The Ultimate Werewolf

The Ultimate Werewolf

Author: Byron Preiss

Publisher: ibooks

Published: 2017-09-05

Total Pages: 389

ISBN-13: 1549682105

DOWNLOAD EBOOK

Some of the world’s best-known authors of the fantastic and the mysterious explore the classic legend of the werewolf. From Mel Gilden’s gripping fable of a small town with werewolf fever, to Nancy Collins’s tale of a young boy unaware of the evil within him, to Stuart Kaminsky’s wolfman in Moscow—here are spectacular new werewolf stories transcending time and place. New Stories By Kevin J. Anderson Stuart M. Kaminsky Kim Antieau Kathe Koja Jerome Charyn Brad Linaweaver Nancy A. Collins Pat Murphy A.C. Crispin Kathleen O’Malley Philip José Farmer Bill Pronzini Craig Shaw Gardner Robert J. Randisi Mel Gilden Brad Strickland Nina Kiriki Hoffman Robert E. Weinberg FEATURING THE CLASSIC WEREWOLF STORIES BY HUGO AND NEBULA AWARD-WINNERS HARLAN ELLISON & ROBERT SILVERBERG Introduction by Harlan Ellison Selected Filmography by Leonard Wolf


The Tabletop Revolution

The Tabletop Revolution

Author: Marco Arnaudo

Publisher: McFarland

Published: 2023-12-15

Total Pages: 256

ISBN-13: 1476651930

DOWNLOAD EBOOK

This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.


The Essential Guide to Werewolf Literature

The Essential Guide to Werewolf Literature

Author: Brian J. Frost

Publisher: Popular Press

Published: 2003

Total Pages: 392

ISBN-13: 9780879728601

DOWNLOAD EBOOK

In this fascinating book, Brian J. Frost presents the first full-scale survey of werewolf literature covering both fiction and nonfiction works. He identifies principal elements in the werewolf myth, considers various theories of the phenomenon of shapeshifting, surveys nonfiction books, and traces the myth from its origins in ancient superstitions to its modern representations in fantasy and horror fiction. Frost's analysis encompasses fanciful medieval beliefs, popular works by Victorian authors, scholarly treatises and medical papers, and short stories from pulp magazines of the 1930s and 1940s. Revealing the complex nature of the werewolf phenomenon and its tremendous and continuing influence, The Essential Guide to Werewolf Literature is destined to become a standard reference on the subject.


Computer Games

Computer Games

Author: Tristan Cazenave

Publisher: Springer

Published: 2017-04-27

Total Pages: 188

ISBN-13: 331957969X

DOWNLOAD EBOOK

This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.


The Modern Literary Werewolf

The Modern Literary Werewolf

Author: Brent A. Stypczynski

Publisher: McFarland

Published: 2013-05-11

Total Pages: 227

ISBN-13: 1476603545

DOWNLOAD EBOOK

Throughout history, from at least as far back as the Epic of Gilgamesh, mankind has shown a fascination with physical transformation--especially that of humans into animals. Tales of such transformations appear in every culture across the course of history. They have been featured in the Western world in the work of such authors as Ovid, Petronius, Marie de France, Saint Augustine, Jack Williamson, Charles de Lint, Charaline Harris, Terry Pratchett, and J. K. Rowling. This book approaches werewolves as representations of a proposed shape-shifter archetype, examining, with reference to earlier sources, how and why the archetype has been employed in modern literature. Although the archetype is in a state of flux by its very definition, many common threads are linked throughout the literary landscape even as modern authors add, modify, and reinvent characteristics and meanings. This is especially true in the work of such authors examined in this book, many of whom have struck a chord with a wide range of readers and non-readers around the world. They seem to have tapped into something that affects their audiences on a subconscious level.


The Ultimate Dragon

The Ultimate Dragon

Author: Byron Preiss

Publisher: ibooks

Published: 2017-05-02

Total Pages: 346

ISBN-13: 1596876778

DOWNLOAD EBOOK

In this mythic and wondrous collection, some of the best-known authors of the fantastic explore the legends and lore of the fire-breathing creatures that have captured the imagination of adventure lovers everywhere – dragons. From S.P. Somtow’s dramatic tale of an ancient dragon owned by a family in modern Thailand to Ursula K. Le Guins’s classic story of the power of a dragon’s naming, from Tanith Lee’s portrait of a dying dragon to Harlan Ellison and Robert Silverberg’s look at a dragon whose love for a human woman could spell doom for the whole Earth—here are spectacular dragon stories transcending time and place..


Games

Games

Author: C. Thi Nguyen

Publisher:

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

DOWNLOAD EBOOK

Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.


The Everything Tabletop Games Book

The Everything Tabletop Games Book

Author: Bebo

Publisher: Simon and Schuster

Published: 2019-07-16

Total Pages: 320

ISBN-13: 1507210639

DOWNLOAD EBOOK

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.


Libraries Got Game

Libraries Got Game

Author: Brian Mayer

Publisher: American Library Association

Published: 2010

Total Pages: 145

ISBN-13: 0838910092

DOWNLOAD EBOOK

A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.


How to Host a Game Night

How to Host a Game Night

Author: Erik Arneson

Publisher: Tiller Press

Published: 2020-10-27

Total Pages: 192

ISBN-13: 1982150475

DOWNLOAD EBOOK

From party games to legacy games, setting up to hosting a crowd, tabletop game expert Erik Arneson gives you the strategies you need to host an epic game night. Break out the chips and grab a drink! With enthusiasm for tabletop games at an all-time high and exciting new board games and card games hitting Kickstarter every week, game night is more popular than ever. But there’s more to the perfect game night than choosing between classics like Scrabble and Catan or introducing friends and family to games like Ticket to Ride, Carcassonne, and Codenames. Tabletop gaming expert and experienced game night host Erik Arneson is here to help. Organizing his advice by group size, Arneson walks you through everything from selecting the right venue and snacks to managing a game library and bad attitudes, answering questions like: -How can I make the most of a small space? -Am I explaining the rules right? -What should I do if guests show up late? -How do I keep my dog from eating the pieces? -Do I have to invite Sean? Marrying the practicality of Emily Post with curated lists of games perfect for every occasion, Arneson’s humorous, down-to-earth approach will help readers everywhere navigate these fun and rewarding gatherings. Ideal for novice hosts and seasoned players alike, How to Host a Game Night is the perfect book for anyone wanting to up the ante on their hosting game.