Browse Results

Showing 56,226 through 56,250 of 100,000 results

The Gamekeeper's Lady: Wicked Rake, Defiant Mistress / The Gamekeeper's Lady (Mills And Boon Historical Ser. #10)

by Ann Lethbridge

A most forbidden attraction! Frederica Bracewell grew up under a cloud of shame. As an illegitimate child, she was treated by her uncle like a servant. It isn’t until she encounters the new gamekeeper that shy, innocent Frederica starts to feel like a true lady…

The Games: (Private 12) (Private #11)

by James Patterson

We will take on any case, solve any crime, uncover any secret.We are Private. And we're the best.____________________________The greatest show on Earth - and the greatest opportunity for terrorists...Two years ago, Jack Morgan was in Rio consulting on security for the World Cup. The tournament went without a hitch. Until a man died in one of the executive hospitality suites during the final, and the autopsy showed the cause to be a rare and deadly virus.The story was kept from the media to avoid causing panic, but Jack feared that the death was no freak occurrence.Now the eyes of the world are once again turned towards Rio for the Olympic Games, and Jack is back in Brazil's beautiful capital. It's not long before he uncovers terrifying evidence that someone has set in motion a catastrophic plan.The death at the World Cup was just a warning. The Olympic Games could be the setting for the worst atrocity the world has ever seen.

Games and Gaming in Early Modern Drama: Stakes and Hazards (Early Modern Literature in History)

by Caroline Baird

This book is a close taxonomic study of the pivotal role of games in early modern drama. The presence of the game motif has often been noticed, but this study, the most comprehensive of its kind, shows how games operate in more complex ways than simple metaphor and can be syntheses of emblem and dramatic device. Drawing on seventeenth-century treatises, including Francis Willughby’s Book of Games, which only became available in print in 2003, and divided into chapters on Dice, Cards, Tables (Backgammon), and Chess, the book brings back into focus the symbolism and divinatory origins of games. The work of more than ten dramatists is analysed, from the Shakespeare and Middleton canon to rarer plays such as The Spanish Curate, The Two Angry Women of Abington and The Cittie Gallant. Games and theatre share common ground in terms of performance, deceit, plotting, risk and chance, and the early modern playhouse provided apt conditions for vicarious play. From the romantic chase to the financial gamble, and in legal contest and war, the twenty-first century is still engaging the game. With its extensive appendices, the book will appeal to readers interested in period games and those teaching or studying early modern drama, including theatre producers, and awareness of the vocabulary of period games will allow further references to be understood in non-dramatic texts.

Games and Gaming in Medieval Literature (The New Middle Ages)

by Serina Patterson

The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Games and Rituals

by Katherine Heiny

‘Superb’THE TIMES ‘Joyous’THE OBSERVER The beloved author of Early Morning Riser brings us eleven glittering stories of love – friendships formed at the airport bar, ex-husbands with benefits, mothers of suspiciously sweet teenagers, ill-advised trysts – in all its forms, both ridiculous and sublime.

Games At Twilight

by Anita Desai

Set in contemporary Bombay and other cities, these stories reflect the kaleidoscope of urban life - evoking the colour, sounds and white-hot heat of the city. Warm, perceptive, humorous and touched with sadness, Anita Desai's stories are peopled with intensely individual characters - the man spiritually transformed by the surface texture of a melon; the American wife who, homesick for the verdant farmlands of Vermont, turns to the hippies in the Indian hills; the painter living in a slum who fills his canvasses with flowers, birds and landscapes he has never seen.

Games for Actors and Non-Actors (2nd revised edition) (PDF)

by Augusto Boal Adrian Jackson

Games for Actors and Non-Actors is the classic and best selling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal's revolutionary method, showing how theatre can be used to transform and liberate everyone - actors and non-actors alike! This thoroughly updated and substantially revised second edition includes: two new essays by Boal on major recent projects in Brazil, Boal's description of his work with the Royal Shakespeare Company, a revised introduction and translator's preface, a collection of photographs taken during Boal's workshops, commissioned for this edition new reflections on Forum Theatre.

