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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
This three-staged memory game invites you to observe masterpieces closely. Historically, a masterpiece was a work of a very high standard, produced in order to obtain membership of a guild or academy. Since the author never went to art school, her untrained eye wondered: "How should I look at art in order to fully appreciate it?" Trying to answer this question, she decided to design a system of observation based on different steps: games and activities following a set scheme that triggers the player to look at a masterpiece on a different scale. Pixel-Art Game allows you to zoom into these Dutch Masterpieces. Match the original image with its pixelated copies by zooming into Van Gogh's famous Cafe Terrace at Night. The painter's colour and use of light are emphasised through the pixels of the digitalised image, taking art into our contemporary digital language. With light packaging, perfect to take along with you, the Pixel-Art Game offers several games in one set. Each of these 3 games is a step towards understanding the artwork better, and they can be played with multiple players.
Never get stuck inside an escape room again, with this strategy guidebook to beating your favorite immersive interactive game-from a well-known game designer and puzzle enthusiast Chances are you have visited an escape room, whether for a birthday party, a corporate team-building exercise, or as a weekend excursion with your friends. But what does it take to maximize your chances of solving the puzzles, while ensuring everyone has a good time along the way? Planning Your Escape is the perfect guide to making sure you never get stuck in another escape room again. Game designer extraordinaire Laura Hall has all the best strategies for every room you might encounter, so your team can function like a well-oiled machine. This guide offers: -A history of puzzles and experiential entertainment, from the 4,000-year-old dexterity puzzles of Mohenjo-daro to the spectacle of immersive theater installations like Secret Cinema, Meow Wolf, and Sleep No More; -Different types of escape rooms, and solvable examples of the common puzzles they employ; -Common escape room player personality types, and how best to work with them; and -Advice for constructing your own escape rooms and puzzle hunts Bringing in a cast of experts, Planning Your Escape is the must-have strategy book for any escape room enthusiast, puzzle fan, and aspiring experience designer. Get ready to wow your friends and impress your co-workers with your new skills, and never enter a room you can't get out of again!
The behind-the-scenes story of the world's most notorious and controversial video games company - Rockstar Games. Jacked is the incredible story behind the phenomenon that changed video games for ever - Grand Theft Auto. Powerful politicians tried to stop it, parents and activists vigorously campaigned against it, but they couldn't stop GTA breaking records. GTA IV became the biggest entertainment product launch of all time, eclipsing all other books, films and music, and went on to become the most controversial video game in history. Now, after 10 years of research, David Kushner reveals how Sam Houser's company, Rockstar Games, made it all possible. He lifts the veil of secrecy around the team to show how a blend of creative genius, daring PR campaigns, big egos and an obsessive work ethic all came together to create a monster with a tendency to spiral out of control. Including the full story behind 'Hot Coffee' - the hidden sex minigame that nearly killed the game and the company - Jacked gets right to the heart of what it takes to make a classic computer game...
Bright Lights, Big City! Nothing beats the hustle and bustle of a high-tech metropolis-citizens rushing to and from their business, the regular traffic jams of hover vehicles, and the passing rumble of mass transit high above or far below the streets. Not to mention the undercurrent of possible adventure lurking in every alley, shopfront, or rooftop. Are those two individuals meeting in a shadowy parking structure to exchange illicit data for credits? Did that glint from a far-off penthouse balcony come from the scope of a sniper rifle? This double-sided Starfinder Flip-Mat features the skyscrapers and streets of a modern city center on one side and a wide-open traffic circle around a modern sculpture garden perfect for vehicle or mech combat on the other. Starfinder Flip-Mats present ready-to-use science-fantasy set pieces for the busy Game Master. With Starfinder Flip-Mat: Metropolis, you'll be ready for the next time your players hit the town! A special coating on each Flip-Mat allows you to use wet erase, dry erase, AND permanent markers with ease! Removing permanent ink is easy-simply trace over any permanent mark with a dry erase marker, wait 10 seconds, then wipe off both marks with a dry cloth or paper towel. * 24" x 30" mat * Folds to 8" x 10" * 1" squares on both sides
During the pandemic years, many people discovered the joy of walking. It is meditative, healing, uplifting, healthy, inspiring, and generally transformative, whether it’s your mood that needs changing or your whole outlook. Walking helps us to really see the things around us that we might otherwise take for granted, such as a flowering tree, a new coffee shop, or an unexpected view. This charming journal links the act of walking to the benefits of journaling, with a wellness perspective that encompasses body, mind, and spirit. Every spread offers thoughtful prompts and lots of space to capture what was special about your walk, from the route to the weather - and a gratitude moment. Fun sidebars capture your favourite routes, bucket-list walks for future travels, walking companions whose company you treasure, best photo-op destinations, city walks and country walks, fitness walks, and much more. Quotes from famous walkers over time ground your experience in history. Let this walking journal help you take your perambulations to a more transcendent place by capturing the meaningful moments along the way.
