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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
This is the perfect gift for those looking to create an exciting
experience in their own home! Perfect for playing with your family
and friends, this kit contains everything you need to create five
intricate escape rooms in your living room. Enter the world of The
Wexell Escape Room Kit, but beware... you only have a limited time
to solve the puzzles before the seconds runs out and you are locked
in forever! Written by an experienced escape room creator, this kit
contains five rooms for you to unravel. You must help Adam
Parkinson, a young investigative journalist, and his
conspiracy-theorist friend Henry Fielding as they take on the
diabolical Wexell Corporation. As you decipher the puzzles in each
room, an escape route will be revealed and a new location uncovered
for you to explore. The story spans from Adam's apartment in London
to an ancient ruin buried under a Spanish city... and beyond.
Forty-two tantalizing teasers-most by the creator of Alice in Wonderland and published here for the first time-Cakes in a Row, Alice's Multiplication Tables, Looking-Glass Time, Arithmetical Croquet, Four Brothers and a Monkey, Hidden Names, Diverse Doublets, Mischmasch, more. Many hints and solutions. Illustrations by John Tenniel.
One day Alice C. Fletcher realized that "unlike my Indian friends,
I was an alien, a stranger in my native land." But while living
with the Indians and pursuing her ethnological studies she felt
that "the plants, the trees, the clouds and all things had become
vocal with human hopes, fears, and supplications." This famous
statement comes directly from the preface of this book and was
later etched on her tombstone. "I have arranged these dances and
games with native songs in order that our young people may
recognize, enjoy and share in the spirit of the olden life upon
this continent," she wrote.
"Indian Games and Dances with Native Songs" is a collection that
conveys the pleasure and meaning of music and play and rhythmic
movement for American Indians. Many of the activities here
described are adapted from ceremonials and sports. Included is a
"drama in five dances" celebrating the life of corn. "Calling the
Flowers" is an appeal to spirits dwelling underground to join the
dancers. Still another dramatic dance, with accompanying songs,
petitions clouds to leave the sky. The Festival of Joy, an ancient
Omaha ceremony, is centered on a sacred tree. In the second part
Indian ball games and games of hazard and guessing are set forth,
as well as the popular hoop and javelin game. Fletcher closes with
a section on Indian names.
Comprising the entire brainteasing spectrum from the silly and
quirky to the clever and profound and drawing on classic wisdom
from around the world and from as far back as 7,000 B.C., this
collection features puzzles via Hebrew mystics, medieval Muslims,
Benjamin Franklin, Sun Tsu, and more.
Games figured prominently in the myths of North American Indian
tribes, and also in their ceremonies for bringing rain and
fertility and combating misfortune. In his classic study,
originally published in 1907 as a report of the Bureau of American
Ethnology, Stewart Culin divided the games played by Indian men and
women into two general types.
Volume 1 of this Bison Books edition takes up games of chance,
involving guessing and throwing dice. Culin was able to show that
the games of North American tribes were remarkably similar in
method and purpose. He found that games using dice of various
materials--wood, cane, bone, animal teeth, fruit stones--existed
among 130 tribes belonging to 30 linguistic groups. The games are
described in detail in this volume, and so are the popular guessing
games drawing on sticks and wooden disks and involving hidden
objects.
Volume 2 is just as absorbing in its elaboration of skills like
archery and games like snow-snake, in which darts or javelins were
hurled over snow or ice. Played throughout the continent north of
Mexico were the hoop and pole game and its miniature, solitaire
form called ring and pin, here illustrated. With equal authority
Culin discusses ball games: racket, shinny, football, and hot ball.
He includes accounts of "minor amusements": shuttlecock, tipcat,
quoits, popgun, bean shooter, and cat's cradle.
Originally published in 1907, Stewart Culin's comprehensive work
reveals a side of American Indian culture still only rarely shown.
An experienced observer, Culin was curator of ethnology at the
Brooklyn Institute of Arts and Sciences and the author of books
about games in other cultures.
Games figured prominently in the myths of North American Indian
tribes, and also in their ceremonies for bringing rain and
fertility and combating misfortune. In his classic study,
originally published in 1907 as a report of the Bureau of American
Ethnology, Stewart Culin divided the games played by Indian men and
women into two general types.
