Rachel’s father called it the running game. Count the exits, calculate the routes, and always be ready to run. She is a Reacher, wanted by the government and the criminal underworld for her psionic powers. Charlie and his brother John have a reputation for accomplishing the impossible. But after losing his family, Charlie is a broken mess and John is barely keeping him afloat. In desperation, they take a job from a ruthless crime lord, only to discover the girl they are hunting is a Reacher. One of their own kind. With the help of dangerous and dubious allies, can Rachel turn the game around and save herself?
There's something to be said about great adventure, an impossible moment in time when everything falls into place. This is undoubtedly her impossible moment. Some people just don't have any luck. On the run from her murderous fiancé and a very angry father, Irene is pretty sure her luck can't get any worse. After all what's worse than being the lone woman stuck on a cargo ship headed to the Americas? How about getting captured by pirates as her money and only shot at freedom sink to the bottom of the ocean? Not that she ever could have anticipated that. Oliver is a man burdened with a great amount of luck and a fine sense for all things adventurous. Holding up one little cargo ship isn't supposed to give him much more than a few bits of gold and some excitement. Who could have anticipated the spitfire on board who would turn his world inside out? Things are about to get messy as Irene tramples all over Oliver's image of a proper lady and sets about showing him just how much trouble one little woman can truly cause. Oliver has never enjoyed an adventure so much.
"Stronghold & Followers explains both the practicality of owning a keep (how much it costs to build, the costs to maintain it, what sort of impact it would have on local politics) and gives a variety of benefits for those players who choose to build or take over one." -- Comicbook.com website: https://comicbook.com/gaming/2018/12/14/stronghold-and-followers-dungeons-and-dragons/ (viewed July 16, 2019)
Take kids out to their very first ballgame in this adorable storybook for our youngest fans! The bases are loaded as two more Cows get on base. It’s the clean-up hitter against the Bears’ pitching ace! This charming, illustrated sports book for toddlers features the game of the year: the Cows vs. the Bears! Each spread introduces baseball terms, gear, players, and umps within the context of the story of a nine-inning game between all-animal teams. Read along as the Cow shortstop leaps for an inning-ending catch, a Bear runner slides home . . . “Safe!” . . . all culminating in a bottom-of-the-ninth showdown that is the epitome of a never-to-be-forgotten baseball classic!
In this gritty novel from the author of Exit Here and Dead End, love is a high-priced and dangerous game: Play or be played. Alexander didn’t believe in love at first sight until he met Patti. She’s the kind of girl you hear about in songs: gorgeous, feisty, and dangerous. Being with Patti is better than any high, and he can’t live without her. But Alexander’s not the only one who wants to be with Patti. Burke ruthlessly takes what he wants and will kill to protect what is his. And he won’t let Patti go without a fight. If Patti and Alexander are going to be together, their love will come at a steep price. Because some promises are meant to be broken, and not all debts can be paid in cash….
Every day in the United States, people test their luck in numerous lotteries, from state-run games to massive programs like Powerball and Mega Millions. Yet few are aware that the origins of today’s lotteries can be found in an African American gambling economy that flourished in urban communities in the mid-twentieth century. In Running the Numbers, Matthew Vaz reveals how the politics of gambling became enmeshed in disputes over racial justice and police legitimacy. As Vaz highlights, early urban gamblers favored low-stakes games built around combinations of winning numbers. When these games became one of the largest economic engines in nonwhite areas like Harlem and Chicago’s south side, police took notice of the illegal business—and took advantage of new opportunities to benefit from graft and other corrupt practices. Eventually, governments found an unusual solution to the problems of illicit gambling and abusive police tactics: coopting the market through legal state-run lotteries, which could offer larger jackpots than any underground game. By tracing this process and the tensions and conflicts that propelled it, Vaz brilliantly calls attention to the fact that, much like education and housing in twentieth-century America, the gambling economy has also been a form of disputed terrain upon which racial power has been expressed, resisted, and reworked.
Kingdoms and Warfare, the sequel to Strongholds & Followers, is a 5th edition supplement that introduces Domain-level play to your game, allowing players to become Regents running a Kingdom, Duchy, or Barony! Or a Church! A Thieves' Guild! A Bard's College! Whichever you choose, it's your Domain. Your domain can take actions, raise armies, conduct espionage, and wage war! Kingdoms and Warfare also adds mechanics for player Titles for several different organizations. Titles give your characters new, limited abilities and proficiencies that let them shore up the deficiencies of a limited-class party. Expanded rules for Warfare allowing faster, more balanced battles, more and different kinds of units. New Maneuvers allow characters to directly command their units, executing daring ploys that can change the course of war! New rules for the Tide of Battle create a connection between the Encounter your characters are fighting and the Battle your units are waging. New rules for using PCs and monsters as units, as well as more advice for building an army and waging war. The rules for Warfare in Strongholds & Followers are only the beginning of a more robust system.Any book of new rules as big as this requires an adventure to show you how to use it. The Regent of Bedegar acts as a sequel to the Siege of Castle Rend and introduces players to Domain Level play. The heroes manage their new domain, putting out fires in Gravesford and other local towns while encountering various organizations in Aendrim, some friendly, some not so much.
Rust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X.A text editor, such as Visual Studio Code.A video card and drivers capable of running OpenGL 3.2.
In the golden years of professional football, one team and one coach reigned supreme: the 1960s Green Bay Packers, and the fiery Vince Lombardi. Run to Daylight! is Lombardi’s own diary of a week at the helm of that magnificent club. Together with legendary sports-journalist, W.C. Heinz, Lombardi takes us from the first review of game films on Monday right through the final gun on Sunday afternoon. We see the planning, the plotting, the practice and the pain as forty-plus men come together to form that precision unit that makes for winning football. Lombardi gives us his views on life, the game, coaching, success, family, and the famed “Lombardi Sweep.” Now, in this anniversary edition, with a special foreword by David Maraniss, we are once again reminded of the passion and power behind America's greatest game. Written in W.C. Heinz’s inimitable style, Run to Daylight! is part diary, part philosophy text, part coaches manual. Here, is professional football at its best.