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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
Fun Scrabble word puzzles, games and activities for kids aged 8+
Make learning to spell fun with the new series of activity books
from Scrabble! Taking inspiration from the classic board game that
always spells F-U-N, children will practise word building skills,
improve vocabulary and gain confidence with spelling. * Fun,
friendly activities from anagrams and crosswords to letter-links
and word searches * Engaging for children with bright, colourful
pictures * Perfect for practising English at home (c)2022 Mattel.
SCRABBLE (TM) and SCRABBLE tiles, including S1 tiles, are
trademarks of Mattel
Designed to revive The Art of Conversation(R), TAOC(R) is a
fabulous way to make all get-togethers of families and friends
memorable. This All Ages Edition is fun and easy to use, and as
with all TAOC(R) games, all that's required is your own life
experience, interests and ideas. Contains over 300 communication
development areas distributed over 104 business-sized playing
cards, plus instruction booklet. TAOC(R) is a simple yet effective
way to have balanced, interesting and meaningful communications
between two or more people of all age groups, promoting the
development of stronger relationships and improving communication
skills. TAOC(R) works well in a variety of settings on various
levels, encouraging individual development and insight into oneself
as well as others. TAOC(R) also teaches that differences need not
create conflicts, and helps clear pathways and emotional blocks to
learning and understanding.
You are one of the thirty Knights Templar who awoke on Friday, 13
October 1307, only to find themselves wanted criminals and branded
heretics by the King of France. Abandoned by the Vatican and sent
away early in the morning, you must leave Paris on a day of
reckoning and try to find your way across a dark, mythic Europe to
a mystical utopia where you can rebuild! Heirs to Heresy starts as
a historical-fantasy roleplaying game, but is heavily influenced by
Gnosticism, European Folklore, esotericism, and the myths and
legends that surround the Templars. The game will ask you to craft
the secrets of the Templar treasure, the enemies, and mysteries
they will face, as your Knights undertake a mystical journey to the
center of themselves along the road to Avallonis. The mechanics are
a blend of narrative, storytelling rules, and classic
adventure-gaming inspired roleplaying rules that work to create
rich aspect-driven characters. As Templar Knights, your skill at
arms is unquestionable, but it is the potential access to gnostic
spells, unique powers, or intensely powerful faith sets you apart
from your comrades. Can you tap into your potential, guarding the
mysterious Templar treasure on this last quest you will take for
the order and find the answer to the burning question: are the
Templars Heirs to Heresy?
Philip Orbanes, master of all things Monopoliana, traces the
remarkable story of the world's most famous board game, from its
origins as a collegiate teaching tool in the early twentieth
century through Monopoly's explosive growth in the postwar decades,
to the game's current status as a fixture in homes across the
globe. Along the way, Orbanes includes memorable Monopoly
personality portraits, surprising Monopoly legends and lore, and an
extraordinary tour of the ingenious advertising that contributed to
the game's rise in popularity. This is the first and only book to
cover comprehensively the origin, growth, and global reach of the
game that has become a universal and everyday cultural icon.
Hex: The Full Story is for anyone - hobbyist, professional,
student, teacher - who enjoys board games, game theory, discrete
math, computing, or history. hex was discovered twice, in 1942 by
Piet Hein and again in 1949 by John F. nash. How did this happen?
Who created the puzzle for Hein's Danish newspaper column? How are
Martin Gardner, David Gale, Claude Shannon, and Claude Berge
involved? What is the secret to playing Hex well? The answers are
inside... Features New documents on Hein's creation of Hex, the
complete set of Danish puzzles, and the identity of their composer
Chapters on Gale's game Bridg-it, the game Rex, computer Hex, open
Hex problems, and more Dozens of new puzzles and solutions Study
guide for Hex players Supplemenetary text for a course in game
theory, discrete math, computer science, or science history
Designed by some of Mensa's most cunning minds, this is a
brain-training interactive puzzle pack crammed full of games and
conundrums of many varieties, certain to challenge your linguistic and
numerical abilities.
The Mensa Brain Games Pack contains a range of different activities,
including eight separate games, so you'll be able to enjoy it again and
again, on your own or with your family and friends. With a range of
fiendish questions to enthral puzzlers of every level of ability, this
a great purchase for anyone looking for a new challenge.
