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The Gallows Black (The Grave of Empires)

by Sam Sykes

A standalone epic fantasy novella starring Sal the Cacophony, who Pierce Brown called a "protagonist for the ages," from Sam Sykes' widely acclaimed Seven Blades in Black. To the city of Last Word, one of the last freeholds in a land rent asunder by magic, Sal the Cacophony comes with gun, a blade, and a burning need for revenge.But when the gallows threatens to deny her the satisfaction of the kill, Sal the Cacophony decides to free her query -- it's the principle of the thing. And in doing so, she sparks a war that will shake the city's fragile peace to its core.To escape with her life and her kill, she'll have to save a criminal-turned-companion: a Freemaker, versed in the forbidden arts of magic and machinery. But the weight of their secrets may be too heavy to let them escape in one piece.For more from Sam Sykes, check out:The Grave of EmpiresSeven Blades in BlackThe Affinity for Steel TrilogyTome of the UndergatesBlack HaloThe Skybound SeaBring Down HeavenThe City Stained RedThe Mortal TallyGod's Last Breath

The Gambler's Fortune

by Juliet E. Mckenna

The renowned thief Liyak employed her great courage and cunning to escape the evil, mindbending sorcery ...

The Game

by Diana Wynne Jones

From the Book jacket: "I SWEAR NOT TO SAY A WORD ABOUT WHAT WE DO IN THIS GAME TO ANYONE OUTSIDE..." Hayley's parents disappeared when she was a baby. Since then, she has been raised and homeschooled by her grandparents. Grandad is overworked and travels a lot; Grandma is much too strict, and never lets her meet any children her own age. When Hayley does something wrong - she is not quite sure what - her grandmother packs her off to her aunts in Ireland. To Hayley's shock, her family is much bigger than she thought; to her delight, the children all play what they call "the game," where they visit; a place called "the mythosphere." And while she plays the game, Hayley learns more about her own place in the world than she could have expected.

The Game (The Do-Over)

by Elizabeth Neal

Marcus and his best friend Taj have never been great at basketball. But during the final game of the season, their coach finally gives them the chance to play. As the minutes count down, Marcus chokes and misses his shot while Taj saves the day with a buzzer-beater. That night Marcus receives a text from an unknown number asking if he would like a do-over. He accepts and gets to relive the game and make the winning shot. But will correcting his mistake be worth taking away his best friend's moment to shine?

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!

by Brian Tinsman

The definitive guide for anyone with a game idea who wants to know how to get it published from a Game Design Manager at Wizards of the Coast, the world's largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

The Game of 100 Candles: A Legend of the Five Rings Novel (Legend of the Five Rings)

by Marie Brennan

Two samurai risk their hearts, souls, and their very existence to stop an occult phantom from destroying the world, in this stunning supernatural fantasy from Legend of the Five RingsThe demon-vanquishing samurai, Asako Sekken and Agasha no Isao Ryotora are summoned to Winter Court. Their exploits with the Spirit Realms have taken a toll on the pair and the cut and thrust of Rokugani politics proves challenging. After being urged to share their tales of adventure, the Winter Court guests begin to fall into a deep sleep from which they cannot wake. Fearing foul play, the Phoenix demand retribution, but Sekken and Ryotora uncover the hand of a supernatural trickster seeking entry to the mortal realm. The path to victory will risk their lives and the strange bond between them. But they must succeed, lest something awful escape into Rokugan.

The Game of Empire

by Poul Anderson

Westward Diana could see no horizon, for the city had grown tall at its center during the past few decades. There the Pyramid, which housed Imperial offices and machinery, gleamed above the campus of the Institute, most of whose buildings were new. Industries, stores, hotels, apartments sprawled raw around. She liked better the old quarter, where she now was. It too had grown, but more in population than size or modernity--a brawling, polyglot, multiracial population, much of it transient, drifting in and out of the tides of space. "Who holds St. Barbara's holds the planet."

The Game of Empire: A Flandry Book

by Poul Anderson

DOMINIC FLANDRY HAS FOUGHT THE GOOD FIGHT.But fight, scheme and betray he might to stave it off, with the inevitability of physical law the Long Night of interstellar barbarism approaches. He has known that for 50 years - just as he has known that a lost cause may be the only one worth fighting for. That is why he has devoted his life (that part of it not devoted to the decadent pleasures of a decadent civilisation) to providing a few more years of peace and plenty for uncounted billions of sentient beings.But now Dominic is of an age more suited to deciding the fate of empires from behind the throne; others must take up the challenge of courting danger on strange planets filled with creatures stranger still. Such a one, with her faithful Tigery companion, now enters the galactic stage. Her name is Diana.Though her career is just beginning, two things are certain: illegitimate or not, she's the true daughter of Dominic and...SHE'LL DO HER OLD MAN PROUD!

