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Books > Sport & Leisure > Hobbies, quizzes & games > General
Many of the earliest books, particularly those dating back to the
1900s and before, are now extremely scarce and increasingly
expensive. We are republishing these classic works in affordable,
high quality, modern editions, using the original text and artwork.
The Art of Wargaming has never been static over the first two
centuries of its history. In both the professional and hobby sides
of wargaming, there has been a desire to strive to perfect and
develop the many sets of rules into the best possible wargaming
system. This book is about some of the key innovations in
wargaming. It includes chapters on: Designing Wargaming Rules The
Hunt for Weapons of Mass Destruction: A Committee Game An
introduction to Kriegsspiel by Paddy Griffith A Naval Kriegsspiel
by Paddy Griffith TEWTS Tactical Exercises Without Troops Space
Invaders on the Rhine: A Hall Game Hijack An anti-terrorism wargame
Sen Toku A World War 2 Japanese Imperial Naval Staff Game. An
extended discussion on How to Design and Play Historical War
Council Games by Paddy Griffith The History of Wargaming Project is
edited by John Curry.
Many of the earliest books, particularly those dating back to the
1900s and before, are now extremely scarce and increasingly
expensive. We are republishing these classic works in affordable,
high quality, modern editions, using the original text and artwork.
Many of the earliest books, particularly those dating back to the
1900s and before, are now extremely scarce and increasingly
expensive. We are republishing these classic works in affordable,
high quality, modern editions, using the original text and artwork.
What is the big deal about improv?
It's fun. It strengthens our imagination, promotes self-confidence,
increases spontaneity, promotes teamwork, and it's magic: it
creates something out of nothing.
101 IMPROV GAMES FOR CHILDREN AND ADULTS contains the basics: what
improv is all about and how to do it, special instructions for how
to teach improv to children, plus more advanced training on how to
use your voice and body in ways you haven't thought of before. It
has helpful hints for creating scenes and environments out of thin
air. All this plus 101 games with simple instructions, from easy
warm-up games to over-the-top crowd pleasers such as Fairy Tales,
Bizarre Games, On Your Toes and Narrative Games.
This is the tenth in the Hunter House SmartFun activity books
series, and the first one for adults as well as children. The book
is a great resource for educators as well as for the professional
actor or the layperson working with improv for fun. The book
contains lively illustrations and is easy to use.
Improv is about creating something out of nothing, but a really
good improviser can create something great out of nothing. This
book shows you how.
The Fletcher Pratt Naval Wargame was one of the most successful
naval wargames of the 20th century. The straightforward rules,
based on the innovation of estimating the range in order to hit,
have an enduring fascination as a simulation of the 'big gun era'
1900-1945. As a result of extensive research, this book brings
together previously unpublished material into a comprehensive guide
to these classic rules, including: The full rules, with previously
unpublished amendments by Fletcher Pratt. Optional rules as agreed
by Fletcher Pratt. The previously unpublished strategic game. Solo
wargaming rules. Guidance on how to play the game. Updates for the
rules as suggested by Donald Featherstone. A sample scenario by
Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of
the rules versus naval reality featuring contributions from experts
such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil
Barker.
Many of the earliest books, particularly those dating back to the
1900s and before, are now extremely scarce and increasingly
expensive. We are republishing these classic works in affordable,
high quality, modern editions, using the original text and artwork.
In 1984, Roberta Williams of Sierra On-Line designed King's Quest,
the world's first graphic adventure. A huge step beyond the
text-oriented games that preceded it, the genre took the world by
storm, and proved immensely popular with computers over the next
decade. A combination of storytelling and puzzle solving, they
provided the ability to explore a world and experience a narrative
without the need for twitchy reflexes demanded of arcade games.
