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Books > Sport & Leisure > Hobbies, quizzes & games > General
These Sayings Colouring Book series is an outstanding leisure companion for all walks of life. The full page design with positive quotes help us to find serenity, feel relax and act as stress reliever after a long and hard day. It will not only provide us with hours of fun but also keeps us motivated with the quotes which are full of positive affirmations. Feel happy and absorb good vibes while colouring your favourite affirmations. Let’s go on a journey to discover new found confidence as you practise your creative skills and unwind. Let’s de-stress and colour your way with the full page of positive quotes.
The Bristol Blenheim was one of the most popular British aircraft at the beginning of World War II. It was a very versatile and modifiable machine, and therefore typical bomber, reconnaissance, and fighter (including night) versions were created. The first mass-produced version was the Mk I, which featured a richly glazed nose part of the fuselage. The most common version in the air force of several countries was the Mk IV, in which the glass nose of the aircraft was extended so that the bombardier could lie freely in a special cradle during targeting. The nose of the fuselage had an asymmetrical “dent†on the left side of the fuselage (in its upper part), providing better visibility for the pilot sitting in a separate cockpit. This version also had more powerful engines and a longer range, but slightly lower speed and ceiling.
All the drinking games you'll need for the perfect night out... or in! Drinking is great, right? But not on your own. That's sad. Thankfully, The Little Book of Drinking Games is here to help you - and your friends - find an excuse to get drunk and let your hair down. Jam-packed with more than 50 drinking games of all shapes and sizes, this pocket compendium will have you thinking, drinking and pint-sinking in no time. The Little Book of Drinking Games contains the best classic drinking games (that you're usually too drunk to remember the rules to), games inspired by your favourite movies and TV shows as well as a few games that are destined to become new traditions. Ice-Cube Raft Race: Just like the legendary pub relay, Boat Race, but on a much smaller scale. Essential Supplies: An ice-cube tray, shots of your favourite spirit and plenty of straws. Borrow an ice-cube tray from the bar/your kitchen, and fill the compartments with a spirit or strong beer. If it's a tray with two rows of sections, all the better as one player can take the left side, racing another player who takes the right. The idea is to drink each compartment dry through a straw, before moving on to the next one, and then the next, until all of the compartments have been emptied. Whoever finishes first wins and condemns the loser to a forfeit of their choice.
The Collector's Voice is a major four-volume project which brings together in accessible form material relevant to the history and practice of collecting in the European tradition from c. 1500 BC to the present day. The series demonstrates how attitudes to objects, the collecting of objects, and the shape of the museum institution have developed over the past 3000 years. Material presented includes translations of a wide range of original documents: letters, official reports, verse, fiction, travellers' accounts, catalogues and labels. Volume 1: Ancient Voices, edited by Susan Pearce and Alexandra Bounia Volume 2: Early Voices, edited by Susan Pearce and Kenneth Arnold Volume 3: Imperial Voices, edited by Susan Pearce and Rosemary Flanders Volume 4: Contemporary Voices, edited by Susan Pearce and Paul Martin
The Collector's Voice is a major four-volume project which brings together in accessible form material relevant to the history and practice of collecting in the European tradition from c. 1500 BC to the present day. The series demonstrates how attitudes to objects, the collecting of objects, and the shape of the museum institution have developed over the past 3000 years. Material presented includes translations of a wide range of original documents: letters, official reports, verse, fiction, travellers' accounts, catalogues and labels. Volume 1: Ancient Voices, edited by Susan Pearce and Alexandra Bounia Volume 2: Early Voices, edited by Susan Pearce and Kenneth Arnold Volume 3: Imperial Voices, edited by Susan Pearce and Rosemary Flanders Volume 4: Contemporary Voices, edited by Susan Pearce and Paul Martin
As readers complete each section of dots in this fun activity book, beautiful animal portraits are revealed -- so intricate they're ready for display The 20 puzzles in this book are much more sophisticated than the one-dimensional images created in childhood connect-the-dots books. Tonal shading and expressive line work build as each numbered section is finished. Dot-to-dot puzzles have also been proven to increase short-term cognitive acuity, hand-eye coordination, and concentration skills. Whether readers are filling time on a rainy day, using the puzzles for a party game, or learning the principles of drawing, "1000 Dot-to-Dot: Animals" is fun for all ages.
