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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.
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
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.
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.
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.
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.
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!
AMAZING ILLUSTRATIONS: Explore Caroline Selme's intricately drawn
underwater world, bursting with minute detail! ADDICTIVE GAMEPLAY:
A matching game for the whole family with super-detailed underwater
scenes that reward returning again and again. HOURS OF COZY FUN:
Take a deep dive and learn to recognize fish from around the world
- all from the comfort of home! PERFECT GIFT: Illustration-led,
highly finished, 57-card unique matching game, for maximum gifting
appeal. COLLECT THE SERIES: From the illustrator of Laurence King's
Dinosaur Bingo, Jungle Bingo, I Saw It First! and Who's Hiding in
the Jungle? Pick a card, any card! Now pick another. Between any
animal and ocean card there will only ever be one animal that
features on both. Can you be the first to find it? Featuring
Caroline Selmes's delightful animal illustrations and undersea
scenes, Who's Hiding in the Ocean? will have the whole family vying
for victory!
Aelin Galathynius has given up her freedom for the sake of her people.
Held captive by the Queen of the Fae and tortured for information, her
only companions are a silent prisoner and her own mind. The image of
her mother, her lover, her friends. The embers of her memory, and a
voice, deep inside...
"You will not yield."
Embers of Memory: A Throne of Glass Game is a two-player co-operative
card game set during the events of Kingdom of Ash, the epic climax to
Sarah J. Maas' Throne of Glass series. Working together, you must delve
into the memories of the young queen and help her face her inner demons
before she is overwhelmed. Be warned - each challenge you face is more
complex than the last, testing the bond between you and your partner to
its limit.
Players: 2
Ages: 14+
Playing Time: 45 minutes
Contents: 97 oversized cards, rulebook
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.
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!
Three hundred ancient Egyptians - from gods and goddesses to
pharaohs and sphynxes - populate the board of this game. Pull a
counter from the box featuring one of the 300 characters in this
game and be the first to spot that character on the board! Coming
in a triangular box with a hexagonal board (designed to prevent
players from being able to remember where certain characters are)
this game features charming illustrations by Caroline Selmes.
Simple to understand but addictive to play, this fun and
challenging game will delight adults and children alike.
PLAY AND LEARN: learn Shakespeare as you play this new board game
for all the family SCREEN-FREE FUN for 2-5 players aged 8 and up
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 our bestselling Shakespeare
range illustrated by Adam Simpson, including The World of
Shakespeare: 1000-piece Jigsaw Puzzle and Shakespeare Playing Cards
Journey from Stratford to London in the footsteps of the world's
best loved playwright, collect characters and race round London's
theatres to put on as many plays as you can before other
playwrights steal your ideas, burn down your theatres or spread the
plague! In this fun family board game, you will absorb details of
Elizabethan England as well as learn loads of references to
Shakespeare's plays. The winner is the player whose plays take the
most money at the box office, and the fastest in the race to fame
and glory.
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