What if you could view the development of human spirituality through the eternal eyes of the universe? Would you like to uncover insight that reveals a deeper understanding of where we have been, and what we have become? What about an intriguing glance into the workings of the universe, and a comforting guide for the future? " Where is home? Home is where you finally know who you are and you come to be at peace with all that you are and all you have ever been." Spirituality is about the heart, not where we live, or how we grew up. We can all find a connection that feeds the soul, gives us insight and comfort, and ultimately brings us home. Regardless of how we get there, spirituality is how we find out about ourselves. It is truly the inner spirit, the core of our soul that we ultimately yearn to know. "There is a conscious effort and determination by growing numbers of people to move dark energy away from Earth and bring in the energies of spiritual light. We are here to support you, but it is you on the Earth who will determine the future." The search for spirituality is at the core of life for all humans. It determines the direction of our life, depending on how we respond to that inner call. To listen and be open to spirit takes us in one direction. To shut off that voice and ignore our need for spirituality, or to distort its purpose, takes us on a very different path.
Tigris and Euphrates, Bang!, Cosmic Encounter, Empire Builder, Underground, Dc Heroes, Family Business, a House Divided
Author: Books, LLC
Publisher: Books LLC, Wiki Series
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 50. Chapters: Settlers of Catan, Seafarers of Catan, Catan: Cities & Knights, Tigris and Euphrates, The Settlers of Catan, Bang!, Starfarers of Catan, Starship Catan, List of Settlers of Catan products, Cosmic Encounter, Catan: Traders & Barbarians, Catan Card Game, Underground, Empire Builder, DC Heroes, The Settlers of Canaan, Family Business, A House Divided, Struggle for Rome, Catan Geographies: Germany, Chill, L wenherz, Elasund, Catan Historical Scenarios II: Troy and Great Wall, Catan Historical Scenarios I: Alexander and Cheops, The Rivals for Catan, Oceania, Mayfair Exponential Game System, Candamir: The First Settlers, Modern Art, The Settlers of Zarahemla, The Kids of Catan, Settlers of America: Trails to Rails, Settlers of the Stone Age, Hue, Catan Dice Game, Iron Dragon, Entdecker, Sim City: The Card Game, Manhattan. Excerpt: Bang! is a wild west-themed card game similar to a spaghetti western designed by Emiliano Sciarra and released by Italian publisher daVinci Editrice in 2002. In 2004, Bang! won the Origins Award for Best Traditional Card Game of 2003 and Best Graphic Design of a Card Game or Expansion. The game is known worldwide as Bang!, except in France where it was previously known as Wanted!. The game is played by four to seven players (three to eight players with variants and expansions). Each player takes one of the following roles: Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points). The objective of the game is different for every role: Each player is dealt randomly a Character card and a Role card: there is always a Sheriff, two Outlaws and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face dow...
Purchase includes free access to book updates online and a free trial membership in the publisher's book club where you can select from more than a million books without charge. Chapters: D6 System, Paranoia, Torg, Junta, Cosmic Encounter, Ghostbusters, Star Wars Roleplaying Game, Indiana Jones, Shatterzone, List of D6 System Books, D6 Space, D6 Adventure, D6 Fantasy, the Metabarons Roleplaying Game, Star Wars Miniatures Battles, Masterbook, Star Wars Adventure Journal, Dc Universe Roleplaying Game, Bloodshadows. Excerpt: Bloodshadows is a campaign setting published by West End Games . It was originally published for their Masterbook rules, but has been recently released for the D6 System . It was designed by Greg Farshtey .D6 Setting Bloodshadows is set on the world of Marl more than a millennium after the end of the now nearly forgotten Godwar. The wilderness is now a very dangerous place leaving the world of man to be a collection of isolated city states.Galitia is one such city and the heart of this campaign setting. It is a mixture of the 1930s Noir mixed with hidden horror and magic that is used in everyday life. Underlying this setting are the rising power of three different factions: Order, Chaos and the Oathbreakers.A hyperlinked version of this chapter is at D6 Adventure Rulebook D6 Adventure is a generic modern role-playing game (RPG) based on the D6 System . D6 Adventure is published as a stand alone rulebook (not dependent upon or requiring any other D6 System rulebooks) and is supported by its own line of supplements.Setting Being a generic game, D6 Adventure contains no setting information, and provides rules material for playing in a wide variety of modern or near-modern cinematic settings, including action adventure, pulp, espionage, western, and low-powered superhero games. West End Games has released one world book for D6 Adventures, a reworking of the Masterbook title Bloodshadows .System D6 Adventure uses the D6 Classic System for resoluti...
The Design, Culture and Play of Modern European Board Games
Author: Stewart Woods
Category: Games & Activities
While board games can appear almost primitive in the digital age, eurogames—also known as German-style board games—have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Contributions of Alan R. Tippett Toward the Development and Dissemination of Twentieth-Century Missiology
Author: Kevin George Hovey
Publisher: Wipf and Stock Publishers
Rev. Dr. Alan Tippett was arguably one of the leading missiologists of the twentieth century. Through his prolific pen, poignant observations, and powerful insights he significantly influenced mission research and activity in the period of the 1960s to 1980s. This was particularly facilitated through his research, writing, and teaching at the Institute of Church Growth, Fuller Theological Seminary School of World Mission, and his inaugural editorship of the American Society of Missiology’s journal, Missiology: An International Review. Yet for those who did not know Tippett’s material well, the very specific nature of his research and writing limited the influence of his insights. For example, without already knowing the pertinent content, why would a missionary to Thailand think of reading Tippett’s Solomon Islands Christianity? However, according to Doug Priest, editor of a number of Tippett’s posthumous publications, this volume has “done what even Tippett himself did not do, and that is to capture the key features of his missiology in one volume.” So Guiding Light functions as an in-depth overview of “The Essential Alan Tippett.” I can attest that the nature of Tippett’s material continued to inform and inspire me throughout the eleven years of the research and writing of this study.
A Playcentric Approach to Creating Innovative Games
Author: Tracy Fullerton
Publisher: CRC Press
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.