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Winner of the 2016 PEN/ESPN Award for Literary Sports Writing The true story of the game that never should have happened--and of a nation on the brink of monumental change In the fall of 1943, at the little-known North Carolina College for Negroes, Coach John McLendon was on the verge of changing basketball forever. A protégé of James Naismith, the game's inventor, McLendon taught his team to play the full-court press and run a fast break that no one could catch. His Eagles would become the highest-scoring college team in America--a basketball juggernaut that shattered its opponents by as many as sixty points per game. Yet his players faced danger whenever they traveled backcountry roads. Across town, at Duke University, the best basketball squad on campus wasn't the Blue Devils, but an all-white military team from the Duke medical school. Composed of former college stars from across the country, the team dismantled everyone they faced, including the Duke varsity. They were prepared to take on anyone--until an audacious invitation arrived, one that was years ahead of anything the South had ever seen before. What happened next wasn't on anyone's schedule. Based on years of research, The Secret Game is a story of courage and determination, and of an incredible, long-buried moment in the nation's sporting past. The riveting, true account of a remarkable season, it is the story of how a group of forgotten college basketball players, aided by a pair of refugees from Nazi Germany and a group of daring student activists, not only blazed a trail for a new kind of America, but helped create one of the most meaningful moments in basketball history.
Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! When they piled into cars and drove through Durham, North Carolina, the members of the Duke University Medical School basketball team only knew that they were going somewhere to play basketball. They didn't know whom they would play against. But when they came face to face with their opponents, they quickly realized this secret game was going to make history. Discover the true story of how in 1944, Coach John McLendon orchestrated a secret game between the best players from a white college and his team from the North Carolina College of Negroes. At a time of widespread segregation and rampant racism, this illegal gathering changed the sport of basketball forever.
The Master Game is a rollercoaster intellectual journey through the back streets and rat runs of history to uncover the traces in architecture and monuments of a secret religion that has shaped the world. Pivotal historical events and processes, not least the Renaissance, the birth of scientific rationalism, and the French and American revolutions, are radically reevaluated in the light of new investigative evidence presented in The Master Game. Even the belief that the United States has a "global mission," so obvious today, may ultimately prove to be less the result of a shortterm reaction to terrorism than the inevitable working out of a covert plan originally set in motion almost two thousand years ago. The Master Game refers to a scheme or "game" played on the world stage to bring about a world order governed by a lofty goal which, today, we term the "Masonic Ideal." The Master Game traces the origins of this game of symbols and words and talismans from ancient Egypt all the way to modern times, and places it squarely on the elitist Scottish Rite Freemasonry, headquartered in Washington, DC, and ruled by a secretive and powerful brotherhood of men who have attained the thirtythird degree. The Master Game exposes this world order's true purpose and, more importantly, shows how it has affected the United States of America and badly backfired on 9/11. The book is adapted and expanded from the authors' earlier, outofprint book Talisman.
Meet Maximus Todd! He's the kid who can't sit still! Clever Max invents a game to keep his Super Fidgets at bay for the day. Too bad his arch enemy Mandy Beth discovers what he's up to and tries to trip him up! Will Max win at his secret game? Max finds that while it's not always easy being a kid -- especially if you're a bit different -- there is often humour, kindness and love in the most unexpected places.
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
Listen up, kid. My name is Dr. Cecil H.H. Mills. I’m the author of this book and many other ones that you might not have heard of. This book is about two idiot wannabe detective-types. Their names are J.J. and Valentine Watts, but I’m not sure if they’re actually brothers or not. They make a friend; her name is Trudi de la Rosa. She’s a wannabe detective-type too, but honestly, she’s less of an idiot than the brothers. The three of them team up to solve a mystery that takes place in a snowy chateau up in the mountains. It gets more complicated around chapter 11, but now you’ve got the main gist of it. The story’s full of intrigue and adventure and puzzles and light violence and some swear words. It’s really entertaining. Just buy the book and start reading. You’ll understand everything about the Ghost Hunters Adventure Club very soon.
