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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
The Open Ruy Lopez (also known as the Open Spanish) has always been
a popular choice both at club level and at grandmaster level, where
it has withstood the test of time after decades of close scrutiny.
It offers both sides the opportunity for a sharp clash of forces in
which the better prepared player will often come out on top. It is
therefore no surprise that such fighting players as Victor Korchnoi
and Jan Timman have always used the Open Ruy Lopez as an important
weapon in their armory. Written by leading author Grandmaster Glenn
Flear, this book explains the basic elements, strategies and
tactics for both sides and offers an accessible, digestible blend
of explanatory and theoretical material. (6 1/4 x 9 1/4, 160 pages,
b&w illustrations)
Play Cards and Learn About Bears!Anyone who enjoys wildlife and
nature will love these cards for playing your favorite games or to
use as flash cards. Inspired by Stan Tekiela's famous Bears
photography book, this gorgeous deck features full-color
photographs of North America's three bear species: black bears,
grizzly bears (brown bears), and polar bears. Play card games while
learning about bears. The deck is a fun and thoughtful gift.
Unravel the eldritch mysteries of the galaxy! The new Galactic
Magic hardcover rulebook for the Starfinder Roleplaying Game adds
magical flair to any hero with a wealth of fantastical
magic-infused character options for starfarers of any class! More
than 100 spells, a host of powerful rituals, and an array of magic
gear, hybrid items, and artifacts give you the edge to survive in a
weird universe with lurking dangers at the end of every jump. The
brand-new precog class allows you to see and change the future,
relying on predictive prerolls to navigate clutch situations and
quick reflexes to manipulate combat. Study arcana among the stars
with a host of new magical organizations and spellcasting schools
or petition higher powers using new faith-based options tied to the
galaxy's gods and philosophies. Whatever your path to magical
might, Galactic Magic is your guide!
Puzzle over these sudoku challenges that range in difficulty
In the days of ancient Felstad, vampires kept to the shadows, their
small numbers no match for the power of the city's wizards. But
when the cataclysm struck, the wizards were destroyed, while the
deathless vampires went into a frozen hibernation. Now, as the city
thaws, so too do its undead inhabitants. The masters of the night
are rising again: reoccupying their hidden strongholds, reforming
their old cabals, and finding new victims to serve as their
thralls. The destruction of the old city has brought one other boon
to the vampires - giant's blood. While giants used to live out of
reach to the far north, in the intervening millennium, they have
descended on the city in large numbers. Their blood is like an
elixir to the vampires, filling them with strength and magical
power. A new war is forming between these two ancient races, and
once again, the wizards of Frostgrave are caught in the middle.
This supplement for Frostgrave: Fantasy Wargames in the Frozen City
presents greatly expanded information about the vampires and the
giants that occupy the frozen ruins, including rules for vampiric
magic and a breakdown of the different tribes of giants. Also
included are rules for a new type of soldier, the giant-blooded.
These huge men and women have the blood of giants running through
their veins, granting them great strength unseen in normal men.
Finally, the book contains a section on playing Frostgrave with
high-level wizards and includes two mini-campaigns to challenge
these experienced spellcasters.
In minutes you can learn to play any of the 100 most entertaining
card games as you follow the simple rules, methods of scoring, and
hints on skillful play for every game. In minutes you can learn to
play any of the 100 most entertaining card games as you follow the
simple rules, methods of scoring, and hints on skillful play for
every game. They're arranged according to the number of players,
starting with games for two like Cribbage and Pinochle, California
Jack and Honeymoon Bridge, plus 15 more. Games for three players
include Black Maria, Knaves, Ombre, Cut-throat Bridge, and 7 more.
You'll find 13 games for four players, from Bridge, Canasta, and
Hearts, to Calypso, Euchre, and Quinto, and 11 games for five or
more, including Coon Can, Crazy Eights, Poker, Rummy, and Loo. Or
try some of the 9 party games, 11 banking games, and 18 games for
single players. Then you're ready to try the rule variations and
adaptations for different numbers of players.
There's nothing worse than inviting people over and having nothing
planned for them to do. With The Best Party Game Book Ever you can
make sure that never happens again! This book has everything you
need to make your next get together a success! With 100 classic
party games, including ice breakers, truth or dare variations,
races and relays, trivia games, contests of strength and speed,
minute challenges, and so much more, you can avoid awkward small
talk and get your guests laughing, interacting, and having fun in
no time!
