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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
As with the Little Creative Thinker's Exercise Book, this wonderfully simple children's game is built on the tried and tested theory that by enhancing your ability to see connections, you can enhance your creativity. Based on the same basic rules as dominoes - it's all about matching the bricks you're dealt with the bricks on the table. The winner is the one who is quickest to place all of their bricks. The difference is, this version is not played with numbers, it's purely visual. The bricks can be matched in a number of fun ways but always with a connection. It could be a pattern, a shape or a concept that connects the two dominoes. Although you might think you're just having fun with your kids, you're actually teaching yourselves to be better at thinking creatively by strengthening the underlying mechanism of creativity itself. So, go for it, play yourselves more creative!
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.
From the Arthurian epic poem Parzival to Dan Brown's The Da Vinci Code, Indiana Jones and the Last Crusade, and the Assassin's Creed video game series, the Knights Templar have captivated artists and audiences alike for centuries. In modern times, the Templars have featured in many narrative contexts, evolving in a range of contrasting story roles: the grail guardian, the heroic knight, the villainous knight, and the keeper of conspiracies. This study explores why these gone but not forgotten warrior monks remain prominent in popular culture, how history influenced the myth, and how the myth has influenced literature, film and video games.
Discover the untold potential of magic! Secrets of Magic, the newest hardcover rulebook for the Pathfinder Roleplaying Game! Secrets of Magic brings the popular magus and summoner classes into Pathfinder Second Edition, unlocking heroes who combine magical might with martial prowess and offering command of a powerful magical companion creature. The lavishly illustrated, 256-page rulebook contains hundreds of new spells with potent offerings for all spellcasting character classes, magic items for any player character, and lore detailing the fundamental structure and theories of magic. A special section within the volume-the Book of Unlimited Magic-presents new methods of spellcasting, with elementalism, geomancy, shadow magic, rune magic, and even pervasive magic to give every place and creature in your game a magical spin! Written by Logan Bonner, Mark Seifter, and Amirali Attar Olyaee, Kate Baker, Minty Belmont, Logan Bonner, James Case, Jessica Catalan, John Compton, Katina Davis, Jesse Decker, Chris Eng, Eleanor Ferron, Leo Glass, Joan Hong, Vanessa Hoskins, Jason Keeley, Joshua Kim, Luis Loza, Ron Lundeen, Liane Merciel, David N. Ross, Ianara Natividad, Chesley Oxendine, Stephen Radney-MacFarland, Shiv Ramdas, Mikhail Rekun, Simone D. Salle, Michael Sayre, Mark Seifter, Sen H.H.S., Shay Snow, Kendra Leigh Speedling, Tan Shao Han, Calliope Lee Taylor, Mari Tokuda, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, Tonya Woldridge, and Isis Wozniakowska
How Freaks Normals Amateurs Artists Dreamers Dropouts Queers Housewives Are Taking Back an Art Form. Part critical essay, part manifesto, part DIY guide and altogether unprecedented, Anna Anthropys Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change - and how a new generation of artists can change it.
Game playing was a primary creative method of the surealists, whose methods shocked their peers in the early part of this century and whose work is still held in awe today. This work provides language games, alternative card games, "Dream Lotto", automatic techniques for making poems, stories, collages and photo-montages to re-create the surrealist creativity. The games may also be used to delve into the collective unconscious in much the same ways as the original surrealists did at the start of the movement.
Anyone can master Mahjong with this helpful guide This is an essential handbook for anyone new to the game of Mahjong. It takes you from the very beginning--learning the rules and choosing a set--to advanced advice on strategy and gamesmanship. Each stage of play is clearly explained with diagrams and instructions and with plenty of practical examples to help you learn. Full coverage of the basics of scoring, settlements and penalties will help you become a true master of the game.
Ode to Alcohol Mad Libs is the perfect party accessory The 21 stories inside pay homage to everyone's favorite type of liquid: alcohol, of course This book makes the perfect gift for all the party animals in your life.
