Devilish Game


Book Description

Love is Death Life as I know it is irrevocably changed. I'm now the leader of the Shadow Guild, a ragtag bunch of supernaturals who don't quite fit in anywhere but together. It should be perfect, but of course the magical world is never so easy. For one, the man that I'm falling for-the Devil of Darkvale-is doomed by a curse that will drag him to hell. There's only one solution-use magic to break the ancient, fated bond that binds us, and then don't fall for each other. That becomes difficult when a series of kidnappings forces us to work together. Love might equal death for the Devil and I, but with so many lives at stake, we must work together to save them...all without succumbing to the pull of fate.




Devil's Game


Book Description

The first book-length study of one of the Civil War's most outlandish and mysterious characters Devil's Game traces the amazing career of Charles A. Dunham, Civil War spy, forger, journalist, and master of dirty tricks. Writing for a variety of New York papers under alternate names, Dunham routinely faked stories, created new identities, and later boldly cast himself to play those roles. He achieved his greatest infamy when he was called to testify in Washington concerning Abraham Lincoln's assassination. Many parts of Dunham's career remain shadowy, but Cumming offers the first detailed tour of Dunham's convoluted, high-stakes, international deceits, including his effort to sell Lincoln on plans for a raid to capture Jefferson Davis. Exhaustively researched and unprecedented in depth, this carefully crafted assessment of Dunham's motives, personality, and the complex effects of his schemes changes assumptions about covert operations during the Civil War.




Dangerous Games


Book Description

The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.




Cheapass Games in Black and White


Book Description

A collection of games and retrospectives from James Ernest, the President and creator of Cheapass Games.




Bread and Salt


Book Description

Bread and Salt - a literal translation of the Russian word for hospitality - explores the social and economic implications of eating and drinking in Russia in the thousand years before 1900. Eating and drinking are viewed here as social activities which involves the economics of production, storage and distribution of food stuffs. These activities attract both social controls and state taxation; in this way the everyday process of eating and drinking is linked with the history of Russia. The dominance of grain in the diet throughout the period and the importance of salt, as implied in the title, are dealt with, as are the early Russian beer-drinking fraternities. The relatively late introduction of spirits, in the from of vodka, and it disastrous consequences in social terms are described. Tea and the samovar, also much more a latecomer than is generally realized, did little to diminish excessive drinking. Drinking, in any event, was by no means discourage by the state, since it was a major source of state income. The final section of the book looks at rural diets in the nineteenth century, when some variation and new items, such as the potato, became important. At the same time, peasants depended basically on the grain crop, as they had for thousands of years. Forced by txation to enter the market, afflicted by severe famines towards the end of the century, many peasants ate and drank no better as a result of the modernization of the county.




Devil May Cry Series


Book Description




Classic Home Video Games, 1989-1990


Book Description

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.




Devil's Game


Book Description

Everytime George Sheldon sees a particular blue SUV bad things happen, but no one believes that George is seeing the Devil at his most devious. Losing his wife, his home, and his job, George must find a way to prove that he has not lost his sanity so as to get himself out of the mental institution he is finally committed to.




The Game Believes in You


Book Description

What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.




Devilish Games


Book Description

Devilish Games How can one little plush devil lead to so much decadent sin? Three couples. Three games of Spin Devil. Multiple nights of bliss. Spin Devil Spin It Again Spin Some More