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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
A tense, economic eurogame for one to four players, charting the rise
and fall of the 12th Century's greatest city.
The ancient city of Merv. A gateway between the East and the West. A
hub of scholarship and trade. The greatest city in the world.
In Merv: The Heart of the Silk Road players are vying to amass power
and wealth in the prosperous city at the centre of the land. Through
careful court intrigue, timely donations to the grand mosque, and
securing favourable trade deals, players attempt to redirect as much of
that prosperity as possible into their own pockets.
Meanwhile, beyond the city walls Mongol hordes approach. If you help
construct the city walls you give up on precious opportunities to build
up your own stature, but leave it unprotected and you will burn with
the city. Every decision is weighty and the consequences of each
misstep are dire. Will you rise to prominence or fade into oblivion?
Number of players: 1-4
Ages: 14+
Play time: 90 - 120 minutes
Components: Board, 25 tiles, 48 cards, 100+ wooden pieces, 100+ tokens
Match the cats and kittens of 25 breeds from around the world in
this beautifully illustrated memory game. To play, simply place the
cards face down and see if you can remember where the mother cat
and her kitten are located. Collect more pairs than your opponent
to win! With all kinds of breeds included – from the British
Shorthair to the Siamese, and from the Maine Coon to the hairless
Sphynx – this fun and educational game will appeal to cat lovers
everywhere.
Unleash the ultimate draconic compendium with The Book of Dragons for
Dungeons & Dragons! Delve into the awe-inspiring world of dragons,
lavishly illustrated with newly commissioned artworks and penned from
the perspectives of Tiamat and Bahamut, the mighty dragon gods
themselves.
This definitive guide unveils the rich lore, diverse types, and
legendary characters of the dragon realm. Essential for every D&D
fan, it offers unparalleled insights into these iconic creatures that
for decades have been the heart and soul of the game. Elevate your
campaigns and deepen your knowledge--discover why The Book of Dragons
is a must-have for every adventurer's collection.
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Cryptid
(Game)
Hal Duncan, Ruth Veevers; Illustrated by Kwanchai Moriya
1
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R1,083
R790
Discovery Miles 7 900
Save R293 (27%)
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Ships in 10 - 15 working days
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In this unique deduction game of honest misdirection you are all
cryptozoologists, trying to be the first to discover definitive proof
of a cryptid in the wilds of North America. Each player will be given a
unique clue – one piece of crucial information about where the creature
lives. When combined, the clues identify a single space on the map –
the creature’s habitat.
Each player’s clue either states an area where the creature can be
found or where it cannot be found, based on the terrain and structures
on the board. During the game, you will ask each other questions with
the aim of guessing each other’s clues. The first player to correctly
use all of the clues to find the habitat wins the game!
The King is dead. The kingdom is divided. Three factions – the
Scottish, the Welsh, and the English – vie for control and, across the
sea, foreign invaders prepare to take advantage of the chaos. Players
must marshal their limited resources to influence this power struggle,
while ensuring that the faction that rises to dominate the realm
favours them above all other claimants to the throne.
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Imperium: Classics
(Game)
Nigel Buckle, David Turczi; Illustrated by Mihajlo Dimitrievski
2
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R806
Discovery Miles 8 060
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Ships in 10 - 15 working days
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In your hands lies the destiny of one of history's great civilisations.
Under constant threat of attack, you must conquer new lands, oversee
dramatic scientific and cultural advances, and lead your people into
the era of empire. Expand too rapidly, and unrest will bring your
civilization to its knees; build up too slowly, however, and you might
find yourself a mere footnote of history. As one of eight radically
asymmetric civilisations, you will compete to become the most dominant
empire the world has ever seen.
Imperium: Classics is a standalone
game that contains the Carthaginian, Celt, Greek, Macedonian, Persian,
Roman, Scythian, and Viking civilisations and an individual solo
opponent behaving as each nation. It is fully compatible with Imperium: Legends for players wanting to
expand their pool of civilisations even further.
