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"'Game of Spies' tells the story of a lethal spy triangle between 1942 and 1944 in Bordeaux - and of France's greatest betrayal by aristocratic and right-wing Resistance leader Andre Grandclement. The story centres on three men: one British, one French and one German and the duel they fought out in an atmosphere of collaboration, betrayal and assassination, in which comrades sold fellow comrades, Allied agents and downed pilots to the Germans, as casually as they would a bottle of wine. It is a story of SOE, treachery, bed-hopping and executions in the city labelled 'la plus collaboratrice' in the whole of France."--Publisher description.
A deadly web of deceit ensnares two spies with a complicated personal history in this electrifying tale of World War IIEva Bernhardt was a naive twenty-year-old when the rakish spymaster William Hobbs seduced her into working for the British secret service. Now, a year later, she is a tough and cynical operative stationed in Berlin, her hatred of the Nazis matched only by her distrust of the man who abandoned her to the whims of MI6.Tasked with discovering Hitler's plans for invading France, Eva unearths what appears to be a vital piece of information. What she doesn't realize is that the Germans know she is a spy and are using her to mislead the Allies. It is up to Hobbs to rescue Eva and prevent a military disaster. Standing in his way are her seething resentment and two of the Gestapo's most sinister agents.From one astonishing plot twist to the next, A Game of Spies is a riveting story of cloak-and-dagger intrigue in the tradition of Eric Ambler and John le Carré.
"A wealth of information in an engaging package." — Kirkus Reviews Ever since George Washington used them to help topple the British, spies and their networks have helped and hurt America at key moments in history. In this fascinating collection, Paul B. Janeczko probes examples from clothesline codes to surveillance satellites and cyber espionage. Colorful personalities, daring missions, the feats of the loyal, and the damage of traitors are interspersed with a look at the technological advances that continue to change the rules of gathering intelligence. Back matter includes source notes and a bibliography.
The Great Game raged through the wilds of Central Asia during the nineteenth century, as Imperial Russia and Great Britain jostled for power. Tsarist armies gobbled up large tracts of Turkestan, advancing inexorably towards their ultimate prize, India. These rivals understood well that the first need of an army in a strange land is a reliable map, prompting desperate efforts to explore and chart out uncharted regions. Two distinct groups would rise to this challenge: a band of army officers, who would become the classic Great Game players; and an obscure group of natives employed by the Survey of India, known as the Pundits. While 'the game' played out, a self-educated cartographer named William Lambton began mapping the Great Arc, attempting to measure the actual shape of the Indian subcontinent. The Great Arc would then lauded as 'one of the most stupendous works in the whole history of science'. Meanwhile, the Pundits, travelling entirely on foot and with meagre resources, would be among the first to enter Tibet and reveal the mysteries of its forbidden capital, Lhasa. Featuring forgotten, enthralling episodes of derring-do combined with the most sincere efforts to map India's boundaries, Mapping the Great Game is the thrilling story of espionage and cartography which shrouded the Great Game and helped map a large part of Asian as we know it today.
Quietly infiltrating a high-security building to steal secret documents. Sneaking behind enemy lines to rescue an important government official ly listening to an enemy's conversation without getting caught. Fans of stealthy video games enjoy these activities and many more. But what is the true story behind today's popular stealth games? What methods to spies use to secretly gather intelligence? What kind of gear to secret agents use to spy on the activities of others? How do special forces teams achieve their missions without getting caught? Compare true spy tactics and gear to today's popular video games and learn if they are portrayed accurately, or if the games twist the truth to create a more exciting game-playing experience. The Capstone Interactive edition comes with simultaneous access for every student in your school and includes read aloud audio recorded by professional voice over artists.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
#1 NEW YORK TIMES BESTSELLER The undisputed master returns with his first Smiley novel in more than twenty-five years--a #1 New York Times bestseller and ideal holiday gift. Peter Guillam, staunch colleague and disciple of George Smiley of the British Secret Service, otherwise known as the Circus, is living out his old age on the family farmstead on the south coast of Brittany when a letter from his old Service summons him to London. The reason? His Cold War past has come back to claim him. Intelligence operations that were once the toast of secret London, and involved such characters as Alec Leamas, Jim Prideaux, George Smiley and Peter Guillam himself, are to be scrutinized by a generation with no memory of the Cold War and no patience with its justifications. Interweaving past with present so that each may tell its own intense story, John le Carré has spun a single plot as ingenious and thrilling as the two predecessors on which it looks back: The Spy Who Came in from the Cold and Tinker Tailor Soldier Spy. In a story resonating with tension, humor and moral ambivalence, le Carré and his narrator Peter Guillam present the reader with a legacy of unforgettable characters old and new.