This nearly comprehensive book includes reviews for over 250 games
from the golden age of the graphic adventure genre, running from
1984 to roughly 2000, focusing on promiminent publishers such as:
-LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim
Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit
Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready,
Callahan's Crosstime Saloon) -And several other popular and
not-so-popular series and games (Zork, Myst, Broken Sword, The
Longest Journey, Simon the Sorcerer, The Last Express, and dozens
of others) -Also includes interviews with several adventure game
developers, including Al Lowe (creator of Leisure Suit Larry),
Corey Cole (creator of Quest for Glory), Bob Bates (founder of
Legend Entertainment) and Josh Mandel (writer and designer for
Sierra).
(LARGE PRINT EDITION) This book is a facsimile reprint and may
contain imperfections such as marks, notations, marginalia and
flawed pages.
This book will teach you to play chess in two hours. Studied more
carefully it can make you an average player. Both the authors have
world-wide reputations as a chess player, writers and teachers.
Many of the earliest books, particularly those dating back to the
1900s and before, are now extremely scarce and increasingly
expensive. We are republishing these classic works in affordable,
high quality, modern editions, using the original text and artwork.
This scarce antiquarian book is included in our special Legacy
Reprint Series. In the interest of creating a more extensive
selection of rare historical book reprints, we have chosen to
reproduce this title even though it may possibly have occasional
imperfections such as missing and blurred pages, missing text, poor
pictures, markings, dark backgrounds and other reproduction issues
beyond our control. Because this work is culturally important, we
have made it available as a part of our commitment to protecting,
preserving and promoting the world's literature.
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Lego Space
(Hardcover)
Peter Reid
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R676
R594
Discovery Miles 5 940
Save R82 (12%)
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Ships in 12 - 17 working days
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In 'LEGO Space', you'll explore an entire LEGO universe. Astounding
spaceships, eye-popping aliens, and vast planets come to life in a
series of truly impressive LEGO models. Step-by-step building
instructions at the end of each chapter will have you recreating a
piece of each LEGO world for your own collection. Marvel at page
after page of out-of-this-world spaceships, rockets, astronauts,
space-villains, and other amazing creations from a distant, future
realm
The Junkers Ju 87 Stuka (a contraction of the German word
Sturzkampfflugzeug, ie dive bomber) was arguably the Luftwaffe s
most recognisable aeroplane, with its inverted gull wings and fixed
spatted undercarriage. Designed by Hermann Pohlmann as a dedicated
dive bomber and ground-attack aircraft, the prototype first flew in
1935, and made its combat debut in 1937 with the Luftwaffe's Condor
Legion during the Spanish Civil War. After several design changes
in the light of operational experiences, the Stuka went on to serve
the Luftwaffe and Axis forces, from the invasion of Poland in 1939,
through the Battles of France and Britain in 1940, over the North
African desert and the across Mediterranean, the invasion of Russia
and the subsequent bitter fighting in that vast area, and following
several more design changes and upgrades, continued to serve
through to the end of World War Two. This latest addition to the
growing Flight Craft range, follows the previous well established
format, in that it is split in to three main sections. The first
section, after offering a concise design and development history,
continues with coverage of the various sub-types, from Anton to
Gustav and their operational use from the Spanish Civil War to the
end of World War Two. This is followed by a 16-page full colour
illustration section featuring detailed profiles and 2-views of the
colour schemes and markings carried by the type in Luftwaffe and
Axis service. The final section lists as many of the
injection-moulded plastic model kits produced of the Junkers Ju 87
in all the major scales that the authors could find details of,
including the brand new Airfix 1/72 and 1/48 scale kits which were
released while this book was being written, with photos of many
finished models made by some of the world s best modellers. As with
all the other books in the Flight Craft range, whilst published
primarily with the scale aircraft modeller in mind, it is hoped
that those readers who might perhaps describe themselves as
'occasional' modellers, or even simply aviation enthusiasts, may
also find that this colourful and informative work offers something
to provoke their interests too.
