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[From the back cover] Homeworlds is a game invented by John Cooper in 2001 and played with Looney Pyramids invented by Andrew Looney. -- As exotic as this sounds, Homeworlds, and its 2-player version called Binary Homeworlds, is a deep abstract strategy game with a game tree more complex than Go. It features a 4X Space Theme that requires eXpanding, eXploring, eXploiting, and eXterminating. You start with a Homeworld of two stars, and build a fleet of spaceships with which you are going to discover other starsystems to find your way to your opponent's Homeworld, which you will ultimately invade, attack, and destroy. -- In this volume, you'll find all known rule variants of the classic game, as it developed over 20 years, all clearly explained and ordered into a comprehensive whole. Furthermore, it will introduce you to many variants, including multi-player variants, and game-mechanics variants, that can all be combined in various ways. -- Variants are a way to wrap your mind around the many aspects of the game, as they force you to consider unfamiliar alternatives. If nothing more than the pure enjoyment of experimentation, your mind gets a workout. -- To even the battlefield between a veteran and a cadet, the author has included many new ways of handicapping. It allows two players of different experience levels to play an even game, making it challenging for both. -- Homeworlds has a growing player base and can also be played online. This volume tries to accommodate a growing demand for accuracy in the rules, sample games, variety, and references. -- Do you have an appetite for more brain-burning games? Look out for the follow-up by the same author, describing 10+ games playable with a Homeworlds set that will satisfy young (8+) and old.
At a time when many philosophers have concluded that Husserl's philosophy is exhausted, but when alternatives appear to be exhausted as well, Anthony J. Steinbock presents an innovative approach to Husserlian phenomenology. His systematic study of the problems and themes of a generative phenomenology, normality and abnormality, and sociohistorical concepts of homeworld and alienworld, and the steps he takes toward developing such a generative phenomenology, open new doors for a phenomenology of the social world, while casting new light on work done by Husserl himself and by many philosopher working more or less in a Husserlian vein. Both critique and an appropriation of a large and diverse body of work, Home and Beyond is a major contribution to contemporary Husserl scholarship.
How would you react to the sudden realization of where death might actually lead? At fifty-nine, George Harvey, a retired teacher, makes just this discoveryand his life changes in ways he could never have imagined. George finds himself propelled on a headlong journey to another world, where he searches for the truth. Though they are strangers at first, George joins forces with a single mother and two young men, each seeking their own truth. With no easy answers, George, Luba, Philip, and Alyosha experience what seems impossible. Now they must decide if what they have learned is not just realbut inevitable. Each answer inspires more questions, and these four apparent survivors of death must now decide for themselves: When does life really end? Can broken lives ever be reconnected and restored? How dangerous are our beliefs and our faith? Are we destined to be put on trial at some time and place in the cosmos? Can our darkest fears ever be overcome or our most cherished dreams realized? Is there only one path after death? What does time really mean? Their search for truth challenges everything they once believed about life, deathand what may follow.
Never make a deal with a fae, they say. But sometimes there’s no choice, consequences be damned. As daughters of the Amadis royal family, my twin Brielle and I should have been helping our people rebuild civilization after the War of Armageddon. Instead, our mother does the unthinkable, possibly sparking a new war, and we’re whisked away to another realm to hide us from our enemies. When we return home, we discover our parents are missing, our people have scattered, and every faction hunts the Knight twins. Some are obsessed with claiming our formidable power for themselves. Others simply want us dead. Still, I can’t believe we’re home for less than a day when I end up as Winter Court’s prisoner in Faery. And it only gets worse from there. To protect my sister, I’ve made a deal with a fae that shatters any hopes for my own future. A dark prince ignites something in me that feels all wrong and oh, so right. And then there’s the enchanting princess I ache for . . . yet can never have. Foes become allies, friends become traitors, and one truth emerges with clarity: war is imminent. My only hope to protect everyone I love is to harness the dark power within me—a force that can save worlds or annihilate us all. If I fail to control it, someone else will. But to master it, I must face my most daunting opponent yet—myself. Knights of Souls and Shadows is the spinoff series of the internationally best-selling, award-winning Soul Savers series with over one million books read. You don’t need to read Soul Savers first. This new adventure is a series all on its own, featuring the next generation in their own pursuit to save the worlds—or at least try not to destroy them all. Recommended reading order: A Demon’s Promise An Angel’s Purpose Genesis: A Soul Savers Novella Dangerous Devotion Dark Power Sacred Wrath Unholy Torment Fractured Faith Age of Angels Part I: Awakened Age of Angels Part II: Lost Age of Angels Part III: Marked Sun & Moon Academy Book One: Fall Semester Sun & Moon Academy Book Two: Spring Semester Knights of Souls and Shadows All of Kristie Cook’s books are tied together in some way. To complete the full connection and for the whole experience, you might also want to read: Wonder: A Soul Savers Collection of Short Stories (falls on the timeline before Sacred Wrath) Prophecy of the Wolves: A Soul Savers Novella (formerly Supernatural Chronicles: The Wolves, falls on the timeline between A Demon’s Promise and An Angel’s Purpose) Book of Phoenix Trilogy: The Space Between, The Space Beyond, The Space Within (these fall on the timeline between Sacred Wrath and Unholy Torment) Havenwood Falls: Forget You Not, Lose You Not, Break Me Not, The Collector: Awakening, Savage Salvation (these take place before and lead up to the Sun & Moon Academy books)
