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When fourteen-year-old Jack Elliot flees Minnesota after killing a man in a whorehouse, he never expects to find himself in France, hunkered down in a trench as World War I rages around him. Ever resilient, Jack transitions from an ambulance driver at Verdun to become one of the few American volunteers to fly in a French fighter squadron. Jousting with German aces in flimsy wood and canvas "aeroplanes" during the day is hard enough for the inexperienced Jack without the additional pressure of having to match the bacchanalian excesses of his squadron mates at night, all while staying one step ahead of his past. But Jack figures that if he can shoot down five Germans and attain the coveted "Ace" status, all his troubles will be over. Set over the battlefields of Europe and the vast deserts of North Africa, An Ace Minus One is authentic in its depictions of early aviation and the colorful men and women who made this period one of the most exciting in history.
Stung by betrayal, a sheltered woman boards a plane to find a world beyond Milwaukee: “The author writes with wit and flair. . . . A romantic escape to savor.” —Kirkus Reviews Betsy has been sheltered for a long time—by her close-knit family, Catholic school education, college in her hometown, and early marriage. It takes the discovery of her husband’s serial philandering to push her out of the nest, at age thirty-two, in the summer of 1981. Betsy grabs a backpack and a few good books and puts distance—geographical and emotional—between herself and the life she knew in Wisconsin. She begins to make her own decisions: which cities to travel to, what hotels to stay at, and what dinner entrées to order. At airports, on trains, and in pensiones, Betsy takes her first steps toward independence as she navigates the brief but intense relationships only travelers can have with one another. Armed with a book of foreign phrases and a Swiss Army knife, she becomes acquainted with a devout Muslim on a pilgrimage, a French financier raised on a rabbit farm, a lawyer on a solo honeymoon, a Pakistani gambler, a beguiling American threesome en route to Venice, an Italian hotel owner on Lake Como, and a passionate Irish protestor who carries her to safety from the streets of Dublin. And when Betsy finally arrives back home, she comes to the startling realization that her journey is only just beginning. “Breezy . . . After each meeting, Hermes injects a chapter from the stranger’s point of view. . . . Pleasant escapist fare.” —Publishers Weekly
Walter Thomason has selected a top group of professional gamblers to explain their skills in particular games. His own contribution is a chapter on the advantages and disadvantages of long and short play periods. "The Experts' Guide to Casino Games" offers the best advice--and that extra edge--from the best players about all types of casino games.
Card games are great fun--and learning new games can magically enhance kids' skills! To play a game, children must master rules, develop mental strategies to compete successfully, understand the objectives, evaluate their own (and their opponents') strengths and weaknesses, learn routine procedures and probabilities, keep track of the goings-on, and make long-range plans. Plus, games force them to respond quickly and to deal socially with others. Try out activities that stress language skills and reading, number concepts, and divergent thinking.
'You shouldn't drink too much. The Earth is round. Milk is good for your bones.' Are any of these claims true? How can you tell? Can you ever be certain you are right? For anyone tackling philosophical logic for the first time, here is a practical guide to the skills required to think critically. From the basics of good reasoning to the difference between claims, evidence and arguments, Jamie Carlin Watson, Robert Arp and Skyler King cover the topics found in an introductory course. Now revised and fully updated, this 3rd edition gives you the chance to develop critical thinking skills that can be used in and out of the classroom. Two new chapters on reasoning in the age of conspiracy theories and fake news demonstrate how to apply reason and avoid being dissuaded by the persuasive power of evidence-free emoting. Features include a glossary, chapter goals, more student-friendly exercises, study questions, diagrams, and suggestions for further reading. Chapter topics, organised around real-life examples such as predicting the weather, a murder mystery and the Ouija board, cover: - the structure, formation, analysis and recognition of arguments - deductive validity and soundness - inductive strength and cogency - inference to the best explanation - truth tables - tools for argument assessment - informal and formal fallacies This entertaining and easy-to-follow introduction is a complete beginner's tool set to good reasoning, analyzing and arguing.
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
At a time when the poor math performance of American school children has labeled us a "nation of underachievers," what can parents--often themselves daunted by the mysteries of mathematics--do to help their children? In Games for Math, Peggy Kaye--teacher extraordinaire and author of the highly praised Games for Reading--gives parents more than fifty marvelous and effective ways to help their children learn math by doing just what kids love best: playing games.
A professional gambler offers his secrets for winning at all major casino games, with tips on betting strategies, successful money management, and self-control under pressure. 64 illustrations.
This book offers a new and interesting insight on blackjack. Stanford Wong (Blackjack Authority). A look at blackjack from the eyes of a truly modern-day philosopher and political satirist. Paul T. (political analyst)
This is the most talked-about book on the Blackjack scene. This book has sold more copies since it's initial release than any other gaming book. Prior to this new edition there was no foolproof way to learn how to play Blackjack accurately. This is the only Blackjack book that is easy to understand and completely accurate, written for the beginner or for the expert player. "Playing Blackjack as a Business" was written by a successful professional Blackjack player. The author has probably spent more time playing Blackjack, more time in the casinos, and more time in research, than have all of the others combined who have written Blackjack books or devised Blackjack systems. The book features a new Basic Strategy for one deck, the first accurate Strategy to be published for four decks, and four easy-to-learn Count Strategies including the Reverse Point Count Strategy, which is the most accurate and most powerful strategy that has ever been published. The strategies were devised from computer runs by Julian H. Braun of IBM Corporation, long recognized as the world's most capable man in this field.