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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
"I thoroughly enjoyed this book. Whether used as a reference or a beautiful keepsake, it's a very worthy addition to the world of Mah Jongg." --Ruth Unger, President, National Mah Jongg League This is the first book to fully capture the story of the exotic and exciting game of Mahjong or "Mah Jongg," offering an intimate look at the history of the game as well as the visual beauty of the tiles. When authors Ann Israel and Gregg Swain began playing Mahjong, they were unaware of the vintage collections that existed not only in the United States but also across the globe. Slowly, they started to collect their own sets of Mahjong and as their collections grew, so did their appreciation of the history of, and interest in, the game. Finding few references, Israel and Swain set out to create a book that chronicles the early beginnings of the game and documents Mahjong sets from the most basic, made of paper, to the most precious materials such as ivory and mother-of-pearl. Recognized and respected scholars and game experts have collaborated with Israel and Swain, contributing essential chapters on the game's history and its pieces as well as technical information on the tiles. Lastly, prominent collectors from around the globe have shared their incredible sets and memories for the first time in one book for everyone to enjoy. With hundreds of beautiful new images by renowned photographer Michel Arnaud, and including historical documentation and ephemera, Mah Jongg: The Art of the Game fills the void between the past's and today's game, providing vision, inspiration and resources. Anyone who has ever been intrigued by a Mahjong tile will find in these pages visually stunning photographs that will entice them into becoming an enthusiast of the timeless game of Mahjong.
Bored of the same old dinner-party chitchat? Spice up your soirees, impress your guests and show up your brother-in-law with these hilarious, and sometimes dangerous, after-dinner tricks and challenges. Twenty-one handsome cards presented in a beautiful gift tin illustrate each technique along with step-by-step instructions and explanations of the science behind the tricks. From sabering a bottle of champagne to hammering a needle through a coin, each of these tricks is guaranteed to wow your guests.
Malba Tahan is the creation of a celebrated Brazilian mathematician looking for a way to bring some of the mysteries and pleasures of mathematics to a wider public. The adventures of Beremiz Samir, The Man Who Counted, take the reader on a journey in which, time and again, Samir summons his extraordinary mathematical powers to settle disputes, give wise advice, overcome dangerous enemies, and win for himself fame, fortune, and rich rewards. We learn of previous mathematicians and come to admire Samir's wisdom and patience. In the grace of Tahan's telling, these stories hold unusual delights for the reader.
Pay a visit to London and a black cab will probably be one the first things you will see. The London taxi drivers are almost as famous as the black cabs in which they drive, this is mainly due to their in-depth knowledge of London and ability in taking their occupants to their desired destination amid the congestion and the chaos that you often find when travelling through London's streets. London taxi drivers go through stringent training to obtain their licence, they need to pass 'The Knowledge', a test which is amongst the hardest to pass in the world, and has been described as 'like having an atlas of London implanted into your brain'. The test requires you to master no fewer than 320 basic routes, all of the 40,000 streets that are scattered within the basic routes and approximately 20,000 landmarks and places of public interest that are located within a six-mile radius of Charing Cross. This book breaks the test down into a series of head-scratching questions and features enough trivia about the capital to surprise even born and bred Londoners. It's the perfect gift for anyone who thinks they know London inside-out, or wants to learn more!
The most complete treatise on sleight-of-hand coin conjuring, including best traditional methods and modern innovations. Guides you systematically from basic techniques, through integrated tricks to complete routined acts (18 in all). 510 clear illustrations by Nelson C. Hahne. The best manual for amateurs, an encyclopedic source for professionals.
With more than 350 classic and brand new monsters, this 320-page hardcover rulebook greatly expands on the foes found in the Pathfinder Bestiary. From classic creatures like serpentfolk and jabberwock, returning favorites like the primal dragons or the Sandpoint devil, to brand new menaces sure to test even the bravest of heroes, this must-have tome of monsters designed to challenge characters of any level is an essential companion to your Pathfinder game! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark. The perfect way to commemorate Pathfinder's new edition! (Cover color and design subject to change.) Pathfinder Bestiary 2 includes: * More than 350 monsters drawn from mythology, genre classics, and more than a decade of Pathfinder, with plenty of new monsters too! * Gorgeous full-color illustrations on nearly every page! * Detailed monster lists sorted by level, type, and rarity to help you find the right monster for any situation! * Universal monster rules to simplify special attacks, defenses, and qualities like grab, swallow whole, and regeneration. * Detailed lore sidebars offering additional information about even more of Pathfinder's most popular monstrous friends and foes!
