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Come play the Zero Game - you can bet your life on it... Matthew Mercer and Harris Sandler are best friends who have plum jobs as senior staffers to well-respected congressmen. But after a decade in Washington, idealism has faded to disillusionment, and they're bored. Then one of them finds out about the clandestine Zero Game. It starts out as good fun - a simple wager between friends. But when someone close to them ends up dead, Harris and Matthew realise the game is far more sinister than they ever imagined - and that they're about to be the game's next victims. On the run, they turn to the only person they can trust: a sixteen-year-old Senate page who can move around the Capitol undetected. As a ruthless killer creeps closer, this idealistic page no only holds the key to saving their lives, but is also determined to redeem them in the process.
ZERO SUM GAME Best of Lists: * Best Books of the Month at The Verge, Book Riot, Unbound Worlds, SYFY, & Kirkus * The Mary Sue Book Club Pick * Library Journal Best Debuts of Fall and Winter A blockbuster, near-future science fiction thriller, S.L. Huang's Zero Sum Game introduces a math-genius mercenary who finds herself being manipulated by someone possessing unimaginable power... Cas Russell is good at math. Scary good. The vector calculus blazing through her head lets her smash through armed men twice her size and dodge every bullet in a gunfight, and she'll take any job for the right price. As far as Cas knows, she’s the only person around with a superpower...until she discovers someone with a power even more dangerous than her own. Someone who can reach directly into people’s minds and twist their brains into Moebius strips. Someone intent on becoming the world’s puppet master. Cas should run, like she usually does, but for once she's involved. There’s only one problem... She doesn’t know which of her thoughts are her own anymore. "Fresh and exciting... a great start to an exciting series--and an exciting career." --Boing Boing At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--
The New York Times bestselling author of The Millionaires and The First Counsel returns to Washington, D.C., with the story of an insider's game that turns deadly. Matthew Mercer and Harris Sandler are best friends who have plum jobs as senior staffers to well-respected congressmen. But after a decade in Washington, idealism has faded to disillusionment, and they're bored. Then one of them finds out about the clandestine Zero Game. It starts out as good fun-a simple wager between friends. But when someone close to them ends up dead, Harris and Matthew realize the game is far more sinister than they ever imagined-and that they're about to be the game's next victims. On the run, they turn to the only person they can trust: a 16-year-old Senate page who can move around the Capitol undetected. As a ruthless killer creeps closer, this idealistic page not only holds the key to saving their lives, but is also determined to redeem them in the process. Come play The Zero Game-you can bet your life on it.
From Remedy Entertainment, the masters of cinematic action games such as Max Payne and Alan Wake, comes a gripping novelization of this time-amplified suspenseful blockbuster. The Quantum Break experience is part game, part show—where decisions in one dramatically affect the other. Both experiences share the same incredible cast of actors who have played leading roles in Lost, X-Men, Game of Thrones and more. The novel, Quantum Break: Zero State, is the story of the game’s hero, Jack Joyce, who, with his newly gained superpowers, fights the nefarious Monarch corporation to stop the end of time. Epic moments of destruction, frozen in chaotic “time stutters,” become playgrounds for intense combat and gripping story. The novel greatly expands on the game’s narrative, offering intriguing new timelines and characters to explore! At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
In 2007, a stranger-than-fiction multibillion-dollar bidding war for the Chicago Board of Trade (CBOT) erupted between the Chicago Mercantile Exchange (CME) and Atlanta’s IntercontinentalExchange (ICE). Zero-Sum Game: The Rise of the World’s Largest Derivatives Exchange takes readers behind the scenes of this battle to tell the gripping—and often comical—story of how the historic merger between CME and CBOT almost didn’t happen. Author Erika S. Olson, a managing director at CBOT during the bidding war, delivers a blow-by-blow account of the fight for the world’s oldest futures exchange, taking you inside CBOT’s landmark Chicago Loop headquarters, onto the high-octane trading floor, and into executives’ offices. Through the lens of the CME/CBOT deal, Zero-Sum Game: Introduces the colorful and outspoken personalities who call the shots in this close-knit and frequently misunderstood industry Details the reasons behind the recent, spectacular growth of a market that’s existed for over 160 years Explains how derivatives affect the lives of average consumers worldwide by influencing everything from interest rates on credit cards to the cost of a cheeseburger to the price of a gallon of gas Reveals the inner workings of futures exchanges, and differentiates the various types of derivatives that are routinely lumped together and vilified by the media Erika S. Olson is a former managing director of the Chicago Board of Trade and spent over ten years working in and consulting to the financial services industry. She received her MBA from Harvard Business School and her BBA from the University of Michigan Ross School of Business.
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.
What do we really want from schools? Only everything, in all its contradictions. Most of all, we want access and opportunity for all children—but all possible advantages for our own. So argues historian David Labaree in this provocative look at the way “this archetype of dysfunction works so well at what we want it to do even as it evades what we explicitly ask it to do.” Ever since the common school movement of the nineteenth century, mass schooling has been seen as an essential solution to great social problems. Yet as wave after wave of reform movements have shown, schools are extremely difficult to change. Labaree shows how the very organization of the locally controlled, administratively limited school system makes reform difficult. At the same time, he argues, the choices of educational consumers have always overwhelmed top-down efforts at school reform. Individual families seek to use schools for their own purposes—to pursue social opportunity, if they need it, and to preserve social advantage, if they have it. In principle, we want the best for all children. In practice, we want the best for our own. Provocative, unflinching, wry, Someone Has to Fail looks at the way that unintended consequences of consumer choices have created an extraordinarily resilient educational system, perpetually expanding, perpetually unequal, constantly being reformed, and never changing much.
Make fun games while learning to code. Focused on making games rather than teaching programming theory, in this book you're more likely to see code on how gravity affects a missiles trajectory instead of the most efficient way to search through data. Even then the code is kept simple as games should be about playability rather than complex physics. There are links to the official documentation when you need to lookup information that isn't included in the book. Start with a simple text based game to grasp the basics of programming in Python. Then moves on to creating simple graphical games in Pygame Zero. Not only will you learn object oriented programming to make it easier to make more complex games, you'll also work to create your own graphics and sounds. 3D graphics are a little complex. So we focus on 2D games, including spins on some classic boardgames and arcade games. All the games are designed to run on a Raspberry Pi. They will work on any Raspberry Pi, but will also work on any other computer that supports Python 3 along with Pygame Zero. The games you make will be playable and hopefully fun to play. And by the end of the book, you can step beyond the provided source code to develop your own unique games and programs. What You'll LearnCode in PythonGenerate sounds and graphics for 2D gamesGrasp object oriented programming with Pygame Zero Who This Book Is ForBeginning game developers interested in working with low-cost and easy-to-learn solutions like Pygame Zero and the Raspberry Pi.
From the brilliant mind of New York Times bestselling author David Yoon comes a lightning-fast and scorchingly observant thriller about how we can save ourselves from the very real perils of a virtual world. Max, a data whiz at the social media company Wren, has gotten a firsthand glimpse of the dark side of big tech. When he questions what his company does with the data they collect, he's fired...then black-balled across Silicon Valley. With time on his hands and revenge on his mind, Max and his longtime friend (and secretly the love of his life) Akiko, decide to get even by rebooting the internet. After all, in order to fix things, sometimes you have to break them. But when Max and Akiko join forces with a reclusive tech baron, they learn that breaking things can have unintended--and catastrophic--consequences.