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Books > Sport & Leisure > Hobbies, quizzes & games > General
It's easy to understand why role-playing games have become so
immensely popular among contemporary gamers. By their very nature,
these games are intensely immersive activities, with players
experiencing various risks, rewards and social interactions all
within the relatively consequence-free space of the game. This
analytical study takes a deeper look at the world of role-playing
games, providing a theoretical framework for understanding their
more acute psychological and sociological functions. Although
mainstream media channels often dismiss involvement in role-playing
games as escapist and potentially dangerous, role-playing actually
encourages creativity, self-awareness, group cohesion and
""out-of-the-box"" thinking--all valuable cognitive and social
skills that remain useful in the real world. The study also offers
a detailed participant-observer ethnography on role-playing games,
featuring insightful interviews with 19 participants of table-top,
live action and virtual role-playing games.
Although it was a global conflict, for many WW1 is synonymous with
the war in the trenches of the Western Front. For anyone wargaming
these battles a good trench system is a must. Douglas Hardy is a
very experienced wargamer and terrain modeller and a member of the
Western Front Association who has walked the battlefields many
times. From the initial choice between stand-alone pieces on a mat
or a fixed, bespoke layout, through to final detailing, he shares
his experience, giving practical advice on building your own trench
system. He considers the differences between British, German and
French trenches, which differed in design and construction, as well
as developments in defences through the phases of the war. A trench
system is not just the trench itself of course, but also the
dugouts, barbed wire entanglements, sandbags, gun emplacements and
pillboxes. Shell holes and shattered forests are also covered. Each
element is explained in step-by-step detail, illustrated with
numerous colour photos and there are also reference photos of real
trenches.
Rock, Paper, Scissors is a collection of creative, fun,
sense-stimulating things you can do with very simple materials:
stones, paper and scissors. From land art to science experiments,
with a pinch of geology, and a sprinkling of magic, these
easy-but-inspiring and thrifty activities will keep your family
occupied all year round. Rock, Paper, Scissors is packed with
activities to do indoors and outdoors, in the city, at the beach,
in the countryside – wherever you might be. Perfect for parents
who are keen to turn walks and day trips into exciting experiences,
this activity book will have universal appeal for families who want
to reduce their screen time and encourage kids to conjure up
adventures from almost nothing both indoors and out.
Expert instruction you need to take your skills from kook to
boss
Author John Robison uses hundreds of pictures-- comical,
cartoon-like drawings--to clearly illustrate every aspect of
surfing: wave dynamics, riding techniques, etiquette, logistics,
and more. This entertaining, easy-to-understand visual presentation
makes it easy for you to pick up his techniques and use them on the
waves.
Robison covers every aspect of the sport, from paddling out
through the surf zone and catching and riding that first wave to
nose riding, acrobatics, shortboard riding, and to equipment
repairs.
Chosen Men is a set of fast-action skirmish rules detailing the
bloody skirmishes between light troops in the Napoleonic Wars. The
primary focus of the game is on soldiers and NCOs in light 'flank'
companies, as they scout ahead of larger forces and take part in
man-to-man actions against enemy skirmishers. Although the game
allows for the formation of accurately sized companies of light
infantry and cavalry if you wish, these formations are broken down
into small groups of up to a dozen men. For the most part, officers
are not swashbuckling super-heroes, but staunch commanders who
rally and direct their men to achieve the battlefield objectives.
Although the game uses an alternating action turn sequence,
officers can use their influence on multiple units at the same time
in an effort to steal the initiative. With all rolls resolved using
standard 6-sided dice, this game combines a classic wargaming feel
with modern wargame mechanics.
Making slime is magical. Combine a few ingredients, mix by hand and
suddenly a smooth (or fluffy, depending on the recipe) semi-solid,
incredibly pliable but not-sticky goo appears. It begs to be
touched. Poke, knead, pull on the toffee-like substance to achieve
a calm state of mind. That's the meditative part of slime; it taps
into the pleasure centres of the brain. Slime is also a visual
feast: add food colouring, metallic paints, beads, glitter, even
tiny toys to it. The result can look like ice cream or butter
(don't eat it!); unicorn rainbow or galaxy goo; clouds, a fishbowl,
Nutella--anything is possible. The Zen of Slime is a visual
immersion into the sublime that is slime. Divided into themed
chapters--air, water, fire and earth--the book features the
Instagram artists who make and sell slime. They share their
favourite photographs, recipes and tips. There's an endless variety
of add-ins and different combinations of ingredients. Keeping track
of this is as much fun as making slime, so notebook pages are
included for jotting down potions. This is the next level of slime;
sophisticated and artistic, for visionaries who recognise the
special nature of this incredible stuff. (Or just enjoy looking at
pictures of it).
