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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Die volledige skaakboek is geskik vir skaakspelers van alle
vaardigheidsvlakke, asook dié wat skaak wil leer speel. Die boek se
eenvoudige dog opwindende ontwerp word gekombineer met toeganklike
en gebruikersvriendelike teks en verduidelikings, en is propvol
kleurvolle illustrasies en foto’s.
Eagerly anticipated, this update of the highly regarded third book
from pinball author Michael Shalhoub includes over 900 color photos
and covers the most recent period in pinball history, from 1982
through 2011. Each chapter is devoted to a specific year and
features descriptions, release dates, and historical background on
the games released that year from manufacturers Gottlieb, Williams,
Bally, Data East, Stern, Sega, and others. Current values are
listed for each machine shown in the book. Interspersed with the
games are stories and interviews with many of the legendary
designers and artists who created them. Readers will gain
fascinating insight into the planning that went into the games, how
the designers and artists got their start in the industry,
behind-the-scenes tales of life in the pinball world, and more.
“Michael Shalhoub’s Pinball Compendium is a great documentary
of our business,†says designer Steve Ritchie of the second book
in the trilogy. Along with its two companion volumes (the first
covering the 1930s-1960s and the second covering 1970-1981), this
book is a must-have for all who love the sights and sounds of the
world’s great pinball machines.
Will you tame the world - or shatter it? Auroboros: Coils of the
Serpent is a campaign setting for 5E by Chris Metzen and Warchief
Gaming. The first release in this universe, Worldbook: Lawbrand
features the realm of Lawbrand, which is based on the roleplaying
campaign that Chris ran with his childhood friends in the 1980s and
19990s, before he headed to work on Blizzard games. A 5E-compatible
source book featuring dozens of pieces of stunning artwork, over
100 pages of lore, 5 new races, 4 subclasses, new spells, and more,
Worldbook: Lawbrand gives you all the tools needed to adventure in
this gritty fantasy setting. Will you tame this new world, or
shatter it?
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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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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.
The modern-day suburb began, and began booming, in 19th-century
Britain. As suburbia spread, the New Woman arose and fin-de-siecle
concerns grew, suburban men felt more besieged. Anxieties about
hygiene, pollution, purity, the home, class, gender roles,
patrilineal power and the state of the Empire rippled through
British fiction. The new man of the house was trying, often
desperately, to hold onto the old order, changing even more rapidly
as the 20th century and modernist fiction arrived. This study
traces suburban masculinities in popular genres-speculative
fiction, comic fiction and detective fiction--and in literary works
from the late-Victorian era to the start of the First World War.
Do you believe in unicorns? What about their magical friends?
Discover 8 different mythological horses, from water horses to
flying horses, whilst playing four classic family games: Snap,
Happy Families, Swap and Pairs! This boxed card deck is the perfect
way to enjoy spending time with the whole family, and also features
a leaflet containing fun trivia about the mystical creatures
featured.
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Chronicler's Delight
(Hardcover)
David Thompson; Edited by David Thompson; Contributions by Nathan Kissel
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R828
R727
Discovery Miles 7 270
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Wilhelm Steinitz was the first undisputed World Chess Champion, and
a true legend of the game. Steinitz played chess in precisely the
same highly innovative, risk-taking, hard-hitting, yet thoroughly
concrete way as any modern great. Allied to his near-nerveless
will-to-win and attacking flair, his exceptional ability to
evaluate positions, develop masterful plans and manoeuvre for
advantage created numerous games of long-lasting, insightful
brilliance. In this book, Craig Pritchett leads you through an
unforgettable learning experience that builds on the extraordinary
life and games of one of the greatest players in chess history,
many of whose most profound discoveries remain at the very heart of
the game in the 21st century. Move by Move provides an ideal
platform to study chess. By continually challenging the reader to
answer probing questions throughout the book, the Move by Move
format greatly encourages the learning and practising of vital
skills just as much as the traditional assimilation of knowledge.