Cosmic Encounter: Cosmic Conflict Expansion
Name a more 90s-esque pastime than bingo! This flat-pack bingo game is flashback to the iconic pop cultural moments of the, like, totally greatest decade ever. Yes, this is history at its most irreverent. Any millennial will say that the 90s were the best decade - even though many were still in diapers at the time. Regardless, and putting the whole 90s-kid debate aside for a moment, they're right. Much of 90s culture dictates ours today. Without Friends or Seinfeld, would our world still turn? If Nirvana hadn't made it big, would grunge have ever reached the masses? Can anyone even pass a driving test without training in Mario Kart?? We doubt it, and this bingo game just about proves it. With 12 randomized bingo cards, and 64 tokens with 90s-centric flavor, this game can keep you and your friends playing all night long. (This box set includes more detailed instructions on how to play.)
Equal parts hilarious and informative, Hey! Listen! should be in every gamer's library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed. - Adam Rosser BBC Radio 5Live Steve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I've wasted. If the Golden Age of Gaming is a horse, then Steve's book is the stable. - Paul Rose (aka Mr Biffo), Digitiser A thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens) The 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O'Briain If 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip Taking us on a historical journey from the very early days all the way through to the late 1990s the book tells the stories of the men and women behind some of the most wonderful (and occasionally awful) games of the golden age, the fierce rivalries, bizarre business practices and downright bonkers risks taken during the pioneering days of computer and video gaming. This informal yet extremely well-researched book manages to educate and entertain in equal measure and this - dare I say - well-informed retrohead actually learnt a good deal. A thoroughly enjoyable read! - Mark Howlett (aka Lord Arse) Hugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. - Ellie Gibson, Eurogamer A hilarious history of the golden period of computer games from the creator of Dara O'Briain's Go 8 Bit. It is fair to say Steve McNeil likes video games. He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'. Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment. This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt? Joysticks at the ready. Let's do a gaming!
Command the galaxy's cutting-edge technologies so sophisticated that they rival magic itself! Outfit yourself with the latest and greatest new weapons, armor, and other gear, from high-power explosives to alien relics that surpass conventional science. Or incorporate technologies directly into yourself, whether you're installing advanced cybernetic augmentations or playing Starfinder's newest class: the nanocyte, whose body hosts an army of robotic nanites that obey her commands! Outrace the speediest threats by customizing your own space-age vehicles, and overcome even the toughest foes by piloting powerful battle robots using the all-new mech combat system! Seize the future with additional options for every class and articles exploring every aspect of science-fantasy tech from advertising and music to virtual intelligences and security systems. Join in the Starfinder Tech Revolution!
This book is an introduction to programming concepts that uses Python 3 as the target language. It follows a practical just in time presentation - material is given to the student when it is needed. Many examples will be based on games because Python has become the language of choice for basic game development. Designed as a year 1 textbook for introduction to programming classes or for the hobbyist who wants to learn the fundamentals of programming, the text assumes no programming experience. FEATURES: Introduces programming concepts using Python 3. Covers basic computer concepts such as loops, strings, functions, files, graphics, multimedia, algorithms, classes, writing code, etc. Develops graphics, exercises, and user interface using Pygame. Includes many examples based on video game development. 4 color throughout with game demos on the companion files. New chapters on parsing (14) and graphics (15). Instructor ancillaries for use as a textbook.
"A Mah Jong Handbook" gives beginners and enthusiasts a first-hand look into the exciting game of mah jong. Offering a clear and concise introduction to the classic Chinese, Western, and Japanese rules of the game and outlining its many variants, this comprehensive guidebook will help you to improve your skills and add strategy to your game.
Designed as a Java based textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The new edition includes updating the GUI interface chapters from Swing based to FX based programs. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming or advanced Java programming course, and permits instructors who are not familiar with game programming and computer graphic concepts to realize the pedagogical advantages of using game programming. The book assumes the reader has no prior programming experience. FEATURES: Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines. Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc. Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based. Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes. 4 color throughout with game demos on the companion files. Instructor's resources available upon adoption.
Grab a pint of your favourite brew and settle down with Craft Beer Mad Libs. Featuring 21 fill-in-the-blank stories, this Mad Libs pairs nicely with a local IPA, a stout porter, or a macro-brewed pitcher of NOUN.
'Packed with original ideas.' - the Telegraph on 101 Things for Kids To Do on a Rainy Day 'A quarter of the price of a theme-park ticket and delivers significantly better value for money.' - the Independent on 101 Things for Kids To Do Outside From bestselling kids' activity author Dawn Isaac comes this exciting new volume full of creative, fun and occasionally silly ideas for games and activities. From creating a mini golf course to mastering hands-free eating, from squirt gun painting to microwave mug cakes, every single activity is fun, easy and 100 per cent screen free. With exciting makes including no-sew sock creatures and stress balls, and wacky games such as outdoor noughts and crosses and thumb wrestling tournaments, Dawn's engaging and entertaining ideas are sure to provide hours of fun. So put away your tablets and mobile phones, switch off the TV and leave the computer alone - it's time to get screen free.