FSpaceRPG is a science fiction roleplaying game in the classic mould. In the late 22nd century mankind expands into the the stars only to find them in more turmoil than it’s own internal nationalism. Pitted against the onslaught of the expansion of the Stotatl Empire, humanity must defend itself while forging alliances with others who face absorption.Whether you’re a Terran soldier or an Aronhi Warrior from the partially conquered Aronhi Empire, one goal stands supreme above all, survival. The wits and courage to stand and fight against superior odds and create victories from difficult situations.But not all the glory lies in the hands of warriors. Exploration of the vast wilderness that is space, charting dangers, finding resources and contacting potential allies is a cornerstone of survival.The conflict, intrigue, action and adventure of these times provide an exciting roleplaying environment for players, whether they like playing space marines, traders, spies, investigators or just general adventure seekers. The span of events in reality are all possible, giving a wide scope of play.If you don’t like flying around the cosmos as a British Royal Space Marine then you could always visit a primitive society and face the challenge of worlds filled with mystery, fantasy and danger. The Complete rulebook 2010 contains all you need to generate characters, select equipment and play this character level roleplaying game. Includes information on robots, starships and vehicles as well. Plenty of information on the various alien races and empires exist, including character generation profiles for 15 races. It also includes some starter scenarios to get you going. What you get: The FSpaceRPG Complete Rulebook 2010 v2 is a 400 page rulebook with all the core rules for running this role-playing game as well as plenty of information on the universe. Delivered in our color book style with plenty of colour illustrations, this edition is great entry into the world of FSpaceRPG.This book is a merger of the Concise Rulebook 4.2 with: • Derelict v2 • vehicle profiles from AGLC, Rough Rider and Tech Update • gun profiles from Tech Update and Turram Encounter • starship profiles from Tech Update and Turram Encounter • Robots v1 replaced entire robots section • Personality 1.1 • Martial Arts v1.1 • Serpenti Regional maps • Alt Skills • Library Data 2177 • the 2177 calendar from Netrules 2 • Kuetques v1.1 • Solarians 1.1 • Psionics v1.1 replacing entire psionics section • Quinkose Contact & Boarding Action scenarios from FED Times • Elements from Turram Encounter and McDougal Space v2
It is 2065, and a year has passed since the people of Earth formally established relations with several extraterrestrial races. Appearances suggest that a new age of peace, economic prosperity, and enlightenment has begun. One group of aliens in particular, the Greys, are an advanced and peaceful race. Human journalist C. A. Wyatt is in the process of writing a book about the Greys’ odyssey from their home world, planet Zeta, to Earth and their crash landing near Roswell, New Mexico, in 1947. Their journey begins with the invasion of Zeta in 1944 by an aggressive alien species called Reptoids, just as the Greys’ spaceship, Zeta’s Hope, is about to be launched on an expedition to the uninhabited planet of Avalonia with fifty colonists—made up of both Greys and their human-like allies from planet Amigo. As crew of the ship voyages to various planets, they face a variety of problems, both internal and external, but eventually they set out to meet the humans of Earth, hoping for form a new alliance. But when those plans go awry, the fates of the Greys and of humanity will change forever. In this science fiction novel, set in 2065, aliens known as Greys recall their journey to Earth in the 1940s through interviews with a human journalist.
This book examines the worldwide cultural diffusion, which, along with economic globalization, is ever widening the boundaries of an individual and a group's homeworld as alien cultures are absorbed into each other. This process is called 'the mundialization of home.' The spherical movement of capital, goods, technology, and workforce across national borders is also accompanied by spread of ideas, beliefs, values, and customs among diverse cultures. And, as people in newly emerging market societies are being brought to self-awareness as individual citizens, they have begun to address issues of individual freedom, social justice, human rights, global environmental change, and civil society. (Series: Philosophy in International Context / Philosophie im Internationalen Kontext - Vol. 6)
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Mobile Lifeworlds illustrates how the imaginaries and ideals of Western travellers, especially those of untouched nature and spiritual enlightenment, are consistent with media representations of the Himalayan region, romanticism and modernity at large. Blending tourism and pilgrimage, travel across Nepal, Tibet, Bhutan, and Northern India is often inspired and oriented by a search for authenticity, adventure and Otherness. Such valued ideals are shown, however, to be contested by the very forces and configurations that enable global mobility. The role ubiquitous media and mobile technologies now play in framing travel experiences are explored, revealing a situation in which actors are neither here nor there, but increasingly are ‘inter-placed’ across planetary landscapes. Beyond institutionalised religious contexts and the visiting of sacred sites, the author shows how a secular religiosity manifests in practical, bodily encounters with foreign environments. This book is unique in that it draws on a dynamic and innovative set of disciplinary and theoretical perspectives, especially phenomenology, the mobilities paradigm and philosophical anthropology. The volume breaks fresh ground in pilgrimage, tourism and travel studies by unfolding the complex relationships between the virtual, imaginary and corporeal dynamics of contemporary mobile lifeworlds.
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.