Mensa Brain Games Pack contains:
- Puzzle cards
- Board
- Counters
- Dice
- Fully illustrated book
Number of Players: 1-2 Ages: 12+ Playing time: 10-20 minutes
Components: 22 oversized story tiles, 2 scoring tiles A solo and
cooperative tile-laying game. Players will help Shahrazad tell
stories to pass another night by playing tiles featuring unique
takes on iconic fairy-tales to construct the best story. Each turn
players will play a single tile, then draw a tile, building a
folk-tale tableau. With 24 oversized, fully illustrated tiles in a
deluxe package Shahrazad is a beautiful gift package for couples,
or parents and children. Placing certain story types together will
grant players more points, but telling a story in the wrong order
will drastically limit their options.
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Judge Dredd: Helter Skelter
(Game)
Martin Wallace; Illustrated by Clint Langley, Rufus Dayglo, Simon Fraser, Chris Weston, …
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Something in the multiverse has shattered, and now the universe is
bleeding. Throughout Mega-City One there are reports of invaders
wreaking havoc. Celtic barbarians in Ezquerra Block. Russian nobles
in Apetown. And rumours of fragments of other universes, waiting to
be claimed. Head to the streets of Mega-City One with Judge Dredd:
Helter Skelter, a new miniatures board game combining Martin
Wallace's critically-acclaimed Wildlands rules with the worlds of
2000 AD. Four unique factions bring iconic characters from Slaine,
Nikolai Dante, and Strontium Dog crashing into Mega-City One, all
intent on finding the shattered fragments of their own universe and
crushing anyone who gets in their way. Things are going to get
rough, but one thing is certain. No matter what universe you are
from, you still have to answer to the Law! Players: 2-4 Ages: 14+
Playing Time: 30-60 minutes Contents: 20 unique ink-washed
miniatures, 188 cards, double-sided playing board, counters and
tokens
The Dark House lies abandoned. Who knows what horrors lie within?
Once the home of one of the Empire's grandest family, the Dark
House lies as an epitaph to their fall. As you fight your way
across the two-storied Mansion map, you will find remnants of their
wicked ways. Out back, struggle through the Hedge Maze map,
sinister and long overgrown with vicious thorns. Down below, in the
Crypt map, encounter the deadly curse that once cast a noble line
into oblivion. This board expansion for Wildlands gives players
three new maps, two of which are specifically designed for two
players. Each map features new rules, new challenges, and new
opportunities. Requires a copy of Wildlands to play. Number of
players: 2-4 Ages: 14+ Playing time: 30-60 minutes Components: 2
boards, rule sheet
Leading expert Paul Booth explores the growth in popularity of
board games today, and unpacks what it means to read a board game.
What does a game communicate? How do games play us? And how do we
decide which games to play and which are just wastes of cardboard?
With little scholarly research in this still-emerging field, Board
Games as Media underscores the importance of board games in the
ever-evolving world of media.
Who's safe when there are cannibals hiding among you? That's the
question at the heart of this fast-paced game of social deduction
in which cannibals and pioneers face off in a fight for survival.
Set in the winter of 1846, players are members of the ill-fated
Donner Party wagon train, stranded atop a mountain with no food.
Who will avoid becoming tonight's dinner and make it off the
mountain alive? And who are the suspicious scoundrels hungry for
human flesh? Rowdy, outrageous, and full of playful deception, this
party game packs a delightfully wicked twist!
Number of players: 1-4 Age: 14+ Time: 30-50 minutes Components: 50+
oversized cards, tokens & counters For years he's been the law
in Mega City One, but now it's time for Judge Dredd to bring
justice to the rest of America. It's time for him to venture into
the Cursed Earth. Featuring competitive, co-operative and solo
player modes and specially commissioned artwork from Dredd artists
Rufus Dayglo and Dan Cornwell, Judge Dredd: The Cursed Earth is an
immersive sci-fi western in which players must lead a team of
judges against dinosaurs, mutants, and the Cursed Earth itself to
hunt down a dangerous man who has fled the city, before a gang of
criminals can get to him first. As they scour the wastelands, the
team will encounter a host of classic 2000 AD characters that will
push their resources and abilities to their limits. Fans of The
Lost Expedition will find entirely new cards and new mechanics like
radiation tracking and psychic abilities, while fans of Judge Dredd
will find a new interactive story developed alongside 2000 AD. On
an impossible journey through radioactive hell, can even the judges
survive the Cursed Earth?
