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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
"How we should think about board games, and what do they do to us
as we play them?" Writer and critic Eric Thurm digs deep into his
own experience as a board game enthusiast to explore the emotional
and social rules that games create and reveal, telling a series of
stories about a pastime that is also about relationships. From the
outdated gender roles in Life and Mystery Date to the cutthroat,
capitalist priorities of Monopoly and its socialist counterpart,
Class Struggle, Thurm thinks through his ongoing rivalries with his
siblings and ponders the ways games both upset and enforce
hierarchies and relationships-from the familial to the
geopolitical. Like sitting down at the table for family game night,
Board Games is an engaging book of twists and turns, trivia, and
nostalgia. Avidly Reads is a series of short books about how
culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah
Mesle, Avidly-an online magazine supported by the Los Angeles
Review of Books-specializes in short-form critical essays devoted
to thinking and feeling. Avidly Reads is an exciting new series
featuring books that are part memoir, part cultural criticism, each
bringing to life the author's emotional relationship to a cultural
artifact or experience. Avidly Reads invites us to explore the
surprising pleasures and obstacles of everyday life.
Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players – and your game.
Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether it’s rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archduke’s wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you’re using a “bad guys try to do stuff, good guys try to stop them” engine to drive all your sessions, you’re taking all the agency out of your players’ hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat.
There’s a better way to play (and prep) your sessions. The Game Master’s Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you’re building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure.
The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver’s seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way.
You’ll also find:
- Foreword by Ginny Di with an afterword by Jeff Ashworth
- Writer’s block-breaking charts
- Case studies from decades of sessions
- Templates for goal-driven NPCs and factions
- A modular adventure setting and much more!
The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs!
Contents Include: PART 1: DRAWING ROOM MAGIu Coin Palming Tricks
with Coins Tricks with Common Objects Tricks with Cups and Balls
Tricks with Handkerchiefs Chinese Tricks Tricks at Table Tricks
with Cards PART 2: STAGE MAGIu General Remarks The Magician's Table
and Dress Sleights and Properties for General Use Tricks with Cards
Tricks with Handkerchiefs and Gloves Tricks with Coins
Miscellaneous Tricks The Cornucopian Hat Tricks with Watches and
Livestock Sham Mesmerism, Clairvoyance, Etc Some Up to Date Tricks
Final Instructions
This book covers basic bridge principles relating to all three
aspects of bridge - bidding, defending and declaring a hand. I have
imparted ideas that I have learned in over twenty years of playing
high-level tournament and rubber bridge.
Originally published in the 1930s. The authors state that this
comprehensive work contains all the games which the card enthusiast
will wish to have in his repertory, with advice and tips on each.
Contents Include: Bridge.- Poker. - Cribbage.- Black Maria.- Whist.
- Patience, and many, many others. Many of the earliest books,
particularly those dating back to the 1900s and before, are now
extremely scarce and increasingly expensive. Home Farm Books are
republishing these classic works in affordable, high quality,
modern editions, using the original text and artwork.
United States Marine Corps veteran David Hall presents a new and
exciting way to experience the Second World War in "Blood and Guts:
Rules, Tactics, and Scenarios for Wargaming World War Two." Hall
developed his tactical game system through decades of personal
wargaming, and he now shares his unique system with readers
everywhere. The rules are easy to learn, and the games are
fast-paced. The scenarios cover almost all of the major theaters of
conflict, including France 1940, the Mediterranean, the South
Pacific, and the Eastern Front. A table of organization and
equipment is included to assist readers in recreating wargame
infantry and armor formations. Hall doesn't simply provide a set of
rules; he infuses each chapter with wargame theory, tactics, and
tank development. He provides the logic behind each rule and talks
about how the rule design plays out the battlefield. He also shares
stories and anecdotes about his early "toy soldier" days and about
how he developed into a wargamer-stories sure to spark readers'
memories of their own first set of soldiers.
This book is a collection of entertaining true stories and
educational explanations from a winning poker player, which offers
an insight into the world of poker for both players and
non-players.
