Erscheinungsdatum: 14.12.2012, Medium: Taschenbuch, Einband: Kartoniert / Broschiert, Titel: Mission to Jupiter, Titelzusatz: A History of the Galileo Project, Autor: Meltzer, Michael // National Aeronautics & Space Admin // Nasa History Office, Verlag: Books Express Publishing, Sprache: Englisch, Schlagworte: SCIENCE // Astronomy, Rubrik: Astronomie, Seiten: 340, Informationen: Paperback, Gewicht: 588 gr, Verkäufer: averdo
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. InTerraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things. The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establish greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards. Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources. Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases: 1) Player order shifts clockwise. 2) Research phase: All players buy cards from four privately drawn. 3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table until all players pass. 4) Production phase: Players get resources according to their terraform rating and production parameters. When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!
The chances of a fairytale ending in a post-apocalyptic wasteland are slim to none. But so are the chances of surviving hordes of zombies while traveling across the country. So, for Jack Jupiter, the chances mean nothing. He hasn't stopped before and he doesn't plan on stopping now, either. With Project Reset canceled, Jack and the group head to San Francisco, where Darlene hopes to find her mother and sister...dead or alive; because all she wants is closure. While on their journey, they hear of a settlement located in Golden Gate Park called Haven. Weary of what Haven may actually be, the gang proceeds with caution. But rarely does that work for Jack Jupiter, and a run-in with a group of religious zealots known as the Red Robes slows them down, creating another enemy to worry about. Though it's not all bad. New friendships are forged along the way, and Jack's hope never wavers, because without hope in this world, you're liable to hit a dead end. Will Jack, Darlene, and the rest of the group get their fairytale ending? Or will their luck finally run out? 1. Language: English. Narrator: Neil Hellegers. Audio sample: http://samples.audible.de/bk/tant/010218/bk_tant_010218_sample.mp3. Digital audiobook in aax.
In 1977, NASA launched the space probes Voyager 1 and Voyager 2 to explore Jupiter, Saturn, Uranus, and Neptune. This audiobook tells of what was known about those planets and their moons before the Voyager missions, as well as what Voyager discovered about those planets and their moons. This audiobook is written for the middle-grade listener, and can be enjoyed by readers age 12 and up. NASA launched Voyager 1 and 2 in 1977. These flights of exploration greatly expanded our knowledge of the outer planets of the solar system. Verba gives a concise but fairly thorough description of the Voyager project from conception through the completion of the probes' photographic mission. Voyager begins with a brief discussion of the exploration of the solar system prior to the project... Each of the chapters on the outer planets begins by describing what was known before Voyager, followed by what new things we learned as a result of Voyager...The material is appropriate for interested 5th and 6th graders, but the vocabulary level is more at the 7th and 8th-grade level...this is a good account of the flights of Voyager 1 and 2 and what we learned from them. 1. Language: English. Narrator: Douglas R. Pratt. Audio sample: http://samples.audible.de/bk/acx0/015503/bk_acx0_015503_sample.mp3. Digital audiobook in aax.
Twenty years ago, the search for planets outside the Solar System was a job restricted to science-fiction writers. Now it's one of the fastest-growing fields in astronomy with thousands of exoplanets discovered to date, and the number is rising fast. These new-found worlds are more alien than anything in fiction. Planets larger than Jupiter with years lasting a week; others with two suns lighting their skies, or with no sun at all. Planets with diamond mantles supporting oceans of tar; possible Earth-sized worlds with split hemispheres of perpetual day and night; waterworlds drowning under global oceans and volcanic lava planets awash with seas of magma. The discovery of this diversity is just the beginning. There is a whole galaxy of possibilities. The Planet Factory tells the story of these exoplanets. Each planetary system is different, but in the beginning most if not all young stars are circled by clouds of dust, specks that come together in a violent building project that can form colossal worlds hundreds of times the size of the Earth. The changing orbits of young planets risk dooming any life evolving on neighbouring worlds or, alternatively, can deliver the key ingredients needed to seed its beginnings. Planet formation is one of the greatest construction schemes in the Universe, and it occurred around nearly every star you see. Each results in an alien landscape, but is it possible that one of these could be like our own home world?