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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
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.
Inside the covers of this little book lie the secrets of Britain's
first Scrabble World Champion and World Scrabble Championship 2016
runner-up Mark Nyman. Updated based on the revised wordlist
officially adopted by WESPA from 1st September 2015. Scrabble is
played by millions but mastered by very few and unless you're a
Scrabble player who likes to lose, this book is a must. In it Mark
Nyman spells out the most useful two letter words, what to do when
you have a case of irritable vowel syndrome, strategies for how to
get off to a flying start and lists our language's strangest and
most unbelievably useful words. Between these golden tips come
anecdotes and words of wisdom from a lifetime at the top.
Beautifully produced, Collins Little Book of Scrabble (TM) Secrets
is a treasure in itself and makes a perfect gift. Be careful who
you give it to though; you might find yourself scrabbling around in
their dust when next you play!
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.
Ancient Games (first published as an instructional booklet in 1936)
offers basic instructions and game board details for over twenty
board games (and several variations) from Africa, Europe, and Asia.
Games like Wari, Helma, Halma, Reversi, Ruma, Wu-fu, Chongkak, Go
Moku, Nine-Men's Morris, and Yoot are included. (Several of these
are related to Mancala.) These would make great projects to create
and play for children and adults alike.
Winner of the 2012 Origins Award
Pull up a chair and see how the world's top game designers
roll.
You want your games to be many things: Creative. Innovative.
Playable. Fun. If you're a designer, add "published" to that
list.
The "Kobold Guide to Board Game Design" gives you an insider's
view on how to make a game that people will want to play again and
again. Author Mike Selinker (Betrayal at House on the Hill) has
invited some of the world's most talented and experienced game
designers to share their secrets on game conception, design,
development, and presentation.
In these pages, you'll learn about storyboarding, balancing,
prototyping, and playtesting from the best in the business.
A visually stunning exploration of a legendary fantasy world The
Forgotten Realms offer D&D players an endless array of secrets
to uncover, foes to fight, and treasures to be taken. But there is
one name that has always stood out from the rest: Drizzt. Drizzt
Do'urden. This legendary drow elf ranger has been adventuring
across the Forgotten Realms for decades, whether through New York
Times bestselling fantasy novels or award-winning video games. Now
Drizzt will take readers on a spectacular journey through his
world. This book showcases Drizzt and his travels through the
Forgotten Realms in never-before-seen detail, with the glorious
artwork produced by Wizards of the Coast put centre stage. From the
glaciers of Icewind Dale to the teeming cities of the Sword Coast,
and the sinister shadows of the Underdark to the chambers of
Mithral Hall, fans can explore the Realms through Drizzt's eyes as
never before with this immersive, extraordinary guide to their
favourite fantasy setting. © and ™ 2023 Wizards of the Coast
Dive deep into the history of the world's most popular fantasy RPG
livestream with the cast of Critical Role in this definitive guide
featuring never-before-seen illustrations and photos. From its
unassuming beginnings as a casual home game between friends to the
role-playing phenomenon it is today, Critical Role has become the
stuff of legend. These pages chronicle how a circle of friends who
all happen to be talented voice actors built the most-watched
tabletop role-playing livestream of all time. Discover dazzling new
illustrations and richly written insights into the locations,
characters, and adventures featured in the hundreds of episodes
across Critical Role's two campaigns, Vox Machina and the Mighty
Nein. Go behind the scenes with archival photos and exclusive
interviews with Dungeon Master Matt Mercer and the entire Critical
Role cast as they explore their characters' most triumphant moments
and darkest hours. And celebrate the massive community of Critters
who support and expand the show's world through a highlighted tour
of the crafts, cosplay, and art they create every day. Featuring a
foreword from the cast, lush illustrations, and the inside story
you won't find anywhere else, this book is your indispensable guide
to Critical Role. The adventure begins!
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