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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Open your subconscious and enter the Dreamscape - a world of
nightmares and hope. Expand your options with this psionics
supplement. Explore the Dreamscape, the plane of dreams and
nightmares - battle the Tash qael, the crysmal swarms and the
nevermind - utilize new powers, feats, and classes to survive and
flourish in a realm where dreams are reality. Play a morphean, who
uses fears and nightmares as tools, or fight against a Tash Qael,
the self-appointed rulers of the Dreamscape. Create a blade of
mental energy by using the mind blade feats, or simply expand your
repertoire of powers with the host of new powers for psions,
society minds, marksmen, psychic warriors, and wilders. The Mind
Unveiled contains material for virtually any psionic game, both for
the player and for the GM. What's in it? The Mind Unveiled offers
two new base classes, the halo knight and the morphean, as well as
variant rules for making the monk more psionic in the game. A
variety of new prestige classes which deal with the subconscious
mind, with the Dreamscape or the new base classes, are introduced
and detailed. New feat types, Phrenic and Qaelic, are given for
those who wish to explore backgrounds tied to psionics, as well as
an entire alternative system for using mind blades. In addition,
the myriad denizens of the Dreamscape are detailed in full,
including the lords of the qael. Developed for the 3.5 psionics
ruleset.
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!
This collector's list is incredibly complete. It includes not only
the books published by TSR and Wizards of the Coast, but those
before TSR and those officially licensed by WotC. It also includes
licensed miniatures, magazines, and other RPG-related products.
This first volume includes the books from the beginning, into Basic
D&D, and through the final publishings of Basic.
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.
The International Fantasy Gaming Society (IFGS) is a non-profit
organization created to design and run live-scale, safe, outdoor
fantasy games. Our system includes eight character classes and has
mechanisms for fighting (with mock, padded weapons) and for casting
spells. This book contains rules for fantasy games, along with
information about how to contact the IFGS and design your own
games. We invite you to join us in an exciting organization devoted
to fantasy gaming.
_________________________ *The OUT-OF-THIS-WORLD puzzle book, as
featured in the Times, Daily Telegraph, BBC Radio 4, and BBC
Breakfast, and a Guardian Book of the Year pick. Have YOU got what
it takes to be an astronaut? This book will help readers of all
ages find out. Featuring 100 real astronaut tests and exercises
from the European Space Agency's rigorous selection process,
ranging from easy to fiendishly hard, The Astronaut Selection Test
Book goes where no puzzle book has gone before. Including puzzles
and tests on: * visual perception and logic * mental arithmetic and
concentration * psychological readiness * teamwork and leadership *
survival, physical and medical skills * foreign languages (every
astronaut has to know Russian!) and much more, this richly
illustrated book draws on Tim Peake's first-hand experience of
applying to be an astronaut in 2008, when he and five others were
chosen - out of over 8,000 applications! We've all dreamed of being
an astronaut, though of the estimated 100 billion people who have
ever lived, only 557 people have travelled to space. But with this
unprecedented look into real astronaut selection, you might just
find out your dreams can become reality...
_________________________ HOUSTON, WE HAVE A PROBLEM SOLVER... Tim
Peake and the ESA will receive no royalties from this book;
instead, they will be donated to the Prince's Trust charity.
_________________________ 'Engrossing... a brain buster of a
book... You'll learn plenty about space and what it takes to be an
astronaut, but you'll also sharpen up your broader knowledge. For
anyone interested in the space race and the imminent journey to
Mars, here's the perfect stocking filler.' - STARBURST 'It's a
brain work-out on steroids, stuffed with authentic selection
tests... Entertaining and engaging... innovative, earnest, soulful
and exhilarating' - BBC SKY AT NIGHT MAGAZINE (5 STARS, Book of the
Month) 'It's such a good idea... this is a very good thing for
Christmas Day' - GRAHAM NORTON, BBC RADIO 2 'Everybody, get this
book... it's a fascinating read' - CHRIS MOYLES, RADIO X 'A
fantastic gift... more than just a quiz' - WI LIFE 'The perfect
[book] for big thinkers' - BBC ARTS, 2018's Biggest Books
While the Western was dying a slow death across the cultural
landscape, it was blazing back to life as a video game in the early
twenty-first century. Rockstar Games' Red Dead franchise, beginning
with Red Dead Revolver in 2004, has grown into one of the most
critically acclaimed video game franchises of the twenty-first
century. Red Dead Redemption: History, Myth, and Violence in the
Video Game West offers a critical, interdisciplinary look at this
cultural phenomenon at the intersection of game studies and
American history. Drawing on game studies, western history,
American studies, and cultural studies, the authors train a
wide-ranging, deeply informed analytic perspective on the Red Dead
franchise-from its earliest incarnation to the latest, Red Dead
Redemption 2 (2018). Their intersecting chapters put the series in
the context of American history, culture, and contemporary media,
with inquiries into issues of authenticity, realism, the meaning of
play and commercial promotion, and the relationship between the
game and the wider cultural iterations of the classic Western. The
contributors also delve into the role the series' development has
played in recent debates around working conditions in the gaming
industry and gaming culture. In its redeployment and reinvention of
the Western's myth and memes, the Red Dead franchise speaks to
broader aspects of American culture-the hold of the frontier myth
and the "Wild West" over the popular imagination, the role of gun
culture in society, depictions of gender and ethnicity in mass
media, and the increasing allure of digital escapism-all of which
come in for scrutiny here, making this volume a vital, sweeping,
and deeply revealing cultural intervention.
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.
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.
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
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.
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