Games for Dead Girls

by null Jen Williams

Treading the fine line where the supernatural ends and real human monstrosity begins, GAMES FOR DEAD GIRLS is a haunting, dark read, perfect for fans of Jennifer Hillier and Alex North. Hithechurch, a peaceful, out-of-the-way seaside town in Kent. When Charlie was young, she would visit with her family, making friends and playing down by the beach. Their favourite was telling scary stories; silly games of make-believe that would twist and weave old wives’ tales. They would laugh and try to shake off the shiver than ran down their backs and made the hair on their necks stand on end. But what if it wasn’t all make-believe? Years later Charlie returns to Hithechurch with her niece, researching a book on folklore. As she delves deeper into the history of the area, she finds something disturbing: a decades long history of women going missing. Could the stories be true? Charlie is about to find out some games are deadlier than others.

Games For Lovers (Oberon Modern Plays)

by Ryan Craig

Four millennials looking for sex, love and a well-located flat find themselves caught in a complex game of rivalry, desire and seduction. As the cost of happiness soars, how can they negotiate the new rules of modern relationships and win the game of love? Games for Lovers is a glittering modern rom-com with a wicked gleam in its eye.

Games of Deceit

by Pan Pantziarka

DCI Vallance and Sarah Fairfax team up once again when an old friend of Sarah's claims someone at work is trying to kill her. But her squeaky clean colleagues don't tally with the violent attacks. When Vallance becomes sexually involved with Carol he discovers she has not been telling the truth.

Games Of Desire (Mills And Boon Nocturne Cravings Ser.)

by Patti O'Shea

The union between a wizard and a demon is impossible. It's also undeniable.

The Games of Neith

by Margaret St Clair

Did she hold the key to ecstasy - or to horror?The people of Gwethym were highly intelligent, rational beings. They worshiped the goddess Neith, not because they believed in such a golden-haired being, but because they recognised the need for religion as a counterbalance to human passions.So when trouble struck their planet, when they discovered an energy leak which was slowly destroying their world, the Gwethymians turned to science for their answer. If their world was to be saved, the solution must come from the logicians. Or so they thought, until one day a woman, in the image of their goddess Neith, walked across the waters of the harbour and into their city! Then their trouble was two-fold. Would there be anything left to save of their world if they waited for the scientists? And if they didn't, if they put their trust in this goddess whom logic told them could not even exist, would they just be sealing their doom that much quicker?

Games of the Heart (Mills And Boon Kimani Ser.)

by Pamela Yaye

Up-and-coming celeb manager Sage Collins is ready for the big time. About to land her first big client–a teenager who could be the next Michael Jordan–Sage is determined to make her mark.

Games Traitors Play (A\daniel Marchant Thriller Ser. #2)

by Jon Stock

Re-inventing the spy story for the 21st Century. John Le Carre meets Jason Bourne!

Games with the Dead: A Pc Donal Lynch Thriller

by James Nally

‘An intoxicating Thriller’ SUN Irish runaway. Insomniac. Functioning alcoholic. Life is about to get complicated for DC Donal Lynch.

The Gameshouse: The Serpent, The Thief and The Master (The Gameshouse #3)

by Claire North

Everyone has heard of the Gameshouse. But few know all its secrets . . . It is the place where fortunes can be made and lost though chess, backgammon - every game under the sun.But those whom fortune favours may be invited to compete in the higher league . . . where the games played are of politics and nations, of economics and kings. It is a contest where Capture the Castle involves real castles and where hide and seek takes place on the scale of a continent.Among those worthy of competing in the higher league, three unusually talented contestants play for the highest stakes of all . . . From Claire North, author of word-of-mouth bestseller The First Fifteen Lives of Harry August and one of the most original new voices in modern fiction, comes the mesmerising tale of the Gameshouse, where games of chance and skill control the fate of empires.*Originally published as three digital-only instalments: The Serpent, The Thief and The Master.*Praise for Claire North:'One of the fiction highlights of the decade' Judy Finnigan, Richard and Judy Book Club'North's talent shines out' Sunday Times'Little short of a masterpiece' Independent'Poignant and intensely gripping' Guardian'Terrific, smart and entertaining' Patrick Ness

The Gamesman

by Barry N. Malzberg

A staggering vision of Earth in the not-so-distant future. . .In a controlled and mechanical world, the only reality is fear and killing boredom. The only escape from mind-blowing monotony is the Game, with predictable rules of stimulus and response. And if you pit yourself against the Games Master, you may lose your last vestige of sanity. Or your life!'There are perhaps a dozen genius writers in this genre and Barry is at least eight of them' - Harlan Ellison

Gaming Empire in Children's British Board Games, 1836-1860 (Studies in Childhood, 1700 to the Present)

by Megan A. Norcia

Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.