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Agatha Christie Bingo
(Game)
Agatha Christie Ltd; Illustrated by Ilya Milstein
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R575
R507
Discovery Miles 5 070
Save R68 (12%)
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Ships in 5 - 10 working days
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FUN FOR DETECTIVE NOVEL FANS - the whole family will love this
high-stakes game featuring 64 characters and clues from Agatha
Christie's novels PLAY AND LEARN - this board game comes with a
leaflet packed with Agatha Christie trivia. Learn about Poirot's
toughest cases, Agatha Christie's medicine cabinet and more! GREAT
GIFT - perfect for dedicated crime fans and bingo players SOMETHING
TO TREASURE - this is a quality product made to last, with bespoke
illustration and sleek and stylish packaging EXPLORE THE ENTIRE
SERIES - this game is part of the bestselling bingo series, a
collection of games for nature lovers and enthusiastic board
gamers. Other games in the series include James Bond Bingo, Bug
Bingo, Cat Bingo, Dog Bingo, Monkey Bingo, Ocean Bingo and Royal
Bingo Follow the trail of murder, blackmail and mystery set by the
Queen of Crime. Travel down the Nile, on the Orient Express and
into the drawing rooms of quaint English country cottages hot on
the heels of Poirot, Miss Marple and other famous characters while
you play this fun new bingo game. Includes a booklet packed full of
Agatha Christie trivia for discerning crime fans.
Frustrated with studying endgames that never seem to occur in your
own games? Finally, help is here Essential Endgames Every
Tournament Player Must Know is a carefully selected compilation of
the most frequently encountered endgames occuring in practice. This
book contains vital lessons for every tournament chessplayer
involving those endgames which can be defined by clear and concise
rules, summarized by the most important themes and require the
application of specific technical principles to solve them.
What was it that got you through the Covid-19 pandemic? For some it
was long walks; others turned to home baking. For millions it was
video games, a booming industry which exploded in popularity over
the pandemic years. Confined to our homes and with the lines of
reality becoming blurred as everyday life shifted to screens,
perhaps it was no wonder that so many of us were desperate to be
transported to different worlds. In Playing with Reality: Gaming in
a Pandemic, journalist and presenter Alex Humphreys, a passionate
gamer herself, investigates this extraordinary boom in the gaming
industry. Charting its rise, Alex interviews players and
developers, sharing a glimpse of what was going on behind closed
doors as studios closed and games were finished from home. Playing
with Reality explores exactly what it was that made gaming a
lifeline for so many, and what the future holds as we look to the
metaverse.
The 21st century has seen a board game renaissance. At a time when
streaming television finds millions of viewers, video games garner
billions of dollars, and social media grows ever more intense,
little has been written about the rising popularity of board games.
And yet board games are one of our fastest growing hobbies, with
sales increasing every year. Today's board games are more than just
your average rainy-day mainstay. Once associated solely with geek
subcultures, complex and strategic board games are increasingly
dominating the playful media environment. The popularity of these
complex board games mirrors the rise of more complex cult media
products. In Game Play: Paratextuality in Contemporary Board Games,
Paul Booth examines complex board games based on book, TV, and film
franchises, including Doctor Who, The Walking Dead, Lord of the
Rings, Star Trek, The Hunger Games and the worlds of H.P.
Lovecraft. How does a game represent a cult world? How can
narratives cross media platforms? By investigating the relationship
between these media products and their board game versions, Booth
illustrates the connections between cult media, gameplay, and
narrative in a digital media environment.
Originally published in the 1930s. Every stroke discussed and
advised on in this book has been played and measured by the author
who was the finest billiards instructor of his day. The numerous
diagrams and photographs will prove of inestimable value to all who
are keen on improving their game. Contents Include: Playing
Conditions Ball Contact Cannons Safety Play Use of Side Screw and
Side Angles Spectacular Strokes Common Faults Losing Hazards Ball
to Ball Contact How to Pot Billiard Knowledge etc. Keywords: Safety
Play Cannons Billiards Billiard 1930s Faults Angles Strokes Keen
Screw Stroke Pot Photographs Contact Game
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Broken Earth (Pfrpg)
(Hardcover)
Matthew J Hanson; Edited by Craig Hargraves; Illustrated by Malcolm McClinton
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R640
Discovery Miles 6 400
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Ships in 10 - 15 working days
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Bombs fell. Billions died. Now you must pick up the pieces and
rebuild this Broken Earth. Broken Earth is an adventure-setting
that takes place in a post-apocalyptic version of Earth. n it,
heroes struggle to rebuild what was once the northern Midwest of
the United States, and a tiny bit of southern Central Canada. As an
adventure-setting, Broken Earth includes many compelling locations
and adventures, but also gives the heroes freedom to explore the
world. This book contains everything a GM needs to run a prolonged
campaign in the Broken Earth setting, including locations, NPCs,
plot points, mutant monsters, and a detailed first adventure that
brings the party together. It also has new edges, races, and powers
for players to use with their Broken Earth characters.
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