The Game of Love and Death (Arthur A Levine Novel Bks.)

by Martha Brockenbrough

In this “inventive and affecting” historical young adult novel, a black girl and a white boy are pawns in a magical game between Love and Death (Publishers Weekly).Flora and Henry were born a few blocks from each other, innocent of the forces that might keep a white boy and an African American girl apart; years later they meet again and their mutual love of music sparks an even more powerful connection. But what Flora and Henry don’t know is that they are pawns in a game played by the eternal adversaries Love and Death, here brilliantly reimagined as two extremely sympathetic and fascinating characters. Can their hearts and their wills overcome not only their earthly circumstances, but forces that have battled throughout history? In the rainy Seattle of the 1920’s, romance blooms among the jazz clubs, the mansions of the wealthy, and the shanty towns of the poor. But what is more powerful: love? Or death?“Race, class, fate and choice—they join Love and Death to play their parts in Brockenbrough’s haunting and masterfully orchestrated narrative.” —Kirkus Reviews

The Game of Luck (A Felicia Sevigny Novel #3)

by Catherine Cerveny

A Brazilian tarot card reader and a Russian crime lord try to restore peace to the galaxy in the third and final book of the steamy science fiction adventure series that began with The Rule of Luck. The perfect society One Gov engineered from Earth's ashes is beginning to crumble. As social unrest and dissatisfaction spread throughout the tri-system, One Gov struggles to maintain order, and a single misstep could see civilization spiraling into chaos. During this dark time, Felicia Sevigny is eager to use her card-reading ability and new position with One Gov to help restore peace. But she soon learns that the game of politics is a dangerous one, and being married to Alexei Petriv, head of the Tsarist Consortium and One Gov's biggest rival, is not necessarily a hand in her favor. When members of her family begin to disappear, the stakes skyrocket. There are those who would stop at nothing for the chance to exploit Felicia's luck gene to seize power all over the tri-system. And as the threat of revolution seems imminent, it may be that this time, nothing will be enough to keep Felicia and everyone she loves safe-not even luck."Cerveny's debut blends steamy sci-fi-fi with breathless intrigue and action, all set on a far-future Earth that's equal parts fascinating and terrifying."-Beth Cato, author of The Clockwork Dagger and Breath of Earth"Imaginative. Fans of romance in science fiction are going to love this!"-Kim Harrison, #1 New York Times bestselling author Felicia Sevigny novels The Rule of Luck The Chaos of Luck The Game of Luck

The Game of Sunken Places: The Game of Sunken Places (The Norumbegan Quartet #1)

by M. T. Anderson

From bestselling and National Book Award-winning author M. T. Anderson comes the paperback reissue of a middle-grade adventure starring two of the most disarmingly deadpan boys you'll ever meet.When Brian and Gregory receive an invitation to stay at a distant relative's strange manse . . . well, they should know better than to go, but since this is a middle-grade adventure novel, they go anyway. Why not? Once there, they stumble upon The Game of Sunken Places, a board game that mirrors a greater game for which they have suddenly became players. Soon the boys are dealing with attitudinal trolls, warring kingdoms, and some very starchy britches. Luckily, they have wit, deadpan observation, and a keen sense of adventure on their side.

The Game of Triumphs

by Laura Powell

At an exclusive Soho party one rainy night, Cat stumbles into an ancient and dangerous game of fortune. A mysterious quartet of game masters deal out challenges--moves that unfold in the Arcanum, a dream-scape version of our world. Success can earn players fame, fortune, inspiration. Failure can be deadly.At first Cat is skeptical, but undeniably curious. And when a journey into the Arcanum reveals a shocking glimpse of her family's past, Cat begins to understand what drives people to play. Sometimes it's greed or longing--other times desperation. She must know more. Right now, the game masters hold all the cards. But Cat finds others like herself on the fringes of the game. And together an unlikely group of chancers hope to change the rules in their favor.In the Game of Triumphs, the risks are high, but the rewards may just be worth dying for. . . .From the Hardcover edition.

The Game-Players of Titan

by Philip K. Dick

Years ago, Earth and Titan fought a war and Earth lost. The planet was irradiated and most of the surviving population is sterile. The few survivors play an intricate and unending game called Bluff at the behest of the slug-like aliens who rule the planet. At stake in the game are two very important commodities: land and spouses. Pete Garden just lost his wife and Berkeley, California, but he has a plan to win them back. That is, if he isn't derailed by aliens, psychic traitors, or his new wife. The Game-Players of Titan is both satire and adventure, examining the ties that bind people together and the maddening peccadilloes of bureaucracy, whether the bureaucrats are humans or alien slugs.