Volume 1 of this Bison Books edition takes up games of chance,
involving guessing and throwing dice. Culin was able to show that
the games of North American tribes were remarkably similar in
method and purpose. He found that games using dice of various
materials--wood, cane, bone, animal teeth, fruit stones--existed
among 130 tribes belonging to 30 linguistic groups. The games are
described in detail in this volume, and so are the popular guessing
games drawing on sticks and wooden disks and involving hidden
objects.
Volume 2 is just as absorbing in its elaboration of skills like
archery and games like snow-snake, in which darts or javelins were
hurled over snow or ice. Played throughout the continent north of
Mexico were the hoop and pole game and its miniature, solitaire
form called ring and pin, here illustrated. With equal authority
Culin discusses ball games: racket, shinny, football, and hot ball.
He includes accounts of "minor amusements": shuttlecock, tipcat,
quoits, popgun, bean shooter, and cat's cradle.
Originally published in 1907, Stewart Culin's comprehensive work
reveals a side of American Indian culture still only rarely shown.
An experienced observer, Culin was curator of ethnology at the
Brooklyn Institute of Arts and Sciences and the author of books
about games in other cultures.
So You Think You're Pretty Smart...Try these quizzes, games,
puzzles and strategies to find out just how intelligent you
"really" are. Following the success of "The Mensa Genius Quiz Book,
" here is another challenging collection of brain busters complied
by "Mensa, " the internationally famous high-IQ society. You need
an IQ in the top 2 percent of the population to join this elite
group; this book enables you to match your wits against theirs.Just
in case you need them, you'll find all the answers inside, plus
tips from Mensa members on how to find clever solutions to tricky,
real-life problems. A special section on how to take tests shows
how to do better on almost any test imaginable.
There are two types of people in Texas: those who play 42 and those
who need to learn. Winning 42 is written for both. A team game that
no one tires of, 42 does not rely mostly on luck or memory. Skill
and strategy separate the best from the rest. Veterans who relish
the logic of each domino played will find challenge in the advanced
chapters and fascination in the history and lore. Many who've grown
up with 42 are nonetheless surprised by its utterly Texan heritage,
reaching back over a century and a quarter. Beginners will find
easy instruction in all the basics, from bidding a hand or setting
an opponent to the challenge of the 84 hand, and can advance at
their own pace. Replete with championship statistics and stories
from veteran players and strategists--including many celebrities
from astronauts to presidents--Winning 42 illumines a cherished
tradition that links Texans from all walks of life.
Explanations for the famous and less well-known combinations of Tarrasch, Botvinnik, Nimzovich, Steinitz, Rubinstein; the dazzling brilliancies of Morphy, Keres and Alekhine; the deadly attacks of Marshall; the unfathomable plays of Lasker; and the matchless creations of Capablanca and many others. 356 diagrams.
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Fantasy AGE Companion
(Hardcover)
Steve Kenson, Jack Norris, Chris Pramas, Jamie Wood, Matt Miller, …
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The Fantasy AGE Campaign Builder’s Guide is an indispensable
resource for aspiring and experienced Game Masters alike. It
provides advice and examples on such topics as designing
entertaining and effective encounters, crafting interesting
locations, customizing adversaries, and much more. It also includes
tables to help generate campaign elements when a bit of spontaneity
and randomness is desired. Each chapter in the Campaign Builder’s
Guide is devoted to a different topic, each approached with a mixof
advice, mechanical assistance, and ultimately ready to use
examples. Whether you’re designing your own pantheon of fantasy
deities for a campaign or seeking to alter setting,characters, and
rules to emulate a particular sub-genre of fantasy, the Campaign
Builder’sGuide has the advice and tools you need.
Children use these imagination games that bring the worlds of facts
and fantasy into harmony. With a parent or teacher as guide,
children explore situations at school, home, and other settings. A
reader writes: "This book is so much fun for children of all ages.
I played the games in this book as a child, about fifteen years ago
or more. It still sticks out in my mind as a great way to get your
creativity and imagination working. I love this book and highly
recommend it as a way to spend time with your children on a rainy
day. Learn to make your imagination grow."
In The Pattern in the Carpet the award-winning and beloved writer
Margaret Drabble explores her own family story alongside the
history of her favourite childhood pastime - the jigsaw. The result
is an original and moving personal history about remembrance,
growing older, the importance of play and the ways in which we make
sense of our past by ornamenting our present.
