Captain of Games


Book Description

Each year, the captain’s games test the mettle of the would-be leaders of an all-girls school in the verdant Eastern Highlands. This year a heavy cerulean mist enshrouds the rugged, lofty peaks where the games are held. Only cruel fate could have brought Isobel here. As thick fog swirls down the mountain side, contestants begin to disappear. Will Isobel embrace her newfound gift in time to save the cold, frightened girls or are all the unworldly apparitions emerging from the shadows only figments of her unconsented intoxication?




The Captain Class


Book Description

A bold new theory of leadership drawn from elite captains throughout sports—named one of the best business books of the year by CNBC, The New York Times, Forbes, strategy+business, The Globe and Mail, and Sports Illustrated “The book taught me that there’s no cookie-cutter way to lead. Leading is not just what Hollywood tells you. It’s not the big pregame speech. It’s how you carry yourself every day, how you treat the people around you, who you are as a person.”—Mitchell Trubisky, quarterback, Chicago Bears Now featuring analysis of the five-time Super Bowl champion New England Patriots and their captain, Tom Brady The seventeen most dominant teams in sports history had one thing in common: Each employed the same type of captain—a singular leader with an unconventional set of skills and tendencies. Drawing on original interviews with athletes, general managers, coaches, and team-building experts, Sam Walker identifies the seven core qualities of the Captain Class—from extreme doggedness and emotional control to tactical aggression and the courage to stand apart. Told through riveting accounts of pressure-soaked moments in sports history, The Captain Class will challenge your assumptions of what inspired leadership looks like. Praise for The Captain Class “Wildly entertaining and thought-provoking . . . makes you reexamine long-held beliefs about leadership and the glue that binds winning teams together.”—Theo Epstein, president of baseball operations, Chicago Cubs “If you care about leadership, talent development, or the art of competition, you need to read this immediately.”—Daniel Coyle, author of The Culture Code “The insights in this book are tremendous.”—Bob Myers, general manager, Golden State Warriors “An awesome book . . . I find myself relating a lot to its portrayal of the out-of the-norm leader.”—Carli Lloyd, co-captain, U.S. Soccer Women’s National Team “A great read . . . Sam Walker used data and a systems approach to reach some original and unconventional conclusions about the kinds of leaders that foster enduring success. Most business and leadership books lapse into clichés. This one is fresh.”—Jeff Immelt, chairman and former CEO, General Electric “I can’t tell you how much I loved The Captain Class. It identifies something many people who’ve been around successful teams have felt but were never able to articulate. It has deeply affected my thoughts around how we build our culture.”—Derek Falvey, chief baseball officer, Minnesota Twins




Black Powder


Book Description

Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection. The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs. Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.




Battleship Captain Warship Counters, 1890-1945


Book Description

Battleship Captain Warship Counters, 1890-1945 is a book designed for use with the Battleship Captain tactical naval combat game system. It contains 1,500 facsimile warship counters that may be photocopied and mounted to create ships to play the game. The ships are divided into three eras (Pred-dreadnought, Dreadnought, and World War II), and include historical ships from 20 national navies. Ship types include battleships, battlecruisers, pre-dreadnought battleships, heavy cruisers, armored cruisers, light cruisers, protected cruisers, destroyers, destroyer escorts, merchants, and armed merchant cruisers, all authentically and individually rated in various offensive and defensive categories according to the Battleship Captain standard. Instructions are provided allowing you to create warship counters in any of the popular scales. Designed by Gary Graber, published by Minden Games. Note: You must own Battleship Captain game rules to use the ships and ratings included in this book.




Derek Jeter


Book Description

A look at the life of the baseball star and his philanthropy.




The Adventures of Captain Underpants


Book Description

George and Harold have created the greatest superhero in the history of their school — and now they're about to bring him to life! MEET CAPTAIN UNDERPANTS! HIS TRUE IDENTITY IS SO SECRET, EVEN HE DOESN'T KNOW WHO HE IS! FIGHTING FOR TRUTH, JUSTICE AND ALL THINGS PRE-SHRUNK AND COTTONY!




The Captain


Book Description

NEW YORK TIMES BESTSELLER “Derek Jeter is undoubtedly the most talked about, argued about, cheered, booed and ultimately respected baseball player of his generation. And as public a figure as he has been, he is in many ways the least known. That changes now as Ian O’Connor, one of the best sports writers anywhere, goes deep and does what no one has quite been able to do: Tell us a bit about who Derek Jeter really is.”—Joe Posnanski, author of The Machine "Deftly told.”—The Washington Post In The Captain, Ian O’Connor draws on unique access to Derek Jeter and more than 200 new interviews to reveal how a biracial kid from Michigan became New York’s most beloved sports figure and the face of the steroid-free athlete. O’Connor takes us behind the scenes of a legendary baseball life, from Jeter’s early struggles in the minor leagues, when homesickness and errors threatened a stillborn career, to the heady days of Yankee superiority and nightlife, to the battles with former best friend A-Rod. All along the way, Jeter has made his Hall-of-Fame destiny look easy. But behind that leadership and hero’s grace there are hidden struggles and complexities that have never been explored, until now.




Shareware Heroes


Book Description

Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.




The Player of Games


Book Description

The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata




The Game


Book Description

THE GAME happens inside a very large Hadron Collider which is built by the Utopians Godisious and Luciferious to fi nd the answer to a problem their people have. Th e Cycloves are a very dangerous species, intent on killing everyone and destroying every planet they come into contact with. Having destroyed one galaxy, they are now on route to the Utopians galaxy. Needing an answer as soon as possible how they can accomplish this, they make a new multiverse inside the Hadron Collider that is in orbit above their moon. Th e Hadron Collider holds a number of universes, thousands of galaxies and millions of stars and planets. Everything within the Collider is very small, but the species that live inside it have no idea. Th e Cycloves are put at the top of the Collider and the humans lower down. Th e people from Utopia Prime enter Th e Game to take control of the units within it and get them to fi ght the Cycloves. Th e main two characters Darrent and Chrymella who are inside Th e Game, have to work together to fi nd the answer before the Cycloves return and destroy the Utopians and everyone else in their galaxy. When Darrent fi nds himself occupying Chrymella's body, he is not happy and wonders how he can do his job