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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General

Think You Know It All? Manchester United - The Quiz Book for Football Fans (Paperback): John D.T. White Think You Know It All? Manchester United - The Quiz Book for Football Fans (Paperback)
John D.T. White
R244 Discovery Miles 2 440 Ships in 10 - 15 working days

Put your Manchester United knowledge to the test with the ultimate quiz book for Red Devils' fans. Do you think you know it all about Manchester United? Could you name the colours the team originally played in? The most decorated player in the club's history? Do you know which sides United have beaten most, and vice versa? Or which foreign countries have supplied the most United players? Whatever your area of interest or depth of knowledge, this expertly assembled quiz will have some testing questions for you. From the club's earliest days right through to the Busby Babes, the glory years under Sir Alex Ferguson and beyond, Think You Know It All? Manchester United will challenge your knowledge of players, managers, records and more. Featuring an entertaining mix of questions and puzzles, this is the perfect test for new and veteran United fans alike. Proving you know it all about your club has never been such fun - or so tricky.

Bloodlines & Black Magic (Hardcover): Jaye Sonia, Clinton Boomer, Tim Hitchcock Bloodlines & Black Magic (Hardcover)
Jaye Sonia, Clinton Boomer, Tim Hitchcock
R1,168 R1,047 Discovery Miles 10 470 Save R121 (10%) Ships in 18 - 22 working days
Fosc Anansi - Shadow of the Spider Goddess - A 1E/OSRIC and 5E adventure (Hardcover): Lloyd Metcalf Fosc Anansi - Shadow of the Spider Goddess - A 1E/OSRIC and 5E adventure (Hardcover)
Lloyd Metcalf; Edited by Swift G Scott
R481 R456 Discovery Miles 4 560 Save R25 (5%) Ships in 18 - 22 working days
Adventures in the Mystic Blue Mountains and Surrounding Realms - A Campaign for Beginning Roleplaying Adventurers (Hardcover):... Adventures in the Mystic Blue Mountains and Surrounding Realms - A Campaign for Beginning Roleplaying Adventurers (Hardcover)
Chris Hanson
R986 Discovery Miles 9 860 Ships in 10 - 15 working days
Mensa's Most Difficult IQ Puzzles - Take on the ultimate challenge by solving these demanding conundrums (Paperback):... Mensa's Most Difficult IQ Puzzles - Take on the ultimate challenge by solving these demanding conundrums (Paperback)
Gareth Moore, Mensa Ltd
R482 R437 Discovery Miles 4 370 Save R45 (9%) Ships in 9 - 17 working days

Test yourself against a fiendishly tricky series of IQ test-style puzzles, the perfect training for those who want to prepare for a Mensa IQ test. This full-colour puzzle book features a wide variety of questions to test every aspect of your brain's workings, from visual and spatial challenges to pattern-based or logical problems. Compiled by Dr Gareth Moore, Mensa's Most Difficult IQ Puzzles will force you to think in new ways and spot patterns you have never seen before in order to solve these demanding conundrums.

Naughty Truth or Dare: Running Press Naughty Truth or Dare
Running Press
R218 Discovery Miles 2 180 Ships in 10 - 15 working days

Looking to add a little spark to a date night in or a gathering of your closest friends? Crack open Naughty Truth or Dare for dozens of juicy prompts to get the party started! Close your eyes, draw a card, and let the naughty fun begin. Kit includes: - 52 "truth" cards - 52 "dare" cards - 1 instruction card

Ramen, Ramen! - A Memory Game (Paperback): Zachary Woodard Ramen, Ramen! - A Memory Game (Paperback)
Zachary Woodard
R417 R365 Discovery Miles 3 650 Save R52 (12%) Ships in 18 - 22 working days

Celebrate your love of ramen with this playful memory game. Featuring 25 different styles and flavors of this popular Japanese dish -- from Soy to Tonkotsu and even Instant noodles -- this unique game is an ideal gift for noodle-lovers of all ages. This noodle-filled memory game includes: * 50 matching cards * 16-page illustrated booklet featuring ramen profiles and trivia

