|
|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
This history of role-playing games such as Dungeons and Dragons
explains their evolution and gives complete definitions and
descriptions for related game products. Arriving on the scene in
1973, such games caught on rapidly and spawned a thriving industry.
These games are regularly played improvisations, with rules that
allow for consistent resolution of action, in which heroic
characters created by the players battle enemies or solve
mysteries. Featuring essays by eighteen top industry designers,
Heroic Worlds explains the evolution of role-playing games and
their influence on other forms of entertainment. The art and jargon
of game design, play, and collection are defined in detail.
The Forgotten Realms are dangerous. Well, actually that’s an
understatement. The Forgotten Realms are a death trap…
But they’re also very exciting, packed with amazing sights, and fun to
explore. And that’s where this book comes in.
An in-world guide written from the point of view of a newly invented
character from D&D’s lore, this book will answer your burning
questions via chapters covering deadly fauna, magical mishaps, urban
perils, merciless monsters and much more. Whether you want to know
which is the best tavern in Baldur’s Gate, or have a pressing need for
tips on how to escape an ogre’s lair, with this handy, humorous guide
at your fingertips, your adventures will end in fame and fortune,
rather than something else’s stomach.
© and ™ 2023 Wizards of the Coast
Grandmaster and renowned chess coach Zenon Franco provides a
training course designed to help all aspiring players to improve
their chess. During each lesson, you are invited to play a 'game'
in which you try to find the best moves at all the important
moments. Points are awarded for selecting the best moves - and are
deducted for selecting blunders! At the end of each lesson there is
a points scale to indicate how well you have 'played'. This means
you are able to accurately measure your progress as you work
through the book. Readers are tested in all aspects of chess:
attack, defence, counterattack, tactics, structures, strategy,
endgames and so on. Following this interactive course of lessons is
an ideal way to improve your game. *A structured course of chess
training *Includes 40 deeply annotated exercise games *Ideal for
both chess students and trainers
For over 100 years, the world's leading chess players and teachers
have told their students to study the endgame. Now, for the first
time, a revolutionary, richly instructive endgame book has been
designed for players of all levels. This is the one and only
endgame book youll need as you move up the ladder from beginner to
tournament player and master. Designed to "speak" to a player in a
very personal way, Silman's book teaches the student everything he
or she needs to know at his or her current rating level, and builds
on that knowledge for each subsequent phase of the players
development. Starting at the beginners level, all basic mates are
clearly and painstakingly explained. After that, the critical
building blocks that form the endgame foundation for all tournament
hopefuls and experienced tournament competitors are explored in
detail. Finally, advanced endgame secrets, based on concepts rather
than memorization, are presented in a way that makes them easy to
master. The basic keys to a well-rounded endgame education --
Opposition, the Lucena and Philidor Positions, Cat and Mouse,
Trebuchet, Fox in the Chicken Coup, Triangulation, Building a Box,
Square of a Pawn, Outflanking, the Principle of Two Weaknesses --
are vital. But equally important is creating a love of the endgame,
which is addressed at the end of the book with a look at chess
tactics, minor piece domination, and a discussion of the five
greatest endgame players of all time -- all things that every fan
of chess at every level can enjoy. If you have found the endgame to
be a mystery, if you have found that your confidence plummets once
you reach an endgame, if you have searched for an instructive
endgame book that will turn your weakest link -- your endgame --
into your personal field of power, your search is over. The book is
the key to a world of essential ideas, startling beauty, and
stunning creativity.
A historical supplement for Mythras. Welcome the birth of the Roman
Republic, and follow it through to its murderous end, on a
tumultuous ride through some of its most turbulent history.Mythic
Rome encapsulates the dark and gritty past, allowing players to
take part in the founding of Rome: as a bandit on the Tiber; to
overthrow the tyrannical Seven Kings; conquer the rival Etruscan
city states; watch the city be sacked by Gauls; battle Hannibal
during the Punic Wars; take part in the malevolent Bacchanalian
conspiracy; fight alongside Spartacus or against him; or choose
sides during the civil war between Caesar and Pompey.This
invaluable book contains rules for everything from political
standing to chariot racing, along with comprehensive Roman careers
and guides for the weapons, armour and combat styles of Rome's
legions and her enemies. Also included are obscure supernatural
creatures and new magic systems to reflect the way magic works from
the perspective of the Romans themselves.Continuing the quality and
historical depth of the Design Mechanism's Mythic series, Mythic
Rome stands as one of the best historical roleplaying supplements
of all time, describing in intricate detail every aspect of
everyday Roman life. Indeed, this book is packed with quotations
written during the last days of the Republic, revealing shocking
details of Rome the eternal city... a shining pinnacle of
civilisation built upon a grisly foundation of crime, superstition,
war and treachery.Mythic Rome is not a stand-alone game. You will
need the Mythras rules to make full use of the content.
