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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
Fun Scrabble word puzzles for kids aged 7+ Get ready for more than
120 word puzzles, inspired by the classic board game that always
spells F-U-N! * Bursting with brain-tickling anagrams, word wheels,
missing vowels, kriss kross, tile score and lots more * Have a go
at the beginner puzzles before turning over the book for advanced
ones * Gain confidence in spelling and vocabulary in a fun and
friendly way (c)2022 Mattel. SCRABBLE (TM) and SCRABBLE tiles,
including S1 tiles, are trademarks of Mattel
"How we should think about board games, and what do they do to us
as we play them?" Writer and critic Eric Thurm digs deep into his
own experience as a board game enthusiast to explore the emotional
and social rules that games create and reveal, telling a series of
stories about a pastime that is also about relationships. From the
outdated gender roles in Life and Mystery Date to the cutthroat,
capitalist priorities of Monopoly and its socialist counterpart,
Class Struggle, Thurm thinks through his ongoing rivalries with his
siblings and ponders the ways games both upset and enforce
hierarchies and relationships-from the familial to the
geopolitical. Like sitting down at the table for family game night,
Board Games is an engaging book of twists and turns, trivia, and
nostalgia. Avidly Reads is a series of short books about how
culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah
Mesle, Avidly-an online magazine supported by the Los Angeles
Review of Books-specializes in short-form critical essays devoted
to thinking and feeling. Avidly Reads is an exciting new series
featuring books that are part memoir, part cultural criticism, each
bringing to life the author's emotional relationship to a cultural
artifact or experience. Avidly Reads invites us to explore the
surprising pleasures and obstacles of everyday life.
"How we should think about board games, and what do they do to us
as we play them?" Writer and critic Eric Thurm digs deep into his
own experience as a board game enthusiast to explore the emotional
and social rules that games create and reveal, telling a series of
stories about a pastime that is also about relationships. From the
outdated gender roles in Life and Mystery Date to the cutthroat,
capitalist priorities of Monopoly and its socialist counterpart,
Class Struggle, Thurm thinks through his ongoing rivalries with his
siblings and ponders the ways games both upset and enforce
hierarchies and relationships-from the familial to the
geopolitical. Like sitting down at the table for family game night,
Board Games is an engaging book of twists and turns, trivia, and
nostalgia. Avidly Reads is a series of short books about how
culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah
Mesle, Avidly-an online magazine supported by the Los Angeles
Review of Books-specializes in short-form critical essays devoted
to thinking and feeling. Avidly Reads is an exciting new series
featuring books that are part memoir, part cultural criticism, each
bringing to life the author's emotional relationship to a cultural
artifact or experience. Avidly Reads invites us to explore the
surprising pleasures and obstacles of everyday life.
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.
It all began with one small step. Game Changer is the story of how
a twenty-three-year-old waiter from Seattle had the outrageous
dream of beating industry giants Milton Bradley and Mattel at their
own game. With no experience, Rob Angel used his guts, drive, and
intuition to create one of the most beloved board games of all
time: Pictionary. Rob did it his way. He produced the first 1,000
games by hand in his tiny one- bedroom apartment, disrupted the
market by selling to nontraditional retail outlets, and did
countless demonstrations at the bottom of the escalator at
Nordstrom" "a store with no game department. Anything to succeed.
Getting there wasn't easy; Rob had to navigate his way through
production mishaps, cash flow troubles, and countless copycats
trying to scratch their way past Pictionary. Still, within three
years, Pictionary became the bestselling board game in North
America, and shortly after, the world. When Mattel acquired
Pictionary in 2001, a staggering 38,000,000 games had been sold in
60 countries. In Game Changer, Rob shares the remarkable inside
story of taking Pictionary from simple idea to iconic global brand
by breaking rules and breaking records, never giving up or giving
in, and working harder when most would walk away all while having
the time of his life. Candid and compelling, Game Changer is as
much a captivating memoir as it is a blueprint to personal and
professional success.
Tabletop and board games aren't just for rainy days or awkward
family events anymore. As the game industry grows, people of all
ages are jumping to play "the original social network." In our
ever-increasing technological world, playing old-school games is a
welcome retreat from the overexposure to Instagram, Twitter,
Facebook, and the rest of social media. Over the past few years,
board games have become the hot new hobby. Instead of friends
sitting around the same table and staring at their phones, they are
now either working with or against each other. Millions upon
millions of new fans have begun to join their friends in real life
for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The
Everything Tabletop Games Book shows how to play some of the best
tabletop games in the world, from classic strategy games like
Settlers of Catan to great new games like Gloomhaven. Throughout
the book, you'll learn the different genres of tabletop and board
games; how to play each game; rules and strategies to help you win;
and even where to play online-including new expansions to keep your
favorite games fresh and exciting. So gather up some friends, pick
a game from this book, and start playing! You'll be having a blast
in no time.
What are the odds against winning the Lottery, making money in a casino, or backing the right horse? Every day, people make judgements on these matters and face other decisions that rest on their understanding of probability: buying insurance, following medical advice, carrying an umbrella. Yet many of us have a frightening ignorance of how probability works. Taking Chances presents an entertaining and fascinating exploration of probability, revealing traps and fallacies in the field. It describes and analyses a remarkable variety of situations where chance plays a role, including football pools, the Lottery, TV games, sport, cards, roulette, coins, and dice. This new edition has been fully updated, and includes information on "Who Wants to be a Millionaire?" and "The Weakest Link", plus a new chapter on Probability for Lawyers.
This book contains good tenets of the great game of backgammon. How
does a winning backgammon player think as each individual game
develops? Opening rolls are described, with strategy lessons in
mind. Basics of probability and estimation, as they apply to
backgammon, are reviewed. The power of the doubling cube - as a
weapon - is discussed. The goal is not to merely list a few
backgammon tips, but to teach a way of thinking about the game so
that readers develop a sense of vision for how backgammon games
evolve. We want you to strive for constant improvement in your
game. And we want to maximize your backgammon improvement while
minimizing your studying and reading time. This book is designed
for the serious beginner to the advanced backgammon player.
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