The Book of Thieves and the Joker's Game


Book Description

Inheriting a book from his father was not at all the responsibility Abell expected it to be. After his father's tragic death, Abell's suspicions grow as he learns about a new world of magic and danger. A world where magic means everything; from determining your wealth, political power, social status, and even friends from enemies. As power and corruption go hand-in-hand, Abell quickly learns that nothing in either worlds is as they seem and faces the decision of finishing his father's legacy, or not.







The American Stationer


Book Description




The Ultimate Book of Card Games


Book Description

The Ultimate source of family entertainment, packed with over 200 card games, yet so handy it can be taken anywhere.




The Halloween Joker


Book Description

With Halloween coming to Oakdale, the whole town is getting into the spirit. But someone is out to spoil the fun, targeting the kids with a series of practical jokes that are getting out of hand!




Japanese Role-Playing Games


Book Description

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.




Superheroes and American Self Image


Book Description

This book offers an interdisciplinary approach to the study of comic-books, mobilising them as a means to understand better the political context in which they are produced. Structured around key political events in the US between 1938 and 1975, the author combines analyses of visual and textual discourse, including comic-book letters pages, to come to a more complete picture of the relationship between comic-books as documents and the people who read and created them. Exploring the ways in which ideas about the US and its place in the world were represented in major superhero comic-books during the tumultuous period of US history from the Great Depression to the political trauma of Watergate and the end of the Vietnam War, Superheroes and American Self-Image sheds fresh light on the manner in which comic-books shape and are shaped by contemporary politics. As such it will appeal to scholars of cultural and media studies, history and popular culture.




Wild Cards III: Jokers Wild


Book Description

Here, in the third volume of the Wild Cards series, seven of science fiction's most gifted writers take you on a journey of wonder and excitement. September 15th is Wild Card Day, which commemorates the date the Wild card virus was released, spreading a wave of mutations around the globe. And 1986—the fortieth anniversary—promises to be the biggest Wild Card Day ever. But in New York City, not everyone is celebrating. The Astronomer, a twisted, powerful genius, has been planning how own special festivities for Wild Card Day, It will be a day of revenge against those who have opposed his evil plans—and aces and jokers alike must soon fight for their lives. Includes stories by: Edward Bryant Leanne C. Harper George R. R. Martin John J. Miller Lewis Shiner Walter Simons Melinda M. Snodgrass The Wild Cards Universe The Original Triad #1 Wild Cards #2 Aces High #3 Jokers Wild The Puppetman Quartet #4: Aces Abroad #5: Down and Dirty #6: Ace in the Hole #7: Dead Man’s Hand The Rox Triad #8: One-Eyed Jacks #9: Jokertown Shuffle #10: Dealer’s Choice #11: Double Solitaire #12: Turn of the Cards The Card Sharks Triad #13: Card Sharks #14: Marked Cards #15: Black Trump #16: Deuces Down #17: Death Draws Five The Committee Triad #18: Inside Straight #19: Busted Flush #20: Suicide Kings The Fort Freak Triad #21: Fort Freak #22: Lowball #23: High Stakes The American Triad #24: Mississippi Roll #25: Low Chicago #26: Texas Hold 'Em At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




Ultimate Book of Card Games


Book Description

Classic and comprehensive, this guide to over 350 games is sure to appeal to all ages. From Bridge to Poker and Solitaireto Hearts, card games are a beloved source of entertainment and competition (and they are recession proof!). This authoritative book is ideal for every household, college dorm, family cabin, or neighborhood bar that has a pack of cards. Designed in the style of the popular Ultimate Bar Book, this essential resource provides the rules to dozensof variations of your favorite games, and a few you've probably never heard of (Bezique, anyone?). With simple instructions and clear illustrations to guide the way, this volume will be a welcome addition to any gamer's library.




The Official Overstreet Comic Book Companion, 11th Edition


Book Description

Describes and lists the values of popular collectible comics and graphic novels issued from the 1950s to today, providing tips on buying, collecting, selling, grading, and caring for comics and including a section on related toys and rings.