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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Adventure is just down the Yellow Brick Road... The award-winning
author and illustrator of Neverland returns with another beautiful
RPG setting book, in OZ: A Fantasy Role-Playing Game. While many
have traveled with Dorothy Gale to the world of OZ, there is so
much more to explore! But know this: there is more to the land and
its inhabitants than the rumors might suggest. Appearances can be
deceiving and like any good metal smith will tell you, the only way
to tell a gold bar from a yellow brick is to hit it with a hammer.
So begins Andrew Kolb's OZ: A Fantasy Role-Playing Game. While 5th
Edition compatible like its predecessor, Neverland, OZ uses an
urban setting pointcrawl instead of a hexcrawl, full of secrets to
discover via underground trains and a monorail that loops around
all four districts of OZ. With different neighborhoods to explore,
factions to join, and questions to ask (what happened to The
Slippers, anyway?) players can escape to the Emerald City for hours
on end.
Play Cards and Begin to Identify Popular Wild Edibles in North
America! Anyone who enjoys nature and the great outdoors will love
these cards for playing your favorite games or to use as flash
cards. Inspired by Adventure Publications' popular guide Foraging
in North America, this gorgeous deck of playing cards features
detailed photographs of 52 of the most popular wild edibles (plus 2
toxic jokers) in the United States, Canada, and Mexico. Each card
depicts a foraging target such as hawthorn, lambsquarter, nettle,
and wild violet-as well as common wild berries like blueberry and
raspberry. So, while the playing cards are not intended as a
replacement for expert foraging advice, you can begin to learn what
each type of wild edible looks like. Play card games like
blackjack, poker, rummy, and solitaire while learning more about
foraging. Get the Foraging Playing Cards for yourself, and you can
give this deck of cards as a fun and thoughtful gift too.
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.
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.
The revolution in tabletop gaming revealed and reviewed, in this
entertaining and informative look at over 40 years of award-winning
games. The annual Spiel des Jahres (Game of the Year) Awards are
like the Oscars of the tabletop. Acclaimed British author and games
expert James Wallis investigates the winners and losers of each
year's contest to track the incredible explosion in amazing new
board games. From modern classics like CATAN, Ticket to Ride, and
Dixit to once-lauded games that have now been forgotten (not to
mention several popular hits that somehow missed a nomination),
this is a comprehensive yet hugely readable study of the best board
games ever made, penned by one of the most knowledgeable
commentators on the hobby.
SENSITIVE, ENGAGING ILLUSTRATIONS. Bee Grandinetti's approachable
illustrations clearly and amusingly depict each emotion so that
they can be recognized and explored in a fun, low-pressure way
EDUCATIONAL. Features 48 emotions ranging from happiness and
sadness to anger, apathy, and anxiety. Written by Dr Emily
Midouhas, a developmental psychologist and associate professor at
UCL, specializing in the effects of the social and built
environment on the emotional and behavioural problems of children
and the mental health of children with special educational needs
across childhood and adolescence, particularly children with ADHD
and autism EASY TO PLAY. An easy-to-play bingo game for the whole
family: be the first to get all 16 emotions on your card to win
BINGO! COLLECT THE SERIES. Follows the successes of bestselling
Dinosaur Bingo, Scary Bingo, Jungle Bingo, Poo Bingo and more! THE
PERFECT GIFT. Beautifully designed, illustration-led, high-spec
product for maximum gifting potential A fun and engaging way for
kids and adults to talk about their emotions. The gameboard
features 48 emotions as characters, illustrated by Bee Grandinetti
whose warm and sensitive illustrations have been featured by
Headspace and Airbnb. Each player gets a card with 16 emotions. An
accompanying booklet by developmental psychologist Dr Emily
Midouhas explains each emotion in child-friendly language and gives
tips on learning to express emotions and allow them to be felt in
healthy ways.