Master the fascinating and rewarding game of American Mahjong with this guide for beginners. "Strategies, strategies, strategies! If I only knew more strategies I could win more games!" is the frequent lament of beginning Mahjong players. Following up on the success of her acclaimed book, A Beginner's Guide to American Mah Jongg, bestselling author Elaine Sandberg's new book offers novice players the advice they need to excel at the game of Mahjong. Winning American Mah Jongg Strategies: A Guide for the Novice Player is the strategy guidebook that provides American Mahjongg beginners with the practical information they need to build hands, improve game-play skills, strategize, and win! This easy-to-follow, comprehensive book teaches players how to overcome common difficulties and provides the knowledge to sharpen strategic skills and increase win ratios. By showing beginners how to see and utilize different strategic elements and scenarios, players learn how to elevate their skills. Challenges covered in this Mahjongg book include: Finding the best hand The use of defensive tools To Expose or not to Expose and why Determining an opponent's hand And much more... Winning American Mah Jongg Strategies is a gem of a book that is the perfect gift for Mahjong players of all ages!
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
Puzzle over these sudoku challenges that range in difficulty
There's nothing worse than inviting people over and having nothing planned for them to do. With The Best Party Game Book Ever you can make sure that never happens again! This book has everything you need to make your next get together a success! With 100 classic party games, including ice breakers, truth or dare variations, races and relays, trivia games, contests of strength and speed, minute challenges, and so much more, you can avoid awkward small talk and get your guests laughing, interacting, and having fun in no time!
Don't ruin your next trip off world! Next time your players stumble upon some timeworn ruins on an unexplored planet, they won't have to wait while you draw every crumbling wall and collapsed structure. Starfinder Flip-Tiles: Alien Planet Ruins Expansion provides beautifully illustrated 6" x 6" map tiles that can be used to create the ruined remains of ancient alien civilizations, whether archaic and magical or more technologically advanced! Inside, you'll find 24 richly crafted, double-sided map tiles. This expansion set, along with Starfinder Flip-Tiles: Alien Planet Starter Set, allows you to create even more extraterrestrial environments for endless planetary encounters! So stop your sketching and start your flipping today! Suitable for experienced GMs and novices alike, this product fits perfectly into any Game Master's arsenal. Wet, dry, and permanent markers erase from the tiles! These double-sided city tiles come in convenient packaging for easy storage.
What is a video game? What makes a video game "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new video games and new developments in the gaming world, questions about video game criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of essays puts on display the variety and ambiguity of video games. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of video games.
Few video game companies have a history as long and impressive as Sega Enterprises. Long before it took the home video game console market by storm, Sega was already an arcade powerhouse that successfully transferred its experience making coin-operated amusement machines into the video game boom of the late `70s and early `80s. The combined efforts of Sega's American, European, and Japanese branches revolutionized the arcade industry in ways that are still widely felt today. Thanks to their work, Sega has continued to innovate and lead the industry in design and quality for more than 40 years, producing some of the most famous arcade titles in history. Based on interviews with former Western and Japanese developers, as well as hundreds of English and Japanese documents, this book follows the rise of Sega in the video game industry, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries and the rise of its world-famous AM Studios, and finalizing with its merger with Sammy Corporation in 2003. 62 of Sega's most popular and ground-breaking games are explored in detail.
How has a game brought together Americans and defined separate ethnic communities? This book tells the first history of mahjong and its meaning in American culture. Click-click-click. The sound of mahjong tiles connects American expatriates in Shanghai, Jazz Age white Americans, urban Chinese Americans in the 1930s, incarcerated Japanese Americans in wartime, Jewish American suburban mothers, and Air Force officers' wives in the postwar era. Mahjong: A Chinese Game and the Making of Modern American Culture illustrates how the spaces between tiles and the moments between games have fostered distinct social cultures in the United States. This mass-produced game crossed the Pacific, creating waves of popularity over the twentieth century. Annelise Heinz narrates the history of this game to show how it has created a variety of meanings, among them American modernity, Chinese American heritage, and Jewish American women's culture. As it traveled from China to the United States and caught on with Hollywood starlets, high society, middle-class housewives, and immigrants alike, mahjong became a quintessentially American game. Heinz also reveals the ways in which women leveraged a game to gain access to respectable leisure. The result was the forging of friendships within ethnic groups that lasted decades and the creation of organizations that raised funds for the war effort and philanthropy. No other game has signified both belonging and standing apart in American culture. Drawing on photographs, advertising, popular media, and dozens of oral histories, Heinz's rich and colorful account offers the first history of the wildly popular game of mahjong.
If you grew up in the 80s or 90s there's a good chance you've played Super Mario Bros. for the Nintendo Entertainment System. More than 30 years after its release in 1985 the side-scrolling platformer remains one of the best-selling video games of all time. Maybe you can hum the theme song, and you've found the secret warp pipe in World 1-2, but have you ever actually beaten the game? If so, how long did it take you? Hours? Days? Weeks? In late 2016, an American gamer known online as "darbian" rescued the Princess Peach in 4 minutes and 56 seconds. This is video game "speedrunning" and darbian is one of the best speedrunners around. Speedrunners use their knowledge of the game and quick reflexes in an attempt to complete video games in the fastest time possible. In this book you'll learn about the history of speedrunning, the techniques involved, and what it takes to play games fast in ten interviews with star speedrunners like darbian.