How do chess players react in the line of fire? Are they able to
remain calm in a storm? Defending against a threatening attack on
your own king is one of the most difficult aspects to master in
chess. Yet given the frequency of such offensives, it's certainly
worthwhile investing a good amount of time on honing the ability to
defend properly.
In this valuable and entertaining book, Angus Dunnington arms the
reader with all the necessary skills to be able to cope with
vicious assaults on his or her king. Using illustrative games,
Dunnington investigates in depth defensive ideas such as
blockading, giving up material, and the timely launch of
counterattacks. Read this book and defend with confidence!
AS is commonplace with the renowned Starting Out series, there are
an abundance of notes, tips and warnings throughout the book to
help the improving player. Starting Out: Defensive Play is perfect
for those who have previously honed their chess skills with the
earlier books Starting Out in Chess and Tips for Young Players.
"Includes all aspects of defensive play
"Sharpens tactical and combinative awareness
"Ideal for the improving player
Match 15 'before' and 'after' nature moments. Then, turn the cards
over to play again - but this time, use your memory to find each
pair. This card game builds first literacy and sequencing skills
with all your favourite animals from Slow Down - an ideal game for
2-4 players.
Don't ruin your next trip off world! Next time your players stumble
upon some timeworn ruins on an unexplored planet, they won't have
to wait while you draw every crumbling wall and collapsed
structure. Starfinder Flip-Tiles: Alien Planet Ruins Expansion
provides beautifully illustrated 6" x 6" map tiles that can be used
to create the ruined remains of ancient alien civilizations,
whether archaic and magical or more technologically advanced!
Inside, you'll find 24 richly crafted, double-sided map tiles. This
expansion set, along with Starfinder Flip-Tiles: Alien Planet
Starter Set, allows you to create even more extraterrestrial
environments for endless planetary encounters! So stop your
sketching and start your flipping today! Suitable for experienced
GMs and novices alike, this product fits perfectly into any Game
Master's arsenal. Wet, dry, and permanent markers erase from the
tiles! These double-sided city tiles come in convenient packaging
for easy storage.
This book presents the history, rules and winning strategies for
bridge, whist, hearts, canasta and many other games, with 200
photographs and diagrams. It is a compendium of the greatest card
games from around the world, with clear diagrams of sample deals
and hands providing an invaluable visual guide. It details the
number of players for each game. It includes professional tips and
expert guidance for advanced play in serious games of chance and
skill. This beautifully presented compendium explores classic card
games from every continent that many players will immediately want
to add to their repertoire. The practical heart of the book details
all kinds of advanced card games. For every game there is a full
explanation of the rules, the type of pack required, card ranking,
ideal age, playing and scoring. Diagrams of sample games in play
make instructions easy to follow. This is a wonderful resource for
all card game enthusiasts. The expert advice and lively background
information will appeal to anyone wanting to settle a dispute about
rules, find a new game or discover more about the incredible range
of card games.
What is a video game? What makes a video game "good"? If a game is
supposed to be fun, can it be fun without a good story? If another
is supposed to be an accurate simulation, does it still need to be
entertaining? With the ever-expanding explosion of new video games
and new developments in the gaming world, questions about video
game criticism are becoming more complex. The differing definitions
that players and critics use to decide what a game is and what
makes a game successful, often lead to different ideas of how games
succeed or fail. This collection of essays puts on display the
variety and ambiguity of video games. Each essay is a work of game
criticism that takes a different approach to defining the game and
analyzing it. Through analysis and critical methods, these essays
discuss whether a game is defined by its rules, its narrative, its
technology, or by the activity of playing it, and the tensions
between these definitions. With essays on Overwatch, Dark Souls 3,
Far Cry 4, Farmville and more, this collection attempts to show the
complex changes, challenges and advances to game criticism in the
era of video games.
Welcome to Locus-1, a research station on the frontier, using magic
and science to study a strange cosmological phenomenon known only
as the Locus. But the inhabitants of Locus-1 are far from
civilization and they have a problem: pirates, led by a fierce vesk
captain from her starship, the Executioner, terrorize the system
from a hidden base, and the station's Science Council has turned to
the Azlanti Empire for help. Now, deadly aliens are rampaging on
the station, Xenodruids have gone missing, and the Azlanti have
established an android labor camp on a nearby planet. Locus-1 needs
heroes! Will you answer the call, facing both the Executioner and
the Azlanti Empire in battle? The Liberation of Locus-1 is a
complete Starfinder adventure for 4th-level characters written by
Chris Sims and featuring strange new alien creatures, new spells
and equipment, and details on Locus-1 and the surrounding worlds-a
rich setting that will take players many game sessions to fully
explore.
