Master of the Game

Master of the Game
Author: Sidney Sheldon
Publisher: Harper Collins
Total Pages: 689
Release: 2010-05-25
Genre: Fiction
ISBN: 0062015583

Kate Blackwell is the symbol of success—a beautiful woman who has parlayed her inheritance into an international conglomerate. Now, celebrating her 90th birthday, Kate surveys the family she has manipulated, dominated, and loved: the fair and the grotesque, the mad and the mild, the good and the evil—her winnings in life.

Masters of the Game

Masters of the Game
Author: Kim Eisler
Publisher: Macmillan
Total Pages: 349
Release: 2010-06-15
Genre: Business & Economics
ISBN: 1429921196

A veteran legal reporter reveals the inner workings of Washington’s most powerful law firm with “vivid, savvy reportage” (Kirkus Reviews). For decades, journalist Kim Eisler has covered the law firm of Williams & Connolly as its partners have risen to key positions in American politics, business, and culture. From presidential impeachments to professional sports teams, from the Iran-Contra scandal to the rise of Sarah Palin, Williams & Connolly has been behind the scenes. Now, with her deep knowledge and unprecedented access to its partners, Eisler reveals how Williams & Connolly has attained such power and influence. Eisler begins with the firm’s founder, Edward Bennett Williams, who often said he was building not just a law firm but a monument. Masters of the Game shows how his disciples carried his philosophy and practices beyond Washington to dominate business, media, finance, sports and the American psyche itself.

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
Total Pages: 256
Release: 2020-09-15
Genre: Games & Activities
ISBN: 9781948174374

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

The Master Game

The Master Game
Author: Graham Hancock
Publisher: Red Wheel Weiser
Total Pages: 674
Release: 2011-09-13
Genre: Social Science
ISBN: 1934708755

The Master Game is a rollercoaster intellectual journey through the back streets and rat runs of history to uncover the traces in architecture and monuments of a secret religion that has shaped the world. Pivotal historical events and processes, not least the Renaissance, the birth of scientific rationalism, and the French and American revolutions, are radically reevaluated in the light of new investigative evidence presented in The Master Game. Even the belief that the United States has a "global mission," so obvious today, may ultimately prove to be less the result of a shortterm reaction to terrorism than the inevitable working out of a covert plan originally set in motion almost two thousand years ago. The Master Game refers to a scheme or "game" played on the world stage to bring about a world order governed by a lofty goal which, today, we term the "Masonic Ideal." The Master Game traces the origins of this game of symbols and words and talismans from ancient Egypt all the way to modern times, and places it squarely on the elitist Scottish Rite Freemasonry, headquartered in Washington, DC, and ruled by a secretive and powerful brotherhood of men who have attained the thirtythird degree. The Master Game exposes this world order's true purpose and, more importantly, shows how it has affected the United States of America and badly backfired on 9/11. The book is adapted and expanded from the authors' earlier, outofprint book Talisman.

Masters of Doom

Masters of Doom
Author: David Kushner
Publisher: Random House Trade Paperbacks
Total Pages: 361
Release: 2004-05-11
Genre: Biography & Autobiography
ISBN: 0812972155

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

The Game Masters of Garden Place

The Game Masters of Garden Place
Author: Denis Markell
Publisher: Delacorte Press
Total Pages: 259
Release: 2018-07-17
Genre: Juvenile Fiction
ISBN: 1101931922

A quirky Dungeons & Dragons-inspired adventure that will appeal to gamers and readers of the Mr. Lemoncello's Library series. What if your favorite fantasy game characters showed up on your doorstep IRL? Sixth graders Ralph, Jojo, Noel, Persephone, and Cammi are hooked on fantasy tabletop role-playing games. When they somehow manage to summon their characters to Ralph's house, things take a truly magical turn! The five are soon racing around town on a wild adventure that tests their both their RPG skills and their friendship. Will Ralph and crew be able to keep their characters out of trouble? Trying to convince a sticky-fingered halfling rogue not to pickpocket or a six-foot-five barbarian woman that you don't always have to solve conflicts with a two-handed broadsword is hard enough. How will they ever send the adventurers back to their mystical realm? "Epic...for young fans of Stranger Things."--SLJ "An exciting new adventure exploring friendship...[with] often humorous commentary on social issues."--Booklist "Both funny and heartfelt...[The Game Masters of Garden Place] has as much to offer diehard fans as it does newcomers to fantasy role-playing."--Bulletin

