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Think you know how the game of baseball began? Think again. Forget Abner Doubleday and Cooperstown. Did baseball even have a father--or did it just evolve from other bat-and-ball games? John Thorn, baseball's preeminent historian, examines the creation story of the game and finds it all to be a gigantic lie. From its earliest days baseball was a vehicle for gambling, a proxy form of class warfare. Thorn traces the rise of the New York version of the game over other variations popular in Massachusetts and Philadelphia. He shows how the sport's increasing popularity in the early decades of the nineteenth century mirrored the migration of young men from farms and small towns to cities, especially New York. Full of heroes, scoundrels, and dupes, this book tells the story of nineteenth-century America, a land of opportunity and limitation, of glory and greed--all present in the wondrous alloy that is our nation and its pastime.--From publisher description.
This book contains: An introduction to roleplaying and the Angelverse; a guide to character creation, including pre-constructed Heroes and White Hats, as well as the entire Angel Investigations Cast, for your quick-play pleasure; the Angel Unisystem, streamlined for cinematic action and adventure; a primer on not-so-normal abilities, from magic and psychic arts to demon and supernatural powers; rules for creating special organizations - anything from law firms to detective agencies to hunter societies; a guide to the people and places of the City of Angels; a rundown on the wicked, including vampires, demons, zombie cops, and other critters; blow-by-blow instructions for creating Angel roleplaying Episodes, Seasons, and Series; and a complete Episode to hit the streets and start investigating right away.
Fields of Blood: The Book of War provides everything you need to rule a nation, raise an army, and assault your enemies on the battlefield. With rules governing anything from small keeps to vast nations, your character can now be a hero both in the dungeon and on the battlefield. Features: A complete set of detailed wargame rules based on the d20 system mechanic to resolve combat at any scale; rules for leading troops, from a small squad of men to an army of thousands; rules for governing, from the cost of building and maintaining a small keep, to taxing a nation of millions; rules for NPC nations allowing GMs to run several dozen opposing realms at a time; leadership rules for every class, using your character's strengths to lead an army; rules for using miniatures, or tracking the battles on a simple map; new prestige classes for every character type, designed for use with this system; and more!
A military Sci-Fi political thriller set a short decade from now. In 2031, holding to the concept of Individual Liberty can get you killed. Western Civilization is in collapse, a process led and driven by the world's leading supposed democracies, our own included. What was once the western world's guiding light of Liberty is quickly being replaced by state sponsored serfdom under the guise of a global economic re-set done in the name 'the workers.' The people of The Program have seen the unfettered growth of government power coming for decades and they've worked in secret since the 1950's on engineering their way around and through the multiverse established by Quantum theory. They aren't perfect and they've lost the political fight to the left's government power and to the right's corporate statism. The world's people have been force fed a political chasm between left and right for so long they don't recognize that the governments themselves drive this supposed battle while ensnaring everyone. Those that see the truth, people from nearly every country on the planet, have banded together in secret knowing they can't win. Not on this world. They're leaving... ... but new destinations rarely mirror the guide book. The thing about a new empty world is that they may not be the only ones willing to fight for it. A debut novel, the first in a series from a former CIA operations officer who has decided that his lifelong writing habit/hobby/obsession is more fun than "real" work. "Finally an author that doesn't pull punches..." - Amazon reviewer"It's 4 am, and I'm not going to work - just finished one of the best books I've read in years..." - Amazon reviewer
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Director, producer and screenwriter Joss Whedon is a creative force in film, television, comic books and a host of other media. This book provides an authoritative survey of all of Whedon's work, ranging from his earliest scriptwriting on Roseanne, through his many movie and TV undertakings--Toy Story, Buffy the Vampire Slayer, Angel, Firefly/Serenity, Dr. Horrible, The Cabin in the Woods, and Agents of S.H.I.E.L.D.--to his forays into the Marvel Cinematic Universe. The book covers both the original texts of the Whedonverse and the many secondary works focusing on Whedon's projects, including about 2000 books, essays, articles, documentaries and dissertations.
Is there such a thing as a shortcut to self-knowledge? CRazYZoo! is a fable filled with action and with relationship challenges that illustrate the use of a novel but proven method of learning to understand oneself and others and of charting one's own road to success. You are invited to make an initial decision about yourself as you start reading the book and another one as you progress through the story -- and you are on your way to self-discovery! This highly successful method of self-knowledge is being used by a growing number of trainers and facilitators, as it enables participants to increase their self-esteem, develop open-mindedness and tolerance, strengthen their ability to communicate and to discover opportunites for improvement and to solve problems. YOU can use it now on your own to learn to know yourself better and to become greater and more successful as a person.
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.