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Books > Sport & Leisure > Hobbies, quizzes & games > General
In 1924, Simon & Schuster published its first title, The Cross Word Puzzle Book. Not only was it this new publisher's first release, it was the first collection of crossword puzzles ever printed. Today, more than seventy-five years later, the legendary Simon & Schuster Crossword Puzzle Book series maintains its status as the standard-bearer for cruciverbal excellence. Published every two months, the series continues to provide the freshest and most original puzzles on the market. Created by the best contemporary constructors -- and edited by top puzzle master John M. Samson -- these Sunday-sized brain-breakers offer hours of stimulation for solvers of every level. Can you take the challenge? Sharpen your pencils, grit your teeth, and find out!
Get inspired by the fun, creative projects found in LEGO Technic
Non-Electric Models: Compelling Contraptions. Each project uses
colour-coded pieces and is illustrated with photographs taken from
multiple angles, making it easy to see how the models are
assembled.Compelling Contraptions features a variety of interesting
mechanisms, including drawing devices, spinning tops, measuring
tools, and stands for your phone or tablet. This visual guide is
the brainchild of master builder Yoshihito Isogawa and is designed
to fire the imaginations of LEGO builders young and old.
Explores 95 creative ways to build simple robots with the LEGO
BOOST set. Each model includes a parts list, minimal text,
screenshots of programmes, and colourful photographs from multiple
angles so you can recreate it without step-by-step instructions.
You'll learn to build robots that can walk and crawl, shoot and
grab objects, and even draw using a pen! Each model demonstrates
handy mechanical principles that you can use to come up with your
own creations. Best of all, every part you need to build these
models comes in the LEGO BOOST Creative Toolbox (set #17101).
Roy Underhill is America's best-known master of traditional
woodcraft. Creator of the popular PBS series "The Woodwright's
Shop," Roy has inspired millions--from professional craftsman to
armchair woodworker--with his talent, knowledge, and enthusiasm.
Roy returns here with his third book. "The Woodwright's Workbook"
features step-by-step instructions for a selection of projects from
his television series. All projects are illustrated with
photographs and measured drawings. Included here are plans for tool
chests, workbenches, lathes, and historical reproductions of items
for the home: a six-board chest, rustic chairs with cattail seats,
a churn for the kitchen, and the Rittenhouse hygrometer. Roy also
explores building barns, forges, boats, and even colonial
fortresses.
A wonderful feature of this book is Roy's own translation of the
humorous fifteenth-century poem "The Debate of the Carpenter's
Tools." He also provides a fascinating and useful 'field guide' to
American tool marks that shows how to identify the specific tool
used by the marks it left. Whether Roy is an old friend or a new
acquaintance, let him be your guide to the world of traditional
woodworking.
Trouble in Paradise The Ruins of Azlant Adventure Path begins with
the adventurers standing on the deck of a ship ready to make
landfall at their new home. However, dread settles in as they
notice that the colony is empty and abandoned. Tasked with
uncovering the whereabouts of the prior group of colonists, the
adventurers go ashore and explore the deserted settlement.
Uncovering strange evidence leads the adventurers across the
island, where they encounter two survivors who can give them clues
as to the fate of the rest of the first wave of settlers. Can the
adventurers survive long enough to discover what truly befell the
fledgling colony? This volume of Pathfinder Adventure Path launches
the Ruins of Azlant Adventure Path and includes: • "The Lost
Outpost," a Pathfinder adventure for 1st-level characters, by Jim
Groves. • A detailed look at some of the other colonists who make
up the colony of Talmandor's Bounty and the roles they play in the
campaign, by Jim Groves. • A deep dive into the bizarre and alien
ecology of the alghollthus-the family of creatures that includes
the devious aboleths, by Greg A. Vaughan. • A bestiary of new
monsters found in the shattered continent, by Jim Groves, Isabelle
Lee, and Luis Loza. Each monthly full-color softcover Pathfinder
Adventure Path volume contains an in-depth adventure scenario,
stats for several new monsters, and support articles meant to give
Game Masters additional material to expand their campaign.
