|
|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Do you have what it takes to be a spy? Learn how to walk in the
shadows and take down prolific criminal networks. Containing eight
escape room scenarios, test your decision-making skills in this
interactive puzzle book. Can you crack the cases before they
discover your identity? Get ready to be taken through the ranks of
secret service training, as you learn how to infiltrate the world's
toughest gangs - and stop them in their tracks before they get away
with the crime. Including verbal and visual puzzles, spot the
difference, as well as code-cracking cryptograms, hanjie, sudoku
and much more, this is an ultimate puzzle book, for new and
seasoned puzzlers alike. The rules are simple. Solve each of the
eight cases in under an hour, or your cover will be blown. Also
available: The Perfect Crime Puzzle Book (9781789293357).
Put your Liverpool knowledge to the test with the ultimate quiz
book for Reds fans. Do you think you know it all about Liverpool?
Could you name the starting line-up in 2005 Champions League final?
The most decorated player in the club's history? Do you know which
sides Liverpool have beaten most, and vice versa? Or which game
drew the Reds' biggest-ever crowd? 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 to the
glory years of Bill Shankly and Bob Paisley, the renaissance under
Jurgen Klopp and beyond, Think You Know It All? Liverpool will
challenge your knowledge of the iconic team's players, managers,
records and more. Featuring an entertaining mix of questions and
puzzles, this is the perfect test for new and veteran LFC fans
alike. Proving you know it all about your club has never been such
fun - or so tricky.
Mathematical play has challenged and stimulated human ingenuity
throughout recorded history. It has ranged from the common sorts of
brain teasers such as mazes, arithmetic story problems, and simple
geometric puzzles to sophisticated explorations of questions that
still concern modern mathematical theorists. This new dictionary
provides a tantalizing variety of paradoxes, games, problems, and
puzzles that will appeal to mathematics enthusiasts at every level
of proficiency. Eiss introduces his subject with an overview of the
history of recreational mathematics and its relation to some
theoretical questions that have occupied mathematicians for
centuries. Dictionary entries include problems posed by particular
thinkers as well as traditional puzzlers that have come down to us
anonymously. Information on the origins and history of many of the
activities is supplied, and thorough cross-referencing enables the
reader to locate all puzzles, games, and amusements of a similar
type. The bibliography suggest sources of further information.
Featuring interviews with the creators of 39 popular video
games--including Halo 3, Call of Duty: Modern Warfare, Medal of
Honor and Metroid Prime--this book gives a behind-the-scenes look
at the origins of some of the most iconic shooter games.
Interviewees recount endless hours of painstaking development, the
challenges of working with mega-publishers, the growth of the genre
and the creative processes that produced some of the industry's
biggest hits, cult classics and indie successes.
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
This large-format activity book contains a wealth of creative,
mindful pursuits and puzzles to soothe the mind and enable you to
park any worries and stresses and focus on the moment. Mindfulness
is the practice of bringing our attention to the present moment
without judgement or evaluation - which sounds as if it might be
easy but isn't. Scientifically proven to reduce anxiety and
depression, improve concentration, even improve the immune system,
enabling us to fight off diseases, training our brain to live in
the moment is crucially important to our mental and physical health
and wellbeing. In The Mindfulness Activity Book Dr Gareth Moore
presents creative challenges that will help you focus on yourself
and live in the moment. Featuring over 120 fantastic puzzles,
mazes, dot-to-dots, crosswords, spot the difference, hanjie, sudoku
and more, as well as colouring pages, this book is perfect for any
adult who loves a challenge but also craves a creative outlet that
allows them to use their artistic and inventive side too. With the
help of this book, you will find that taking time for yourself and
concentrating on an activity has real therapeutic, mindful
benefits, as it allows you to recharge your batteries and better
cope with the stresses we all face every day. Take time for
yourself, focus your thoughts and feel the proven benefits of being
in the moment.
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.
 |
Cleocatra
(Game)
Ta-Te Wu
|
R488
R444
Discovery Miles 4 440
Save R44 (9%)
|
Ships in 9 - 17 working days
|
|
|
In this easy-to-learn puzzle game, 2-4 players strategically place
pyramid tiles in order to gather and rescue as many adorable cats
as possible. The player who quickly rescues the most royal cats
wins! Minimal pieces this make game ideal for on-the-go play, and
included expansions offer new twists to the game for endlessly
engaging feline fun.
Clear visual instructions for creating 28 delightful images from a
popular 19th-century picture book: goose, deer (with antlers),
birds, bunny, dog, elephant, tortoise, and other engaging
creatures, along with often hilarious snippets of verse by zany
20th century humorist. Engaging book recalls a pastime that has
delighted children and adults for generations.
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.
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.
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.
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.
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.
This is the perfect book for fans of Journal 29, and those who want
to re-create an exciting escape-room experience in their own home!
You are Adam Parkinson, an intrepid journalist who has recently
been employed by the time-travelling Wexell Corporation. Adam is
invited to an unusual art gallery, filled with objects and artworks
donated by a mysterious figure. It will be up to you to help Adam
unravel the mysteries of the Gallery, and you will travel from
Ancient Egypt to Victorian England - and beyond - to do it. And,
quite possibly, to save the world! Escape from the Gallery is an
immersive escape-room experience that provides a visual feast as
well as a tricky puzzle adventure. Featuring artworks ranging from
Ancient Egyptian hieroglyphs to Mexican masterpieces, you will need
to solve visual riddles and discover the hidden secrets that lie
within the artworks if you want to figure out what is going on, and
why this might be the most important visit to a gallery you have
ever made.
|
You may like...
Dreampunk
Xavid -
Hardcover
R1,071
R899
Discovery Miles 8 990
Beyond Quest
Bill Martens
Hardcover
R632
Discovery Miles 6 320
Galaxy 7
Jeff Edwards
Hardcover
R651
Discovery Miles 6 510
|