Neural Mechanisms of Color Vision:Double-Opponent Cells in the Visual Cortex. Auflage 2002 Bevil Richard Conway
Neural Mechanisms of Color Vision:Double-Opponent Cells in the Visual Cortex. Softcover reprint of hardcover 1st ed. 2002 Bevil Richard Conway
Al Capone and the Chicago Underworld incorporates some elements of Canasta to the Mystery Rummy series with players scoring various bonuses for collecting complete sets. Sets have varying numbers of cards in them, from Mike Heitler with four cards up to Al Capone with eight. The four types of gavel card make cards accessible everywhere: Agent Meeting´´ searches other players´ hands, ´´Eliot Ness´´ searches the deck, ´´search Warrant´´ looks in the discard pile, and ´´Raid´´ allows you to take an opponent´s already melded cards, provided that you have at least three melded. All these mechanisms help you complete your sets, but also put you on guard against your opponent doing the same.´´
Kaosball is a new kind of fantasy sports game, combining rugby-style passing finesse and first person shooter domination-style scoring. The result is a tense game of skill, bluffing, luck, and lethal brutality like you´ve never played before! Brought to you by acclaimed designer Eric M. Lang, Kaosball uses exciting card-based play mechanisms to put players in the role of a coach, managing their unique, game-altering team from scrimmage to sudden death period to outscore their opponents. Players need to balance scoring and killing their opponents, using powerful cheating effects all the while as long as you have the money to pay off the ref. No two matches will play the same! Kaosball includes multiple modes of play: traditional head-to-head, partnerships-based alliances, and Maximum Kaos´´ three- or four-player mode, 30-60 exhibition games complete with a pregame draft for ringers and team upgrades, and league play with up to eight players and upgrades that stay in place from game to game, creating a unique sense of progression.´´
Austrian-born economist Friedrich Hayek´s 1944 work, The Road to Serfdom, analyzes the ways in which excessive government planning can erode democracy. Published while World War II still raged, the work draws influential parallels between the totalitarianism of both socialism and Nazism and increasing control exerted by Western democracies. Drawing on observable evidence from Fascist Italy, Nazi Germany, and the Soviet Union, Hayek demonstrates the ways in which government economic planning, in particular, erodes the mechanisms of democracy and individual freedom along with it. A key work of the post-World War II era, The Road to Serfdom is still relevant today, more than 70 years after it was first published. It continues to be hailed by opponents of big government and central planning as well as defenders of free-market capitalism. Hayek has been translated into more than 20 languages and has influenced the economic policies of many governments. 1. Language: English. Narrator: Macat.com. Audio sample: http://samples.audible.de/bk/acx0/060565/bk_acx0_060565_sample.mp3. Digital audiobook in aax.
A Few Acres of Snow covers the long struggle between Britain and France for control of what eventually became Canada.The game involves a deck-building mechanism which may be familiar to those people who have played another certain award winning card game. Each player starts with a small set of cards. Cards come in two general types, location cards and empire cards. You can add an empire card to your discard pile simply by taking one as an action. Adding a location card is a little more involved. Each location card has a list of locations that it connects to and the transport type required to move to each of those locations. To take control of a neutral location you would have to play a location card with that neutral location on it, then a card that has the correct transport symbol, and then possibly a card with a settler symbol on it if required. You then place a cube in the location and add the location card to your discard pile.Players take it in turns to perform two actions. There are a range of actions available, such as settling new locations, besieging locations, trading fur, launching Indian raids, and building fortifications. There are also cards that allow you to perform actions to manage your deck, such as getting rid of useless cards and drawing additional cards from your pile. You can also place cards in reserve so that you can use them at a later point in time.The game ends if a player manages to capture his opponents capital city or he has managed to place all of his village or town pieces on the board. In the latter case points are calculated to see who wins.The game can last from between 30minutes to two hours, depending on how well players pursue the victory conditions.
Steampunk Rally is a strategy game that incorporates steampunk as more than just a bit of chrome. Using a unique dice-placement mechanism, players take on the roles of famous inventors from the turn of the last century like Nikola Tesla and Marie Curie, constructing fantastical contraptions that make use of steam, heat and electricity in an attempt to win a no-holds-barred race through the Swiss alps.Each round starts with a card draft in which players carefully select machine parts to add to their invention and one-shot boost cards to aid them or hinder opponents. Players also have the option of discarding drafted cards for dice or cogs to power their invention, but they must make this tricky choice when each card is drafted.Then, after venting dice to revitalize their machines, players roll their dice and use them to activate machine parts which provide things like movement, shielding, and additional dice with which to activate more parts. Driving through terrain causes damage, and if a player´s damage gauge ends up in the red at the end of the turn, they must lose parts from their invention. These will need to be replaced in the draft phase, constantly forcing players to discover new synergies.
An urgent call to action from one of Europe’s most well-regarded political thinkers. How to Lose a Country: The Seven Warning Signs of Rising Populism is a field guide to spotting the insidious patterns and mechanisms of the populist wave sweeping the globe - before it’s too late.‘It couldn’t happen here’.Ece Temelkuran heard reasonable people in Britain say it the night of the Brexit vote.She heard reasonable people in America say it the night Trump’s election was soundtracked by chants of ‘build that wall’.She heard reasonable people in Turkey say it as Erdoğan rigged elections, rebuilt the economy around cronyism and labelled his opposition as terrorists.How to Lose a Country is an impassioned plea, a warning to the world that populism and nationalism don’t march fully formed into government; they creep. Award-winning author and journalist Ece Temelkuran identifies the early warning signs of this phenomenon sprouting up across the world, from Eastern Europe to South America, in order to define a global pattern and arm the listener with the tools to root it out.Proposing alternative, global answers to the pressing - and too often paralysing - political questions of our time, Temelkuran explores the insidious idea of ‘real people’, the infantilisation of language and debate, the way laughter can prove a false friend, and the dangers of underestimating one’s opponent. She weaves memoir, history and clear-sighted argument into an urgent and eloquent defence of democracy.No longer can the reasonable comfort themselves with ‘it couldn’t happen here’. It is happening. And soon it may be too late. 1. Language: English. Narrator: Ece Temelkuran. Audio sample: http://samples.audible.de/bk/hcuk/004265/bk_hcuk_004265_sample.mp3. Digital audiobook in aax.
It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as The Factory, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.Scythe (1-5 players, 115 minutes) is a board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor.In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Starting positions are specially calibrated to contribute to each factions uniqueness and the asymmetrical nature of the game.Scythe gives players almost complete control over their fate. Other than each players individual hidden objective card, the only elements of luck are encounter cards that players will draw as they interact with the citizens of newly explored lands and combat cards that give you a temporary boost in combat. Combat is also driven by choices, not luck or randomness.Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict, there is no player elimination, nor can units be killed or destroyed.Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.