"This is the book I have been waiting for all my life. A delightful
reminder of how real games with real people are just about the most
fun you can have..." - Stephen Fry "Game On is literally the best
book I could own. I must buy one and for everyone I know." - Olivia
Colman Featuring over 50 classic and new games to make your
get-togethers unforgettable. Game On makes your party, weekend
escape or holiday more fun, with a range of classic games which
everyone will know (but often don't remember how to play!) such as
Mafia or The Hat Game, as well as an array of modern games that
will soon become firm favourites with family and friends. Most
games don't need any special equipment (occasionally items such as
pens, paper or some playing cards are needed). With a sleek, fun
and interactive design, clear instructions and guidance for number
of players and possible modifications, this is the perfect gift for
those looking for fun new ways to interact with friends and family,
as well as for avid gamers.
The definitive work on practical endgame tactics
Viktor Moskalenkos bestselling books The Flexible French (2008) and
The Even More Flexible French (2015) were hailed by reviewers from
all over the world as eye-opening, full of new ideas, easy to read,
sparkling, and inspirational. Time has not stood still, and the
popular French Defence has seen a lot of new developments, not in
the last place thanks to Moskalenkos books. The Ukrainian
grandmaster himself has kept playing and researching his beloved
chess opening and decided to write a new book with countless
improvements, alternatives, new ideas and fresh weapons that will
delight and surprise the reader. As always, Moskalenkos analysis is
high-level, yet his touch is light and fresh. In his own inimitable
style, he whets the readers appetite and shares his love for the
French with gusto. The wealth of original and dynamic options in
every main line proves that the French continues to be a highly
intriguing defence that is very much alive. The Fully-Fledged
French is a typical Moskalenko book: practical, accessible,
original, entertaining and inspiring.
Few video game companies have a history as long and impressive as
Sega Enterprises. Long before it took the home video game console
market by storm, Sega was already an arcade powerhouse that
successfully transferred its experience making coin-operated
amusement machines into the video game boom of the late `70s and
early `80s. The combined efforts of Sega's American, European, and
Japanese branches revolutionized the arcade industry in ways that
are still widely felt today. Thanks to their work, Sega has
continued to innovate and lead the industry in design and quality
for more than 40 years, producing some of the most famous arcade
titles in history. Based on interviews with former Western and
Japanese developers, as well as hundreds of English and Japanese
documents, this book follows the rise of Sega in the video game
industry, from its electromechanical machines of the mid-1960s to
the acquisition of Gremlin Industries and the rise of its
world-famous AM Studios, and finalizing with its merger with Sammy
Corporation in 2003. 62 of Sega's most popular and ground-breaking
games are explored in detail.
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Release the beasts! Heroes abound in the Age of Lost Omens, but for
every great hero, there is an even greater monster. Lost Omens
Monsters of Myth provides details on 20 of the most infamous and
terrifying monsters from the Inner Sea region and beyond. Uncover
the secrets of some of Golarion's greatest monsters from the
Sandpoint Devil to Fafnheir, the Father of All Linnorms, and more.
Monsters of Myth provides rumors, tales, and even treasures for the
brave adventurers willing to face these legendary creatures!
Ten years after their award-winning Planning the Play of a Bridge
Hand (August 2009, ISBN 978 1897106 51 8), Seagram & Bird
tackle the hardest part of the game: defence. Using the same
step-by-step approach, they guide the reader through the minefield
of signalling, making a defensive plan and, above all, counting -
points, tricks and distribution.
From the author of The Monsters Know What They're Doing comes a
follow-up strategy guide with MOAR! monster tactics for Dungeon
Masters playing fifth edition Dungeons & Dragons. Keith
Ammann's first book based on his popular blog, The Monsters Know
What They're Doing, unpacks strategies, tactics, and motivations
for creatures found in the Dungeons & Dragons Monster Manual.
Now, in MOAR! Monsters Know What They're Doing, he analyzes the
likely combat behaviors of more than 100 new enemies found in
Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Your
campaign will never be the same!
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