Some board games-like Candy Land, Chutes & Ladders, Clue, Guess
Who, The Game of Life, Monopoly, Operation and Payday--have
popularity spanning generations. But over time, updates to games
have created significantly different messages about personal
identity and evolving social values. Games offer representations of
gender, sexuality, race, ethnicity, religion, age, ability and
social class that reflect the status quo and respond to social
change. Using popular mass-market games, this rhetorical assessment
explores board design, game implements (tokens, markers, 3-D
elements) and playing instructions. This book argues the existence
of board games as markers of an ever-changing sociocultural
framework, exploring the nature of play and how games embody and
extend societal themes and values.
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Inkling
(Game)
John Keyworth; Illustrated by Kwanchai Moriya
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R370
Discovery Miles 3 700
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Ships in 10 - 15 working days
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Splashes of dark ink on a blank page, the characters illegible - or
are they? The line that seemed like a scribble, could it perhaps be
the letter N, or is it a Z on its side? And that circle, is it an O
or a Q, or maybe part of a B? You can't know for sure, but you
might have an inkling... Inkling is a word game for 3 to 6 players
with an innovative twist. Each turn you will play your letter cards
in front of you, hoping the players next to you can glean the words
you're trying to convey - but without the perfect letters you will
need to get creative! How you go about that is up to you: rotate
your cards, play them upside down or on their side, or have them
overlap one another - whatever it takes to get your meaning across.
Players: 3-6 Playing Time: 20 minutes Ages: 14+ Contents: 200+
Cards, Scorepad
Learn the language of flowers in this blossoming memory game. Match
flowers to their uses and meanings, and collect the most pairs to
win. From lillies at funerals, to 'flower power' carnations - this
fun game is an ideal gift for nature lovers. Pair up the flowers
with their typical uses and meanings in this beautiful and simple
memory game. To play, place the cards face down and see if you can
remember where the matching pairs are located. Collect more pairs
than your opponent to win! With all kinds of flowers included -
from marigolds in Mexican Day of the Dead displays to Japan's
cherry blossom season, and from Van Gogh's Sunflowers to the first
flower germinated in space - this fun and educational game is an
ideal gift for nature lovers everywhere.
Immerse yourself in a world of abstract equilibrium with 57 tiles
inspired by the Modernist master Piet Mondrian. Arrange the tiles
to create table-top compositions of perfect balance, large or
small. Beautifully presented and with millions of possible
arrangements, Make Your Own Mondrian will delight would-be
Modernists of all ages.
Whether you're an American Mah Jongg newbie or an intermediate
player looking to gain an edge over your opponents, American Mah
Jongg for Everyone is the perfect book to help you start practicing
your game! Experienced international Mah Jongg instructors Gregg
Swain and Toby Salk walk you through the basics of American Mah
Jongg--introducing readers to the tiles, rituals, history, rules
and winning strategies of the game. Using the humor, warmth and
professional tips they share with their own students, this
narrative-style instruction book offers an accessible way to learn
this popular game. Topics include: Recognizing Mah Jongg tiles in
different types of sets Building the walls and dealing the tiles
Organizing your tiles and planning your play Understanding table
rules and etiquette Winning strategies for various types of hands
National Mah Jongg tournament director Gladys Grad contributes a
foreword that explains why so many people love the game. Grad also
has written a chapter that outlines the rules of Siamese Mah Jongg,
a fun two-person game she created that you can't find in any other
Mah Jongg book! This book comes with everything you need to get
started playing, including: A timeless sample Mah Jongg scoring
card A paper set to cut out and use while learning Easy-to-follow,
step-by-step instructions Over 80 color illustrations Helpful
practice exercises and quizzes that reinforce the lessons Access to
a website that provides up to date information about the game A
glossary of terms that every Mah Jongg player needs to know From
the many different types of tiles and how to recognize them,
personal stories about the game and historical trivia, American Mah
Jongg for Everyone has something for anyone interested in this
fascinating game.
The Game of the Goose is one of the oldest printed board games,
dating back 400 years. It has spawned thousands of derivatives:
simple race games, played with dice, on themes that mirror much of
human activity. Its legacy can be traced in games of education,
advertising and polemic, as well as in those of amusement and
gambling - and games on new themes are still being developed. This
book, by the leading international collector of the genre, is
devoted to showing why the Game of the Goose is special and why it
can lay claim to being the most influential of any printed game in
the cultural history of Europe. Detailed study of the games reveals
their historical provenance and - reversing the process - gives
unusual insights into the cultures which produced them. They
therefore provide rich sources for the cultural historian. This
book is beautifully illustrated with more than 90 illustrations,
many in color, which are integrated throughout the text.