Space is a hell of a thing but you need to be sure that this is what you want. Like, what you really want. The idea of space exploration to further the frontiers of mankind is noble, but let's not kid ourselves - it's really all about furthering the profit margins. There's money to be made and out there is the place to make it, but you hear all kinds of stories... equipment malfunctions, strange discoveries, crewmembers going insane... You'll be out there in the reaches, alone, for months or years, breathing recycled air and drinking recycled water, with nothing but a few feet of metal and shielding between you and certain death. Are you sure this is what you want? - Crew Orientation Briefing *** Those Dark Places is a rules-light, story-focused roleplaying game about the darker side of space exploration and the people who travel the stars in claustrophobic, dangerous conditions. Starships, stations, and outposts aren't havens of safety with clean, brightly lit corridors - they're potential deathtraps, funded by budget-conscious corporate interests and running on stale, recycled air and water. The stars may be the future of humanity, but they are also home to horrors and terror the human mind cannot comprehend.
Read your dog's mind with this adorable companion to the Phrenology Cat
miniature kit.
"Truly the perfect Hanukkah gift. . . . Now I honestly can't imagine life before ptcha and schmaltz stickers!" --Molly Yeh, via Instagram A BAGEL STICKER. WHO KNEW? Proclaim your favorite (and maybe not so favorite!) foods with over 450 stickers that you'll never find in any other sticker book. Trust us. 32 SHEETS, OVER 450 STICKERS GLOSS FINISH
From the award-winning video game writer of such hits as Star Wars Battlefront and BioShock comes an exclusive "compelling look into a world that doesn't like to spill its secrets to outsiders" (NPR): the video game industry. When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer-he just never thought he'd end up writing video games, including some of the biggest franchises today. A veteran video game narrative designer, Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. As Williams walks you through his unlikely and at times inglorious rise within one of the world's top gaming companies, he exposes an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry's addiction to violence and explains how the role of the narrative designer is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero is a rare and illuminating look inside "the video gaming industry in all its lucrative shine and questionable morality...[and] provides a refreshing and realistic portrayal of succeeding at attaining a dream via an unforeseen career trajectory" (Booklist).
Some years ago Tom wrote a book called Carving the Civil War. The book met with great success, but left a hunger for more. One of the figures in the gallery was a beautiful realistic horse, and it wasn't long before requests for a horse book started coming in. Well, here it is! Tom brings his teaching and carving skills to realistic horses. This new book takes the carvers through the steps of carving a frisky colt. Using hand and power tools Tom creates the form, detail, and musculature that brings the horse to life. Included are gallery photos and patterns for the colt's sibling and sire, as well as those for several other horses. For fans of Tom Wolfe or those who have struggled to carve realistic horses, this book is a must-have for your carving library.
From the ancient Chinese to St. George to Dungeons and Dragons, these mythical beasts have had a place in the human imagination. Now, with his own imagination running rampant, Tom Wolfe turns his artistry to the dragon. As always, he brings creativity and skill to the task, along with a desire to share the joy of carving with his readers. All steps to carving a dragon are illustrated in color photographs, with concise descriptions of what to do and what effects you are trying to achieve. In addition there is a gallery with patterns and photographs of three other dragons that can be carved using the same techniques. These are dramatic carvings that will challenge the carver and delight those who see the final product. Tom uses both traditional hand carving tools and rotary tools to get the effects that make these dragons so realistic. The carver will find the insights into the techniques for using all these tools quite instructive.
Debbie Barr captures the lighter side of women's daily lives in her carvings, lives filled with triumphs and travails. Debbie takes her readers step-by-step through the process of transforming a block of basswood into a lively caricature with concise instructions, sound advice, and over 250 color illustrations. Once the carving is complete, instructions are also provided for painting the figure. Eight patterns accompany the text. A photographic gallery rounds out the presentation, displaying additional figures sure to provide inspiration and insight to every carver. This book will present satisfying challenges to beginners and will be a joy to the more advanced carvers.
Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.
An engaging collection of intriguing problems that shows you how to think like a mathematical physicist Paul Nahin is a master at explaining odd phenomena through straightforward mathematics. In this collection of twenty-six intriguing problems, he explores how mathematical physicists think. Always entertaining, the problems range from ancient catapult conundrums to the puzzling physics of a very peculiar material called NASTYGLASS-and from dodging trucks to why raindrops fall slower than the rate of gravity. The questions raised may seem impossible to answer at first and may require an unexpected twist in reasoning, but sometimes their solutions are surprisingly simple. Nahin's goal, however, is always to guide readers-who will need only to have studied advanced high school math and physics-in expanding their mathematical thinking to make sense of the curiosities of the physical world. The problems are in the first part of the book and the solutions are in the second, so that readers may challenge themselves to solve the questions on their own before looking at the explanations. The problems show how mathematics-including algebra, trigonometry, geometry, and calculus-can be united with physical laws to solve both real and theoretical problems. Historical anecdotes woven throughout the book bring alive the circumstances and people involved in some amazing discoveries and achievements. More than a puzzle book, this work will immerse you in the delights of scientific history while honing your math skills.
Set in an age of feuding samurai, wandering swordsmen and fearless warrior monks, Ronin is a skirmish wargame that captures the flavour and excitement of such Akira Kurosawa films as Seven Samurai and Yojimbo. Whether they prefer the loyal samurai retainers of a feudal lord or a horde of desperate bandits, players choose from one of several factions and build forces to battle for dominance and survival in 16th-century Japan. They may also recruit swords-for-hire to supplement their forces – masterless ronin, martial arts masters and secretive ninja will lend their skills to any commander who can afford them. A full points system, incorporating a wide range of equipment and skills, allows for detailed customisation of characters, while scenarios and a campaign system permit them to gain experience and develop over time. The fast-paced rules simulate the cut and thrust of hand-to-hand combat and require the player to make tactical decisions in the middle of a fight, immersing them in an era of war.
What are the insider tricks and secret skills that make a LEGO Certified Professional's builds so awe-inspiring? How do you show action, intrigue and drama? How do you make your build move, glow - or even explode? This comprehensive, behind-the-scenes guide from the star judge of LEGO Masters Australia shows you how to scope any LEGO project, large or small. All the key skills are covered - from settling on a design, prototyping and considering size, scale and structure, to harnessing pro techniques like SNOT (studs-not-on-top) and 'jumping off the grid', as well as adding awesome action features that will bring your build to life. Packed with fascinating insider tips and illustrated examples of each skill, and featuring one of Brickman's own builds as a case study to reinforce the key techniques, this book is a backstage pass to your most impressive LEGO creation yet. 'If I had a copy of this book when I started out, it would have saved me learning the hard way!' Ryan McNaught, Brickman
The impressive collection of writers here have contributed essays that celebrate knitting and knitters. They share their knitting triumphs and disasters as well as their life triumphs and disasters. . . . These essays will break your heart. They will have you laughing out loud. Ann Hood, from the introduction Why does knitting occupy a place in the hearts of so many writers? What s so magical and transformative about yarn and needles? How does knitting help us get through life-changing events and inspire joy? In Knitting Yarns, twenty-seven writers tell stories about how knitting healed, challenged, or helped them to grow. Barbara Kingsolver describes sheering a sheep for yarn. Elizabeth Berg writes about her frustration at failing to knit. Ann Patchett traces her life through her knitting, writing about the scarf that knits together the women she s loved and lost. Knitting a Christmas gift for his blind aunt helped Andre Dubus III knit an understanding with his girlfriend. Kaylie Jones finds the woman who used knitting to help raise her in France and heals old wounds. Sue Grafton writes about her passion for knitting. Also included are five original knitting patterns created by Helen Bingham. Poignant, funny, and moving, Knitting Yarns is sure to delight knitting enthusiasts and lovers of literature alike." |
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