elements of American myth—the muscle car, the open road, the white-hatted cowboy—into Last Exit, a deeply emotional tale where his characters must find their own truths if they are to survive. Ten years ago, Zelda led a band of merry adventurers whose knacks let them travel to alternate realities and battle the black rot that threatened to unmake each world. Zelda was the warrior; Ish could locate people anywhere; Ramon always knew what path to take; Sarah could turn catastrophe aside. Keeping them all connected: Sal, Zelda’s lover and the group's heart. Until their final, failed mission, when Sal was lost. When they all fell apart. Ten years on, Ish, Ramon, and Sarah are happy and successful. Zelda is alone, always traveling, destroying rot throughout the US. When it boils through the crack in the Liberty Bell, the rot gives Zelda proof that Sal is alive, trapped somewhere in the alts. Zelda’s getting the band back together—plus Sal’s young cousin June, who has a knack none of them have ever seen before. As relationships rekindle, the friends begin to believe they can find Sal and heal all the worlds. It’s not going to be easy, but they’ve faced worse before. But things have changed, out there in the alts. And in everyone's hearts. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


The Ruin of Angels

The Ruin of Angels

Author: Max Gladstone

Publisher: Tor Books

Published: 2017-09-05

Total Pages: 459

ISBN-13: 0765395886

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From the co-author of the viral New York Times bestseller This is How You Lose the Time War. Max Gladstone returns with The Ruin of Angels, the sixth novel in the Hugo-nominated Craft Sequence, which The Washington Post calls "the best kind of urban fantasy" and NPR calls "sharp, original, and passionate" The God Wars destroyed the city of Alikand. Now, a century and a half and a great many construction contracts later, Agdel Lex rises in its place. Dead deities litter the surrounding desert, streets shift when people aren’t looking, a squidlike tower dominates the skyline, and the foreign Iskari Rectification Authority keeps strict order in this once-independent city—while treasure seekers, criminals, combat librarians, nightmare artists, angels, demons, dispossessed knights, grad students, and other fools gather in its ever-changing alleys, hungry for the next big score. Priestess/investment banker Kai Pohala (last seen in Full Fathom Five) hits town to corner Agdel Lex’s burgeoning nightmare startup scene, and to visit her estranged sister Lei. But Kai finds Lei desperate at the center of a shadowy, and rapidly unravelling, business deal. When Lei ends up on the run, wanted for a crime she most definitely committed, Kai races to track her sister down before the Authority finds her first. But Lei has her own plans, involving her ex-girlfriend, a daring heist into the god-haunted desert, and, perhaps, freedom for an occupied city. Because Alikand might not be completely dead—and some people want to finish the job. Also Available by Max Gladstone: The Craft Sequence 1. Three Parts Dead 2. Two Serpents Rise 3. Full Fathom Five 4. Last First Snow 5. Four Roads Cross 6. Ruin of Angels The Craft Wars 1. Dead Country 2. Wicked Problems Last Exit Empress of Forever This is How You Lose the Time War (with Amal El-Mohtar) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


Four Roads Cross

Four Roads Cross

Author: Max Gladstone

Publisher: Macmillan

Published: 2016-07-26

Total Pages: 416

ISBN-13: 0765379422

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"The great city of Alt Coulumb is in crisis. The moon goddess Seril, long thought dead, is back--and the people of Alt Coulumb aren't happy. Protests rock the city, and Kos Everburning's creditors attempt a hostile takeover of the fire god's church. Tara Abernathy, the god's in-house Craftswoman, must defend the church against the world's fiercest necromantic firm--and against her old classmate, a rising star in the Craftwork world"--Amazon.com.


A Bitter Cup of Coffee

A Bitter Cup of Coffee

Author: Douglas J. Gladstone

Publisher: Word Association Publishers

Published: 2010

Total Pages: 196

ISBN-13: 1595715126

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This painstakingly researched book by Douglas J. Gladstone examines the plight of 874 Major League Baseball players who played between 1947 and 1979, all with brief trials in the majors, careers figuratively "just long enough to drink a cup of coffee." Since 1980, Major League Baseball players have needed one day of service credit for health benefits and 43 days of service credit to be eligible for a retirement allowance, but those former ballplayers who played during the 1947-1979 seasons were not included retroactively in the amended vesting requirement, and so receive no pensions for the time they gave to our national pastime. These men, the author suggests, have gulped bitter cups of coffee. In his careful examination of this issue, which includes many interviews with former players and some poignant stories of their plight, Gladstone asks his readers to examine our national relationship to sports and its heroes, as well as our relationships with those who precede us in the game of life. A lifelong baseball fan, DOUGLAS J. GLADSTONE is a journalist by training, whose published articles have appeared in the Chicago Sun Times, Baseball Digest and the San Diego Jewish World, among others. This is his first book. DAVE MARASH (Foreword) has been a working journalist for more than 50 years. Best known for his 16 years as a correspondent for ABC News Nightline, Marash won Emmy Awards for his coverage of the wars in Nicaragua and Bosnia, the Oklahoma City bombing, and the explosion that downed TWA Flight 800. He anchored the opening season of Baseball Tonight on ESPN and did play-by-play coverage of the New York Knicks and Rangers.


Skin & Ink

Skin & Ink

Author: Jim Gladstone

Publisher:

Published: 2005

Total Pages: 276

ISBN-13:

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Jameson Currier, Michael Jensen, Trebor Healey, Greg Wharton, M. Christian, Simon Sheppard and Kelly McQuain are but a handful of the contributors to this unusual and stimulating collection of erotic stories celebrating the edgier side of gay sex. Jim Gladstoneis the author ofGladstone’s Games to GoandThe Big Book of Misunderstanding. He lives in Philadelphia.


Game Wizards

Game Wizards

Author: Jon Peterson

Publisher: MIT Press

Published: 2021-10-12

Total Pages: 401

ISBN-13: 0262542951

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The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.


Encyclopedia of Play in Today′s Society

Encyclopedia of Play in Today′s Society

Author: Rodney P. Carlisle

Publisher: SAGE Publications

Published: 2009-04-02

Total Pages: 1033

ISBN-13: 1452266107

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CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.