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The first of three explosive pulp thrillers arriving back-to-back from cult crime fiction sensation and Marvel Comics scribe Duane Swierczynski. Charlie Hardie, an ex-cop still reeling from the revenge killing of his former partner's entire family, fears one thing above all else: that he'll suffer the same fate. Languishing in self-imposed exile, Hardie has become a glorified house sitter. His latest gig comes replete with an illegally squatting B-movie actress who rants about hit men who specialize in making deaths look like accidents. Unfortunately, it's the real deal. Hardie finds himself squared off against a small army of the most lethal men in the world: The Accident People. It's nothing personal-the girl just happens to be the next name on their list. For Hardie, though, it's intensely personal. He's not about to let more innocent people die. Not on his watch.
Six friends cross over into a dangerous fantasy world — will they make it back alive?
Instructions for playing 800 games, including 50 board games, 34 dice games, 20 versions of dominos, 30 ways to play marbles and jacks, plus party games, races, and music games.
This prize-winning comic thriller takes readers “from high-octane gun antics to kitchen mopping in East Kilbride . . . [in] one beast of a story” (The Guardian, UK). International bestselling author Christopher Brookmyre has been lauded for his dark sense of humor and brilliant suspense plotting. Now his Bollinger Everyman Wodehouse Prize–winning novel follows “his most ambitious heroine yet”: a forty-six-year-old house-proud grandmother (The Guardian, UK). As a teenager, Jane Bell had dreamt of playing in the casinos of Monte Carlo, surrounded by the likes of James Bond. But now her dreams are as dry as the dust her Dyson sucks up from her hall carpet. Her son Ross, a researcher for a Swiss arms manufacturer, is the one with the exciting life. But lately it’s gotten a bit too exciting. Ross needs to disappear before some shady characters force him to divulge the secrets of his research. And they’re not the only ones desperate to locate him. Ross’s firm has hired a team of security experts, and, headed by the enigmatic Bett, they have little in common apart from total professionalism and a thorough disregard for the law. Bett believes the key to Ross’s whereabouts is his mother, and in one respect, he is right. But even he is taken aback by her dogged determination to secure her son’s safety. The teenage dreams of fast cars, high-tech firepower, and extreme action had always promised to be fun and games, but in real life, it’s likely someone is going to lose an eye . . . “Funny, electric and captivating.” —Times (UK)
This ultimate insider's guide reveals the secrets that none dare admit, told by a show biz veteran who's proven that you can sell your script if you can save the cat!
The material in Funn `n Games represents a compilation and embellishment of notes that Karl has collected over the years about games, initiative problems, trust activities, and adventure stunts that he creates, collects, finds, shares, tweaks, and occasionally purloins. The goal has always been to seek curricular adventure where function is an extension of fun. Funn `n Games delivers over 300 pages of ideas, notions, and seeds of serendipity that are about to, or have already become, classics in the field of adventure education. If you want theory, buy one of those ominous, dark spine books with few illustrations and even less hands-on activities. But if you want exciting and immediately useable ideas to implement into your adventure based program RIGHT NOW, and a few laughs along the way, Funn `n Games will soon become your favorite "go to" resource.
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious’ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n’ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.
With more than 20 years of coaching and teaching experience, UK authors Anthony Dowson and Keith Morris have realized that children's encounters with sporting activities need to be creative, entertaining and fun. Children can be encouraged to engage in physical activity through fun games that stimulate both body and mind. Fun games keep children healthy and active now as well as contribute to a more positive attitude towards physical activity for life. In response to numerous requests from teachers and coaches, the authors have developed and adapted an array of activities and games from their own everyday use when teaching children. The book contains a range of warm-up ideas, games, skill practices and sport-specific activities to motivate children and encourage active participation. The games use only common sport equipment and are supported by easy-to-follow instructions and illustrations. Useful in both planning and providing physical education lessons and recreational experiences, this book makes it easy to create a varied and exciting program. The text includes more than 30 multi-sport games suitable for children of ages 5 to 16. There are sport-specific games for cricket, striking and fielding, rugby, soccer, tennis, badminton and hockey, as well as parachute games. All activities are designed to improve children's skills in specific sports through the use of enjoyable games to promote learning. Each game offers multiple variations designed to suit a wide range of ages and abilities. With childhood obesity becoming increasingly common, children's physical activity is becoming more important. Healthy, active young people now mean a future generation of adults less affected by the health problems associated with obesity and inactive lifestyles. Anyone who has the responsibility of organizing activities for young people will find the ideas in Fun and Games invaluable. Through the practical games in this book, children will develop new skills as they participate in fun and enjoyable activities.
Get ready to play! TEEN: Uncover the Real You--the popular magazine’s very first quiz book--was a big hit with its young readers. Now, this engaging follow-up gives girls a fun-filled way to test their smarts and quiz their friends. It’s a clever compilation of the very best word searches, crosswords, fill-in-the-blanks, and other wacky puzzles gathered from TEEN’s pages.
“Covering many of the biggest names and greatest events in sports, it’s a wonderful collection of yarns and reminiscences, told in Perk’s inimitable style” (Postmedia News). Dave Perkins was once told by a bluntly helpful university admissions officer: “You don’t have the looks for TV or the voice for radio. You should go into print.” Which he did, first at the Globe and Mail, and then for thirty-six well-traveled years at the Toronto Star. In Fun and Games, Perkins recounts hysterical, revealing, and sometimes embarrassing personal stories from almost every sport and many major championships. After forty years of encountering a myriad of athletes, fans, team managers, and owners, Perkins offers unique observations on the Blue Jays and Raptors, fifty-eight major championships’ worth of golf, ten Olympic Games, football, hockey, boxing, horse racing, and more. Learn why Tiger Woods asked Perkins if he was nuts, why he detected Forrest Gump in the 1996 Atlanta Olympics, and why Super Bowl week is the worst week of the year. Perkins exposes the mistakes he made in both thought and word—once, when intending to type “the shot ran down the goalie’s leg,” he used an “i” instead of an “o”—and to this day, he has never found a sacred cow that didn’t deserve a barbecue. “Few can spin a yarn with the wit and clever turns of phrase that Perky can.” —Shi Davidi, Sportsnet “Anyone who has ever spoken to Dave Perkins, or read Dave Perkins, remembers his voice. This book is a delightful way to experience it all again, through the wise, funny man’s eyes.” —Bruce Arthur, Toronto Star sports columnist