Thirty-six masterpieces are up for auction. Are they bargains to be
snapped up or over-hyped drains on your finances? You'll never know
unless you bid! In this board game for up to six players, you
travel the world as an art collector scouring the auction houses,
visiting art fairs, and making private deals in search of elusive
artworks to complete your collection. The winner is the player with
the most valuable collection and the most cash in hand at the end
of the game.
The ideal gift for all word gamers! A bumper book of more than 250
puzzles for word game lovers. Based on techniques required for
Scrabble, these challenges have been designed to put your word
power to the ultimate test. All words used are from the official
Scrabble word list, so you learn as you play. Suitable for the
whole family. In this collection of word puzzles you will find:
Word Slider - move tiles in the grid to create multiple words
Scrabble (TM) Word - a variation of Wordle, solve the anagram from
the clues given Seven Letters - solve the given clues to find the
hidden 7-letter word Scrabble (TM) Score - try and make the maximum
score from a given rack of tiles Wordsearch - ideal for word
training Anagram Challenges - unscramble the letters from the racks
Give me a clue - fill in the blank tiles to match the definition
Word Wheel - find as many words as you can with a given length
Scrabble (TM) Soup - find the highest-scoring word you can in the
grid of letters Word Ladder - get from the top of the ladder to the
bottom by exchanging one letter at a time Star Letter - find the
word that can be formed using every letter once and the star letter
twice Consonant Crosswords - complete the crossword, where all the
vowels have already been placed (c)2022 Mattel. SCRABBLE (TM) and
SCRABBLE tiles, including S1 tiles, are trademarks of Mattel
Board games have long fascinated as mirrors of intelligence, skill,
cunning, and wisdom. While board games have been the topic of many
scientific studies, and have been studied for more than a century
by psychologists, there was until now no single volume summarizing
psychological research into board games. This book, which is the
first systematic study of psychology and board games, covers topics
such as perception, memory, problem solving and decision making,
development, intelligence, emotions, motivation, education, and
neuroscience. It also briefly summarizes current research in
artificial intelligence aiming at developing computers playing
board games, and critically discusses how current theories of
expertise fare with board games. Finally, it shows that the
information provided by board game research, both data and
theories, have a wider relevance for the understanding of human
psychology in general.
Play with structure board games is developmentally appropriate for
latency-age children but is seldom discussed in the child therapy
literature or seen as therapeutically useful. This book describes
ways that structured board games can reveal the internal
psychodynamic working of the child and can be understood as
projective material. Clinical examples of children's play reveal
parallels between their dramatic and their board-game play. Both
show unconscious content, defensive needs, and interpersonal and
transferential relationships. As therapists, we can search for the
same underlying dynamics we would look for in these other symbolic
expressions."This book also discusses a child's developmental
changes and how the dramatic, magical play of childhood is replaced
by the structured, rule-oriented play of the middle years.
Therapists must sensitively follow hem in this development, rather
than force them to continue the more regressed play of childhood or
push them prematurely into the verbal world of adolescents and
adults. Children's Use Of Board Games in Psychotherapy demonstrates
ways to work with the material which children give us at this
stage, even when expressed in the form of structured games.
