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THE MERLIN GAMBIT by John F. Carr & Dietmar Wehr opens five
years after the events in H. Beam Piper's classic novel, The Cosmic
Computer. The planet Poictesme is in the middle of an economic boom
and Conn Maxwell is both happily married and a new father. The
Maxwell Plan is working even better than expected. Tri-System
Interstellar spaceships are moving Poictesme's products throughout
the Terran Federation and it looks like the bad times are finally
over. However, storm clouds are gathering on the horizon. Space
piracy has suddenly struck out of nowhere, but the pirates are only
attacking Tri-System Interstellar freighters. It appears that
someone is playing a deadly chess game with Merlin and the
Merlin-12 Group. These new events cause Conn Maxwell to wonder if
the Federation High Command built more than one super-computer. Is
it possible that a Merlin double is working against them? In an
attempt to uncover their mysterious opponent, Conn makes a trip to
Terra to find the answers they so desperately need. Meanwhile, an
unexpected series of discoveries made on Koshchei suddenly
jeopardizes not only the Maxwell plan, but very heart of the
Federation. This unexpected wild-card could change the balance of
power throughout humanities' sphere of worlds, leading to the era
of interstellar warfare that the Merlin-12 Group has worked so hard
to prevent.
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