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A contemporary pick-a-path series about life, first crushes and friendship, that lets the reader choose how the story goes! When it comes to netball, Edie Thomas is a natural. She’s only ever played for fun and to hang out with her netball-mad bestie Tess. But when Edie makes the state team, it looks like netball will be taking centre stage. Until … 1. Edie drops out of the team when she scores a lead role in Romeo and Juliet opposite her long-time crush, Freddy. But will the school play be all that Edie dreams it will be? And will Tess ever forgive her for dumping netball? 2. Edie begins to resent netball taking over her entire life. Can a cute distraction, in the shape of footballer hottie Finn, rekindle her passion for sport or will she quit netball for good? Follow your heart right to the end, or go back and choose all over again.
The reader, lost in a strange cave, decides how the story comes out.
'My name is Adam Meltzer and the last thing I remember was being stung by a bee while swinging at a robot-shaped piñata on my twelfth birthday. I was dead before the candy hit the ground.' Memoirs of a Neurotic Zombie is narrated by the hilarious Adam Meltzer - pre-teen, worrywart, and now zombie. Adam's family gets the fright of their lives when he turns up at their door . . . three months after his funeral. Soon Adam's back at school trying to fit in and not draw extra attention to himself, but when he sees his neighbour Ernesto transform into a chupacubra, and the beautiful Corina (Adam's number one mega-crush) turns out to be a (vegan) vampire, undead life is never going to be the same again. A hilarious adventure caper - if Ferris Bueller met Shaun of the Dead - all about friendship and being yourself . . . even if you're undead.
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
The reader joins forces with Flippto the Martian to stop the Evil Power Master from destroying planets.
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials
From the bestelling author of Romeo and/or Juliet and How to Invent Everything, the greatest work in English literature, now in the greatest format of English literature: a chooseable-path adventure! When Shakespeare wrote Hamlet he gave the world just one possible storyline, drawn from a constellation of billions of alternate narratives. And now you can correct that horrible mistake! Play as Hamlet and avenge your father's death—with ruthless efficiency this time. Play as Ophelia and change the world with your scientific brilliance. Play as Hamlet's father and die on the first page, then investigate your own murder… as a ghost! Featuring over 100 different endings, each illustrated by today's greatest artists, incredible side quests, fun puzzles, and a book-within-a-book instead of a play-within-a-play, To Be or Not To Be offers up new surprises and secrets every time you read it. You decide this all sounds extremely excellent, and that you will definitely purchase this book right away. Because as the Bard said: “to be or not to be… that is the adventure.” ...You're almost certain that's how it goes. To Be or Not To Be originally launched as a record-breaking Kickstarter project. This new, reader-friendly edition features the same text and illustrations as the original version, redesigned to take up half as many pages and weigh a whole pound less.
Harrison is a lonely teenager, afraid of water ever since a boating accident as a toddler. And he and his mother have just moved to the worst possible place: Dunnsmouth, a Lovecraftian town on the Atlantic coast. When his mother disappears, Harrison tries to solve the mystery, putting him in conflict with a strange church, a killer, and the Deep Ones... It will take all his resources—and an unusual host of allies—to defeat the danger and find his mother.