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Books > Sport & Leisure > Hobbies, quizzes & games
Previously published as Mindfulness Moments.
Take a few minutes out of your day, wherever you are, and colour your way to peace and calm.
Working with your hands is one of the best ways to soothe anxiety and eliminate stress. This stunning, pocket-sized colouring and activity book offers practical exercises in mindfulness that draw on your creativity and hone your focus.
The Mindfulness Moments Colouring Book is the third book from international bestselling illustrator Emma Farrarons. Perfectly sized to carry around in your pocket or bag, this gorgeous adult colouring book includes ideas for mindfulness activities, all beautifully embellished with exquisite scenes and intricate, sophisticated patterns.
Welcome to the magical and joyous world of Notebook Doodles
Christmas! This fun and engaging coloring book for 'tweens is
filled with 32 festive designs of Christmas scenes, reindeer,
penguins, presents, snowflakes, stockings, trees, treats, and so
much more from talented artist Jess Volinski. With uplifting art
activities for young girls, Jess also includes instructions on
basic coloring techniques, fully colored examples, and charming
quotes to go with every design. Watercolors, colored pencils,
markers, crayons, and gel pens will all look stunning on
archival-grade, acid-free, 200-year paper. Each one-sided page is
perforated, so when it's finished, it can easily be removed to hang
up or give as a gift.
Board games have been played throughout the world for thousands of
years. Many times, in many different cultures, people have amused
themselves by devising mock races, battles and hunts, played in
miniature on a small surface. The rules and the level of
sophistication have changed through the ages, but the general idea
has remained the same. Some of the oldest games, like backgammon,
chess and draughts, are still popular today. This book looks at
twelve different games taken from various periods of history. Most
will not be recognised by the general public, but deserve to be
better known. They are pachisi, halma, agon, tab, fanorona, nine
men's morris, wari, konane, xiang qi, tablut, asalto and renju.
Each game has a whole chapter to itself, which includes a history,
the rules, and a section on strategy and tactics. It is the
author's intention that the reader will gain appreciation and
enthusiasm for these wonderful old games, and be entertained by
them for years to come.
Science Fiction Hobby Games serves as a history and guide to
tabletop gaming franchises set in original science-fictional
milieux. Its subject is the pen and paper role playing games and
model and counter based wargames that preceded modern videogames
and still evolve alongside them, as well as the gamebooks, board
games, card games and postal games that are their less famous
cousins. Included are detailed critical overviews of more than a
hundred fantastical universes published between 1969 and 2013,
along with essays on popular types of tabletop game and the natures
of their settings and stories. Throughout, sf games are treated as
an integral part of the long history of science fiction, and as a
new way of enabling its explorations of the future and other
worlds. Based on the author's contributions to the Hugo Award
winning third edition of the Clute and Nicholls Encyclopedia of
Science Fiction, this book contains an extra 20,000 words on
additional games and other topics, specially written for this new
version of the text.
Time to chill out with The New York Times Serene Sunday Crossword
Puzzles. The New York Times Sunday crossword is the undisputed king
of crossword puzzles. This collection features 100 of them, all
edited by puzzlemaster Will Shortz, for hours of relaxing
entertainment. Features: - 100 themed New York Times Sunday
crosswords - Portable packaging for solving on-the-go - Smart,
fresh vocabulary, fun themes, and pop-culture references
Instead of trying to make a game fit the story you're yearning to
tell, why not use a game system specifically designed to tell your
story? What We Were brings character creation, motivation, and
destiny to the forefront of role-playing. Players are guided
through the construction of their characters, moulding them into
entities driven by real wants and desires - and set in worlds with
real consequences. Whether it's a tale about a classical, Arthurian
knight; a murder mystery in the Scottish Highlands, or rugged
cowboys in the Wild West, What We Were gifts players the ability to
craft whatever they can imagine in intuitive ways that'll appeal
both to seasoned role-players, whilst also being easily-accessible
to newcomers.
This books covers the lives and selected chess games of the
following players; George Koltanowski, Ruy Lopez de Segura, Wilhelm
Steinitz, Paul Morphy, Emanuel Lasker, Jose Raul Capablanca, Bobby
Fischer, Garry Kasparov, Anatoly Karpov, Carlsen Magnus, Kramnik,
Vladimir, Aronian Levon, Radjabov Teimour, Karjakin Sergey, Anand
Viswanathan, Topalov Veselin, Nakamura Hikaru, Mamedyarov
Shakhriyar, Grischuk Alexander, Caruana Fabiano, Morozevich,
Alexander, Ivanchuk Vassily, Svidler Peter, Leko Peter, Wang Hao,
Kamsky Gata, Gelfand Boris, Gashimov Vugar, Jakovenko Dmitry,
Maurice Ashley and Pontus Carlsson. 242 chess games of the current
and past male chess players in the world. 8 fantastic games have
been chosen from each of the modern chess Kings. The remaining 20
games are games that include previous and current male chess
pioneers This book is full of history and an excellent book for
studying openings, middle games, end games and solving problems.
"De Bellis Renationis" is a set of wargames rules for Renaissance
battles covering the period from 1494 AD to 1700 AD. DBR version
2.0 offers a combination of realism and excitement for this warfare
using miniature figures in any scale from 2mm to 30mm. The creation
of the experienced wargame designers Phil Barker and Richard Bodley
Scott, DBR can be used to refight historical engagements or your
own scenarios from small scale skirmishes to the largest battles of
the period. With its command system using "player initiative
points", DBR emphasizes the player's generalship rather than their
ability to manipulate a set of rules. It allows players to fight
actions from the whole period and across the whole world, from
Japan to Europe and the Americas and from the Italian Wars to the
Nine Years' War. This edition combines the 2002 edition of the
rules with all three of the books of Army Lists and includes
everything the wargemer needs to refight these battles in one
single convenient volume.
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