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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games
PLAY BINGO AND SWEAR LIKE A SAILOR! WARNING! Contains deeply
offensive words, smut and all round bad language THE PERFECT GIFT:
ideal for sweary friends and family GLOSSARY INCLUDED: to explain
some more unusual terms and generally raise your swearing game FOR
3-12 PLAYERS: the ultimate party game for large and small groups
Play bingo with 64 colourful and highly offensive swear words! Each
player gets a game card with 16 random expletives: the first to
complete their board gets to shout BINGO - or something far
worse... BOX CONTAINS: A master board, 12 player boards, 64 tiles,
100 counters, Fold-flat tile box, Sweary Glossary
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Agatha Christie Bingo
(Game)
Agatha Christie Ltd; Illustrated by Ilya Milstein
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R575
R507
Discovery Miles 5 070
Save R68 (12%)
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Ships in 5 - 10 working days
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FUN FOR DETECTIVE NOVEL FANS - the whole family will love this
high-stakes game featuring 64 characters and clues from Agatha
Christie's novels PLAY AND LEARN - this board game comes with a
leaflet packed with Agatha Christie trivia. Learn about Poirot's
toughest cases, Agatha Christie's medicine cabinet and more! GREAT
GIFT - perfect for dedicated crime fans and bingo players SOMETHING
TO TREASURE - this is a quality product made to last, with bespoke
illustration and sleek and stylish packaging EXPLORE THE ENTIRE
SERIES - this game is part of the bestselling bingo series, a
collection of games for nature lovers and enthusiastic board
gamers. Other games in the series include James Bond Bingo, Bug
Bingo, Cat Bingo, Dog Bingo, Monkey Bingo, Ocean Bingo and Royal
Bingo Follow the trail of murder, blackmail and mystery set by the
Queen of Crime. Travel down the Nile, on the Orient Express and
into the drawing rooms of quaint English country cottages hot on
the heels of Poirot, Miss Marple and other famous characters while
you play this fun new bingo game. Includes a booklet packed full of
Agatha Christie trivia for discerning crime fans.
Inspired by both Daniel Defoe's 'A Journal of the Plague Year'
(1722) and 'The King', an anthology of the witty and provocative
chess columns of the Dutch Grandmaster, Jan Hein Donner, Ray Keene
here collects his thoughts and writings on the year 2020 - both in
chess and the wider world. His reflections include the impact of
Covid-19 on the popularity of chess, the remarkable influence of
the Netflix series 'The Queen's Gambit', the growing army of
teenage Grandmasters, the online pivot of chess competition and the
emergence of chess entrepreneurs, such as World Champion Magnus
Carlsen and Grandmaster Hikaru Nakamura.. Like Donner, Ray uses
chess as a metaphor for observations on art, culture and
civilisation.
"How we should think about board games, and what do they do to us
as we play them?" Writer and critic Eric Thurm digs deep into his
own experience as a board game enthusiast to explore the emotional
and social rules that games create and reveal, telling a series of
stories about a pastime that is also about relationships. From the
outdated gender roles in Life and Mystery Date to the cutthroat,
capitalist priorities of Monopoly and its socialist counterpart,
Class Struggle, Thurm thinks through his ongoing rivalries with his
siblings and ponders the ways games both upset and enforce
hierarchies and relationships-from the familial to the
geopolitical. Like sitting down at the table for family game night,
Board Games is an engaging book of twists and turns, trivia, and
nostalgia. Avidly Reads is a series of short books about how
culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah
Mesle, Avidly-an online magazine supported by the Los Angeles
Review of Books-specializes in short-form critical essays devoted
to thinking and feeling. Avidly Reads is an exciting new series
featuring books that are part memoir, part cultural criticism, each
bringing to life the author's emotional relationship to a cultural
artifact or experience. Avidly Reads invites us to explore the
surprising pleasures and obstacles of everyday life.
Frustrated with studying endgames that never seem to occur in your
own games? Finally, help is here Essential Endgames Every
Tournament Player Must Know is a carefully selected compilation of
the most frequently encountered endgames occuring in practice. This
book contains vital lessons for every tournament chessplayer
involving those endgames which can be defined by clear and concise
rules, summarized by the most important themes and require the
application of specific technical principles to solve them.
The 21st century has seen a board game renaissance. At a time when
streaming television finds millions of viewers, video games garner
billions of dollars, and social media grows ever more intense,
little has been written about the rising popularity of board games.
And yet board games are one of our fastest growing hobbies, with
sales increasing every year. Today's board games are more than just
your average rainy-day mainstay. Once associated solely with geek
subcultures, complex and strategic board games are increasingly
dominating the playful media environment. The popularity of these
complex board games mirrors the rise of more complex cult media
products. In Game Play: Paratextuality in Contemporary Board Games,
Paul Booth examines complex board games based on book, TV, and film
franchises, including Doctor Who, The Walking Dead, Lord of the
Rings, Star Trek, The Hunger Games and the worlds of H.P.
Lovecraft. How does a game represent a cult world? How can
narratives cross media platforms? By investigating the relationship
between these media products and their board game versions, Booth
illustrates the connections between cult media, gameplay, and
narrative in a digital media environment.
In "Chess for Everyone," national chess master and coach Robert M.
Snyder introduces chess to the beginner in twenty graduated
lessons. Mr. Snyder teaches the basic principles and then builds
the student's knowledge in a clear and consistent manner. The
reader is given a solid foundation in:
Basic rules(piece movements, checkmate, castling, en passant,
drawn game and more). Opening principles, traps and a basic opening
system. Middlegame strategy (checkmate patterns and tactics). Basic
endgame strategy including basic checkmates and King and Pawn
endings. Upon completing "Chess for Everyone" students can continue
to expand their knowledge in all areas of the game by reading the
other volumes in the "Chess for Everyone" series.
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