Fun Scrabble word puzzles, games and activities for kids aged 7+
Make learning to spell fun with the new series of activity books
from Scrabble! Taking inspiration from the classic board game that
always spells F-U-N, children will practise word building skills,
improve vocabulary and gain confidence with spelling. * Fun,
friendly activities from anagrams and crosswords to letter-links
and word searches * Engaging for children with bright, colourful
pictures * Perfect for practising English at home (c)2022 Mattel.
SCRABBLE (TM) and SCRABBLE tiles, including S1 tiles, are
trademarks of Mattel
Defend yourself and protect your assets in a lair that feels as
real and alive as your monsters with advice from Keith Ammann,
author of The Monsters Know What They're Doing: Combat Tactics for
Dungeon Masters. The world is a dangerous place-especially when
you're up to no good. Whether you're a rampaging monster, a
calculating mastermind, or the current possessor of the Golden
MacGuffin, someone's going to come at you. Probably more than one
someone. You can't know when, but you can choose where. You need to
be ready. You need a lair. In How to Defend Your Lair, gamemaster
Keith Ammann pulls back the curtain on an underrated but crucial
part of any tabletop roleplaying game: the theater of battle. Say
goodbye to encounters in randomly generated dungeons and hello to a
game in which where the fight takes place is just as important as
who is doing the fighting. This book teaches you how to use
real-world principles of building security and area defense to
create strongholds infused with flavor, informed by narrative, and
complex enough to force your players to think strategically. You'll
look at the strengths and weaknesses of both defenders and
potential attackers, creating spaces that are strong enough to keep
out ordinary intruders...and to provide thrilling challenges to
extraordinary ones. Including more than a dozen fleshed-out sample
strongholds, How to Defend Your Lair is a crucial resource for any
RPG gamemaster who wants to push players to think about how to
solve problems before running at them head-on.
From the Arthurian epic poem Parzival to Dan Brown's The Da Vinci
Code, Indiana Jones and the Last Crusade, and the Assassin's Creed
video game series, the Knights Templar have captivated artists and
audiences alike for centuries. In modern times, the Templars have
featured in many narrative contexts, evolving in a range of
contrasting story roles: the grail guardian, the heroic knight, the
villainous knight, and the keeper of conspiracies. This study
explores why these gone but not forgotten warrior monks remain
prominent in popular culture, how history influenced the myth, and
how the myth has influenced literature, film and video games.
An easy-to-learn repertoire for the chessboard assassin
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.
Answering a call for help from a neighboring group of settlers, the
heroes embark on a rescue mission that takes them to a hidden
jungle valley, where alien dinosaurs prowl among ancient elven
ruins. The trail leads through a magical portal to an abandoned
Azlanti base on the world's moon. There, survivors from a scouting
mission gone awry huddle in the darkness, hiding from a terrifying,
malevolent creature from another plane! "Whispers of the Eclipse"
is a Starfinder Roleplaying Game adventure for four 5th-level
characters by Kate Baker. This adventure continues the Horizons of
the Vast Adventure Path, a six-part, bimonthly campaign in which
the heroes are at the forefront of exploring and charting a newly
discovered world filled with mystery. This volume also includes a
history of the diaspora of the elves, gear from an ancient
spacefaring civilization, and a selection of diverse alien
creatures. Each bi-monthly full-color softcover Starfinder
Adventure Path volume contains a new installment of a series of
interconnected science-fantasy quests that together create a fully
developed plot of sweeping scale and epic challenges. Each 64-page
volume of the Starfinder Adventure Path also contains in-depth
articles that detail and expand the Starfinder campaign setting and
provide new rules, a host of exciting new monsters and alien races,
a new planet to explore and starship to pilot, and more!
Gaming just got a whole lot funnier. What was the console gamer's
New Year’s resolution? 1280x720. Why did Frogger cross the road?
Because after an hour and a half you’ve finally completed the
level. Why would a grown-up want to play Pokémon Go? Wynaut? This
is a joke book for anyone who knows that AAA isn’t just a battery
type, you don’t need scissors to do some crafting and that you
don’t have to go outdoors to try camping. *Parental guidance:
Occasional fruity language and jokes of a sexual nature*
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