It's All a Game


Book Description

“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books




The Tabletop Find-It Book


Book Description

The Tabletop Find-It Book is a picture book filled with find-it style images of tabletop games! With over 20 images, you'll enjoy hours of entertainment searching through the pages and finding everything there is to find. Discover thousands of unique game components in these pages!




Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




In the Red


Book Description

A harrowing, pulse-pounding race for survival that New York Times bestselling author D. J. MacHale says “will leave you breathless.” Michael Prasad knows he shouldn’t go out on the Mars surface alone. It’s dangerous. His parents have forbidden it. And the anxiety he feels almost every time he puts on a spacesuit makes it nearly impossible for him to leave the safety of the colony. But when his best friend, Lilith, suggests they sneak out one night, he can’t resist the chance to prove everyone—including himself—wrong. As the two ride along the Mars surface in a stolen rover, miles from the colony, a massive solar flare hits the planet, knocking out power, communication, and navigation systems, and the magnetic field that protects the planet from the sun’s deadly radiation. Stranded hours from home with an already limited supply of food, water, and air, Michael and Lilith must risk everything if they’re to get back to the colony alive.




As You Like it


Book Description




Like a River Glorious


Book Description

The sequel to the New York Times–bestselling and National Book Award longlisted Walk on Earth a Stranger. After her harrowing journey west to California, Lee Westfall has finally found a new home—one rich in gold, thanks to her magical power, a power that seems to be changing every day. But this home is rich in other ways, too: with friends who are searching for a place to be themselves, just as she is, and with love. Jefferson—her longtime best friend—hasn’t stopped trying to win her heart. And Lee is more and more tempted to say yes. But her uncle Hiram hasn’t given up his quest to get Lee and her power under his control. When she’s kidnapped and taken to him, Lee sees firsthand the depths of her uncle’s villainy. Yet Lee’s magic is growing. Gold no longer simply sings to her, it listens. It obeys her call. Is it enough to destroy her uncle once and for all? Rae Carson, acclaimed author of the Girl of Fire and Thorns series, takes us deep into the gold fields as she continues this sweeping saga of magic and history, and an unforgettable heroine who must come into her own. Like a River Glorious is the second book in the Gold Seer trilogy.




Julian Comstock


Book Description

From Robert Charles Wilson, the Hugo Award-winning author of Spin, comes Julian Comstock, an exuberant adventure in a post-climate-change America. In the reign of President Deklan Comstock, a reborn United States is struggling back to prosperity. Over a century after the Efflorescence of Oil, after the Fall of the Cities, after the False Tribulation, after the days of the Pious Presidents, the sixty stars and thirteen stripes wave from the plains of Athabaska to the national capital in New York. In Colorado Springs, the Dominion sees to the nation's spiritual needs. In Labrador, the Army wages war on the Dutch. America, unified, is rising once again. Then out of Labrador come tales of the war hero "Captain Commongold." The masses follow his adventures in the popular press. The Army adores him. The President is...troubled. Especially when the dashing Captain turns out to be his nephew Julian, son of the President's late brother Bryce—a popular general who challenged the President's power, and paid the ultimate price. As Julian ascends to the pinnacle of power, his admiration for the works of the Secular Ancients sets him at fatal odds with the Dominion. Treachery and intrigue will dog him as he closes in on the accomplishment of his lifelong ambition: to make a film about the life of Charles Darwin. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




The Monopolists


Book Description

The Monopolists reveals the unknown story of how Monopoly came into existence, the reinvention of its history by Parker Brothers and multiple media outlets, the lost female originator of the game, and one man's lifelong obsession to tell the true story about the game's questionable origins. Most think it was invented by an unemployed Pennsylvanian who sold his game to Parker Brothers during the Great Depression in 1935 and lived happily--and richly--ever after. That story, however, is not exactly true. Ralph Anspach, a professor fighting to sell his Anti-Monopoly board game decades later, unearthed the real story, which traces back to Abraham Lincoln, the Quakers, and a forgotten feminist named Lizzie Magie who invented her nearly identical Landlord's Game more than thirty years before Parker Brothers sold their version of Monopoly. Her game--underpinned by morals that were the exact opposite of what Monopoly represents today--was embraced by a constellation of left-wingers from the Progressive Era through the Great Depression, including members of Franklin Roosevelt's famed Brain Trust. A gripping social history of corporate greed that illuminates the cutthroat nature of American business over the last century, The Monopolists reads like the best detective fiction, told through Monopoly's real-life winners and losers.




Play like a Feminist.


Book Description

An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games are in need of a creative platform-expanding, metaphysical explosion—and feminism can take us there. She reflects on the importance of play, playful protest, and how feminist video games can help us rethink the ways that we tell stories. Feminism needs video games as much as video games need feminism. Play and games can be powerful. Chess’s goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.




Big Game


Book Description

Teddy Fitzroy returns as FunJungle’s resident zoo sleuth when a rhinoceros is at risk in Big Game, a follow-up to Belly Up and Poached—which Kirkus Reviews called a “thrill-ride of a mystery.” When someone takes aim at Rhonda Rhino, FunJungle’s pregnant (and endangered) Asian greater one-horned rhinoceros, the zoo steps up security measures in order to protect this rare animal and her baby. But the extra security isn’t enough—someone is still getting too close for comfort. Teddy and company start to suspect that whoever is after Rhonda is really after her horn, which is worth a lot of money on the black market. For the first time ever, the head of the zoo enlists Teddy for help—for once, he doesn’t have to sneak around in order to investigate—and the results are even more wacky, and even more dangerous, than ever before.