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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
Making a great board game and pitching it to publishers are two
completely different things. If you've got a game that you want to
share with the world but don't know what to do next, this book will
help you navigate through exactly what steps to take. You'll
discover: How to find the right publisher Exactly what publishers
are looking for How to create a sell sheet that will actually sell
your game How to negotiate the best deal and get paid more for your
game What to look out for in contracts to make sure you don't get
exploited You'll learn from Joe's experiences as a full-time board
game designer and instructor, along with tips and stories from a
dozen other published designers, plus the exact things that
publishers want. Direct from 16 established publishers.
Are you thinking about working in the board game industry? Here's
what you need to know. There are so many jobs and roles that need
to be filled in the board game industry. You might just have the
right skills and experience to excel. But first you need to know
what opportunities exist and what the hardest gaps are to fill! In
this book, you'll discover * What jobs are really in demand * How
you can get your foot in the door with a publisher * Jobs in the
industry you've never even thought of * What other opportunities
exist for people with skills just like yours With insights from
over 40 industry pros, as well as the author's many years of
experience, you'll be able to put your own skills and experience to
great use in an amazing, growing industry.
Are you thinking about working in the board game industry? Here's
what you need to know. There are so many jobs and roles that need
to be filled in the board game industry. You might just have the
right skills and experience to excel. But first you need to know
what opportunities exist and what the hardest gaps are to fill! In
this book, you'll discover * What jobs are really in demand * How
you can get your foot in the door with a publisher * Jobs in the
industry you've never even thought of * What other opportunities
exist for people with skills just like yours With insights from
over 40 industry pros, as well as the author's many years of
experience, you'll be able to put your own skills and experience to
great use in an amazing, growing industry.
Making a great board game and pitching it to publishers are two
completely different things. If you've got a game that you want to
share with the world but don't know what to do next, this book will
help you navigate through exactly what steps to take. You'll
discover: How to find the right publisher Exactly what publishers
are looking for How to create a sell sheet that will actually sell
your game How to negotiate the best deal and get paid more for your
game What to look out for in contracts to make sure you don't get
exploited You'll learn from Joe's experiences as a full-time board
game designer and instructor, along with tips and stories from a
dozen other published designers, plus the exact things that
publishers want. Direct from 16 established publishers.
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Listography
(Game)
Lisa Nola
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R620
R541
Discovery Miles 5 410
Save R79 (13%)
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Ships in 5 - 10 working days
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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
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
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.
Welcome to Dungeon Academy, where monsters and creatures train for
the dark world that awaits just beyond the Dungeon walls. Something
BIG has come knocking on the gates of Dungeon Academy! The
undefeated Waterdeep Dragons have arrived for the Tourney of Terror
games, which happens every fifty years and features every monster's
favourite sport: Goreball! The Dungeon Academy Flumphs are
outnumbered, outsized, and outmonstered! But our hero, Zelli
Stormclash (a forbidden human, secretly disguised as a minotaur),
is no stranger to impossible odds. Just a few weeks ago, Zelli and
her crew, the Danger Club, came face-to-face with a maniacal
necromancer and his army of undead! If this wasn't enough to raise
scales Zelli's reoccurring nightmare of a dark entity annihilating
her world may be more than just a bad dream. Something sinister is
lurking in the halls of the academy, and only Zelli seems to
notice. But when Zelli uncovers a dark past hidden beneath Dungeon
Academy, she unlocks something that will concern everyone at
school, every dragon at Waterdeep, and everything within the
Forgotten Realms. Get ready for humor, heart, magic, and adventure
as middle graders and beyond learn to embrace who they are, accept
others' differences, and discover the hidden secrets that dwell
deep within themselves, and within Dungeon Academy!
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.
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.
This interactive pack from the world's leading brain brand contains
everything you need to sharpen your mental agility while having
fun. Inside are a series of puzzles, exercises and games especially
devised to inspire new ways of thinking. The book is divided into a
series of self-contained courses on one particular aspect of brain
power, which then direct you to related games and activities
included within the rest of the pack. Work through the whole pack
and you will find yourself thinking quicker, solving problems more
easily, being more creative, and best of all you will have had fun
along the way! This pack contains: A 72-page book * 120 cards used
for a variety of different games * A double-sided game board *
Playing counters * Dice
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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.
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
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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!
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.
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.
Warhammer 40,000: The Ultimate Guide dives into the vast universe of
the 41st Millennium with hundreds of beautiful photographs showcasing
miniatures from every faction, following key characters through the
evolution of their models and exploring Warhammer 40,000 in pinpoint
detail through the lens of its incredible miniatures.
This essential visual journey through the history of Warhammer 40,000
is written by NYT bestselling authors Gav Thorpe and Guy Haley, and is
packed with insight into the game’s defining miniatures.
© Copyright Games Workshop Limited 2024
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.
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.
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