Carefully selected questions and answers are designed to keep you
actively involved and allow you to monitor your progress as you
learn. This is an excellent way to improve your chess skills and
knowledge. *Learn from the games of a chess legend *Important ideas
absorbed by continued practice *Utilizes an ideal approach to chess
study
Master the game of Go with this expert guide. Go is a two-player
board game that first originated in ancient China but is also very
popular in Japan and Korea. There is significant strategy and
philosophy involved in the game, and the number of possible games
is vast--even when compared to chess. This is the first
comprehensive strategy guidebook in English to cover the entire
game of Go by illustrating the nuances and finer points of Go
strategy. Its 203 problems and their commented answers demonstrate
to players of all level of skill not only successful moves, but
also the incorrect moves and why they are wrong. This enables
players to identify strengths and weaknesses in their games. From
opening play to the endgame, Winning Go is an essential tool in
helping serious players master the sophisticated sequence and flow
of advanced Go play. Useful Go strategies include: The opening
(fuseki) The middle (chuban) The endgame (yose) Clever moves
(tesuji) Life and death (shikatsu) Winning corner skirmishes
(joseki) Accurate counting Players will learn about not only
creating good shapes, but also how to avoid or take advantage of
bad ones, along with the right and wrong order of moves. This makes
Winning Go the ideal choice for a first problem book because it
enables both players and teachers to improve upon their Go game.
From opening play to endgame, Winning go is an essential tool in
helping serious Go players master the sophisticated sequence and
flow of advanced Go play.
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 Digital Age has created massive technological and disciplinary
shifts in tabletop role-playing, increasing the appreciation of
games like Dungeons & Dragons. Millions tune in to watch and
listen to RPG players on podcasts and streaming platforms, while
virtual tabletops connect online players. Such shifts elicit new
scholarly perspectives. This collection includes essays on the
transmedia ecology that has connected analog with digital and audio
spaces. Essays explore the boundaries of virtual tabletops and how
users engage with a variety of technology to further role-playing.
Authors map the growing diversity of the TRPG fandom and detail how
players interact with RPG-related podcasts. Interviewed are content
creators like Griffin McElroy of The Adventure Zone podcast, Roll20
co-creator Nolan T. Jones, board game designers Nikki Valens and
Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz.
These essays and interviews expand the academic perspective to
reflect the future of role-playing.
Don't Be a Beardy Gamer "A very funny and useful read on its own,
but it also makes a great gift for that sore loser in your life."
--The New York Times "An indispensable, laugh-out-loud guide to the
pitfalls and pleasures of gaming." ~Graham McNeill, Warhammer
Fantasy and Warhammer 40,000 novels author; former Games Workshop
designer "For anyone looking to be a part of one of the greatest
communities in the world!" ~Brittanie Boe, editor of GameWire "A
warm, insightful guide for exploring one of geek culture's oldest
realms." ~Aaron Dembski-Bowden, author of New York Times
bestselling book The Horus Heresy: The First Heretic Whether you're
new to the world of tabletop games or a veteran gamer, The
Civilized Guide to Tabletop Gaming is your go-to game-night
etiquette guide. Expert gamer Teri Litorco, of the gaming site Geek
and Sundry, helps you to get along as you play and make the most
out of your time with your gamer group. Packed with insider advice
and etiquette tips, this essential guide includes advice on
everything from sharing crib sheets and meeples to avoiding drama
and poor sportsmanship at the game table. With 100 gaming etiquette
rules, The Civilized Guide to Tabletop Gaming provides you and your
group with all you need for a fun and respectful game
night--without rage-quitters, bad losers, terrible winners, and
Incredible Sulks!
This is a unique reference to the intriguing world of pool halls
and billiard parlors. Over 700 beautiful color photographs explore
the history of the sport through pool and billiard collectibles
from the 18th through the early 20th centuries. Balls and their
boxes, cues, racks, triangles, scorekeepers, specialized chairs and
lights, chalks, medals, tokens, trophies, historic photos, prints,
posters, matchbox holders, matchsafes, pocket mirrors,
advertisements, catalog pages, and much more are all part of this
specialized presentation. The text, by experienced dealers, imparts
useful tips for newcomers and experienced collectors alike. Values
are found in the captions. A gallery of ninety different pool and
billiard tables is a tribute to their diverse designs.
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