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Circuitry is an outrageously funny, unapologetic ninety-minute play that takes us on a year long whirlwind global trip through the exclusive world of the Circuit Party. It is part realism and part absurdism and totally fabulous as it follows one gay New Yorker¿s quest for love through this seductive world in 1996. As HIV/AIDS remains a major part of the gay community worldwide, Circuitry takes a glimpse backwards to question the state of a large group of gay men today.
This volume explores the part played by different metals in use from the fourth millennium BC to the Early Iron Age, not only in the Aegean but also in the wider Old World. It addresses the divergent uses and roles of different metals, the interrelationships of these roles and the changing values that may have been accorded to them at different times and in different places by producers and consumers. Individually, the papers in the volume contemplate the particular properties of different metals and the various issues concerning their frequent under-representation in the archaeological (but not necessarily textual) record, and also point out comparative and diachronic perspectives that may have the ability to offer insights into their important roles in wider cultural and historical changes over a period of several millennia. After the Introduction and Chapter 1, which reflects on some of the parameters involved in the term ‘precious’ as applied to metals, the remaining six chapters cover the Aegean and the networks that link the Aegean with Italy, Cyprus and the Near East more generally, and south-east Anatolia and the Caucasus. Between them they discuss the beginnings of regular iron metallurgy, the uses of and attitudes to gold, silver and bronze and other copper-based alloys at various times between the fourth millennium BC and the Early Iron Age.
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
The Sword of Bokus On the planet Alkan IV, an insane warlord battled to return his planet to the martial philosophy of his worlds past. Captain Kenneth Smith and his crew engaged the forces of Bokus of Alkan IV. Invasion from the Past The Galaxy Probe was drawn into a conflict between two advanced races in the Andromeda Galaxy. One was acting for Earths welfare. One was acting to conquer Earth. Both were masters of time travel. The Souls of Edom Planet Zin was hit with a lethal plague. Galaxy Probe was sent to Zin to find a cure and save the Zinite race. Kenneth Smith met the love of his life. The beautiful Vandraka. The Archangels Prophecy Galaxy Probe was drawn into a battle between light and darkness. Between good and evil. To the crews astonishment, they encountered a supernatural being from the spirit realm. The Epiphany Captain Kenneth Smith and First Officer Nanu were propelled into an adventure of a life time. One that took them into the presence of evil spirits in Hell and to the throne of God in Heaven. This is a volume of five novellas in the GALAXY PROBE VOYAGES series. Most of this volume is a prequel to GALAXY PROBE VOYAGES- Keturahs Children. These experiences of the spaceship crew take the reader to the Andromeda galaxy, back in time, and into the spirit realm.
All four books in 'Fall Of The Swords', a series of fantasy novels by Scott Michael Decker, now in one volume! The Peasant: Following a civil war, an empire grapples with the devastating fallout. His conscience heavy, Peasant General Guarding Bear wants to usurp the tyrannical emperor’s throne. But the general’s rivals continue to play games, seeking to avenge their name and reclaim the Northern Imperial Sword. With his reign threatened and no progeny to his name, the Emperor plots to conceive an heir by stealth. Soon, Guarding Bear enters a world of deception, smoke and mirrors, and must decide where his loyalties lie. The Bandit: Tired of lying in wait, the exiled Noble Bandit seizes his chance at revenge. Meanwhile, as the birth of the Royal Twins nears, Peasant General Guarding Bear is repatriated by the Emperor. Fearing for the safety of his heirs, the emperor orders the general to lay siege to his enemy’s fortress. In preparation, the general recruits the aid of a powerful wizard and a skilled young healer – but none of them suspects a traitor in their midst. As loyalties are tested and new alliances made, who will rise above and claim victory as their own? The Heir: The future of the Empire hangs in the balance. Separated from birth, the Royal Twins have been raised in opposite corners of the empire. Meanwhile, bandits continue to lay waste to the kingdom in their attempt to force the Emperor to relinquish the Northern Imperial Sword. Among them is the Noble Bandit, nemesis of Peasant General Guarding Bear. Tasked with rearing one of the twins, the Peasant General wastes no time in preparing the boy for his destiny of ridding the kingdom of the bandits once and for all. But long-kept secrets are brought to life as the Heir is mistaken for his long-lost brother, and his new rival declares himself Emperor of the northern lands. Their path leads them towards a final confrontation that will forever change the fate of the realm. The Emperor: Seeking Sword looks to the south for only one thing: The Northern Imperial Sword, which now lies dormant in the vaults of the Eastern Empire. Without it, Seeking Sword will always be a bandit. And to get it, he'll have to defeat the Heir. Abandoned to bandits as an infant, Seeking Sword has known adversity, but nothing has prepared him to lead a campaign against such an adversary. It isn't the Heir's formidable fighting skills nor his tactical acumen that so dismays the bandit Emperor. It's the beloved devotion of his people.
Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
“This is space opera at its finest.”—Ilona Andrew, #1 New York Times bestselling author on Only Bad Options New York Times best-selling author Jennifer Estep continues her Galactic Bonds series with a new, action-packed adventure that blends science fiction, fantasy, and historical romance. This rollicking space opera features a mix of magic and technology, along with a soul mates, slow burn, and enemies-to-lovers story. Perfect for fans of Star Wars, Bridgerton, and Pride and Prejudice. A WOMAN ON A MISSION . . . My name is Vesper Quill. I used to be a lowly lab rat, toiling away in obscurity developing brewmakers and other household appliances. But thanks to my seer magic and my own ingenuity, I’m now a Regal lady and the head of a successful corporation. My mission? To destroy the Techwave, the dangerous group that has stolen my designs and plans to weaponize them against the Imperium. But when my mission takes an unexpected turn, I’m once again surrounded by enemies and fighting for my life. Further complicating matters is Kyrion Caldaren, an arrogant Regal lord whose fate is bound to mine. Kyrion doesn’t realize the two of us still have an unwanted connection that puts us both in grave danger . . . or does he? A MAN SURROUNDED BY ENEMIES . . . My name is Kyrion Caldaren. As the leader of the Arrows, the Imperium’s elite fighting force, I’ve been tasked with tracking down and destroying the Techwave before they seize control of the Archipelago Galaxy. My other mission? Find a way to assassinate Lord Callus Holloway, the Imperium ruler who wants to take my psion power for his own. Holloway is also a threat to Vesper Quill, who haunts my thoughts, despite the broken bond and distance between us. When I realize Vesper is in danger, my priorities change, and I vow to use all my telepathic, telekinetic, and other abilities to help her. I will save Vesper from her enemies and mine—even if I have to burn down the whole bloody galaxy. Praise for Only Bad Options, book 1 in the Galactic Bonds science-fiction fantasy series: “Mixing sci-fi and fantasy, this space opera romance is an absolute delight.”—BookBub “I absolutely love it! This is 429 pages of reading joy.”—Smart Bitches, Trashy Books “A rocketship ride of star-crossed soulmates, Only Bad Options delighted me from start to finish! I highly recommend this romantic, action-packed space opera to all lovers of science fiction, fantasy, and romance!”—Jeffe Kennedy, award-winning and best-selling author of Dark Wizard and The Pages of the Mind
"It is with great pleasure that I recognize those who helped make this book possible. I am indebted to A. Doak Barnett, Paul H. B. Godwin, and Barry Naughton for their many extremely useful suggestions on the conceptual structure and details of the analysis. Others shared many of their resources and contacts; among them are Wendy Frieman, Albert Kiedet Commander Phil Midland, Jonathan Pollack, David Shambaugh, and Jeffrey Taylor. Sammie Choy provided invaluable production assistance with the tables and graphs. Barbara Bowersox gave essential administrative support in the initial research and writing stage. For funding that made travel to China possible, I am grateful to the Johns Hopkins University Paul H. Nitze School of Advanced International Studies (SAIS Rome Grant) and the Shell Oil Company (Shell Fellowship). Most important of alt my wife, Eleano~; provided unfailing encouragement, critical insight, editorial suggestions, and wordprocessing skills."
Collects S.W.O.R.D. (2020) #1-5. One giant leap for mutantkind! The new nation of Krakoa has quickly become a major force on the world stage, but why stop there? The X-Men have relaunched the Sentient World Observation & Response Directorate, a fully independent organization dealing with all things extraterrestrial on behalf of Earth. And S.W.O.R.D. is thrown right into the deep end of a planetary crisis as Krakoa battles the invading King in Black! Meanwhile, Abigail Brand prepares a deniable operation all her own. What is Protocol V, and can the Earth survive it? Then, walk a mile in the Manifold's shoes as S.W.O.R.D.'s Quintician takes a journey across the universe - and comes face-to-face with a deadly enemy! And as the Quiet Council discusses the rules of murder on Krakoa, in space the killings have already begun.