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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
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.
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.
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
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
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Thy Kingdoms Come
(Hardcover)
David Thompson; Edited by Karen Bates; Contributions by Nathan Kissel
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R762
R676
Discovery Miles 6 760
Save R86 (11%)
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Ships in 18 - 22 working days
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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.
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.
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
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 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.
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
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 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.
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
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.
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.
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.
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Cthulhu Dark Ages
(Hardcover)
Chad Bowser, Andi Newton; Contributions by Mike Mason
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R1,087
R940
Discovery Miles 9 400
Save R147 (14%)
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Ships in 18 - 22 working days
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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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