Thy Kingdoms Come (Hardcover): David Thompson Thy Kingdoms Come (Hardcover)
David Thompson; Edited by Karen Bates; Contributions by Nathan Kissel
R762 R676 Discovery Miles 6 760 Save R86 (11%) Ships in 18 - 22 working days
Memorable Monsters - A 5th Edition Manual of Monsters and NPCs (Hardcover): Justin Handlin Memorable Monsters - A 5th Edition Manual of Monsters and NPCs (Hardcover)
Justin Handlin
R1,097 Discovery Miles 10 970 Ships in 18 - 22 working days
The Lost Expedition - A game of survival in the Amazon (Game): Peer Sylvester The Lost Expedition - A game of survival in the Amazon (Game)
Peer Sylvester; Illustrated by Garen Ewing 1
R631 R545 Discovery Miles 5 450 Save R86 (14%) Ships in 10 - 15 working days

Number of players: 1-5 Ages: 14+ Playing Time: 30-50 minutes Components: 6 Character cards, 9 Jungle cards, 56 Adventure cards, 2 Reference cards, 2 Playing pieces, 24 Health tokens, 24 Food tokens, 12 Ammo tokens, 2 Expedition leader tokens Legendary explorer Percy Fawcett marched deep into the Amazon in search of El Dorado. He was never seen again. Your team is following in his footsteps, but in searching for riches you must be careful not to lose the greatest treasure of all - your life. Make the best of your food, your ammunition and your health, as you plunge deep into the jungle. Choose your path carefully to ensure you're ready for the pitfalls which may occur. Play solo or co-operatively to survive the expedition, or play head-to-head to see which group can reach the lost city first. From award-winning designer Peer Sylvester and acclaimed comic artist Garen Ewing, The Lost Expedition is a game of hard choices on the road to El Dorado.

The Telegraph Big Book of Cryptic Crosswords 10 (Paperback): Telegraph Media Group Ltd The Telegraph Big Book of Cryptic Crosswords 10 (Paperback)
Telegraph Media Group Ltd
R295 R270 Discovery Miles 2 700 Save R25 (8%) Ships in 9 - 17 working days

A bumper edition of puzzles from the home of cryptic crosswords... the Telegraph. In 1925, the Telegraph was the first quality daily to publish a crossword; here is the latest collection. Utterly addictive and entertaining, these fiendish puzzles are perfect for those who wish to pit their wits against the nation's best cryptic setters.

Fate of the Norns - Ragnarok - Core Rulebook (Hardcover): Andrew Valkauskas Fate of the Norns - Ragnarok - Core Rulebook (Hardcover)
Andrew Valkauskas
R3,095 Discovery Miles 30 950 Ships in 18 - 22 working days
Pulp Cthulhu - Two-Fisted Action and Adventure Against the Mythos (Hardcover): Mike Mason Pulp Cthulhu - Two-Fisted Action and Adventure Against the Mythos (Hardcover)
Mike Mason
R1,090 R887 Discovery Miles 8 870 Save R203 (19%) Ships in 18 - 22 working days
Paper Paradise 500 Piece Puzzle (Jigsaw): Galison Paper Paradise 500 Piece Puzzle (Jigsaw)
Galison
R315 Discovery Miles 3 150 Ships in 10 - 15 working days

The Paper Paradise 500 Piece Puzzle from Galison features a brightly colored scene of paper tropical flowers and plants. Galison puzzles are packaged in matte-finish sturdy boxes, perfect for gifting, reuse, and storage. An insert of the full puzzle image is also included. - 500 pieces - Box Size: 8" x 8" x 2", 203 x 203 x 51 mm - Puzzle Size: 20" x 20", 508 x 508 mm - Includes Insert

The Minds Behind PlayStation 2 Games - Interviews with Creators and Developers (Paperback): Patrick Hickey, Jr. The Minds Behind PlayStation 2 Games - Interviews with Creators and Developers (Paperback)
Patrick Hickey, Jr.
R881 Discovery Miles 8 810 Ships in 10 - 15 working days

Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper, this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

From Pinballs to Pixels - An Arcade History of Williams-Bally-Midway (Paperback): Ken Horowitz From Pinballs to Pixels - An Arcade History of Williams-Bally-Midway (Paperback)
Ken Horowitz
R1,064 Discovery Miles 10 640 Ships in 10 - 15 working days

From early classics like Contact to marvels like High Speed, gaming publisher Williams dazzled arcade goers with its diverse range of quality pinball games. The age of video games catapulted the company into legend with blockbusters like Defender and Joust, and by the end of the 1980s it was the largest coin-op publisher in North America. Its acquisition of Bally/Midway began a period of hits that included Mortal Kombat and NBA Jam, as well as the best-selling pinball machine of all time, The Addams Family. The history of Williams spans nearly six decades and is filled with great games, huge gambles and technical innovations that impacted every aspect of pinball and arcade video games. With interviews from over 40 former designers and executives from Williams/Bally/Midway, as well as information from hundreds of contemporaneous news reports and documents, this book presents a never-before-seen chronology of how the small company became a coin-op juggernaut. Thirty pinball and 26 video game classics are examined in depth with direct input from the people who made them, along with the story of the events that made and shaped one of gaming's greatest publishing houses.

All New Official Minecraft Combat Handbook (Hardcover): Mojang AB All New Official Minecraft Combat Handbook (Hardcover)
Mojang AB
R295 R264 Discovery Miles 2 640 Save R31 (11%) Ships in 5 - 10 working days

Master the art of battling in Minecraft Don your armour, pick up your sword and charge headfirst into the Minecraft Combat Handbook – the only book you need to take your game to the next level. Read how to craft the deadliest weapons and enchant them with mystical powers, discover the vicious mobs that you’ll go toe-to-toe with, and learn crafty strategies that will help you best your friends in PVP. With so much to explore, there’s sure to be something for ‘crafters of every level. Try our indispensable handbooks for your Minecraft journey: Minecraft Redstone Handbook 978 0008495992 Minecraft Survival Handbook 978 0755503452 Minecraft Creative Handbook 978 0755500413 Minecraft Explorers Handbook 9780008608507 Minecraft Legends Handbook 978 0008595012 Brilliant books full of inspiration: Minecraft Bite Size Builds: 978 0755500406 Minecraft Amazing Bite Size Builds: 978 0008495954 Minecraft Super Bite Size Builds 978 0008534127 Minecraft Epic Inventions 978 0008496012 Minecraft Epic Bases: 978 1405296472 Perfect Gifts: Minecraft Maps 978 1405294546 Minecraft Blockopedia 978 0755500390 Sticker, humour and activity: Minecraft Survival Sticker Book 978 1405288552 Minecraft Sticker Adventure Treasure Hunt 978 0755503582 Minecraft Sticker Adventure Mobs Attack 978 0008533953 Minecraft Joke Book 978 1405295253 Minecraft How to Draw 978 0008534028 Minecraft Would You Rather 978 0008534028 Minecraft Catch the Creeper 978 0755503575

Science, Technology and Magic in The Witcher - A Medievalist Spin on Modern Monsters (Paperback): Kristine Larsen Science, Technology and Magic in The Witcher - A Medievalist Spin on Modern Monsters (Paperback)
Kristine Larsen; Edited by Donald E. Palumbo, C.W. Sullivan III
R1,045 Discovery Miles 10 450 Ships in 10 - 15 working days

As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski's novel series and its widely popular video game and television adaptations. This is the first English-language book-length treatment of magic and science in the Witcher universe. These are examined through the lenses of politics, religion, history and mythology. Sapkowski's richly detailed universe investigates the sociology of science and ponders some of the most pressing modern technological issues, such as genetic engineering, climate change, weapons of mass destruction, sexism, speciesism and environmentalism. Chapters explore the unsettling realization that the greatest monsters are frequently human, and their heinous acts often involve the unwitting hand of science.