As heard on the New Yorker Radio Hour: The triumphant and "engaging history" (The New Yorker) of the young women who devised a winning strategy that defeated Nazi U-boats and delivered a decisive victory in the Battle of the Atlantic. By 1941, Winston Churchill had come to believe that the outcome of World War II rested on the battle for the Atlantic. A grand strategy game was devised by Captain Gilbert Roberts and a group of ten Wrens (members of the Women's Royal Naval Service) assigned to his team in an attempt to reveal the tactics behind the vicious success of the German U-boats. Played on a linoleum floor divided into painted squares, it required model ships to be moved across a make-believe ocean in a manner reminiscent of the childhood game, Battleship. Through play, the designers developed "Operation Raspberry," a counter-maneuver that helped turn the tide of World War II. Combining vibrant novelistic storytelling with extensive research, interviews, and previously unpublished accounts, Simon Parkin describes for the first time the role that women played in developing the Allied strategy that, in the words of one admiral, "contributed in no small measure to the final defeat of Germany." Rich with unforgettable cinematic detail and larger-than-life characters, A Game of Birds and Wolves is a heart-wrenching tale of ingenuity, dedication, perseverance, and love, bringing to life the imagination and sacrifice required to defeat the Nazis at sea.
Read the original Nancy Drew mystery! The Secret of the Old Clock is the mystery that began it all for America's favorite teenaged slueth. The accidental rescue of a little girl who lives with her two great-aunts leads to an adventurous search for a missing will.
The tale begins over three-hundred years ago, when the Fair People—the goblins, fairies, dragons, and other fabled and fantastic creatures of a dozen lands—fled the Old World for the New, seeking haven from the ways of Man. With them came their precious jewels: diamonds, rubies, emeralds, pearls... But then the Fair People vanished, taking with them their twelve fabulous treasures. And they remained hidden until now... Across North America, these twelve treasures, over ten-thousand dollars in precious jewels, are buried. The key to finding each can be found within the twelve full color paintings and verses of The Secret. Yet The Secret is much more than that. At long last, you can learn not only the whereabouts of the Fair People's treasure, but also the modern forms and hiding places of their descendants: the Toll Trolls, Maitre D'eamons, Elf Alphas, Tupperwerewolves, Freudian Sylphs, Culture Vultures, West Ghosts and other delightful creatures in the world around us. The Secret is a field guide to them all. Many "armchair treasure hunt" books have been published over the years, most notably Masquerade (1979) by British artist Kit Williams. Masquerade promised a jewel-encrusted golden hare to the first person to unravel the riddle that Williams cleverly hid in his art. In 1982, while everyone in Britain was still madly digging up hedgerows and pastures in search of the golden hare, The Secret: A Treasure Hunt was published in America. The previous year, author and publisher Byron Preiss had traveled to 12 locations in the continental U.S. (and possibly Canada) to secretly bury a dozen ceramic casques. Each casque contained a small key that could be redeemed for one of 12 jewels Preiss kept in a safe deposit box in New York. The key to finding the casques was to match one of 12 paintings to one of 12 poetic verses, solve the resulting riddle, and start digging. Since 1982, only two of the 12 casques have been recovered. The first was located in Grant Park, Chicago, in 1984 by a group of students. The second was unearthed in 2004 in Cleveland by two members of the Quest4Treasure forum. Preiss was killed in an auto accident in the summer of 2005, but the hunt for his casques continues.
From the New York Times bestselling author of the “twisty-mystery” (Vulture) novel In a Dark, Dark Wood, The Woman in Cabin 10, and The Turn of the Key comes Ruth Ware’s The Lying Game. Isa Wilde knows something terrible has happened when she receives a text from an old friend. Why would Kate summon her and their two friends to the seaside town where they briefly attended the Salten House boarding school together seventeen years ago? The four friends had quickly bonded over the Lying Game—a risky contest that involved tricking fellow boarders and faculty with their lies. Now reunited, Isa, Kate, Thea, and Fatima discover that their past lies had far-reaching effects and criminal implications that threaten them all. In order to protect their reputations, and their friendship, they must uncover the truth about what really happened all those years ago. Atmospheric and twisty, with just the right amount of chill, The Lying Game will have readers at the edge of their seats, not knowing who can be trusted in this tangled web of lies.