Le Grimoire d'Askaryl est une saga epique qui se deroule dans le
monde d'Hamnasya. Il y a deux cents ans, un des derniers
descendants de la race des Dalahars ecrivit un grimoire afin de
sauvegarder les sorts magiques les plus puissants jamais crees en
Hamnasya. Son nom etait Askaryl. Vous etes Edhan, un jeune barbare
astucieux, encore un peu impulsif, qui a ete adopte par Kaeld, l'un
des membres du Conseil des Grands Sages. Votre premiere aventure a
travers les terres du Metrinir vous a permis de lever le voile sur
les ambitions de l'Archimage Asylus. Dans ce second volet, vous
allez devoir commencer par vous rendre au plus profond du Temple
des Larmes, afin d'empecher les sbires d'Asylus de s'emparer de la
Jarre Maudite de Yorghash. Et, si vous survivez a cette premiere
epreuve, votre quete vous conduira ensuite dans les contrees du sud
d'Hamnasya, la ou se situe le fief de l'Archimage.
Razones personales y una pronta emigracion en 1974, me hicieron
perder practicamente el contacto con el mundo damistico de
competicion. Fue el gran maestro Harm Wiersma, quien me sugirio
introducir el juego universal en Espana. Este proyecto supuso para
mi un autentico revulsivo de trabajo, y asi comence a estudiar en
primer lugar las caracteristicas propias del juego espanol. La
primera y principal particularidad es que se juega en el tablero de
64 casillas, el mismo empleado para la practica del ajedrez, lo que
le confiere una particularidad propia Comprobe igualmente, la no
existencia de clubes deportivos de damas, y finalmente que la
aficion por el juego estaba desapareciendo. Ante esta situacion
preferi, mas que introducir el juego universal, intentar salvar la
variedad espanola del juego de damas. Surge por tanto la necesidad
de una obra sencilla y atractiva para la juventud, que permita
conocer el juego y facilitar de este modo el desarrollo de la
capacidad intelectual del joven.
Step by step, fully-illustrated building instructions for seven
LEGO train models including a coal gondola, milk tanker, open
hopper, depressed flatcar, passenger coach, powered box car, and
diesel locomotive. Design alternatives suggest ways to customise
the train cars, improve an existing LEGO train collection, or even
pair the models in this book with an official LEGO train set.
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
Join the global movement and challenge your family to match screen
time with outdoor time-with hundreds of fun, fresh-air ideas. Did
you know that the average child in the UK spends more than 1,000
hours a year in front of a screen? And that outside play can boost
children in every area of development? This book has everything you
need to reset the balance and swap screen time for outdoor fun!
Challenge your family to spend 1,000 hours outside this year with
this collection of games, crafts, and activities, organised by
season to help you find something you can do every day. Play leaf
pile games, take a hot chocolate hike, make corn husk dolls, go on
an animal home hunt, and much more with hundreds of ideas for all
ages, abilities, and family types. No matter how busy you are, this
book gives you all the ideas, photos, activity instructions, and
inspiration you need to get outdoors with your family all year
round.
A fantastic floral adventure and the latest sensational coloring book from bestselling artist Johanna Basford
This book invites you to travel the world and beyond into fantastical realms, discovering exotic blooms and extraordinary plants along the way. From floating gardens of water poppies in South Africa to delicate cosmos in Japan, and from fanciful toadstools to enchanted fairytale gardens, an abundance of fascinating florals awaits, ready for you to bring to life in color.
Join “colorist queen” (New York Magazine) Johanna Basford in her World of Flowers on a dazzling floral adventure of fantasy and imagination, filled with countless new blooms and blossoms to discover.
From Anchor Hocking's Manhattan pattern to Carder and Teague
designs for Steuben, all of the major American companies who made
Art Deco glass during the Depression Era-Cambridge, Consolidated,
Duncan, Fostoria, Heisey, Libbey, Morgantown, Tiffin, and many
others-are presented in this long-awaited book. With more than 350
color photos of both popular and rare examples, informative
captions with values, plus patent drawings, company information, a
bibliography, and a detailed index, this book will delight anyone
interested in this highly collectible American glassware or in the
Art Deco style.
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