Paul Mendelson offers an indispensable guide to beating the odds in
just about every gambling game, both in casinos and online. He
reveals how to shift the odds in your favour as he clearly explains
every game and analyses optimum strategies in detail with the aim
of helping you to win. Other chapters show you how to: get the best
out of your casino - pick up free drinks, meals, hotel
accommodation, thousand-dollar shopping trips, room upgrades,
flights, bonus money etc.; make the most of your trip to Las Vegas
or anywhere else - casino information, the best places to gamble
(for each game), recommended hotels and attractions; win online -
which sites to avoid and which can be trusted, a discussion of
every game from poker through to online bingo, including bonuses,
incentives, play-through data and the best strategies to use. The
Mammoth Book of Casino Games covers every major casino game in
detail, as well as many less well known games, including:
blackjack, roulette, punto banco (baccarat, chemin de fer, chemmy),
poker (including three-card, Caribbean stud and video poker),
Chinese dice and domino games (including sic bo, gwat pai and kap
tai shap), slots (three-wheel, multi-line, bonus), other casino
games (including Keno, Wheel of Fortune, Red Dog and Spanish 21)
and tournaments (slots, roulette etc.). Praise for The Mammoth Book
of Poker: 'I've won 20 times the price in the last three days!'
Gareth Hughes
How uncertainty in games-from Super Mario Bros. to
Rock/Paper/Scissors-engages players and shapes play experiences. In
life, uncertainty surrounds us. Things that we thought were good
for us turn out to be bad for us (and vice versa); people we
thought we knew well behave in mysterious ways; the stock market
takes a nosedive. Thanks to an inexplicable optimism, most of the
time we are fairly cheerful about it all. But we do devote much
effort to managing and ameliorating uncertainty. Is it any wonder,
then, asks Greg Costikyan, that we have taken this aspect of our
lives and transformed it culturally, making a series of elaborate
constructs that subject us to uncertainty but in a fictive and
nonthreatening way? That is: we create games. In this concise and
entertaining book, Costikyan, an award-winning game designer,
argues that games require uncertainty to hold our interest, and
that the struggle to master uncertainty is central to their appeal.
Game designers, he suggests, can harness the idea of uncertainty to
guide their work. Costikyan explores the many sources of
uncertainty in many sorts of games-from Super Mario Bros. to
Rock/Paper/Scissors, from Monopoly to CityVille, from FPS
Deathmatch play to Chess. He describes types of uncertainty,
including performative uncertainty, analytic complexity, and
narrative anticipation. And he suggest ways that game designers who
want to craft novel game experiences can use an understanding of
game uncertainty in its many forms to improve their designs.
Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations.
Ideal for early years to KS1 children who are starting or are
already at Reception and KS1 primary school. Phonics! Number
sentences! Reading schemes! School uniforms! Daisy Upton has two
children, and used to be a teaching assistant, so is more than
familiar with the reality of being a parent. This book is packed
full of games and activities to help children feel confident and
excited about learning. They -and you! - will get help with
letters, numbers and everything in between. Daisy's games only take
five minutes to set up and five minutes to tidy up you can support
them at home without wanting to bang your head on the kitchen
table. 'I love Five Minute Mum - she's come up with games that are
fun and educational' The Unmumsy Mum Also available: Five Minute
Mum: Give Me Five Five Minute Mum: On the Go
How to perform over 600 card tricks, devised by the world's greatest magicians. 66 illus.
Bellies and Bullseyes is simply the greatest account there will
ever be about the sport of darts - as told by one of its most
legendary characters - Sid Waddell. It mixes Sid's own personal
journey from the coalfields of the North East with the entire
history of the sport. What is revealed is a hilarious yet epic
Darts Babylon, covering every significant event and every character
to walk the oche from Eric 'The Crafty Cockney' Bristow to Phil
'The Power' Taylor. In words as ripe as his commentaries, Sid
brings an authentic whiff of fags, hard drink, hot tungsten and
moist polyester to the whole cabaret. Sid has been friend and
confidante to most of darts' stars over the years as well as being
instrumental in the game's progress himself. Nobody is equipped to
tell the story quite like he is. From the early days of hustling in
bars and the 1960s money-race pub competitions that spawned the
likes of John Lowe and Leighton Rees, to ITV's brilliantly daft The
Indoor League and the glory days of BBC's coverage; from the bling
of Bobby George and the belly of Jocky Wilson to the awesome
professionalism of Phil Taylor; from smoky Northern working men's
clubs to the Houses of Parliament; this is the complete, incredible
story of darts.
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