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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Crowood Sports Guides are the perfect tool for anyone wanting to
improve their performance, from beginners learning the basic skills
to more experienced participants working on advanced techniques.
These practical, no-nonense guides will help give you that
all-important advantage. Darts - Crowood Sports Guides covers: a
history of darts; rules of the game; choosing the right equipment;
basic skills; how to improve your throwing technique and finally
great suggestions for making your practice more interesting.
With complex stories and stunning visuals eliciting intense
emotional responses, coupled with opportunities for self-expression
and problem solving, video games are a powerful medium to foster
empathy, critical thinking, and creativity in players. As these
games grow in popularity, ambition, and technological prowess, they
become a legitimate art form, shedding old attitudes and
misconceptions along the way. Examining the Evolution of Gaming and
Its Impact on Social, Cultural, and Political Perspectives asks
whether videogames have the power to transform a player and his or
her beliefs from a sociopolitical perspective. Unlike traditional
forms of storytelling, videogames allow users to immerse themselves
in new worlds, situations, and politics. This publication surveys
the landscape of videogames and analyzes the emergent gaming that
shifts the definition and cultural effects of videogames. This book
is a valuable resource to game designers and developers,
sociologists, students of gaming, and researchers in relevant
fields.
Contents Include: The Overhand Shuffle - The Riffle Shuffle -
Flourishes - The Glide - The Glimpse - The Key Card - The Palm -
The Backslip - The Overhand Shuffle II - False Shuffles and Cuts -
The Double Lift and Turnover - The Pass - Miscellaneous Flourishes
- The Reverses - The Hindu Shuffle and Other Controls - The Classic
Force - Top and Bottom Changes - Arrangements - Routines - Platform
Tricks
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Go Fetch
(Game)
Megan Lynn Kott
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R345
R276
Discovery Miles 2 760
Save R69 (20%)
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Ships in 5 - 10 working days
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Send players to "fetch" adorable pups in this dog-filled twist on
Go Fish! Adorably illustrated dogs meet a classic card game in Go
Fetch! Each turn, players try and collect matching pups, and if a
player is asked for a card that they don't have, they send their
opponent to the deck for a new card with the declaration: "Go
Fetch!" This travel-friendly tin includes a classic 52-card deck
with adorable illustrations from Megan Lynn Kott, and instructions
for this puppy-filled game for children and adults alike. EASY FOR
ALL AGES: Have fun collecting sets of cute dogs, from Pebbles the
Pug to Tulip the Corgi! Cards include both numbers and names to
help young players match their pups. PERFECT GIFT FOR DOG LOVERS:
Go Fetch makes an ideal stocking stuffer or gift for your dog
walker, doggy daycare, or puppy fans of any age. INCLUDES: Deck of
52 standard playing cards, named and numbered 1-12, with four suits
(stick, ball, disc, and bone). Also includes instruction card. For
ages 4+, 2-6 players. Perfect for: Dog-lovers ages 4+; Anyone
seeking a family game to play at home, during holidays, camping,
traveling, and more.
Contents Include: PART 1: DRAWING ROOM MAGIu Coin Palming Tricks
with Coins Tricks with Common Objects Tricks with Cups and Balls
Tricks with Handkerchiefs Chinese Tricks Tricks at Table Tricks
with Cards PART 2: STAGE MAGIu General Remarks The Magician's Table
and Dress Sleights and Properties for General Use Tricks with Cards
Tricks with Handkerchiefs and Gloves Tricks with Coins
Miscellaneous Tricks The Cornucopian Hat Tricks with Watches and
Livestock Sham Mesmerism, Clairvoyance, Etc Some Up to Date Tricks
Final Instructions
United States Marine Corps veteran David Hall presents a new and
exciting way to experience the Second World War in "Blood and Guts:
Rules, Tactics, and Scenarios for Wargaming World War Two." Hall
developed his tactical game system through decades of personal
wargaming, and he now shares his unique system with readers
everywhere. The rules are easy to learn, and the games are
fast-paced. The scenarios cover almost all of the major theaters of
conflict, including France 1940, the Mediterranean, the South
Pacific, and the Eastern Front. A table of organization and
equipment is included to assist readers in recreating wargame
infantry and armor formations. Hall doesn't simply provide a set of
rules; he infuses each chapter with wargame theory, tactics, and
tank development. He provides the logic behind each rule and talks
about how the rule design plays out the battlefield. He also shares
stories and anecdotes about his early "toy soldier" days and about
how he developed into a wargamer-stories sure to spark readers'
memories of their own first set of soldiers.
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