Pathfinder Adventure Path volumes use the Open Game License and
work with both the Pathfinder RPG and the world’s oldest fantasy
RPG.
The year’s finest mathematical writing from around the world This
annual anthology brings together the year’s finest mathematics
writing from around the world. Featuring promising new voices
alongside some of the foremost names in the field, The Best Writing
on Mathematics 2018 makes available to a wide audience many pieces
not easily found anywhere else—and you don’t need to be a
mathematician to enjoy them. These essays delve into the history,
philosophy, teaching, and everyday aspects of math, offering
surprising insights into its nature, meaning, and practice—and
taking readers behind the scenes of today’s hottest mathematical
debates. James Grime shows how to build subtly mischievous dice for
playing slightly unfair games and Michael Barany traces how our
appreciation of the societal importance of mathematics has
developed since World War II. In other essays, Francis Su extolls
the inherent values of learning, doing, and sharing mathematics,
and Margaret Wertheim takes us on a mathematical exploration of the
mind and the world—with glimpses at science, philosophy, music,
art, and even crocheting. And there’s much, much more. In
addition to presenting the year’s most memorable math writing,
this must-have anthology includes an introduction by the editor and
a bibliography of other notable pieces on mathematics. This is a
must-read for anyone interested in where math has taken us—and
where it is headed.
Ranging from the silly to the sublime, once you've tried any of the
50 challenges in this brilliant book-and-card set it will become a
must-pack for all family camping trips. Featuring 50
boredom-busting ideas, never struggle for something to do on your
next camping break with this collection of brilliant challenges.
Not only will the cards keep the kids active, engaged, and laughing
day or night and whatever the weather, the games are fun for
grown-ups to play, too. Challenge themes covered include
look-and-find, creative, active, LOL, and more, with each one only
ever needing equipment regularly taken on a camping trip or items
you can easily find in nature. So whether it's going on a creepy
crawly hunt, taking part in the sleeping bag triathlon, or trying
to sing your favourite song around the campfire with eight
marshmallows shoved in your mouth, kids and grown-ups are going to
love taking part.
The story of white masculinity in geek culture through a history of
hobby gaming Geek culture has never been more mainstream than it is
now, with the ever-increasing popularity of events like Comic Con,
transmedia franchising of the Marvel Cinematic Universe, market
dominance of video and computer games, and the resurgence of board
games such as Settlers of Catan and role-playing games like
Dungeons & Dragons. Yet even while the comic book and hobby
shops where the above are consumed today are seeing an influx of
BIPOC gamers, they remain overwhelmingly white, male, and
heterosexual. The Privilege of Play contends that in order to
understand geek identity's exclusionary tendencies, we need to know
the history of the overwhelmingly white communities of tabletop
gaming hobbyists that preceded it. It begins by looking at how the
privileged networks of model railroad hobbyists in the early
twentieth century laid a cultural foundation for the scenes that
would grow up around war games, role-playing games, and board games
in the decades ahead. These early networks of hobbyists were able
to thrive because of how their leisure interests and professional
ambitions overlapped. Yet despite the personal and professional
strides made by individuals in these networks, the networks
themselves remained cloistered and homogeneous-the secret
playgrounds of white men. Aaron Trammell catalogs how gaming clubs
composed of lonely white men living in segregated suburbia in the
sixties, seventies and eighties developed strong networks through
hobbyist publications and eventually broke into the mainstream. He
shows us how early hobbyists considered themselves outsiders, and
how the denial of white male privilege they established continues
to define the socio-technical space of geek culture today. By
considering the historical role of hobbyists in the development of
computer technology, game design, and popular media, The Privilege
of Play charts a path toward understanding the deeply rooted
structural obstacles that have stymied a more inclusive community.
The Privilege of Play concludes by considering how digital
technology has created the conditions for a new and more diverse
generation of geeks to take center stage.
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Albcell.r
(Paperback)
Gazmend Ceno
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R319
R267
Discovery Miles 2 670
Save R52 (16%)
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