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From authors Ker Dukey and K Webster comes the thrilling dark mafia romance bestselling series, The V Games! Three complete books. One boxed set. Vicious. Villainous. Victorious. VLAD. VEN. VAS. Power comes from money and fear and the men of The V Games have both in abundance. They rule with an iron fist and do it well. Their empires are built on blood and brutality and no one is immune to their wrath… or so they thought. When love intervenes on their path to the top, it alters everything. The rules have changed. Let the games begin… **The V Games series is a dark, crime steamy mafia romance series that might be triggering to some. It's a complete fast-paced and page-flipping romantic suspense series that'll keep you guessing at every turn. This series includes Vlad, Ven, and Vas.**
Bestselling Mafia romance series. Everything I do has purpose. Everything I do has reason. Until her. The Vasiliev name is a powerful one. We rule with an iron fist and we do it well. Being the eldest, I am Father’s best hope at keeping us at the top of the food chain. Everything I do has purpose. Everything I do has reason. Until her. I play my games thinking several moves ahead. Power. Power. Power. Until her. The next move requires I marry and soon. This will strengthen us and secure our position. But I am not to marry her. I am to wed the eldest Volkov. Problem is, her younger sister is the one who awakens my dead heart. It is her I want in my bed and by my side forever. Her. Her. Her. In this game, though, it’s not about what I want. But maybe it can be about what she wants. I am Vlad. Vile. Vicious. Villainous. Vasiliev. And I will win eventually.
LAST ONE TO THE GRAVE, WINS.Being a killer wasn't what eighteen year old Selena Grey ever expected she'd become. But with her stepfather's blood fresh on her hands, she finds herself walking into an eight by six prison cell where she'll live out the next twenty five years of her life. Or so she thought...When a man as beautiful as he is terrifying walks into the prison, Selena is the only one seemingly unaffected by his charms. But Varick's impossibly dark eyes are trained on her and her alone, frightening Selena of what his presence forewarns. It's not long before she finds out as she wakes on a ship in the dead of night, a captive of the forbidding Varick who seems more beast than man. But when she arrives at a barren and isolated island in the stormy north sea, she soon realises that the obnoxious Varick may be her only hope of survival. Because, in a place where polar night reigns for the next six months, a powerful and cruel family are about to start this year's season of the V Games. And Selena is marked to participate in the blood sport, hunted by ravenous vampires and surviving the harsh terrain of the bleak island. And, not only that, but Selena just became the highest bid on contestant in a century...
The Vetrov name comes with expectation. My role in this world is simple: do as Father asks and live my life how he planned it. My future is already written: run the empire. Old Values. Old Rule. Old Money. Until her. Everything I do lacks purpose. Everything I do is empty. Women. Money. Power. It meant nothing. Until her. When the Volkov rose showed up at my home a disgraced package, hand-delivered by a Vasiliev prince, I began paving my own path. I vowed to make her bloom once more. She consumed me. Her. Her. Her. But you can’t love a rose and expect not to be damaged by her thorns. She cut me too deep. And I bled out. My soul fled. All that’s left is a cold, calculating monster. I am Veniamin. Volcanic. Victorious. Valiant. Vetrov. When you enter my world to play games, prepare to lose. In the end, I always find the thorn in my side, and I pluck it right out. ***This is book two in The V Games series. Book one, Vlad, must be read in order to understand this story.***
‘Raghunathan writes really well . . . there are rare instances where a reviewer thinks; I wish I could write like that. This is one of those rare instances’ —Bibek Debroy in Indian Express In a rare attempt to understand the Indianness of Indians—among the most intelligent people in the world; but also; to a dispassionate eye; perhaps the most baffling—V. Raghunathan uses the props of game theory and behavioural economics to provide an insight into the difficult conundrum of why we are the way we are. He puts under the scanner our attitudes towards rationality and irrationality; selflessness and selfishness; competition and cooperation; and collaboration and deception. Drawing examples from the way we behave in day-to-day situations; Games Indians Play tries to show how in the long run each one of us—whether businessmen; politicians; bureaucrats; or just plain us—stand to profit more if we were to assume a little self-regulation; give fairness a chance and strive to cooperate and collaborate a little more even if self-interest were to be our main driving force.
More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompaniedby fascinating trivia, memorable quotes, and informationon the year of publication and where the game can beplayed today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, fromComputer Space to Fez - Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
The third volume in this acclaimed series features more than 100 of the newest games from a variety of platforms. A complete compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots, this comprehensive visual tour through the world of PC and video gaming is sorted by genre, with each game review containing information of interest to players, parents, and industry professionals. A two-page spread includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age range; notes Entertainment Software Rating Board (ESRB) content ratings; and complete technological specifications to supplement each game's profile. A game developers' Hall of Fame and a thorough run-down of the world's best gamers, clans, and guilds are coupled with fascinating stories about the politics of video gaming, the latest research on gaming's effects, and the world of Flash and Java games. Useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms—such as Sony's new PlayStation 3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP—are also provided.
Colleen and Samuel Quaice are teenagers living in 1897 England. During a visit to Upper Wolverhampton Bibliotheque, they discover a musty book called THE MAZE OF GAMES. Opening the book summons the Gatekeeper, a mysterious skeletal guardian who plunges the Quaices into a series of dangerous labyrinths, populated with myriad monsters and perplexing puzzles.Only by solving their way through the Gatekeeper's mazes will the Quaice children find their way home.Read the novel. Solve the Puzzles. Get out alive