Scrapbooking is a hobby that has become so popular during the past
few years that there is just no stopping it. The author showcases
many more fun ideas and a large variety of new and exciting
techniques. Both beginners and more advanced scrappers will find
the author's interesting methods of creating stunning scrapbook
pages very enlightening. Her title also features new equipment and
she shows the enthusiast how to make a personalized album without
having to purchase the expensive storebought version. Step-by-step
techniques are accompanied by full-colour photographs, which make
the instructions very easy to follow. Techniques include the making
of rosettes, decorations that pop up, kaleidoscopes, stained glass
work and sequin art, to name but a few. This title will inspire
readers to retrieve old photographs and knickknacks from dusty
storerooms and combine them with ribbon, serviettes or embroidery
to create unforgettable scrapbook pages.
Tactics are usually why most people find chess fun This book will
greatly enhance your enjoyment learning about - and benefiting from
- the recurring patterns of tactics. In chess, if you lose all your
pieces you can't win And if you capture each of your opponent's
pieces, winning should be easy. Even if you just get ahead by a
small amount of material, your chances of winning soar. The way to
win your opponent's pieces is through the use of tactics. This book
is about all types of beginning tactics. The author covers
comprehensively the subject with basic instructional material,
examples, and problems of all types - about 500 examples and
problems ranging from too easy to very difficult Back to Basics:
Tactics - the first in the ChessCafe Back to Basics Chess Series -
should enhance your enjoyment in learning about - and benefiting
from - the recurring patterns of tactics.It does not matter who
gets the advantage out of the opening if one of the players is
likely to lose a piece to a simple tactic in the middlegame. Losing
a piece from an advantageous position will almost always result in
a lost position. So study tactics, not openings, until you almost
never lose pieces to simple tactical motifs.This book is an
introduction to the various kinds of basic chess tactics. With
instructional material, examples, and problems of all types, the
subject of chess tactics is covered comprehensively. There are
approximately 500 examples ranging from easy to challenging
Chess tactics explained in English: the second volume of material
from www.chesstactics.org. This book is the second in a two-part
set. The two books together contain over a thousand examples
organized in unprecedented detail. Every position is accompanied by
a commentary describing a train of thought that leads to the
solution; these books thus are the ideal learning tool for those
who prefer explanations in words to long strings of notation. Book
II -- the present volume -- covers pins and skewers, removal of the
guard, and mating patterns. (The first book in the set provides an
introduction to tactics and explains forks and discovered attacks.)
Also available in hardcover.
Chess tactics explained in English: the website
www.chesstactics.org in book form. This volume is the first in a
two-part set. The two books together contain over a thousand
examples organized in unprecedented detail. Every position is
accompanied by a commentary describing a train of thought that
leads to the solution; these books thus are the ideal learning tool
for those who prefer explanations in words to long strings of
notation. This first volume provides an introduction to tactics and
explains forks and discovered attacks. (Book II covers pins and
skewers, removal of the guard, and mating patterns.) A hardcover
version is also available.
Cultural stereotypes to the contrary, approximately half of all
video game players are now women. A subculture once dominated by
men, video games have become a form of entertainment composed of
gender binaries. Supported by games such as Diner Dash, Mystery
Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all
specifically marketed toward women—the gamer industry is now a
major part of imagining what femininity should look like. In
Ready Player Two, media critic Shira Chess uses the concept of
“Player Two”—the industry idealization of the female
gamer—to examine the assumptions implicit in video games designed
for women and how they have impacted gaming culture and the larger
society. With Player Two, the video game industry has designed
specifically for the feminine ideal: she is white, middle class,
heterosexual, cis-gendered, and abled. Drawing on categories from
time management and caregiving to social networking, consumption,
and bodies, Chess examines how games have been engineered to shape
normative ideas about women and leisure. Ready Player Two presents
important arguments about how gamers and game developers must
change their thinking about both women and games to produce better
games, better audiences, and better industry practices. Ultimately,
this book offers vital prescriptions for how one of our most
powerful entertainment industries must evolve its ideas of women.
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