Master of the Game

Master of the Game
Author: Martin Indyk
Publisher: Knopf
Total Pages: 689
Release: 2021-10-26
Genre: History
ISBN: 1101947543

A perceptive and provocative history of Henry Kissinger's diplomatic negotiations in the Middle East that illuminates the unique challenges and barriers Kissinger and his successors have faced in their attempts to broker peace between Israel and its Arab neighbors. “A wealth of lessons for today, not only about the challenges in that region but also about the art of diplomacy . . . the drama, dazzling maneuvers, and grand strategic vision.”—Walter Isaacson, author of The Code Breaker More than twenty years have elapsed since the United States last brokered a peace agreement between the Israelis and Palestinians. In that time, three presidents have tried and failed. Martin Indyk—a former United States ambassador to Israel and special envoy for the Israeli-Palestinian negotiations in 2013—has experienced these political frustrations and disappointments firsthand. Now, in an attempt to understand the arc of American diplomatic influence in the Middle East, he returns to the origins of American-led peace efforts and to the man who created the Middle East peace process—Henry Kissinger. Based on newly available documents from American and Israeli archives, extensive interviews with Kissinger, and Indyk's own interactions with some of the main players, the author takes readers inside the negotiations. Here is a roster of larger-than-life characters—Anwar Sadat, Golda Meir, Moshe Dayan, Yitzhak Rabin, Hafez al-Assad, and Kissinger himself. Indyk's account is both that of a historian poring over the records of these events, as well as an inside player seeking to glean lessons for Middle East peacemaking. He makes clear that understanding Kissinger's design for Middle East peacemaking is key to comprehending how to—and how not to—make peace.

MONEY Master the Game

MONEY Master the Game
Author: Anthony Robbins
Publisher: Simon and Schuster
Total Pages: 688
Release: 2016-03-29
Genre: Business & Economics
ISBN: 1476757860

"Bibliography found online at tonyrobbins.com/masterthegame"--Page [643].

Sidney Sheldon's Mistress of the Game LP

Sidney Sheldon's Mistress of the Game LP
Author: Sidney Sheldon
Publisher: Harper Collins
Total Pages: 596
Release: 2009-08-04
Genre: Fiction
ISBN: 0061883166

Beloved number one internationally bestselling author Sidney Sheldon introduced the glamorous, scheming Blackwell family and its unforgettable matriarch, Kate Blackwell, in his worldwide bestseller Master of the Game. Now a generation has passed, and as the world has changed, so too has America's own royal family. Yet the intervening years have not lessened the Blackwells' drama or talent for manipulation, domination, and passion. Though Kate is long gone, the children of her beloved granddaughters, Eve and Alexandra, battle to carry on her powerful legacy. Each is determined to control Kruger-Brent, Ltd., the multibillion-dollar international corporation with holdings in diverse industries around the globe. But only one can reign supreme. . . . Lexi Templeton is a ruthless competitor with the brains and beauty to match. Raised by her psychiatrist father, Lexi burns to follow in her great-grandmother's footsteps and become her own Mistress of the Game. She is not alone in her ambitions. Her handsome and nefarious cousin, Max Webster, the son of Eve, will stop at nothing to own the prize of Kruger-Brent. Driven by hatred, jealousy, and blinding devotion to his bitter and twisted mother, he will seduce, betray, and even kill to succeed. And there is another player with plans of his own: a little-known descendant of Kate's great-grandfather. Growing up in poverty in Aberdeen, Scotland, handsome and cunning Gabriel McGregor is determined to fulfill his destiny . . a quest that will lead him deep into the heart of the Kruger-Brent empire. In a family rife with secrets—murder, hidden identities, perversions—and a depraved sense of honor, the player who wins the game may be the only one who will survive. Full of the late master's trademark elements—remarkable characters, dazzling plotting, and a page-turning narrative style—this sizzling sequel vividly captures the master's voice and irresistible magic. Vintage Sheldon, Mistress of the Game will enthrall loyal fans and introduce his enduring brand to legions more.