Anisa Makhoul brings us this bright and fun graphic of New York City, a sunny reminder of the great city. Anisa is the daughter of a Lebanese beekeeper, and I recently discovered her love for illustration. She lives in sunny Portland, Oregon. 500-piece jigsaw puzzle Durable, compact, 2-piece box Gift box: 152 x 198 x 50 mm Completed puzzle: 482 x 356 mm teNeues NYC Stationery keeps up with fun and games at home with our museum-quality printed 500-Piece Puzzles. Packaged in durable, compact boxes, our 500-Piece Puzzles feature full-colour artwork, expertly-printed with nontoxic inks on sturdy, puzzle greyboard.
Evil giants plague the treacherous Mindspin Mountains, and only your player characters stand into the way of their conquest! Three massive, lavishly illustrated poster maps set the scene for the popular Giantslayer Adventure Path, creating a must-have collection for that or any mountainous campaign. Maps include the frontier town of Trunau, a vast overview of the Mindspin Mountain region, and a giant player-oriented map of a frost giant village, presented as an isometric drawing of the settlement's defenses and layout. Whether you're looking for a small, fortified town or a mysterious regional map to inspire adventure, these beautiful maps are the perfect resource to bring gigantic inspiration to your campaign. Price Includes VAT.
Wet weekend? Home for half-term? Great Family Days In has got you covered with over 75 tried and tested activities that make the most of spending quality time together. From Achievable Art and Whizzy Easy Science to Screen-Free Game Time, chapters are organized to help you easily find inspiration for activities that will fill your day with fun. Whether you’re creating your very own melted-crayon masterpiece or blizzard bottle, or conducting your first FamFest or mini Olympics, Great Family Days In is a one-stop shop for ideas, showing that you don’t need fancy plans or money to keep your family entertained at home. These beautifully illustrated activities do not require any specific skills or hard to get resources. From thirty-minute time-fillers to ideas to last the whole afternoon, activities can easily be adapted to suit any age, interest or timescale, making it easy to enjoy and relax into the process of creating and building memories together, whatever the outcome. In March 2020, Claire Balkind, also known as The What Now Mum, founded of the hugely popular Family Lockdown Tips & Ideas Facebook page which quickly amassed an engaged following of more than a million people. There, she and the community she helped build share fuss-free games, crafts, challenges and more that will keep children and adults of all ages entertained.
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.
In the first of a potential new series Florian Richter presents colour profile models of every ship on both sides in this epic battle. In a change to previous paper soldier titles, these ships can be cut straight out of the book to create the British, French and Spanish fleets.
What does love have to do with games? As games have developed in complexity, they have increasingly started to include narratives that seek to engage with love in a variety of ways. Whilst media attention often seems to focus on more violent emotions and behavior in games, love has always been a central part of the gaming experience. We love to play games, we have titles that we experience love towards, and sometimes we love too much, or love terrible games for their mistakes. Love in games therefore, is rather like love in life - it can be complicated, unexpected and difficult but also fun, enlightening and powerful. The authors of this collection aim for the first time to unpack the meaning and role of love in games by examining some of these aspects. Love is hard to reproduce in games, and we trace a number of ways - from coding to cosplay, in which love can be expressed in, for and around games. Investigating how games can start to think about love in exciting, in-depth ways is also key to understanding the growing importance of games and gamers as important cultural markers, since it points to gaming as growing in maturity in its attempt to address such a varied subject.
"This is the book I have been waiting for all my life. A delightful reminder of how real games with real people are just about the most fun you can have..." - Stephen Fry "Game On is literally the best book I could own. I must buy one and for everyone I know." - Olivia Colman Featuring over 50 classic and new games to make your get-togethers unforgettable. Game On makes your party, weekend escape or holiday more fun, with a range of classic games which everyone will know (but often don't remember how to play!) such as Mafia or The Hat Game, as well as an array of modern games that will soon become firm favourites with family and friends. Most games don't need any special equipment (occasionally items such as pens, paper or some playing cards are needed). With a sleek, fun and interactive design, clear instructions and guidance for number of players and possible modifications, this is the perfect gift for those looking for fun new ways to interact with friends and family, as well as for avid gamers.
The characters, villains, and starships of the Signal of Screams Adventure Path come alive on your tabletop with this collection of more than 100 creature and starship pawns, designed for use with the Starfinder Roleplaying Game or any tabletop science fantasy RPG. Printed on sturdy cardstock, each of these double-sided pawns slots into a size-appropriate plastic base from the Starfinder Pawns Base Assortment, making them easy to mix with traditional metal or plastic miniatures. With dozens of distinct images, the Starfinder Signal of Screams Pawn Collection depicts the enemies and allies from all three adventure of the Signal of Screams Adventure Path. * The Diaspora Strain * The Penumbra Protocol * Heart of Night |
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