Random House Worlds
The Galaxy Game
The Galaxy Game
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                        ABOUT
                      
                    “A smart science fictional fable as inventive and involving as it is finally vital.”—Tordotcom
On the verge of adulthood, Rafi attends the Lyceum, a school for the psionically gifted. Rafi possesses mental abilities that might benefit people . . . or control them. Some wish to help Rafi wield his powers responsibly; others see him as a threat to be contained. Rafi’s only freedom at the Lyceum is Wallrunning: a game of speed and agility played on vast vertical surfaces riddled with variable gravity fields.
Serendipity and Ntenman are also students at the Lyceum, but unlike Rafi, they come from communities where such abilities are valued. Serendipity finds the Lyceum as much a prison as a school, and she yearns for a meaningful life beyond its gates. Ntenman, with his quick tongue, quicker mind, and a willingness to bend if not break the rules, has no problem fitting in. But he too has his reasons for wanting to escape.
Now the three friends are about to experience a moment of violent change as seething tensions between rival star-faring civilizations come to a head. For Serendipity, this change will challenge her ideas of community and self. For Ntenman, it will open new opportunities and new dangers. And for Rafi, given a chance to train with some of the best Wallrunners in the galaxy, it will lead to the discovery that there is more to Wallrunning than he ever suspected . . . and more to himself than he ever dreamed.
Includes two bonus short stories
“There is a weight and grace to [Lord’s] prose that put me in mind of pewter jewelry.”—NPR
“This novel is a satisfying exercise in being off-balance, a visceral lesson in how to fall forward and catch yourself in an amazing new place.”—The Seattle Times
                      
                      
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                        STANDARD, PRIMARY, DM AND VARIANT COVERS
                      
                    Standard and Primary covers are widely available through general retailers. They often have higher print runs and can be cheaper, especially during sales.
In contrast, Direct Market (DM) and variant covers are primarily sold in comic shops. DM editions tend to have more limited availability and may be more valuable to collectors.
The main differences lie in artwork style, availability, price, and collector appeal. Ultimately, the choice between standard and variant covers depends on personal preference, budget, and individual collecting goals.
                      
                      
                        PRODUCT TYPES
                      
                    Comic book enthusiasts have various formats to choose from when collecting their favorite stories. 
Here's a brief overview of the main types:
Omnibus
- Large, hardcover collections
 - Usually contain complete runs or extensive story arcs
 - Typically 800-1000+ pages
 - Higher price point, often €100-€150
 
Oversized Hardcover (OHC)
- Similar dimensions to omnibus, but thinner
 - Collect shorter runs or story arcs
 - Usually 300-600 pages
 - Priced between €30-€50
 
Hardcover (HC)
- Standard-sized hardcover books
 - Collect 6-12 issues typically
 - Similar dimensions to single issues, but with a hard cover
 - Priced around €25-€35
 
Trade Paperback (TP)
- Softcover collections
 - Standard comic book size
 - Usually collect 4-6 issues
 - Most affordable option, typically €15-€25
 
Other Formats
- Absolute Editions: Oversized, deluxe hardcovers (mainly DC Comics)
 - Compendiums: Massive paperback collections
 - Graphic Novels (OGN/GN): Original stories not previously released as single issues
 
The choice between these formats often depends on personal preference, budget, and collecting goals. Omnibus and OHC editions offer larger artwork and more content but at a higher price, while TPs provide a more affordable way to collect complete story arcs