This book contains a dramatic and revealing translation of this
ancient classic into English. The Chinese original is set
side-by-side with the translation. Two things set this translation
apart from all previous ones. First, archeological findings are
used to uncover the meaning of passages obscured for thousands of
years. Second, it preserves the flavor of the orignal in a poetic
rendition. An introductory part of this book provides the
historical and philosophical background to the I Ching. The story
is told of the ancient Chinese civilization, pointing out events
and figures mentioned in the I Ching. The undisguised face of the I
Ching will appeal to the modern reader, who will read it in his or
her own individual way, as poetry, as discoverer of self, or as
soothsayer. It is in the grand tradition of the I Ching for
different people to see different things. To Confucius, who was
born in 550 B.C., it was a source of ethics.; To Leibnitz, the
eighteenth-century inventor of calculus, it was the essence of
binary mathematics.; To Jung Freud's rival in psychology, it was an
explorer of the unconscious.; To some Wall Streeters, it predicts
the stock market.; As a companion to this book, a computer
software, Huang's I Ching offers computerized consultations of the
I Ching. In the court of Zhou, they used to do this by counting
stalks of the yarrow reed. Results of the court would indicate what
passages to read. In later ages, yarrow-counting was replaced by
coin-tossing, as a ritual closer to people's lifestyle. And now,
the I Ching is ready for the future.
OVER 15 MORE OF ROBLOX’S BEST GAMES INSIDE FOR YOU TO EXPLORE
Discover everything you want to know about more of the greatest
games on the Roblox platform, from all-time classic multi-player
survival games to awesome new role-playing quests. Learn tips and
tricks to impress your friends, discover secrets hidden in your
favourite games and unearth epic new adventures to play together.
More than a decade has passed since IBM's Deep Blue computer
stunned the world by defeating Garry Kasparov, the world chess
champion at that time. "Beyond Deep Blue" tells the continuing
story of the chess engine and its steady improvement. The book
provides analysis of the games alongside a detailed examination of
the remarkable technological progress made by the engines - asking
which one is best, how good is it, and how much better can it get.
Features: presents a total of 118 games, played by 17 different
chess engines, collected together for the first time in a single
reference; details the processor speeds, memory sizes, and the
number of processors used by each chess engine; includes games from
10 World Computer Chess Championships, and three computer chess
tournaments of the Internet Chess Club; covers the man-machine
matches between Fritz and Kramnik, and Kasparov and Deep Junior;
describes three historical matches between leading engines - Hydra
vs. Shredder, Junior vs. Fritz, and Zappa vs. Rybka.
CLEVER AND CONTEMPORARY ILLUSTRATIONS - 50 witty illustrations by
Baltimore-based illustrator, designer and educator George Wylesol
THE PERFECT GIFT - Design-led, high-spec illustrated product for
maximum gifting potential LEARN ABOUT ART, YOUR WAY - These
portable cards can be taken with you everywhere and encourage the
development of a highly personal approach to art TEXT BY ART
EDUCATOR - Accessible ideas for learning about art from practicing
art educator DISCOVER THE SERIES - Collect the series with
mindfulness-based Ways of Tuning Your Senses, and
wanderlust-whetting Ways of Travelling, also by Laurence King
Transform your relationship to art with 50 illustrated prompts.
Rethink how you see - each card offers a different way of looking
at anything from graffiti to sculpture, painting to tapestry. Have
a fresh encounter with whatever artwork comes your way.
So you're good at the pub quiz ... you always have the right answer
... you're known for the depth and breadth of your knowledge ...
well, why not put those skills to the test with Think You Know It
All? Genius Edition. In this fiendish and at times infuriating book
of general knowledge questions, you'll find a vast range of topics
are covered, to give you a real challenge on subjects from maths to
history, music to literature, cinema to sport. With all sorts of
different types of question to keep you on your toes (and all the
answers at the back for when you need them) this book will give you
entertainment and be head-scratchingly annoying in equal measure
... ... But then that's the thing about knowledge: if you know the
answer, it's easy!
The essential companion for when you hit the road. With 50
beautifully illustrated cards, this deck features games to keep all
ages entertained. From timeless originals like Categories to modern
classics like Explain a film plot badly, these Road Trip Games will
fill your journey with laughter, singing, and fun.
Master the art of battling in Minecraft Don your armour, pick up
your sword and charge headfirst into the Minecraft Combat Handbook
– the only book you need to take your game to the next level.