It's spring, and a young bunny's fancy turns to love. And good thing his best friend, the lamb, is there to help him woo his beloved. Straight from the collection of John Derian, the artist and designer whose work with printed images of the past transports the viewer to another time and place, Easter Greeting is a nineteenth-century chromolithographic postcard imbued with the sweetness and sentimentality that makes Victoriana so appealing. As you piece it together, you might just find yourself in a newly lifted mood, wondering if our innocence isn't irretrievably lost after all. Featuring: 1,000 full-color interlocking pieces Art print with puzzle image Finished puzzle is 18 7/8 x 26 3/8"
Get the most out of your inner magical power with Pathfinder Spell Cards! This must-have accessory for focus spellcasters contains more than 150 spell reference cards, covering every focus spell in the Pathfinder Core Rulebook, giving players immediate access to key game details without the need to slow down play to flip through a giant book. Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. Take your first step toward mastering your inner power with Pathfinder Spell Cards, and always stay focused on your magic!
Former Unrestricted World Checker Champion introduces you to the game and lets you in on championship secrets.
Games play a crucial role in a childs development, helping children to discover and understand the world around them. Parents are always on the lookout for new games and activities to play with their kids. The Great Big Book of Childrens Games features more than 450 indoor and outdoor games for kids. Arranged according to appropriate agegroup, the games run the gamut in theme and mood. There are games designed for quiet times and intellectual stimulation as well as those that contribute to physical development, such as strength and wrestling games and races and relays. This book presents parents with a vast array of games for children of all ages, including:
Gear Up and Throw Down! When sword and spell just won't be enough to win the day, it's time to power up your game with clockwork gears, lightning coils, and black powder! Guns & Gears, the latest hardcover rulebook for the Pathfinder Roleplaying Game (Second Edition), brings the excitement of firearms and fantasy technology to your tabletop! Unravel the secrets of clockworks with the new inventor class or blow away your opposition as a firearm-wielding gunslinger! In addition to new classes, a plethora of archetypes, backgrounds, vehicles, siege engines, gadgets, and the new automaton ancestry are all ready to expand your game with options for battlefields large and small. Guns & Gears features: Two new classes: the clever inventor and the sharpshooting gunslinger Automaton ancestry for players who want to play a customizable construct Firearms of all stripes, from the simple and effective flintlock pistol to versatile gunblades More than a dozen new archetypes Scores of new gadgets and vehicles Siege engines and accompanying rules A gazetteer of Golarion revealing how firearms and technology fit into the Age of Lost Omens, including a look at the technology of the continents of Arcadia and Tian Xia and never-before-revealed secrets of the rough-and-tumble, gritty city of Alkenstar Written by: Michael Sayre, Mark Seifter, and Logan Bonner, Jessica Catalan, John Compton, Andrew D. Geels, Steven Hammond, Sen H.H.S., Brent Holtsberry, Jason Keeley, Dustin Knight, Luis Loza, Ron Lundeen, Chris Mastey, Liane Merciel, Jacob W. Michaels, Dave Nelson, Samantha Phelan, Mikhail Rekun, Stephen Radney-MacFarland, Sydney Meeker, Kendra Leigh Speedling, Andrew Stoeckle, Calliope Lee Taylor, Sara Thompson, Andrew White, and Scott D. Young
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion as a socially constructed world of shared meaning can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock's clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Dwarves, elves, gnomes, halflings, and other non-human peoples are staples of Golarion's population, and these groups are not monoliths. From Ekujae elves of the Mwangi Expanse to Pahmet dwarves of Osirion to bleachling gnomes, who exist in an emotional void, the non-human ethnicities of Golarion have cultivated rich traditions, specialized equipment, and adventuring skills. Delve deeper into your character's background with the many options in Pathfinder Player Companion: Heroes from the Fringe!
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.
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.
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