The Game: Book 1 (Outcasts #1)

by David Grimstone

Self-named The Outcasts; Jake (Dealmo) and his friends Kellogg, Lemon and Fatyak like to spend their spare time playing role playing games. But things are about to get a little more interesting ... as the group sit down to play Destiny, a brand new RPG, they realise that this is no ordinary game. What they really have their hands on is the ancient Pandora's Box, containing superpowers for each of them.On the other side of town is an organisation called the Reach, who hunt down precious artefacts. They want Pandora's Box back for themselves. With their new superpowers, just what have The Outcasts unleashed on the world - and themselves?

The Gamer Program - Age of Sheitans (The GAMER Program #1)

by Humberto Decanini

The world as we know it has come to an end; monsters have emerged from inside the ground an destroy everything the human kind have built for the last five thounsand years. Half of the population have perished because of the demons known as sheitans. There are not enough soldiers to face the thread, so goverment look to a group of people who knows exactly how to beat this kind of enemy; they have been doing it since childhood. Theyre the GAMERS. In this world, video games where produced to control the minds of the people and make them soldiers, capable to fight against any kind of enemy. Now its the time to fulfill the true destiny of video games. This is the first third of a three part series.

The Games

by Ted Kosmatka

This stunning first novel from Nebula Award and Theodore Sturgeon Memorial Award finalist Ted Kosmatka is a riveting tale of science cut loose from ethics. Set in an amoral future where genetically engineered monstrosities fight each other to the death in an Olympic event, The Games envisions a harrowing world that may arrive sooner than you think. Silas Williams is the brilliant geneticist in charge of preparing the U.S. entry into the Olympic Gladiator competition, an internationally sanctioned bloodsport with only one rule: no human DNA is permitted in the design of the entrants. Silas lives and breathes genetics; his designs have led the United States to the gold in every previous event. But the other countries are catching up. Now, desperate for an edge in the upcoming Games, Silas's boss engages an experimental supercomputer to design the genetic code for a gladiator that cannot be beaten. The result is a highly specialized killing machine, its genome never before seen on earth. Not even Silas, with all his genius and experience, can understand the horror he had a hand in making. And no one, he fears, can anticipate the consequences of entrusting the act of creation to a computer's cold logic. Now Silas races to understand what the computer has wrought, aided by a beautiful xenobiologist, Vidonia João. Yet as the fast-growing gladiator demonstrates preternatural strength, speed, and--most disquietingly--intelligence, Silas and Vidonia find their scientific curiosity giving way to a most unexpected emotion: sheer terror.From the Hardcover edition.

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?

The Gameshouse (The Gameshouse)

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

by Claire North

The World Fantasy Award-winning author of The First Fifteen Lives of Harry August presents a mesmerizing tale of a gambling house whose deadly games of chance and skill control the fate of empires.Everyone has heard of the Gameshouse. But few know all its secrets...It is the place where fortunes can be made and lost through chess, backgammon - every game under the sun.But those whom fortune favors may be invited to compete in the higher league... a league where the games played are of politics and empires, of economics and kings. It is a league where Capture the Castle involves real castles, 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...This novel was originally published as three digital-only novellas: The Serpent, The Thief, and The Master. Previous books by Claire North:The First Fifteen Lives of Harry AugustTouchThe Sudden Appearance of HopeThe End of the Day84KBy the same author, writing as Kate Griffin:A Madness of AngelsThe Midnight MayorThe Neon CourtThe Minority CouncilThe Glass GodStray Souls

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

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 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!

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

The Gammage Cup

by Carol Kendall

A handful of Minnipins, a sober and sedate people, rise up against the Periods, the leading family of an isolated mountain valley, and are exiled to a mountain where they discover that the ancient enemies of their people are preparing to attack.<P><P> Newbery Medal Honor book

The Gandalara Cycle: Volume 1

by Randall Garrett Vicki Ann Heydron

Comprising 3 novels - The Steel of Raithskar, The Glass of Dyskornis, and The Bronze of Eddarta

The Ganymede Club

by Charles Sheffield

Lola Belman was a refugee. She and her younger brother were on one of the last ships to leave Earth as the bombs began to fall; by the time they left lunar orbit, they were orphans. Lola is now practicing as a therapist on Ganymede, and she has a new patient whose past is a mystery.During those years of chaos, many records were lost and histories forgotten, and it was an ideal time for anyone who wanted to conceal his or her identity. Now there is a small, dangerous group who will stop at nothing to keep Lola from exploring the past and discovering their existence.

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