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Ender's Game
Ender Wiggin is a very bright young boy with a powerful skill. One of a group of children bred to be military geniuses and save Earth from an inevitable attack by aliens, known here as "buggers," Ender becomes unbeatable in war games and seems poised to lead Earth to triumph over the buggers. Meanwhile, his brother and sister plot to wrest power from Ender. Twists, surprises and interesting characters elevate this novel into status as a bona fide page turner. It captured the Nebula and Hugo Awards. .
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Ender's Shadow (Ender, Book 5) (Ender's Shadow)
Ender's Shadow is being dubbed as a parallel novel to Orson Scott Card's Hugo and Nebula Award-winning Ender's Game. By "parallel," Card means that Shadow begins and ends at roughly the same time as Game, and it chronicles many of the same events. In fact, the two books tell an almost identical story of brilliant children being trained in the orbiting Battle School to lead humanity's fleets in the final war against alien invaders known as the Buggers. The most brilliant of these young recruits is Ender Wiggin, an unparalleled commander and tactician who can surely defeat the Buggers if only he can overcome his own inner turmoil.

Second among the children is Bean, who becomes Ender's lieutenant despite the fact that he is the smallest and youngest of the Battle School students. Bean is the central character of Shadow, and we pick up his story when he is just a 2-year-old starving on the streets of a future Rotterdam that has become a hell on earth. Bean is unnaturally intelligent for his age, which is the only thing that allows him to escape--though not unscathed--the streets and eventually end up in Battle School. Despite his brilliance, however, Bean is doomed to live his life as an also-ran to the more famous and in many ways more brilliant Ender. Nonetheless, Bean learns things that Ender cannot or will not understand, and it falls to this once pathetic street urchin to carry the weight of a terrible burden that Ender must not be allowed to know.

Although it may seem like Shadow is merely an attempt by Card to cash in on the success of his justly famous Ender's Game, that suspicion will dissipate once you turn the first few pages of this engrossing novel. It's clear that Bean has a story worth telling, and that Card (who started the project with a cowriter but later decided he wanted it all to himself) is driven to tell it. And though much of Ender's Game hinges on a surprise ending that Card fans are likely well acquainted with, Shadow manages to capitalize on that same surprise and even turn the table on readers. In the end, it seems a shame that Shadow, like Bean himself, will forever be eclipsed by the myth of Ender, because this is a novel that can easily stand on its own. Luckily for readers, Card has left plenty of room for a sequel, so we may well be seeing more of Bean in the near future. --Craig E. Engler.
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Essentials of Physical Geography (with CengageNOW Printed Access Card)
ESSENTIALS OF PHYSICAL GEOGRAPHY uses the combined expertise of three respected geographers to help bridge the gap between scientific theory, practical application, and the human-environmental interface. The text emphasizes three essential themes to demonstrate the major roles for the discipline--Geography as a Physical Science, Geography as the Spatial Science, and Geography as Environmental Science. With a renewed focus on examining relationships and processes among systems, the text helps students understand how the various systems interrelate like never before. The eighth edition features Physical GeographyNow™ the first assessment-driven and student-centered online learning solution created specifically for this course. Physical GeographyNow™ uses a series of chapter-specific diagnostic tests to build a personalized learning plan for each student, allowing students to focus their study time on specific areas of weaknesses. Each personalized learning plan directs students to specific chapter sections and concept-driven multimedia tutorials designed to augment their understanding..
Price: $90.21 [Notify me when price goes down.]


Digital Fortress: A Thriller
In most thrillers, "hardware" consists of big guns, airplanes, military vehicles, and weapons that make things explode Dan Brown has written a thriller for those of us who like our hardware with disc drives and who rate our heroes by big brainpower rather than big firepower. It's an Internet user's spy novel where the good guys and bad guys struggle over secrets somewhat more intellectual than just where the secret formula is hidden--they have to gain understanding of what the secret formula actually is.

In this case, the secret formula is a new means of encryption, capable of changing the balance of international power. Part of the fun is that the book takes the reader along into an understanding of encryption technologies. You'll find yourself better understanding the political battles over such real-life technologies as the Clipper Chip and PGP (Pretty Good Privacy) software even though the book looks at the issues through the eyes of fiction.

