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Books > Sport & Leisure > Hobbies, quizzes & games
Being on the run doesn't mean giving up your crosswords! From the
pages of "The New York Times" comes this brand-new collection of
easy-to-solve, fast-to-finish puzzles especially designed for
solvers on the go.
Originally published in 1935, this is a detailed manual of Bridge
technique, 'As Used by the Leading Contract Bridge Tournament
Players, with Examples of Expert Bidding and Expert Play'. Contents
Include: Part 1 - Expert Bidding - What Every Expert Knows -
Valuing the Hand - The Opening Bid of One - Responses to Opening
Bids of One - Rebidding - Specialized Opening Bids and Responses -
Defensive Bidding - Penalty Doubles and Sacrifice Bids - Slam
Bidding - Psychic Bidding - Examples and Drills - Part Two -
General Principles - Declarer's Play - Defensive Play - Advanced
Play - A Series of Fine Hands
A wonderfully stimulating collection of quizzes and puzzles based on the richly imaginative world of Thomas Hardy's six best-loved novels.
This Hardy-themed quiz book includes: crosswords based on love, song and dance and architecture; anagrams concealing the names of some of Hardy’s rustic characters; and wordsearches hiding the names of romantic protagonists.
Quizzes test your memory of his six best-loved novels: Far from the Madding Crowd, The Return of the Native, The Mayor of Casterbridge, The Woodlanders, Tess of the d’Urbervilles and Jude the Obscure. Each quiz explores a different aspect - from proposals, faces and inns to relations, food and drink.
Hardy’s famous invented place-names feature in the Wessex Words puzzles and two mazes, ‘Jude’s Journey’ and ‘In the Footsteps of Tess’.
Included inside are charming line drawings from Donald Maxwell's The Landscape of Thomas Hardy, published in 1928, the year of Hardy’s death. The artist discussed the views his drawings depict with Hardy himself. The cover shows a wood engraving by English artist Vivien Massie Gribble, created for a 1926 edition of Thomas Hardy’s Tess of the d’Urbervilles.
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Sudoku
(Hardcover)
Caroline L. Shields
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R719
Discovery Miles 7 190
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Ships in 10 - 15 working days
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The Official Video Game & Pinball Book of World Records -
ARCADE VOLUME *Video Games * Emulation * Arcade Novelties * Pinball
The Official Book of Records is now divided into three volumes.
This Arcade Volume will be followed by two additional volumes that
focus on Console Gaming and PC Gaming. What you will find in this
3-volume set: 1....Each volume settles all arguments by telling you
what the current high score is on almost any game and who you have
to beat to become the new world champion! 2...Each volume is the
authority that establishes the rules and standardized settings on
each game! 3...Each volume promotes computer gaming as a
professional sport, with a tradition of contests, statistics, world
records and star players! 4...Each volume publicizes an
international schedule of tournaments players can compete in to
gain entrance into this record book! 5...Each volume brings credit
to thousands of gamers around the world who know they are the best!
The collected essays in this volume focus on the presentation,
representation and interpretation of ancient violence – from war
to slavery, rape and murder – in the modern visual and performing
arts, with special attention to videogames and dance as well as the
more usual media of film, literature and theatre. Violence, fury
and the dread that they provoke are factors that appear frequently
in the ancient sources. The dark side of antiquity, so distant from
the ideal of purity and harmony that the classical heritage until
recently usually called forth, has repeatedly struck the
imagination of artists, writers and scholars across ages and
cultures. A global assembly of contributors, from Europe to Brazil
and from the US to New Zealand, consider historical and mythical
violence in Stanley Kubrick’s Spartacus and the 2010 TV series of
the same name, in Ridley Scott’s Gladiator, in the work of Lars
von Trier, and in Soviet ballet and the choreography of Martha
Graham and Anita Berber. Representations of Roman warfare appear in
videogames such as Ryse: Son of Rome and Total War, as well as
recent comics, and examples from both these media are analysed in
the volume. Finally, interviews with two artists offer insight into
the ways in which practitioners understand and engage with the
complex reception of these themes.
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Come Play!
(Hardcover)
Agnes de Souza
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R1,068
R955
Discovery Miles 9 550
Save R113 (11%)
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Ships in 10 - 15 working days
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All the Ages Awakening from Firelit Dreams seeks to tell a
different sort of story with a different sort of adventure - it is
a world both ancient & new - where the unthinkable epochs of
the natural world fold under the new world of technical
achievement, agriculture & urbanism. This is a setting of deep
myths & new gods, of old ways meeting with the first
revolution. You will find no dungeons here save those that you
build, no gods here save those that you raise up & no treasure
here save that which you create - this is the dawn of the world
where the seeds of ten thousand years of adventure are planted.
With complex stories and stunning visuals eliciting intense
emotional responses, coupled with opportunities for self-expression
and problem solving, video games are a powerful medium to foster
empathy, critical thinking, and creativity in players. As these
games grow in popularity, ambition, and technological prowess, they
become a legitimate art form, shedding old attitudes and
misconceptions along the way. Examining the Evolution of Gaming and
Its Impact on Social, Cultural, and Political Perspectives asks
whether videogames have the power to transform a player and his or
her beliefs from a sociopolitical perspective. Unlike traditional
forms of storytelling, videogames allow users to immerse themselves
in new worlds, situations, and politics. This publication surveys
the landscape of videogames and analyzes the emergent gaming that
shifts the definition and cultural effects of videogames. This book
is a valuable resource to game designers and developers,
sociologists, students of gaming, and researchers in relevant
fields.
Calling all puzzle lovers, get ready to go word hunting!
77 Bible Word Searches for Kids helps kids to know God as they read 77
stories from the Bible about God's love for us and His faithfulness
throughout history.
Each story is followed by a Word Search with ten key words to help kids
remember what they have read in a way that is playful and engaging.
Join the hunt and see if you can find 770 words!
Special features:
• Softcover
• Gloss Laminated Cover
• One-color insides
• For 8-to-10-year-olds
Go down the rabbit hole and create your own adventures in
Wonderland with this curiouser and curiouser 1,000-piece jigsaw
puzzle. From the Mad Hatter's tea party to the Jabberwocky poem,
the Cheshire Cat and Tweedledum and Tweedledee, rediscover all the
best characters, memorable scenes and cultural references from the
Alice stories with this beautifully surreal and surprising jigsaw.
Alice fans young and old will delight in the fun facts and
interesting insights behind the stories with the accompanying
fold-out poster.
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