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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
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.
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
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.
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.
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.
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.
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.
The classic World War II board game returns in this stunning,
award-winning deluxe edition from Osprey Games Colditz Castle -
World War II. An impregnable fortress. An inescapable prison. Until
now. Designed by Major Pat Reid, one of only a handful of
prisoners-of-war to escape Colditz Castle, and screenwriter Brian
Degas, Escape From Colditz is the iconic game of careful planning
and nerves of steel. Become Allied escape officers - assemble your
equipment, plot your escape routes, and coordinate your efforts to
avoid the guards. Become the German security officer - maintain
control through guile, ruthlessness, and careful observation
despite limited numbers. This deluxe edition of the classic game
for 2 to 6 players includes both original and updated rules, new
hand-painted artwork, an oversized board, 56 wooden playing pieces,
100 fully illustrated cards, a 32-page history book, and unique
replicas of artefacts from the prison.
Players: 2-4 Ages: 14+ Playing Time: 30-60 minutes Contents: 20
Unique Miniatures, 20 Character Cards, 120 Action Cards, 42
Battlefield Cards, Double-Sided Playing Board, Counters &
Tokens The great Darkness has fallen, and the Empire with it. The
arcane crystals which once powered entire cities were shattered,
and the darkness was destroyed by the magics unleashed. All that
remains are the lawless ruins known as the Wildlands, and the
shards of the crystals that have been strewn across them. Now a few
souls, the brave and the desperate, seek the shards to harness
their power for their own ends. Take control of one of four
factions, from the spell-slinging Mages' Guild or the nimble
Gnomads to the versatile Lawbringers or the hard-hitting Pit
Fighters. Each brings their own playstyle, with unique decks of
action cards determining their abilities on the battlefield, so
plan your tactics carefully. Dash through the ruins to grab the
crystals you so desperately desire or focus your efforts on taking
out the opposition - but take care, danger may be lurking in the
darkness... In the Wildlands, opportunity awaits... if you fight
for it.
Test your vocabulary with Wordwise! Dice Game from Wexler Studios.
Roll the dice to create as many words as you can in 1-minute. * Tin
Size: 7.67 x 3.74 x 1.22", 195 x 95 x 31 mm * Score-pad with
perforated sheets * Mini Pencil * Sand Timer * 16 Lettered + 2
Numbered Die * Instruction Sheet
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
It's a little-known trivia fact, but you can actually play games
with dominos instead of just lining them up and knocking them over.
In fact, this double-six set of acrylic dominos by Brass Monkey
includes everything you need* to play 15 different games (while
getting uncomfortably competitive with your friends and family).
*Smugness not included. * Includes 28 double-sided acrylic dominos.
In other words, each side features a unique design so that you can
play using either numbers or shapes. Psst: look at the pictures. *
Features an instruction book that explains how to play 15 different
games in detail (from Bergen to Matador - and everything in
between). * Don't worry; even though they are double-sided, each
face has a randomly different value, so you can't cheat (We're
looking at you, grandma). * The outer box measures 9" by 4.25" by
2.5" deep. * Each domino measures 1" by 2" by .22" deep.
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
'Timely... wonderfully entertaining' - The Wall Street Journal In
It's All A Game renowned games expert Tristan Donovan opens the box
on the incredible and often surprising history and psychology of
board games. He traces the evolution of the game across cultures,
time periods, and continents, from the paranoid Chicago toy genius
behind classics like Operation and Mouse Trap, to the role of
Monopoly in helping prisoners of war escape the Nazis, and even the
scientific use of board games today to teach artificial
intelligence how to reason and how to win. With these compelling
stories and characters, Donovan ultimately reveals why board games
have captured hearts and minds all over the world for generations.
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!
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
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?
Disconnect from a device-oriented world and rediscover the classic
Chinese game of mahjong-while improving focus, creativity and
stimulating memory-with this comprehensive yet gifty guide that
includes all the basics of the game, tips and techniques on how to
play, and strategies to win both international mahjong and American
mahjong. The classic game of mahjong was created over 2,000 years
ago during the Qing Dynasty in China, but recently, it's
experiencing a renaissance. No longer reserved for older players,
mahjong is being rediscovered by millennials and is recognized for
its ability to improve brain function, and reduce symptoms of
cognitive diseases like dementia. Learning any new game can be
difficult, especially one as complex as mahjong, which includes
over dozens of tiles with different meanings. But whether you are a
complete novice or a casual player looking to brush up on mahjong
skills and techniques, The Little Book of Mahjong can help you get
ahead in this classic game, whether you are playing international
mahjong or American mahjong. With a comprehensive breakdown on all
of the various tiles involved in the different versions of the
game, explanations of what each tile means, detailed information on
scoring, tips on how to improve your skills, and strategies for
winning, this guide is perfect for mahjong players both new and
old. Including a brief history of the game and its significance as
well as full-color photos of game pieces and game objectives,
you'll become a mahjong master in no time.
Despite the advent and explosion of video games, boardgames--from
fast-paced party games to intensely strategic titles--have in
recent years become more numerous and more diverse in terms of
genre, ethos and content. The growth of gaming events and
conventions such as Essen Spiel, Gencon and the UK Games EXPO, as
well as crowdfunding through sites like Kickstarter, has
diversified the evolution of game development, which is
increasingly driven by fans, and boardgames provide an important
glue to geek culture. In academia, boardgames are used in a
practical sense to teach elements of design and game mechanics.
Game studies is also recognizing the importance of expanding its
focus beyond the digital. As yet, however, no collected work has
explored the many different approaches emerging around the critical
challenges that boardgaming represents. In this collection, game
theorists analyze boardgame play and player behavior, and explore
the complex interactions between the sociality, conflict,
competition and cooperation that boardgames foster. Game designers
discuss the opportunities boardgame system designs offer for
narrative and social play. Cultural theorists discuss boardgames'
complex history as both beautiful physical artifacts and special
places within cultural experiences of play.
Put your shades on, because this special edition of Millennial
Loteria is shiny AF! And now up to 20 people can play! Every single
card and board in this premium edition got a glow-up to guarantee
your party is more lit than ever. Born from the viral Instagram
account @MillennialLoteria, this game is a modern twist on the
popular "Mexican Bingo" and features extra boards, cards, and
bitcoins for up to 20 players. Millennial Loteria Shiny AF
features: 56 Iridescent Cards (a combo of our original favorites
made shiny + new cards that are funny AF) 20 Game Boards 160
Bitcoins 1 Enamel Pin ...All in one Shiny Box No filter necessary,
the Millennial Loteria La Shiny AF Edition already shines bright
like a diamond! OMG IMPORTANT INFO: This Shiny AF version is a
stand alone game, and is not an expansion pack to be combined with
other game sets.
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