Read how to craft the deadliest weapons and enchant them with
mystical powers, discover the vicious mobs that you’ll go
toe-to-toe with, and learn crafty strategies that will help you
best your friends in PVP. With so much to explore, there’s sure
to be something for ‘crafters of every level. Try our
indispensable handbooks for your Minecraft journey: Minecraft
Redstone Handbook 978 0008495992 Minecraft Survival Handbook 978
0755503452 Minecraft Creative Handbook 978 0755500413 Minecraft
Explorers Handbook 9780008608507 Minecraft Legends Handbook 978
0008595012 Brilliant books full of inspiration: Minecraft Bite Size
Builds: 978 0755500406 Minecraft Amazing Bite Size Builds: 978
0008495954 Minecraft Super Bite Size Builds 978 0008534127
Minecraft Epic Inventions 978 0008496012 Minecraft Epic Bases: 978
1405296472 Perfect Gifts: Minecraft Maps 978 1405294546 Minecraft
Blockopedia 978 0755500390 Sticker, humour and activity: Minecraft
Survival Sticker Book 978 1405288552 Minecraft Sticker Adventure
Treasure Hunt 978 0755503582 Minecraft Sticker Adventure Mobs
Attack 978 0008533953 Minecraft Joke Book 978 1405295253 Minecraft
How to Draw 978 0008534028 Minecraft Would You Rather 978
0008534028 Minecraft Catch the Creeper 978 0755503575
Test yourself against a fiendishly tricky series of IQ test-style
puzzles, the perfect training for those who want to prepare for a
Mensa IQ test. This full-colour puzzle book features a wide variety
of questions to test every aspect of your brain's workings, from
visual and spatial challenges to pattern-based or logical problems.
Compiled by Dr Gareth Moore, Mensa's Most Difficult IQ Puzzles will
force you to think in new ways and spot patterns you have never
seen before in order to solve these demanding conundrums.
The Mensa Riddles and Conundrums Pack explores some of the most
fascinating areas of puzzling pleasure. As well as some really
challenging lateral-thinking puzzles and brain-befuddling riddles,
it contains a variety of ingenious games designed to challenge the
most demanding mind. There are lateral-thinking problems of great
cunning, ancient games from China and Siam, and a host of original
puzzles that will stretch ingenuity to breaking point. It is rare
to find such a diverse collection of puzzles and games in one
place. They call for a wide variety of puzzling skills and will
keep readers pleasurably engrossed for many, many hours! Contains
more than 50 fiendishly difficult riddles and conundrums;
double-sided game board with dice and counters; tangram set;
pentominoes set; matchsticks; jailbreak game.
Key aliens and NPCs from the Dawn of Flame Adventure Path come
alive on your tabletop with the Dawn of Flame Pawn Collection,
featuring more than 100 creature pawns for use with the Starfinder
Roleplaying Game or any tabletop science-fantasy RPG! Printed on
sturdy cardstock, each pawn presents a beautiful full-color image
of an alien, NPC, or starship from the Dawn of Flame campaign,
including crafty efreet, rebellious soldiers, scheming gangsters,
and dozens of unique creatures. The Dawn of Flame Pawn Collection,
together with the creatures and characters from the Starfinder
Alien Archive Pawn Box and Starfinder Core Rulebook Pawn
Collection, provides pawns for nearly every Dawn of Flame
encounter. Each cardstock pawn slots into a size-appropriate
plastic base from the Alien Archive Pawn Box, making the pawns easy
to mix with traditional metal or plastic miniatures.
The rich history of Egypt has provided famous examples of board
games played in antiquity. Each of these games provides evidence of
contact between Egypt and its neighbours. From pre-dynastic rule to
Arab and Ottoman invasions, Egypt's past is visible on game boards.
This volume starts by introducing the reader to board games as well
as instruments of chance and goes on to trace the history and
distribution of ancient Egyptian games, looking particularly at how
they show contact with other cultures and civilizations. Game
practices, which were also part of Egyptian rituals and divination,
travelled throughout the eastern Mediterranean. This book explores
the role of Egypt in accepting and disseminating games during its
long history. Over the last few years, the extent and the modes of
contact have become better understood through museum and archival
research projects as well as surveys of archaeological sites in
Egypt and its surrounding regions. The results allow new insight
into ancient Egypt's international relations and the role of board
games research in understanding its extent. Written by three
authors known internationally for their expertise on this topic,
this will be the first volume on Ancient Egyptian games of its kind
and a much-needed contribution to the field of both Egyptology and
board games studies.
There are many tales of the Frozen City, and not all of them tell
of battles between rival wizards. Often, the greatest adventures
are those that pit a wizard and his trusty warband against the
myriad perils found amidst the ruins of Felstad. This new
supplement for Frostgrave presents rules for playing solo and
cooperative games in which the focus shifts from the feuds of
wizards to exploring the city, unlocking its mysteries... and
surviving what is discovered. With guidelines for scaling game
difficulty, dungeon crawls, monster generation, and more, as well
as ten scenarios demonstrating these options, this volume offers
players everything they need to venture alone - or with allies -
into Frostgrave. Why should wizards fight amongst themselves? There
is plenty of treasure for all and the Frozen City is enemy enough!
|
|