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A rugby-mad boy. A huge game. And a chance for an epic win . . . or an epic fail! Gordon D'Arcy is an ordinary boy, but he's not so ordinary once he gets a rugby ball in his hands. He's the star player for Wexford Wanderers and dreams of one day wearing the Ireland jersey. A dream like that means hard work, raw talent and never losing sight of your goals. But Gordon has a wild streak that often lands him in trouble. Mum and Dad think that if he can just channel his energy, all will be well. Then something utterly mad happens and he gets a chance to live his biggest dream. Can he stay on his game and do everyone proud? Or will trouble follow him . . . like it usually does? Gordon's Game is a funny and inspiring adventure for rugby lovers of all ages! 'A cracking read . . . which will appeal to all the family' Irish Country Magazine
Gordon is back for more mayhem and mischief in the second book in the laugh-out-loud Gordon's Game series! __________ Gordon D'Arcy - the only kid at school with a Six Nations medal hidden under his pillow! Though helping Ireland to win the Grand Slam feels like it was just a dream. Now, he's been given a brand new challenge - the chance to play for Leinster. After learning so many lessons playing for Ireland - including how to make a complete eejit of himself in front of millions of people - fitting in at Leinster should be a breeze. Right? Unfortunately, not. After his first training session, he sees why the team is mocked for being 'soft' (those stories about players wearing fake tan? All true!). Now he knows why so many people from Leinster support Munster. But Gordon settles down to work under an inspiring coach named Joe Schmidt. Joe promises that, with hard work, discipline and a bit of self-belief, Leinster can win the European Cup. Maybe another dream can come true!
Gordon is back again for his biggest challenge yet in the third book of the hilarious Gordon's Game series! __________ Gordon D'Arcy has achieved a lot in his short life. He has won the Six Nations with Ireland and the European Cup with Leinster. Not bad for a boy who's still at school! Now, he has a brand-new opportunity - the chance to play for the famous British and Irish Lions as they tour South Africa. But before he can get on the plane, he must overcome the injury that threatens to end his career, and make the difficult choice between rugby and friendship. Gordon has to help Clive Woodward pull off a series win against South Africa and their fearsome forwards - the notorious Bomb Squad. And he certainly has to keep his wits about him when he finds himself in a wildlife reserve, surrounded by animals that want to eat him for dinner! Is another dream about to come true for Gordon D'Arcy? Or has this young Lion finally bitten off more than he can chew?
Foreign Affairs Best of Books of 2021 "Book of the Week" on Fareed Zakaria GPS Financial Times Best Books of 2020 The definitive account of how regime change in the Middle East has proven so tempting to American policymakers for decades—and why it always seems to go wrong. "It's a first-rate work, intelligently analyzing a complex issue, and learning the right lessons from history." —Fareed Zakaria Since the end of World War II, the United States has set out to oust governments in the Middle East on an average of once per decade—in places as diverse as Iran, Iraq, Afghanistan (twice), Egypt, Libya, and Syria. The reasons for these interventions have also been extremely diverse, and the methods by which the United States pursued regime change have likewise been highly varied, ranging from diplomatic pressure alone to outright military invasion and occupation. What is common to all the operations, however, is that they failed to achieve their ultimate goals, produced a range of unintended and even catastrophic consequences, carried heavy financial and human costs, and in many cases left the countries in question worse off than they were before. Philip H. Gordon's Losing the Long Game is a thorough and riveting look at the U.S. experience with regime change over the past seventy years, and an insider’s view on U.S. policymaking in the region at the highest levels. It is the story of repeated U.S. interventions in the region that always started out with high hopes and often the best of intentions, but never turned out well. No future discussion of U.S. policy in the Middle East will be complete without taking into account the lessons of the past, especially at a time of intense domestic polarization and reckoning with America's standing in world.
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
Foreword by Admiral Sir John Woodward. When published in hardcover in 1997, this book was praised for providing an engrossing education not only in naval strategy and tactics but in Victorian social attitudes and the influence of character on history. In juxtaposing an operational with a cultural theme, the author comes closer than any historian yet to explaining what was behind the often described operations of this famous 1916 battle at Jutland. Although the British fleet was victorious over the Germans, the cost in ships and men was high, and debates have raged within British naval circles ever since about why the Royal Navy was unable to take advantage of the situation. In this book Andrew Gordon focuses on what he calls a fault-line between two incompatible styles of tactical leadership within the Royal Navy and different understandings of the rules of the games.
Since reigning poker expert Phil Gordon’s Little Green Book illuminated the strategies and philosophies necessary to win at No Limit Texas Hold’em, poker has changed quickly and dramatically. Today, Pot Limit Omaha is the game of choice at nosebleed stakes. The players are aggressive, the games are volatile, the decisions are tough, and the pressure is relentless. This is Poker 2.0. In his Little Gold Book, Phil Gordon reexamines the game from the ground up. The key to competing with today’s top players is finding the post-flop edge, but to really understand this new playing style, you need to get comfortable with the underlying math. Don’t be intimidated. Gordon makes this challenging material as approachable and simple as possible. Beginning with the foundations of Poker 2.0, he unpacks the modern poker player’s tool kit, rigorously examines the new lines of play in No Limit Hold’em, dissects the fast and furious strategies of Pot Limit Omaha, and explores the winning poker mind-set that will take your game to an entirely different level. The golden age of poker is upon us. Phil Gordon’s Little Gold Book will shorten your learning curve, and if you’re willing to put in the time and the work, big bankrolls await.
In Poker: The Real Deal and Phil Gordon's Little Green Book, Phil Gordon -- a world-class player and teacher -- shared the strategies, tips, and expertise he's gleaned during his phenomenally successful career. Now, he shows players how to apply those theories to actual hands in order to make smart, confident decisions with every move. Gordon walks readers through hands that he's encountered in cash games; early, middle, and late tournament play; Sit & Gos; satellites and supersatellites; and the final table of the World Series of Poker, revealing not only what plays he made but also why he made them. He relates what goes through a pro's mind in every situation, whether it's a timely bluff or a questionable call, and helps players calculate their own best moves in the most pressure-fueled of situations. In analyzing specific hands, Gordon also imparts important lessons in key poker skills such as calculating odds, shorthanded play, and discovering tells. And he discusses memorable plays -- the good and the oh-so-bad -- explaining why certain moves were made and, in many cases, how the hands should have been played differently. Insightful, witty, and filled with real-life pro secrets, Phil Gordon's Little Blue Book is required reading for every player looking to make a profit and raise his game to the next level.
"Have you ever played the addictive card game SET? Have you ever wondered about the connections between games and mathematics? . . . The Joy of SET takes readers on a fascinating journey into this seemingly simple card game and reveals its surprisingly deep and diverse mathematical dimensions. Absolutely no mathematical background is necessary to enjoy this book - all you need is a sense of curiosity and adventure. Originally invented in 1974 by Marsha Falco and officially released in 1991, SET has gained a widespread, loyal following. SET's eighty-one cards consist of one, two, or three symbols of different shapes (diamond, oval, squiggle), shadings (solid, striped, open), and colors (green, purple, red). In order to win, players must identify 'sets' of three cards for which each characteristic is the same - or different - on all the cards. SET's strategic and unique design opens connections to a plethora of mathematical disciplines, including geometry, modular arithmetic, combinatorics, probability, linear algebra, and computer simulations. The Joy of SET looks at these areas as well as avenues for further mathematical exploration. As the authors show, the relationship between SET and mathematics runs in both directions - playing this game has generated new mathematics, and the math has led to new questions about the game itself."--Provided by publisher.