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"This Trusts and Estates casebook provides the fundamentals in an accessible and straightforward manner. Designed with particular attention toward new professors and those looking for a shorter book that covers all the crucial aspects of trusts and estates practice"--
A teen starts hearing the same voices that drove her sister to commit suicide in this “atmospheric, paranormal chiller (that) will appeal to fans of Stephen King” (VOYA). The voices in her head are not her own... Everyone thinks Sophie’s sister, Nell, went crazy. After all, she heard strange voices that drove her to commit suicide. But Sophie doesn’t believe that Nell would take her own life, and she’s convinced that Nell’s doctor knows more than he’s letting on. As Sophie starts to piece together Nell’s last days, every lead ends in a web of lies. And the deeper Sophie digs, the more danger she’s in—because now she’s hearing the same haunting whispers. Sophie’s starting to think she’s going crazy too. Or worse, that maybe she’s not… “Heart-thumping.” —Kirkus Reviews “Satisfyingly disturbing.” —BCCB “The perfect mix of horror and psychological thriller. Jaw-dropping.” —Shelf Awareness
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play.
Includes articles on international business opportunities.
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