In the post-World War II era, the Soviet Union and the United States wanted to gain the advantage in international security. Both engaged in intelligence gathering. This book provides a comprehensive understanding of the evolution of the espionage game. For more than four decades after World War II, the quest for intelligence drove the Soviet Union and the United States to develop a high-stakes "game" of spying on one another throughout the Cold War. Each nation needed to be aware of and prepared to counter the capabilities of their primary nemesis. Therefore, as the Cold War period developed and technology advanced, the mutual goal to maintain up-to-date intelligence mandated that the process by which the "game" was played encompass an ever-wider range of intelligence gathering means. Covering far more than the United States and Soviet Union's use of human spies, this book examines the advanced technological means by which the two nations' intelligence agencies worked to ensure that they had an accurate understanding of the enemy. The easily accessible narrative covers the Cold War period from 1945 to 1989 as well as the post-Cold War era, enabling readers to gain an understanding of how the spies and elaborate espionage operations fit within the greater context of the national security concerns of the United States and the Soviet Union. Well-known Cold War historian Sean N. Kalic explains the ideological tenets that fueled the distrust and "the need to know" between the two adversarial countries, supplies a complete history of the technological means used to collect intelligence throughout the Cold War and into the more recent post-Cold War years, and documents how a mutual desire to have the upper hand resulted in both sides employing diverse and creative espionage methods.
A New York Times bestseller! A GMA3 Summer Reading Squad Selection! “Ingeniously plotted, and a grin-inducing delight.” —People “Will keep young readers glued to the page…So when do I get the sequel?” —Beth McMullen, author of Mrs. Smith’s Spy School for Girls In this thrilling new series that Stuart Gibbs called “a must-read,” Edgar Award winner James Ponti brings together five kids from all over the world and transforms them into real-life spies—perfect for fans of Spy School and Mrs. Smith’s Spy School for Girls. Sara Martinez is a hacker. She recently broke into the New York City foster care system to expose her foster parents as cheats and lawbreakers. However, instead of being hailed as a hero, Sara finds herself facing years in a juvenile detention facility and banned from using computers for the same stretch of time. Enter Mother, a British spy who not only gets Sara released from jail but also offers her a chance to make a home for herself within a secret MI6 agency. Operating out of a base in Scotland, the City Spies are five kids from various parts of the world. When they’re not attending the local boarding school, they’re honing their unique skills, such as sleight of hand, breaking and entering, observation, and explosives. All of these allow them to go places in the world of espionage where adults can’t. Before she knows what she’s doing, Sara is heading to Paris for an international youth summit, hacking into a rival school’s computer to prevent them from winning a million euros, dangling thirty feet off the side of a building, and trying to stop a villain…all while navigating the complex dynamics of her new team. No one said saving the world was easy…
In this third “thrilling” (Kirkus Reviews) installment in the New York Times bestselling series from Edgar Award winner James Ponti, the young group of spies help a fellow agent in another international adventure perfect for fans of Spy School and Mrs. Smith’s Spy School for Girls. After taking down a mole within their organization, the City Spies are ready for their next mission—once again using their unique skills and ability to infiltrate places adults can’t. The sinister Umbra has their sights set on recruiting a North Korean nuclear physicist by any means necessary, and the City Spies plan to keep an eye on his son by sending Paris to the chess prodigy’s tournaments in Moscow and Beijing. Meanwhile, Sydney’s embedded as a junior reporter for a teen lifestyle site as she follows the daughter of a British billionaire on tour with the biggest act on her father’s music label to uncover what links both the band and the billionaire have to a recent threat from an old Soviet missile base. From a daring break-in at one of London’s most exclusive homes to a dangerous undercover mission to a desperate search and rescue operation on the streets of Beijing, the City Spies have their work cut out for them on their most dangerous mission yet.