Cosplayers - Gender and Identity (Paperback): A. Luxx Mishou Cosplayers - Gender and Identity (Paperback)
A. Luxx Mishou
R657 Discovery Miles 6 570 Ships in 10 - 15 working days

Cosplayers: Gender and Identity is an examination of identity practices in cosplay, as expressed by cosplayers themselves. It challenges the assumed correlation between cosplay and cosplayer identity and considers the lived experiences of cosplayers engaging in the fan practice of sartorial performance. Through a series of chapters covering the blurring lines of gender, sexualized fantasy in real spaces, and nostalgia, the author argues that observational data run the risk of affirming normative expectations of identity in the absence of cosplayer narratives, and produce misreadings that generalize. The work develops and builds an understanding of a complex cultural system of art, engaging with multiple methodologies to make identity, fandom, and critical analysis on the parts of participants and observers alike. This is an accessible and innovative study suitable for scholars and students in gender studies, cultural studies, sexuality studies, sociology, and media studies.

Illustrated History of 151 Videogames (Hardcover): Simon Parkin Illustrated History of 151 Videogames (Hardcover)
Simon Parkin
R478 Discovery Miles 4 780 Ships in 9 - 17 working days

More than any other entertainment medium, video games offer the chance for us to participate in a world beyond the ordinary. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference, and up-to-date history, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompanied . by fascinating trivia, memorable quotes, and information on the year of publication and where the game can be played today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, from Computer Space to Fortnite - Compulsively illustrated with over 1000 action screenshots, game artworks and photographs

The Performance of Video Games - Enacting Identity, History and Culture Through Play (Paperback): Kelly I. Aliano The Performance of Video Games - Enacting Identity, History and Culture Through Play (Paperback)
Kelly I. Aliano
R1,160 Discovery Miles 11 600 Ships in 10 - 15 working days

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

The Minds Behind Sega Genesis Games - Interviews with Creators and Developers (Paperback): Patrick Hickey, Jr. The Minds Behind Sega Genesis Games - Interviews with Creators and Developers (Paperback)
Patrick Hickey, Jr.
R698 Discovery Miles 6 980 Ships in 10 - 15 working days

Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.

Winning Go - Successful Moves from the Opening to the Endgame (Paperback): Richard Bozulich, Peter Shotwell Winning Go - Successful Moves from the Opening to the Endgame (Paperback)
Richard Bozulich, Peter Shotwell
R286 Discovery Miles 2 860 Ships in 18 - 22 working days

Master the game of Go with this expert guide. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. This is the first comprehensive strategy guidebook in English to cover the entire game of Go by illustrating the nuances and finer points of Go strategy. Its 203 problems and their commented answers demonstrate to players of all level of skill not only successful moves, but also the incorrect moves and why they are wrong. This enables players to identify strengths and weaknesses in their games. From opening play to the endgame, Winning Go is an essential tool in helping serious players master the sophisticated sequence and flow of advanced Go play. Useful Go strategies include: The opening (fuseki) The middle (chuban) The endgame (yose) Clever moves (tesuji) Life and death (shikatsu) Winning corner skirmishes (joseki) Accurate counting Players will learn about not only creating good shapes, but also how to avoid or take advantage of bad ones, along with the right and wrong order of moves. This makes Winning Go the ideal choice for a first problem book because it enables both players and teachers to improve upon their Go game. From opening play to endgame, Winning go is an essential tool in helping serious Go players master the sophisticated sequence and flow of advanced Go play.

Cthulhu Dark Ages (Hardcover): Chad Bowser, Andi Newton Cthulhu Dark Ages (Hardcover)
Chad Bowser, Andi Newton; Contributions by Mike Mason
R1,087 R940 Discovery Miles 9 400 Save R147 (14%) Ships in 18 - 22 working days
The Avatar Faculty - Ecstatic Transformations in Religion and Video Games (Paperback): Jeffrey G Snodgrass The Avatar Faculty - Ecstatic Transformations in Religion and Video Games (Paperback)
Jeffrey G Snodgrass
R813 Discovery Miles 8 130 Ships in 10 - 15 working days

The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves-avatars-can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively improve health and well-being.

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