Grand Theft Horse


Book Description

After horse trainer Gail Ruffu decides to take a racehorse from the hands of its abusive co-owners, she faces legal battles in this graphic novel inspired by real events.




Grand Theft Equine


Book Description

Concern for a despondent thoroughbred filly draws trainer Joan Caulder and gallop girl Cailen Eagleton into intimate daily contact. But Cailen believes she isn't free to act on her growing attraction, and Joan is too principled to push for answers to what "not free" means in Cailen's case. Just as they're figuring things out, Joan and Cailen are forced to attempt a desperate heist when the jealous owner of the filly they love threatens to sell the horse for slaughter unless Cailen exits Joan's life forever. Risking charges of grand theft, Joan, Cailen and their unforgettable friends devise a high-risk plan to steal a half-ton, high-strung racehorse from the stone, steel and electronic embrace of the high-tech security team at opulent Rainier Farms.




Grand Theft Horse


Book Description




Stolen Horses


Book Description

Relates stories about horse theft in Canada, both past and present, and the valiant efforts of those who track them down.




Horse Girl


Book Description

Mean Girls meets Black Beauty in Horse Girl by celebrated author Carrie Seim--a funny and tender middle-grade novel about finding your forever herd. "This book is funny and exciting. Beautifully portrays both the pleasures and risks of riding horses and also of being a teen. Very original, and a great pleasure to read."--Jane Smiley, Pulitzer Prize-winning author Wills is a seventh grader who's head-over-hoof for horses, and beyond excited when she gets the chance to start training at the prestigious Oakwood Riding Academy. But Amara--the Queen of the #HorseGirls--and her posse aren't going to let the certifiably dork-tagious Wills trot her way into their club so easily. Between learning the reins of horse riding, dealing with her Air Force pilot mom being stationed thousands of miles from home, and keeping it together in front of (gasp!) Horse Boys, Wills learns that becoming a part of the #HorseGirl world isn't easy. But with her rescue horse, Clyde, at her side, it sure will be fun. Complete with comedic, original hoof notes to acquaint the less equestrian among us, Horse Girl delivers everything a young readers wants: mean girls, boy problems, and embarrassingly goofy dad jokes. And it does so on the back of a pony.




Pardonable Matricide


Book Description

In January 1889, as London constables hunted for Jack the Ripper and theaters around the world presented theatrical renditions of the Jekyll and Hyde story, Jackson, Michigan, Police Captain Jack Boyle searched for the murderer of Mary Latimer. This book follows Captain Boyle to the bordellos of gaslight-era Detroit--populated by madams, pimps, prostitutes and gamblers. It describes the investigation that led him to a pharmacist that prowled the streets, akin to a real-life Jekyll and Hyde. Ultimately, the book delves into the mind of Robert Irving Latimer, known as the most dangerous prisoner in Michigan and the man who inspired talk about resurrecting the state's long-dead death penalty.




Horse Theft


Book Description




Just Stab Me Now


Book Description

A desperate mother. A dubious escort. And a deranged author who won’t leave them alone. Caroline Lindley is determined that her new romance novel will be her best one yet. Fantasy! Formal gowns! Fencing! And, of course, a twentysomething heroine to star in an enemies-to-lovers plot with all of Caroline’s favourite tropes. But Lady Rosamund Hawkhurst is a thirty-six-year-old widow with two children, her sole focus is facilitating a peace treaty between her adopted nation and her homeland, and she flatly refuses to take the correct approach to there being Only One Bed. What’s an author to do? Based on her popular Fantasy Heroine YouTube shorts series, Jill Bearup’s debut novel brings us the best of worlds both meta and medieval-inspired. Leigh Bardugo and Terry Pratchett aficionados will enjoy the political intrigue paired with convivial, tongue-in-cheek satire, and romance fans will savour plenty of slow-burn, fade-to-black romance. If you loved Stranger Than Fiction and The Princess Bride, you will soon find yourself cheering on enemies-to-BFFs Rosamund and Caroline as together they learn what it means to be the hero of your own story.




Cultural Code


Book Description

How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.




Never Caught Twice


Book Description

2021 Nebraska Book Award Never Caught Twice presents the untold history of horse raiding and stealing on the Great Plains of western Nebraska. By investigating horse stealing by and from four Plains groups—American Indians, the U.S. Army, ranchers and cowboys, and farmers—Matthew S. Luckett clarifies a widely misunderstood crime in Western mythology and shows that horse stealing transformed plains culture and settlement in fundamental and surprising ways. From Lakota and Cheyenne horse raids to rustling gangs in the Sandhills, horse theft was widespread and devastating across the region. The horse’s critical importance in both Native and white societies meant that horse stealing destabilized communities and jeopardized the peace throughout the plains, instigating massacres and murders and causing people to act furiously in defense of their most expensive, most important, and most beloved property. But as it became increasingly clear that no one legal or military institution could fully control it, would-be victims desperately sought a solution that would spare their farms and families from the calamitous loss of a horse. For some, that solution was violence. Never Caught Twice shows how the story of horse stealing across western Nebraska and the Great Plains was in many ways the story of the old West itself.