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Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - Cazet, Denys
book is out-of-stock
(*)
Cazet, Denys:

Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - new book

2005, ISBN: 0060510897

ID: 14068088719

[EAN: 9780060510893], Nouveau livre, [SC: 269.81], [PU: HarperCollins], Children's Fiction|Animals|Dogs, Children's Fiction|Animals|Marine Life, Children's Fiction|Family|Multigenerational, Children's Fiction|General, Children's Fiction|Readers|Beginner, Children's Fiction, Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The Beta Starts. Server Ba

New book Abebooks.fr
Book Deals, Lewiston, NY, U.S.A. [60506629] [Note: 4 (sur 5)]
NEW BOOK Shipping costs: EUR 269.81
Details...
(*) Book out-of-stock means that the book is currently not available at any of the associated platforms we search.
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - Cazet, Denys
book is out-of-stock
(*)

Cazet, Denys:

Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - new book

2005, ISBN: 0060510897

ID: 14068088719

[EAN: 9780060510893], Nouveau livre, [SC: 30.22], [PU: HarperCollins], Children's Fiction|Animals|Dogs, Children's Fiction|Animals|Marine Life, Children's Fiction|Family|Multigenerational, Children's Fiction|General, Children's Fiction|Readers|Beginner, Children's Fiction, Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The Beta Starts. Server Ba

New book Abebooks.fr
Book Deals, Richmond Hill, ON, Canada [60506629] [Note: 4 (sur 5)]
NEW BOOK Shipping costs: EUR 30.22
Details...
(*) Book out-of-stock means that the book is currently not available at any of the associated platforms we search.
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - Cazet, Denys
book is out-of-stock
(*)
Cazet, Denys:
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - used book

2005

ISBN: 0060510897

ID: 14756652448

[EAN: 9780060510893], [SC: 30.22], [PU: HarperCollins], Children's Fiction|Animals|Dogs, Children's Fiction|Animals|Marine Life, Children's Fiction|Family|Multigenerational, Children's Fiction|General, Children's Fiction|Readers|Beginner, Children's Fiction, This Book is in Good Condition. Clean Copy With Light Amount of Wear. 100% Guaranteed. Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The B

Used Book Abebooks.fr
Book Deals, Richmond Hill, ON, Canada [60506629] [Note: 4 (sur 5)]
Shipping costs: EUR 30.22
Details...
(*) Book out-of-stock means that the book is currently not available at any of the associated platforms we search.
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - Cazet, Denys
book is out-of-stock
(*)
Cazet, Denys:
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - used book

2005, ISBN: 0060510897

ID: 14756652448

[EAN: 9780060510893], [PU: HarperCollins], Children's Fiction|Animals|Dogs, Children's Fiction|Animals|Marine Life, Children's Fiction|Family|Multigenerational, Children's Fiction|General, Children's Fiction|Readers|Beginner, Children's Fiction, This Book is in Good Condition. Clean Copy With Light Amount of Wear. 100% Guaranteed. Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The B

Used Book Abebooks.de
Book Deals, Lewiston, NY, U.S.A. [60506629] [qualificação: 4 (de 5)]
Shipping costs: EUR 65.72
Details...
(*) Book out-of-stock means that the book is currently not available at any of the associated platforms we search.
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - Cazet, Denys
book is out-of-stock
(*)
Cazet, Denys:
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2) - used book

2005, ISBN: 0060510897

ID: 14756652448

[EAN: 9780060510893], [PU: HarperCollins], Children's Fiction|Animals|Dogs, Children's Fiction|Animals|Marine Life, Children's Fiction|Family|Multigenerational, Children's Fiction|General, Children's Fiction|Readers|Beginner, Children's Fiction, This Book is in Good Condition. Clean Copy With Light Amount of Wear. 100% Guaranteed. Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The B

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Details of the book
Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2)
Author:

Denys Cazet; Illustrator-Denys Cazet

Title:

Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2)

ISBN:

0060510897

Details of the book - Grandpa Spanielson's Chicken Pox Stories: Story #1: The Octopus (I Can Read Book 2)


EAN (ISBN-13): 9780060510893
ISBN (ISBN-10): 0060510897
Publishing year: 2005
Publisher: HarperCollins

Book in our database since 01.03.2008 11:56:11
Book found last time on 27.06.2016 05:50:51
ISBN/EAN: 0060510897

ISBN - alternate spelling:
0-06-051089-7, 978-0-06-051089-3

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