Cowboy Games

Cowboy Games
Title Cowboy Games PDF eBook
Author Richard M Beloin MD
Publisher AuthorHouse
Pages 400
Release 2018-07-10
Genre Sports & Recreation
ISBN 1546249214

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Searching for a new challenge in the shooting sports, a dynamic couple, who are experienced cowboy action shooters, entertain five developing new cowboy shooting games at their local cowboy clubcowboy fast draw, wild bunch, cowboy silhouettes (rifle and pistol), and cowboy long range. Each game involves gearing up with new guns, learning proper techniques, and practicing till proficient. After mastering each sport, their next step is to recruit and train a group of cowboy shooters for the purpose of upgrading everyone to competition status. Each new game is presented as a mixture of real information integrated with the real lives of this spirited and energetic couple. Cowboy Games will appeal to anyone who likes to read about a new shooting sport and how to do it right.

The Cowboy Encyclopedia

The Cowboy Encyclopedia
Title The Cowboy Encyclopedia PDF eBook
Author Richard W. Slatta
Publisher W. W. Norton & Company
Pages 504
Release 1996
Genre History
ISBN 9780393314731

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Over 450 entries provide information on cowboy history, culture, and myth of both North and South America.

Scouting

Scouting
Title Scouting PDF eBook
Author
Publisher
Pages 100
Release 1976-05
Genre
ISBN

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Published by the Boy Scouts of America for all BSA registered adult volunteers and professionals, Scouting magazine offers editorial content that is a mixture of information, instruction, and inspiration, designed to strengthen readers' abilities to better perform their leadership roles in Scouting and also to assist them as parents in strengthening families.

Wandering Games

Wandering Games
Title Wandering Games PDF eBook
Author Melissa Kagen
Publisher MIT Press
Pages 215
Release 2022-10-11
Genre Games & Activities
ISBN 0262370972

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.

Chronicles of a Dallas Cowboys Fan

Chronicles of a Dallas Cowboys Fan
Title Chronicles of a Dallas Cowboys Fan PDF eBook
Author John Eisenberg
Publisher Diversion Books
Pages 401
Release 2012-12-10
Genre Biography & Autobiography
ISBN 1938120736

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For sportswriter John Eisenberg growing up in Dallas in the 1960s, the NFL's Cowboys and their concrete Cotton Bowl stadium loomed larger than life. It mattered little that these were not the perennial Super Bowl contenders or the celebrity-driven assemblage of later years. While wins were scarce, there was no lack of characters to capture a boy's imagination. In his moving account, Eisenberg revives that simpler time in American life and visits with a number of his humble Dallas Cowboys heroes today, finding as much to admire in them as men as he did as athletes. Originally published in 1997, now available in eBook format for the first time, and updated with a new Introduction. Formerly entitled COTTON BOWL DAYS: GROWING UP WITH DALLAS AND THE COWBOYS IN THE 1960'S.

The Right Cowboy

The Right Cowboy
Title The Right Cowboy PDF eBook
Author Cheryl Harper
Publisher Harlequin
Pages 262
Release 2024-05-21
Genre Fiction
ISBN 0369737407

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Is she his enemy Or winning first place in his heart? When famous bronc rider Grant Armstrong stops to change journalist Mia Romero’s flat tire, she feels like she’s been gifted a lucky horseshoe. Grant is lying low to escape an impending scandal. But when the bright, funny city girl helps his Rocky Mountain hometown, he’s tempted to confide everything. Will she move on once she has his secret, or could trusting her be the first step to forever? USA TODAY BESTSELLING AUTHOR From Harlequin Heartwarming: Wholesome stories of love, compassion and belonging. The Fortunes of Prospect Book 1: The Cowboy Next Door Book 2: Her Cowboy's Promise Book 3: The Cowboy's Second Chance Book 4: The Right Cowboy Book 5: Courting the Cowgirl

Who's in the Game?

Who's in the Game?
Title Who's in the Game? PDF eBook
Author Terri Toles Patkin
Publisher McFarland
Pages 282
Release 2020-11-20
Genre Games & Activities
ISBN 1476642117

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Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.