Gaming Empire in Children's British Board Games, 1836-1860 (Studies in Childhood, 1700 to the Present)

by Megan A. Norcia

Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.

Gaming the Stage: Playable Media and the Rise of English Commercial Theater (Theater: Theory/Text/Performance)

by Gina Bloom

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Gamma Product

by Denis Hughes Ray Barry

When scientist Jim Marshal disappears from work, leaving only a mysterious letter saying that his research assistant Deidre will know what has happened, Deidre and Jim's distraught wife Beryl try to find where he has gone. Their search flings them across space and into the power of sinister aliens - a beam that can transport them to another planet. These powerful aliens have collected people from Earth, and are studying them, putting them through strange experiments. Is it just scientific curiosity, or are there darker designs behind it? And, stranded on an alien planet, is there anything Deidre, Beryl and Jim can do?GAMMA PRODUCT is one of Denis Hughes' works under his many pseudonyms. It has been out of print in the UK for decades and is now available for the first time as an eBook!

Gamma Wolves: A Game of Post-apocalyptic Mecha Warfare (Gamma Wolves)

by Ash Barker

In the blasted, radiation-scorched, wastelands of the Earth's surface, towering mecha do battle, defending the interests of one of the few remaining arcology governments, providing security for wilderness outposts, or seeking out loot and supplies as a mercenary company. With detailed rules for designing and customizing your mecha, from size and propulsion type to payload and pilot skills, and a campaign system that allows pilots to gain experience and skills as they patrol the shattered Earth, Gamma Wolves is a fast-playing game of post-apocalyptic mecha warfare.

Gamma Wolves: A Game of Post-apocalyptic Mecha Warfare (Gamma Wolves)

by Ash Barker

In the blasted, radiation-scorched, wastelands of the Earth's surface, towering mecha do battle, defending the interests of one of the few remaining arcology governments, providing security for wilderness outposts, or seeking out loot and supplies as a mercenary company. With detailed rules for designing and customizing your mecha, from size and propulsion type to payload and pilot skills, and a campaign system that allows pilots to gain experience and skills as they patrol the shattered Earth, Gamma Wolves is a fast-playing game of post-apocalyptic mecha warfare.

Gammer Gurton's Needle (New Mermaids)

by Charles Whitworth

Published in 1575 and acted at Christ's College, Cambridge, probably as early as King Edward VI's reign, the drama of Grandma Gurton and her lost sewing needle, which is finally retrieved from the bottom of her servant Hodge's breeches, is an outstanding example of mid-Tudor comedy. Although a university production, the play's doggerel rhymes, its village characters and their dialect speech, its seemingly innocuous plot and its Rabelaisian humour are the very opposite of academic or neo-classical. Yet its anonymous author's ingenuity manifests itself at every turn, not least in the multiple ironies evoked when Diccon the trickster makes Hodge believe that he will conjure the devil by kissing his backside in a travesty of religious or masonic oath-taking.

Gammer Gurton's Needle: Jack Juggler; King Darius; Gammer Gurton's Needle; New Custom; Trial Of Treasure; Note-book And Word-list (New Mermaids)

by Charles Whitworth

Published in 1575 and acted at Christ's College, Cambridge, probably as early as King Edward VI's reign, the drama of Grandma Gurton and her lost sewing needle, which is finally retrieved from the bottom of her servant Hodge's breeches, is an outstanding example of mid-Tudor comedy. Although a university production, the play's doggerel rhymes, its village characters and their dialect speech, its seemingly innocuous plot and its Rabelaisian humour are the very opposite of academic or neo-classical. Yet its anonymous author's ingenuity manifests itself at every turn, not least in the multiple ironies evoked when Diccon the trickster makes Hodge believe that he will conjure the devil by kissing his backside in a travesty of religious or masonic oath-taking.

Refine Search

Showing 56,226 through 56,250 of 100,000 results