Release the beasts! Heroes abound in the Age of Lost Omens, but for every great hero, there is an even greater monster. Lost Omens Monsters of Myth provides details on 20 of the most infamous and terrifying monsters from the Inner Sea region and beyond. Uncover the secrets of some of Golarion's greatest monsters from the Sandpoint Devil to Fafnheir, the Father of All Linnorms, and more. Monsters of Myth provides rumors, tales, and even treasures for the brave adventurers willing to face these legendary creatures! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
Bring all the kitties to the yard in this fun book based on the super-popular Neko Atsume mobile game! A full-color activity book with so many ways to enjoy the Neko Atsume kitties: seek-and-finds, stickers and the only place to find the official kitty bios! This book makes it easy for you to explore the wider world of Neko Atsume with exclusive kitty habitats that take you out of the yard and into your imagination. Come play with them! With Neko Atsume: Kitty Collector-Where Am I Meow? you can enjoy the kitties from the popular mobile game in even more ways: - Find the special kitties on every page! - Use stickers to set each kitty scene! - Visit amazing new kitty worlds! - Learn all about the kitties in the official kitty dictionary! There are so many kitties to love! Are you ready? Official Neko Atsume book that extends the play of the award-winning, super-popular mobile game.
"Who are Carlotta J. Thompkins, Lottie Deno, Miss Kitty, Laura Denbo, Faro Nell, and Charlotte Thurmond? For answers to these and other questions, read Cynthia Rose's account of the life of Lottie Deno.... Recommended for anyone that is interested in reading a complete history of a western gambler from cradle to grave". (Review of the West) "Rose paints an intriguing picture of Western heroine Lottie Deno.... Readers will gain insight into the devastation caused by the Civil War and also into the wild but opportunity-filled West". (School Library Journal) The true story of the woman who has been "immortalized" in frontier novels and more recently in television and film (as "Miss Kitty" in "Gunsmoke" and "Laura Denbo" in Gunfight at the O.K. Corral). Santa Fe writer Cynthia Rose presents verbatim accounts by people who knew Lottie Deno and rare period photographs documenting her life and times.
Fun indoor games for the whole family to enjoy. Switch off your screens, gather the family, open up 60 Classic Indoor Games and remember how simple it is to play and laugh together. Inside this wonderful little book are new, classic and beloved (but often-forgotten) family games that are perfect to keep the children from their screens or tearing the house down on rainy days. It's great for entertaining visiting grandparents and brilliant at getting everyone's imagination going! Create your own family traditions with classic games like Charades, Sardines and Are You There, Moriarty? as well as new favourites like Kangaroo Racing, Sprouts and Fish Flap. Includes everything you need to know to play over 60 classic games ordered alphabetically for quick and easy reference. Suitable for all ages, it's a lovely gift to pass on for future generations to enjoy.
70 of the best rope tricks ever devised using overhand knots, slip knots and square knots. Dissolve knots, cut and restore ropes, make ropes magically shrink or grow longer, rope escape tricks, flourish knots. 423 illustrations and clear, easy-to-follow directions make performing these startling feats foolproof.
What's the best companion to a round of drinks with friends? A round of bad-ass drinking game fun, of course. Kit includes an 8-page book, a shot glass, a set of standard dice, "dirty" dice, and a deck of 48 cards, each containing one drinking game from the most innocent to the rousing and risque, such as "Tip the Bartender," "Chug-A-Lug," and "Beer-amid." This is sure to add excitement to an otherwise run-of-the-mill bar night.
Start having fun while improving your grammar with this witty and informative card game for language lovers--based on the New York Times bestseller Dreyer's English. Whats' wrong with this sentence? If that misplaced apostrophe flew right up your nose, this is the game for you. Based on the New York Times bestseller by Random House's copy chief Benjamin Dreyer, STET! will help you sharpen those language skills or give you a reason to show them off (you know who you are). There are 100 entertaining sentences waiting for you, the copyeditor, to correct--or, alternatively, to STET. The first person to spot the error, or else call out "STET!" (a copyeditor's term that means "let it stand") if there is no error, gets the card. There are two ways to play: compete for points in a straightforward grammar game, or play with style and syntax and whip the author's sentences into splendid shape. The person with the most cards at the end of the game wins! It's perfect for every level of writer, from high school students wanting to brush up before a test to co-workers looking for an engaging ice-breaker. With STET!, English has never been more stylish. |
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