Can I Have a Word? is the ultimate strategy book for word-game
lovers. It introduces the reader to a host of weird and wacky words
that will not only help them to become better word-game players but
also enhance their enjoyment of competing. It covers key word-game
themes, the mastery of which is vital for success, such as: - Two-
and three-letter words - Using a Q, Z, J or X to maximum effect -
Dealing with the letter V and other problem tiles - Coping with a
rack full of consonants or one heavy in vowels - Making seven- and
eight-letter words - Tips for victory. Readers will find this
amusing, light-hearted book immeasurably enriches their vocabulary,
enabling them, without the drudgery of studying a dictionary, to
recall all kinds of unusual and interesting words just when they
need them most.
In this richly illustrated book, Dr Jorma Kyppoe explores the
history of board games dating back to Ancient Egypt, Mesopotamia,
India and China. He provides a description of the evolution and
various interpretations of chess. Furthermore, the book offers the
study of the old Celtic and Viking board games and the old Hawaiian
board game Konane, as well as a new hypothesis about the
interpretation of the famous Cretan Phaistos Disk. Descriptions of
several chess variations, including some highlights of the game
theory and tiling in different dimensions, are followed by a
multidimensional symmetrical n-person strategy game model, based on
chess. Final chapter (Concluding remarks) offers the new
generalizations of the Euler-Poincare's Characteristic, Pi and
Fibonacci sequence.
Roll the robot dice and find the corresponding bots on the board!
These illustrated dice make up the legs, bodies, heads and antennae
of 81 different robots for you to find on the board. Collect a
counter for every robot you spot first; the player who collects the
most counters wins. Who is the fastest? Who can focus their mind
the most? Find out with Spot the Bot, a family game of visual
intelligence and quick wit.
Over the years, board games have evolved to include relatable
characters, vivid settings and compelling, intricate plotlines. In
turn, players have become more emotionally involved-taking on, in
essence, the role of coauthors in an interactive narrative. Through
the lens of game studies and narratology-traditional storytelling
concepts applied to the gaming world-this book explores the synergy
of board games, designers and players in story-oriented designs.
The author provides development guidance for game designers and
recommends games to explore for hobby players.
Checkers, backgammon, chess and Go. Poker, Scrabble and bridge.
These seven games, ancient and modern, fascinate millions of people
worldwide. In Seven Games, Oliver Roeder charts their origins and
historical importance, the delightful arcana of their rules and the
ways their design makes them pleasurable. Roeder introduces
thrilling competitors, such as evangelical minister Marion Tinsley,
who across fourty years lost only three games of checkers; Shusai,
the Master, the last Go champion of imperial Japan, defending
tradition against "modern rationalism" and an IBM engineer who
created a backgammon programme so capable at self-learning that
NASA used it on the space shuttle. He delves into the history and
lore of each game: backgammon boards in ancient Egypt; the Indian
origins of chess; how certain shells from a particular beach in
Japan make the finest white Go stones. Beyond the cultural and
personal stories, Roeder explores why games, seemingly trivial
pastimes, speak so deeply to the human soul. He introduces an early
philosopher of games, the aptly named Bernard Suits, and visits an
Oxford cosmologist who has perfected a computer that can
effectively play bridge, a game as complicated as human language
itself. Throughout, Roeder tells the compelling story of how
humans, pursuing scientific glory and competitive advantage, have
invented AI programmes better than any human player and what that
means for the games-and for us. Funny, fascinating and profound,
Seven Games is a story of obsession, psychology, history and how
play makes us human.
A tense hidden movement game of bluff, strategy and avoiding
getting eaten by your friends. A mysterious alien plague has crept
aboard the spacestation and is transforming the human crew into
horrendous monsters! The remaining crew members desperately try to
save their lives by escaping from the derelict spaceship, but in
the darkness the aliens are lurking... HUNGRY FOR HUMAN FLESH! This
a game of strategy and bluff set on a badly damaged deep space
research station. Each player's identity and position is kept
secret: you will need to interpret the movements and behaviours of
the other players to learn where, and what, they really are. The
Ultimate Edition of this critically acclaimed game features new
rules and components, including unique reusable map books with 8
different game maps, variable character powers and over 90 cards.
"Absolutely, fantastically fun to play" - The Dice Tower, Tom Vasel
"A splendid, glorious liar's convention" - Shut Up & Sit Down
INCLUDES: 16 Character Cards, 5 Escape Pod Cards, 77 Dangerous
Sector Cards including 17 Item Cards, 8 Reusable 18-page Map Books,
8 Dry-Wipe Marker Pens 2-8 Players Playing time: 20-45 minutes Ages
12+
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