A Real Simple gift guide pick for 2017 A fun board game based on
the best-selling Listography journal series: Listography: The Game
invites players to create and share lists based on fun and
thought-provoking topics - from geography and pop culture to
toothpaste and constellations! With the goal of being the first
around the game board, players score points according to the number
of similar or unique answers. Every round in the game results in
creative thinking, surprise outcomes, and lots of laughs. May the
best list win! * Small and compact for travel and to take to dinner
parties * Game makes a fun and unique housewarming gift * Lisa Nola
is the creator of the Listography book series and the popular
list-making website, listography.com. With over one million copies
sold, her books inspire creative auto-biography and reinvention
through list-making Listography: The Game will appeal to
list-lovers who want to have a good time laughing with friends. *
For 3-6 players, ages 12 and up * Includes: 300 cards (300 list
topics), game board, 6 player tokens, sand timer, 6 list pads *
Great ice-breaking game and for groups to get to know each other
SENSITIVE, ENGAGING ILLUSTRATIONS. Bee Grandinetti's approachable
illustrations clearly and amusingly depict each emotion so that
they can be recognized and explored in a fun, low-pressure way
EDUCATIONAL. Features 48 emotions ranging from happiness and
sadness to anger, apathy, and anxiety. Written by Dr Emily
Midouhas, a developmental psychologist and associate professor at
UCL, specializing in the effects of the social and built
environment on the emotional and behavioural problems of children
and the mental health of children with special educational needs
across childhood and adolescence, particularly children with ADHD
and autism EASY TO PLAY. An easy-to-play bingo game for the whole
family: be the first to get all 16 emotions on your card to win
BINGO! COLLECT THE SERIES. Follows the successes of bestselling
Dinosaur Bingo, Scary Bingo, Jungle Bingo, Poo Bingo and more! THE
PERFECT GIFT. Beautifully designed, illustration-led, high-spec
product for maximum gifting potential A fun and engaging way for
kids and adults to talk about their emotions. The gameboard
features 48 emotions as characters, illustrated by Bee Grandinetti
whose warm and sensitive illustrations have been featured by
Headspace and Airbnb. Each player gets a card with 16 emotions. An
accompanying booklet by developmental psychologist Dr Emily
Midouhas explains each emotion in child-friendly language and gives
tips on learning to express emotions and allow them to be felt in
healthy ways.
The Ancients, age-old guardians of the arcane crystals, have long
slumbered in their secret vaults. Rumoured to be invincible
sentinels, they have defended their crystals unchallenged for eons.
With the fall of the Empire, the most desperate bands of the
Wildlands have joined forces to take them down and claim the
crystals they protect. Wildlands: The Ancients introduces powerful
creatures and new terrains that allow players to play Wildlands
solo and cooperatively, as well as supporting play with up to six
players. Requires a copy of Wildlands to play. At six players,
requires a copy of Wildlands and either The Unquiet Dead or The
Adventuring Party to play. Players: 1-6 Playing Time: 60 minutes
Ages: 14+ Contents: 5 Unique Over-Sized Miniatures, Doubled-sided
Playing Board, 100+ Cards, 5 Double-Sided Scenario Sheets, 80+
Counters, 10 Plastic Bases, 10 Crystals
Board games have long fascinated as mirrors of intelligence, skill,
cunning, and wisdom. While board games have been the topic of many
scientific studies, and have been studied for more than a century
by psychologists, there was until now no single volume summarizing
psychological research into board games. This book, which is the
first systematic study of psychology and board games, covers topics
such as perception, memory, problem solving and decision making,
development, intelligence, emotions, motivation, education, and
neuroscience. It also briefly summarizes current research in
artificial intelligence aiming at developing computers playing
board games, and critically discusses how current theories of
expertise fare with board games. Finally, it shows that the
information provided by board game research, both data and
theories, have a wider relevance for the understanding of human
psychology in general.
Designed to revive The Art of Conversation(R), TAOC(R) is a
fabulous way to have balanced, interesting and meaningful
communications. This Travel Edition follows on from the success of
the original TAOC(R) games, offering new avenues to think, and
talk, about the world. Included is an instruction booklet, as well
as over 300 areas of discussion from topics on geography, history,
languages, anthropology, philosophy, architecture, politics, and
much more. TAOC(R) Travel enables us to gain new perspectives and
broaden our view of the world in a fun and easy to use format. Best
of all, your own life experiences, interests and ideas are all
that's required to enjoy and reap the full benefits of TAOC(R)
Travel. TAOC(R) Travel is an excellent learning tool for students
of any age, as it works well regardless of actual travel
experience; facilitating healthy debates and discussions, as well
as being a useful tool for research topics, interactive tours and
lesson plans. With TAOC(R) Travel, a myriad of world journeys await
you, and can be experienced right in you very own home!
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