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Every year a staggering number of corporate service providers mask perpetrators of terrorist financing, corruption and illegal arms trades, but the degree to which firms flout global identification standards remains unknown. This book sheds new light on the sordid world of anonymous shell corporations through a series of field experiments.
She hit the New York Times list with Bone by Bone. Now her repackaged backlist will fly off the shelves. When a legendary magic trick goes horribly awry on national TV, detective Kathleen Mallory knows the gruesome death won't be the last. For misdirection is the heart of all magic-and perfect crimes.
Masters of crime fiction immediately hailed Shell Games, which introduced a dynamic new hero and an exciting new author. Michael Connelly: "You know when you read this one that you are on to something good. Kirk Russell comes out of the gate with a story brimming with fresh characters and artful prose." John Lescroart: "Excellent...a compelling plot, fully realized characters, white-knuckle suspense, and unusual yet accessible settings." Ridley Pearson: "...a wonderfully unpredictable plot that holds the reader hostage to the very last page." And Jan Burke: "...a great read...it's hard to believe it's a first novel." Hero John Marquez runs an undercover unit of the California Department of Fish and Game and is taking on international abalone poachers, when he discovers that he's not finished with the ghosts and threats from his past as a drug agent. A completely original and entertaining eco-thriller and crime novel, now in paperback.
Set against a backdrop of murder, intrigue, and industrial labor conflict in the early twentieth century pearl button industry, Shell Games graphically portrays one of the most important battles in the fight for safe and humane working conditions. Filtered through the thoughts and emotions of Pearl McGill, a woman who stood heroically against the injustices destroying the lives of so many around her in the shops and factories, this conflict vividly comes to life and underscores many of the concerns contemporary workers still encounter.
September Eleventh . . . war in Iraq . . . turmoil in the Middle East . . . an impending war with Iran. They have one thing in common: oil. And the world is running out. The Shell Game is a thrilling novel that faces the end of oil and the next big attack on American soil. This fictional tale resonates with chilling facts from real-life informants in the oil industry and the U.S. government, piecing together the terrifying truth about a nation addicted to oil. The tale opens in 2007 as the CIA plans a nuclear attack on an American city, blaming the deaths of millions of Americans on Iran and inciting a retaliatory strike that will place the U.S. in control of Iran's oil resources. Five years later, petroleum geologist Ashley "Ace" Futrell discovers that the world's oil supply is rapidly nearing its end. When his wife - a former national security advisor - is suddenly murdered, Ace finds himself hurtling down a rabbit's hole that leads to the brink of World War III.
Investigates the nature of money by looking at how the Island of Manhattan was purchased in 1627 through an exchange of shells or beads, which the author believes probably did not hold the same significance for both parties in the transaction.
When author Veron's family learns that a lease with Shell Oil for land it owned in western Louisiana had expired it opened a controversy that took nine years to resolve. This is a David and Goliath tale of duplicity, environmental chaos, and legal bullying.
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
A covert mission in Shanghai reunites Kusanagi with a wartime rival amid shifting loyalties. The infiltration of an anti-cyberization cult calls for Section 9’s most “human” members to do things the old-fashioned way. A deep dive into the mind of a criminal forces Kusanagi to question the nature of imagination – and her own identity. The stories in Global Neural Network bring a 21st-century perspective to its questions of human identity and the border between mind and machine that made The Ghost in the Shell one of the most revered manga of all time, and unleash top Western comics artists on eye-popping action scenes starring Kusanagi, Batou, Togusa, Aramaki, and all the members of Section 9! Original stories by: * Alex de Campi (Twisted Romance) & Giannis Milonogiannis (Prophet) * Brenden Fletcher (Gotham Academy, Motor Crush) & LRNZ (Golem) * Genevieve Valentine (Mechanique, Icon), & Brent Schoonover (The Astonishing Ant-Man) * Max Gladstone (the Craft Sequence) & David López (All-New Wolverine)
As the five Kingdom Keepers enter high school, everything is about to change. The Maintenance Base that controls all four parks in Disney World is under attack by the Overtakers, a group determined to change Disney forever. Relationships between the Keepers are no longer as simple as they once were. In fact, nothing is as simple as it once was. An after-hours visit to Typhoon Lagoon is a game changer. The Keepers lose one of their most valuable supporters. But there's work to do . . . The Disney Dream leaves Port Canaveral on an historic cruise to Los Angeles with a special treat in store for guests: the Disney Host Interactive guides are on board. Finn, Maybeck, Charlene, Willa, and Philby join guests as the DHI experience moves to one of the most advanced cruise ships in the world. But all is not right below decks. Strange things are happening. Only the Kingdom Keepers know the truth behind their invitation to be in attendance: nearly every Disney villain is aboard the ship, including Maleficent. The Overtakers have infiltrated the cast and crew. And no oneknows what they have planned. The Dream sets sail filled with enthusiastic guests and crew. But not for long. Maleficent takes over a video screen and warns the guests of trouble to come. With the ship arriving to the beaches of Castaway Cay--its first of many exotic ports of call--the Kingdom Keepers are under attack; back home the Base is threatened and about to fall. The Overtakers have expanded in ways never foreseen, and it's clear they intend to use this element of surprise to accomplish what has eluded them so far: victory. But not if Finn Whitman and friends have anything to say about it.