It's A Cold Game II


Book Description

After being released from state prison for trafficking, Banks planned on reconnecting with his twin daughters. He decided to retire from The Game to become the father figure they very well deserved. However, his brother Face had a better idea. Therefore, he lobbied for Banks to return to his old lifestyle and become his right-hand man in a plot to consolidate their power. Unfortunately, it took for their mother being shot for his plan to come to fruition. Now, for Banks to exact his revenge, he has no choice but to play the cards he was dealt, and go all in.




Cold-Smoking & Salt-Curing Meat, Fish, & Game


Book Description

With this book, A. D. Livingston combines a lifetime of Southern culinary knowledge with his own love of authentic home smoking and curing techniques. He teaches how to prepare smoked and salted hams, fish, jerky, and game—adapting today’s materials to yesterday’s traditional methods. As he writes, “you can smoke a better fish than you can buy, and you can cure a better ham without the use of any chemicals except ordinary salt and good hardwood smoke.” This book shows you how, and includes more than fifty recipes—such as Country Ham with Redeye Gravy, Canadian Bacon, Scandinavian Salt Fish, and Venison Jerky—as well as complete instructions for: * Preparing salted, dried fish * Preparing planked fish, or gravlax * Building a modern walk-in smokehouse * Constructing small-scale barbecue smokers * Choosing woods and fuels for smoking * Salt-curing country ham and other meats




Lame of Thrones


Book Description

From Harvard's legendary humor publication comes an outrageous, uproariously funny parody of Game of Thrones, in the tradition of their previous bestselling parody book classics Bored of the Rings, Nightlight, and The Hunger Pains. An affectionate but take-no-prisoners send-up of the massive literary and television franchise, Lame of Thrones offers fans a way of reentering the fictional world they have come to love and merrily explodes all of its conventions -- as well as their expectations of the characters -- to hilarious ends. It may even leave you more satisfied than the actual TV ending of Game of Thrones. In fact, if it doesn't the Lampoon has really dropped the ball. Lame of Thrones will take you to Westopolis, where several extremely attractive egomaniacs are vying to be ruler of the realm and sit on the Pointy Chair. Our hero Jon Dough was a likely bet, but his untimely murder at the hands of his own men of the Night's Crotch has made that seem less likely. Will Dragon Queen Dennys Grandslam escape from her Clothkhaki captors and return to conquer the world? Or will she just get left in the desert counting grains of sand for the rest of the book? And what about Jon Dough's siblings? Will they be mentioned? Probably? Almost definitely, yes? It would be weird if they weren't prominent characters in the book, you say? To find out, read the book you wish George R.R. Martin would write but never will. The Lampoon -- the place where such comedy writers and performers as Conan O'Brien, Colin Jost, B.J. Novak, Patricia Marx, Alan Yang, Andy Borowitz and many more all got their start -- is ready to serve parody notice to the most entertaining, infuriating, and inescapable cultural phenomenon of the past decade.




The Long Game


Book Description

For more than a century, no US adversary or coalition of adversaries - not Nazi Germany, Imperial Japan, or the Soviet Union - has ever reached sixty percent of US GDP. China is the sole exception, and it is fast emerging into a global superpower that could rival, if not eclipse, the United States. What does China want, does it have a grand strategy to achieve it, and what should the United States do about it? In The Long Game, Rush Doshi draws from a rich base of Chinese primary sources, including decades worth of party documents, leaked materials, memoirs by party leaders, and a careful analysis of China's conduct to provide a history of China's grand strategy since the end of the Cold War. Taking readers behind the Party's closed doors, he uncovers Beijing's long, methodical game to displace America from its hegemonic position in both the East Asia regional and global orders through three sequential "strategies of displacement." Beginning in the 1980s, China focused for two decades on "hiding capabilities and biding time." After the 2008 Global Financial Crisis, it became more assertive regionally, following a policy of "actively accomplishing something." Finally, in the aftermath populist elections of 2016, China shifted to an even more aggressive strategy for undermining US hegemony, adopting the phrase "great changes unseen in century." After charting how China's long game has evolved, Doshi offers a comprehensive yet asymmetric plan for an effective US response. Ironically, his proposed approach takes a page from Beijing's own strategic playbook to undermine China's ambitions and strengthen American order without competing dollar-for-dollar, ship-for-ship, or loan-for-loan.




Cold Shadows


Book Description




Gaming the Iron Curtain


Book Description

How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.




The World the Game Theorists Made


Book Description

Today, game theory is central to our understanding of capitalist markets, the evolution of social behavior in animals, and much more. Both the social and biological sciences have seemingly fused around the game. Yet the ascendancy of game theory and theories of rational choice more generally remains a rich source of misunderstanding. To gain a better grasp of the widespread dispersion of game theory and the mathematics of rational choice, Paul Erickson uncovers its history during the poorly understood period between the publication of John von Neumann and Oskar Morgenstern s seminal "Theory of Games and Economic Behavior" in 1944 and the theory s revival in economics in the 1980s. "The World the Game Theorists Made "reveals how the mathematics of rational choice was a common, flexible language that could facilitate wide-ranging debate on some of the great issues of the time. Because it so actively persists in the sciences and public life, assessing the significance of game theory for the postwar sciences is especially critical now."




Combinatorial Games


Book Description

Based on lectures presented at the AMS Short Course on Combinatorial Games, held at the Joint Mathematics Meetings in Columbus in August 1990, the ten papers in this volume will provide readers with insight into this exciting field. Because the book requires very little background, it will likely find a wide audience that includes the amateur interested in playing games, the undergraduate looking for a new area of study, instructors seeking a refreshing area in which to give new courses at both the undergraduate and graduate levels, and graduate students looking for a variety of research topics.




How Reason Almost Lost Its Mind


Book Description

In the United States at the height of the Cold War, roughly between the end of World War II and the early 1980s, a new project of redefining rationality commanded the attention of sharp minds, powerful politicians, wealthy foundations, and top military brass. Its home was the human sciences—psychology, sociology, political science, and economics, among others—and its participants enlisted in an intellectual campaign to figure out what rationality should mean and how it could be deployed. How Reason Almost Lost Its Mind brings to life the people—Herbert Simon, Oskar Morgenstern, Herman Kahn, Anatol Rapoport, Thomas Schelling, and many others—and places, including the RAND Corporation, the Center for Advanced Study in the Behavioral Sciences, the Cowles Commission for Research and Economics, and the Council on Foreign Relations, that played a key role in putting forth a “Cold War rationality.” Decision makers harnessed this picture of rationality—optimizing, formal, algorithmic, and mechanical—in their quest to understand phenomena as diverse as economic transactions, biological evolution, political elections, international relations, and military strategy. The authors chronicle and illuminate what it meant to be rational in the age of nuclear brinkmanship.




Persuasive Games


Book Description

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.