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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
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
Ramp up your role-playing game (RPG) and make your character your
own with this fun, interactive workbook-an essential addition to
any player's gaming kit. You've chosen your class, bought your
weapons, and rolled for your stats, and you're now the proud owner
of your own RPG (role-playing game) avatar. But before you begin
your adventure, there's so much more you can do with your character
to make him or her your own! Just how evil is she? What does his
dating profile look like? Where did she get that scar? What does he
want for his birthday? With fill-in-the blank narratives, prompts,
and fun activities to help you customize your character at the
start of the game, or build out your backstory as you play, The
Ultimate RPG Character Backstory Book will help you fully imagine
your character and bring them to life for the ultimate gaming
experience!
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.
Discover all kinds of delicious foods from around the world - from
sourdough to bagels and croissants to crumpets. Mark them off on
your game card and... BINGO! Contains 48 superbly illustrated food
chips, one game board, 8 double-sided game cards and 150 brightly
coloured counters, as well as a leaflet containing fun trivia and
games for the baked goods featured.
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Judge Dredd: Helter Skelter
(Game)
Martin Wallace; Illustrated by Clint Langley, Rufus Dayglo, Simon Fraser, Chris Weston, …
1
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R1,841
R1,328
Discovery Miles 13 280
Save R513 (28%)
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Ships in 10 - 15 working days
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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
"You need this Millennial Loteria for your next game night."
-Latina Magazine "Loteria cards got a genius millennial makeover."
-The Chicago Tribune OMG, can you even? Millennial Loteria is a
hilarious and insightful parody of the classic "Mexican Bingo" game
called Loteria, but this time, it's like way more millennial. Born
from the viral Instagram account @MillennialLoteria, this game
reimagines La Dama as La Feminist, El Catrin as El Hipster, and Las
Jaras as La Hashtag. Filled with nostalgia and ironic humor, it's
guaranteed to make your next fiesta be lit AF. So grab your
bitcoins, get a couple of your fave followers together, and prepare
to yell "Yaaaaasssssssssss, Millennial Loteria!" Each set includes:
- 46 cards - 10 boards - 80 bitcoin tokens - and a collectible
Millennial Loteria pin!
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
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?
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.
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.
From the medieval cobbles, through Dickensian iron and fog, to the
neon lights and bustle of the twenty-first century, the
ever-changing streets of London map out the vibrant stories,
triumphs and struggles of everyone who ever called London home.
From the Roman and Celts marching along the ancient Old Kent Road,
to the rattling newspaper presses of Fleet Street, the game of
Monopoly has painted London's story across cheerful coloured tiles.
But those Monopoly streets live and breathe - they don't just
illuminate our history. They open up whole new ways of thinking
about it. The mobs have taken to our streets. The overlords have
taken them back. Wars have spilled out into them. Lovers have snuck
around them, and fires have raged through them. In a city of rags
and riches, where folk hero Dick Whittington believed the streets
were paved with gold, anything could happen - and everything has.
You may think you know the history of London. You don't. Or at
least, not entirely. This is the story of the capital as you've
never, quite, heard it before.
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.
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.
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
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+
Arthur Du Fuss, bitter, alone, and ignored by his neighbours, has
two secrets: one dies with him when he commits suicide; the other
is the vast wealth he amassed through the creation of a cult board
game. Now his erstwhile neighbours receive a post-mortem invitation
to the offices of a charismatic City lawyer to play a final version
of the game; the prize - Arthur's fortune. As they dice with the
devil, the game first exposes the fragility of their relationships,
and then tears them apart, with tragic and horrifying consequences.
But Arthur, too, must pay for his revenge. The old man learns that
outstanding debts can still be called in, even when you are dead.
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