Although there's enough globehopping in this book for James Bond, the real battleground is cyberspace, because that's where the "bomb" (or rather, the new encryption algorithm) will explode. Yes, there are a few flaws in the plot if you look too closely, but the cleverness and the sheer fun of it all more than make up for them. There are enough twists and turns to keep you guessing and a lot of high, gee-whiz-level information about encryption, code breaking, and the role they play in international politics. Set aside the whole afternoon and evening for it and have finger food on hand for supper--you may want to read this one straight through..
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Shadow Puppets (Ender, Book 7)
In Shadow Puppets, Orson Scott Card continues the storyline of Shadow of the Hegemon, following the exploits of the Battle School children, prodigies who have returned to an Earth thrown into chaos after the unifying force of the alien invasion they stopped in Ender's Game and Ender's Shadow has dissipated.

Foremost among these whiz kids is the brilliant Bean who, in Shadow of the Hegemon, rescued his comrades from his nemesis--the dastardly Achilles. Now, the down-but-not-out evil genius is again scheming towards global domination and vengeance against the irrepressible Bean. It's up to Bean and his newfound love, Petra, to outwit the young psychopath and save the world. Meanwhile, the other Battle School children are called to serve again as an expansionist China threatens the stability of post-Bugger War Earth.

Shadow Puppets is, for better or worse, exactly what readers have come to expect from Card. There are thought-provoking musings on geopolitics, war, courage, arrogance, good versus evil, and the concept of children wise beyond their years dealing with grave responsibility. Unfortunately, many of these furnishings are looking a little frayed around the edges, but fans will enjoy an exciting, fast-paced plot and a suspense-filled conclusion. --Jeremy Pugh.
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Seven-Card Stud for Advanced Players (Advance Player)
Seven-card stud is an extremely complex game. Deciding on exactly the right strategy in any particular situation can be very difficult Perhaps this is why very few authors have attempted to analyze this game even though it is widely played. In 1989, the first edition of this text appeared. Many ideas, which were only known to a small, select group of players, were now made available to anyone who was striving to become an expert, and a major gap in the poker literature was closed. It is now a new century, and the authors have again moved the state of the art forward by adding over 100 pages of new material, including an extensive section on "loose games." Anyone who studies this text, is well disciplined, and gets the proper experience should become a significant winner. Some of the other ideas discussed in this 21st century edition include the cards that are out, the number of players in the pot, ante stealing, playing big pairs, playing little and medium pairs, playing three-flushes, playing three-straights, randomizing your play, fourth street, pairing your door card on fourth street, proper play on fifth, sixth, and seventh streets, defending against a possible ante steal, playing against a paired door card, scare card strategy, and buying a free card..
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Christmas Alphabet Cards
With “Season’s Greetings” written on the inside of each card, and 26 of renowned pop-up artist Robert Sabuda’s intricate and eye-catching designs, there is a card in this beautiful set for every letter of the alphabet Based on Sabuda’s best-selling children’s book The Christmas Alphabet, you’ll find a perfect card for everyone on your holiday list.
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Price: $9.98 [Notify me when price goes down.]


First Meetings in Ender's Universe
Meet Andrew "Ender" Wiggin, the unforgettable boy-hero of Ender's Game--winner of the Hugo Award and the Nebula Award for Best Novel--and enter his Universe through this collection of stories

"The Polish Boy" is John Paul Wiggin, the future father of Ender. In the years between the first two Bugger Wars, the Hegemony is desperate to recruit brilliant military commanders to repel the alien invasion. They may have found their man--or boy--in John Paul Wiggin....

In "Teacher's Pest"-a novella written especially for this collection--a brilliant but arrogant John Paul Wiggin, now a university student, matches wits with an equally brilliant graduate student.

"The Investment Counselor" is set after the end of the Bugger Wars. Banished from Earth and slandered as a mass murderer, twenty-year-old Andrew Wiggin wanders incognito from planet to planet as a fugitive--until a blackmailing tax inspector compromises his identity and threatens to expose Ender the Xeoncide.

Also reprinted here is the original award-winning novella, "Ender's Game," which first appeared in 1977.
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World's Best Card Tricks
These are 36 of the greatest impromptu card tricks ever invented Longe shows you not only how each one works, but also how to put them over, with clear step-by-step instructions and illustrations A special chapter in the back even explains how to bluff your way through a trick if it goes wrong. Great for kids from eight to eighty. 128 pages, 17 b/w illus., 5 3/8 x 8 1/4.
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