The Double Game

The Double Game
Author: Dan Fesperman
Publisher: Atlantic Books Ltd
Total Pages: 447
Release: 2012-10-15
Genre: Fiction
ISBN: 0857893394

A few years before the fall of the Berlin Wall, spook-turned-novelist Edwin Lemaster reveals to young journalist Bill Cage that he'd once considered spying for the enemy. For Cage, a fan who grew up as a Foreign Service brat in the very cities where Lemaster set his plots, the story creates a brief but embarrassing sensation. More than two decades later, Cage, by then a lonely, disillusioned PR man, receives an anonymous note hinting that he should have dug deeper. Spiked with cryptic references to some of his and his father's favorite old spy novels, the note is the first of many literary bread crumbs that soon lead him back to Vienna, Prague, and Budapest in search of the truth, even as the events of Lemaster's past eerily--and dangerously--begin intersecting with those of his own. Why is beautiful Litzi Strauss back in his life after 30 years? How much of his father's job involved the CIA? Did Bill, as a child, become a pawn? As the suspense steadily increases, a long stalemate of secrecy may finally be broken.

The Double Game

The Double Game
Author: Dan Fesperman
Publisher: Vintage Crime/Black Lizard
Total Pages: 370
Release: 2013-05-21
Genre: Fiction
ISBN: 030774440X

A Seattle Times Best Mystery of the Year A Times of London Best Crime/Thriller Book of the Year A few years before the fall of the Berlin Wall, spook-turned-novelist Edwin Lemaster reveals to up-and-coming journalist Bill Cage that he’d once considered spying for the enemy. For Cage, a fan who grew up as a Foreign Service brat in the very cities where Lemaster set his plots, the story creates a brief but embarrassing sensation. More than two decades later, Cage receives an anonymous note hinting that he should have dug deeper. Spiked with cryptic references to some of his and his father’s favorite old spy novels, the note is the first piece of a puzzle that will lead Cage back to Vienna, Prague, and Budapest in search of the truth, even as he discovers that the ghosts of Lemaster’s past eerily—and dangerously—still haunt the present. As the suspense steadily increases, decades of secrets begin to unravel.

The Double Game

The Double Game
Author: James Cameron
Publisher: Oxford University Press
Total Pages: 249
Release: 2018
Genre: History
ISBN: 0190459921

How did the United States move from a position of nuclear superiority over the Soviet Union at the beginning of the 1960s to one of nuclear parity under the doctrine of mutual assured destruction in 1972? Drawing on declassified records of conversations three presidents had with their most trusted advisors, James Cameron offers an original answer to this question. John F. Kennedy, Lyndon Johnson, and Richard Nixon struggled to reconcile their personal convictions about the nuclear arms race with the views of the public and Congress. In doing so they engaged in a double game, hiding their true beliefs behind a fa ade of strategic language while grappling in private with the complex realities of the nuclear age. Cameron shows how, despite reservations about the nuclear buildup, Kennedy and Johnson pushed ahead with an anti-ballistic missile (ABM) system for the United States, fearing the domestic political consequences of scrapping both the system and the popular doctrine of strategic superiority that underpinned it. By contrast, the abrupt decline in US public and congressional support in 1969 forced Nixon to give up America's first ABM and the US lead in offensive ballistic missiles through agreements with the Soviet Union, despite his conviction that the US needed a nuclear edge to maintain the security of the West. By placing this dynamic at the center of the story, The Double Game provides a new overarching interpretation of this pivotal period in the development of US nuclear policy and a window onto current debates over nuclear superiority, deterrence, and the future of American grand strategy.

Final Fantasy VIII Official Strategy Guide

Final Fantasy VIII Official Strategy Guide
Author: David Cassady
Publisher: BradyGames
Total Pages: 274
Release: 1999
Genre: Games & Activities
ISBN: 9781566869034

BradyGAMES-Final Fantasy VIII Official Strategy Guide Features: Detailed Walkthroughs Boss Strategies Item & Magic Lists Complete Bestiary and over 450 Full-Color Maps! The ONLY Official Guide! Platform: PlayStation Genre: RPG

Level Up!

Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
Total Pages: 515
Release: 2010-09-29
Genre: Computers
ISBN: 0470970928

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Theatre Double Game

Theatre Double Game
Author: Samuel Selden
Publisher:
Total Pages: 146
Release: 1969
Genre: Performing Arts
ISBN:

This original and useful contribution to knowledge about the theatre focuses on the playgoer. Samuel Selden shows how artists in the playhouse serve the playgoer as creators and guides while they participate in the double game of theatre. He shows how theatre at its best excites, illumines, and fulfills its spectators in a spirit of play, and demonstrates how the skilled theatre artist creates this kind of stimulating experience in the playhouse. Originally published in 1969. A UNC Press Enduring Edition -- UNC Press Enduring Editions use the latest in digital technology to make available again books from our distinguished backlist that were previously out of print. These editions are published unaltered from the original, and are presented in affordable paperback formats, bringing readers both historical and cultural value.

Pokemon Conquest - Strategy Guide

Pokemon Conquest - Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
Total Pages: 70
Release: 2015-12-14
Genre: Games & Activities
ISBN: 1631024981

Welcome to the Gamer Guides Pokemon Conquest Strategy Guide! Inside this guide you will find: - The top five ways to become a Pokémon Conquest Master. - Sure-fire tactics on how to recruit the very best Trainers in the game. - How to amass a mountain of in-game cash to spend on the best armour, potions and upgrades. - And... how to beat every Kingdom in the main storyline with style and ease.

Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies
Author: Bill Slavicsek
Publisher: John Wiley & Sons
Total Pages: 434
Release: 2005-04-08
Genre: Games & Activities
ISBN: 0764599240

Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.