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In the climactic finale of the USA Today–bestselling author’s royal romance series, a fairytale wedding isn’t the end of the story—it’s the beginning. It seemed like every girl’s dream: fall in love with a prince and be whisked off for your very own glamorous happy-ever-after. But there’s more to this royal fairy tale for Allegra Jackson and Prince Alessandro Santina. Allegra’s headline-grabbing family hardly prepared her for a life of public duty, and sinfully delicious Prince Alessandro has always seemed virtually allergic to the idea of settling down in Santa Maria. Out of all the flamboyant, beautiful women his name’s been linked with, the heir to the throne picked ordinary Allegra with the family from hell. Now everyone is watching to see if the tabloid’s couple of the year is really playing for keeps.
Here are four board games -- the Royal Game of Ur; Mehen, the Game of the Snake; Hounds and Jackals; and the Egyptian Game of Senet -- which were popular in the days of the pharaohs in ancient Egypt and in nearby countries from about 5,000 years ago, chosen and recreated by Dr. Irving Finkel of the British Museum. Everything you need to play them is here: the playing boards recreated in sumptuous colors, playing pieces, and full instructions including variations and other possibilities you may like to try.
The recent translation of a Babylonian tablet launches a groundbreaking investigation into one of the most famous stories in the world, challenging the way we look at ancient history. Since the Victorian period, it has been understood that the story of Noah, iconic in the Book of Genesis, and a central motif in Judaism, Christianity and Islam, derives from a much older story that existed centuries before in ancient Babylon. But the relationship between the Babylonian and biblical traditions was shrouded in mystery. Then, in 2009, Irving Finkel, a curator at the British Museum and a world authority on ancient Mesopotamia, found himself playing detective when a member of the public arrived at the museum with an intriguing cuneiform tablet from a family collection. Not only did the tablet reveal a new version of the Babylonian Flood Story; the ancient poet described the size and completely unexpected shape of the ark, and gave detailed boat building specifications. Decoding this ancient message wedge by cuneiform wedge, Dr. Finkel discovered where the Babylonians believed the ark came to rest and developed a new explanation of how the old story ultimately found its way into the Bible. In The Ark Before Noah, Dr. Finkel takes us on an adventurous voyage of discovery, opening the door to an enthralling world of ancient voices and new meanings.
Charlie Davenport is the bad boy of British sports - and third in line to the throne. He's a beast on the courts, and a wild animal in bed (according to all the tabloids). Girls are lining up for chance at his crown jewels, and when I stumble into the wrong Wimbledon dressing room and catch a glimpse of his game, set, AND match, I can see why. So what's a little good luck kiss between friends? I know better than to get involved with a bad boy like Charlie. But now he's on a winning streak, he thinks I'm his lucky charm - and you know what's luckier than a kiss? Everything. Suddenly, I've got paparazzi on my trail, exes coming out of the woodwork - and you don't know 'cutthroat' until you've seen a pack of hungry socialites set loose near the Royal Family. I'm in way over my head, and even worse - I'm falling in love. Can this American girl win her Prince Charming? Or will we both crash out of the championships in flames? Wimbledon-meets-The Prince and Me in this hilarious, sexy new romance from Katie McCoy!
Discover the ancient origins of five board games from Rome, Egypt, Mesopotamia and India. Includes fold-out game boards, complete rules for each game, press-out counters and scoring spinners. Suggested level: junior, primary, intermediate.
The former Hollywood king reveals secret techniques with proven results on mastering the art of submission. A look inside of the mind of the master as well as a chilling peek into the shadow world. A modern-day guide parallel to The Prince by Machiavelli (link). This book gives a panoramic view of the psychology that goes into the complete control over others-mind, body and spirit. Secrets known by a select sect and mastered by an elite few are finally exposed. The Pimp Game thoroughly explains how these methods are being practiced, performed, and perfected every day, everywhere right up to, and including the Oval office.
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
"Numerous illustrations in color and black and white. Preface by former Grolier Club president William H. Helfand and introductory essays by Adrian Seville, followed by a catalogue of 71 games on show at the Club, February 24-May 14, 2016. Includes bibliography and index. "The Royal Game of the Goose" dates from medieval times. It is the simplest of games: throw the dice to race to the end of the spiral track. No choice of move, no demonstration of skill. Yet this game has spawned thousands of variants, has influenced early American board games, and is still going strong in Europe. The exhibition, based on Adrian Seville's collection in London, brings together 70 of these remarkable games. They are not primarily aimed at children, though some are educational, including the finely-printed games for the aristocratic cadets of 17th and 18th century France. Others are definitely for adults, including a polemical game on a religious heresy that still has power to shock by its imagery. Here too are games for politics, advertising - and just sheer family fun. One group of Goose Games shows how America was viewed from across the pond, including a 17th century game that depicts unique images of Native Americans. And, at the end of the 19th century, Jules Verne published a novel which describes a fantastical Goose Game in which the players travel across America to win a legacy from a Chicago millionaire. The final section invites you to try your luck in progressing from Errand Boy to "respected Banker and a good citizen." -- description from Oak Knoll Books.
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.