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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
In this fast-paced card game for 3-6 players, good dogs compete to be the very best! Players choose their favorite puppet to compete in a dog show, with ratings based on six categories: Floof, Sass, Boopability, Zoom, Ears, Wag. Play action cards to knock your opponents’ dogs down in the ranks, improve your own dog's ratings, and be named the goodest dog, but not to worry: no dog will ever be less than a 10/10!
The computer has changed the way top players think about chess. The silicon mind has no psychological barriers. It is "willing" to check moves that most humans, including top players, consider absurd and reject instantly. Thus this brave, new computer era inevitably leads to a reassessment of old axioms, principles and evaluations. In this book the reader will discover the incredible power unconventional moves can have. These moves contradict the most fundamental principles of the "old chess", and yet most of them played by leading grandmasters. At first sight these moves look so strange that the reader can not avoid asking, "Was this grandmaster was inspired or drunk?" The answer will definitely surprise you.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Dip in to this pack of 50 illustrated cards to refresh and revitalize your senses. How much of the world's beauty have we become indifferent to, caught up in the bustle and rush of day-to-day life? Take a break from the madness, and from your smartphone, and rediscover the magic of the world around you. Surprising, engaging prompts will help you hone in and focus on the world around you and tune back in to the things that really matter.
This beautifully illustrated bingo game features 64 species of bugs from around the world. Identify all kinds of insects from the Giant Hawker Dragonfly to the Kissing Bug and the Orchid Bee to the Sacred Scarab mark them off on your card and bingo! Bug Bingo brings a fun and educational twist to the traditional game as players learn the names and colourings of both favourite species like the Honey Bee and more exotic bugs like the Vampire Moth. Contains one masterboard, 64 superbly illustrated bug tokens, 12 bingo cards and brightly coloured counters for you to mark up your card, as well as a leaflet containing basic information and a few quirky traits for all of the bugs featured. (Carries EU Toy Safety Directive 'CE' logo).
Jonathan Adler Helsinki Peggable Chess Set from Galison is a chic and contemporary set for any game enthusiast. This set features a peggable chess construction with modernist forms for the 32 chess pieces and symbols. Adler fans and anyone who loves good design and fun will enjoy this game set! Makes a perfect gift. * Box: 7.8 x 7.8 x 2.8", 198 x 198 x 71 mm * 32 Wood Chess Pieces * 1 Portable Chess Board * Instructions are included * Perfect for playing on the go!
Set off with your adventuring party to gather 25 days' worth of gifts from the world of Dungeons & Dragons! Collect dozens of little treasures inspired by the Forgotten Realms in this official Dungeons & Dragons countdown calendar. Your party may have all the weapons they need, but this engaging gift calendar is filled with dozens of items you'd never think to bring on a quest. With mini books, stationery, buttons, tech accessories, and more, you can celebrate your love for the game with this countdown calendar featuring a monstrous assortment of presents!
The games of Mikhail Botvinnik, world chess champion from 1948 to 1963, have been studied by players around the world for decades. But little has been written about Botvinnik himself. This book explores his unusual dual career--as a highly regarded scientist as well as the first truly professional chess player--as well as his complex relations with Soviet leaders, including Josef Stalin, his bitter rivalries, and his doomed effort to create the perfect chess-playing computer program. The book has more than 85 games, 127 diagrams, twelve photographs, a chronology of his life and career, a bibliography, an index of openings, an index of opponents, and a general index.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Recruit new soldiers, face new foes, and explore the mysteries of the Carpathian Mountains in two new campaigns, one competitive and one for solo or cooperative play. High in the Carpathian Mountains stands the crumbling Castle Fier. Once home to a powerful warlord, the castle cast a dark shadow across the nearby villages, until crusaders attacked with sword and flame to put an end to its menace. Though history passed into folklore, the ruins of Castle Fier remained shunned by all as a cursed site. Now, horrors have been seen moving at night. An army gathers. Something has awoken in the ruins. With the political situation in the surrounding region becoming increasingly unstable, France, Prussia, Britain, and the other powers have dispatched their best agents to investigate the ruins, eliminate any threats, and acquire any treasures that could prove useful in the ongoing fight against the harvestmen... and each other. The Carpathians: Castle Fier is a supplement for The Silver Bayonet: A Wargame of Napoleonic Gothic Horror, in which the special units must fight their way through the ruins of a menacing haunted castle. It features two campaigns - one competitive and one for solo or cooperative play - as well as new monsters to fight, soldiers to recruit, and treasure to unearth.
A beautiful set of playing cards featuring illustrations of Shakespeare's most famous characters. Play your favourite card games with Romeo and Juliet as King and Queen of Hearts, Lady Macbeth as Ace Villain, and let Adam Simpson's artwork bring Shakespeare's plays to life. Arranged in four suits - with hearts = lovers, clubs = fools, diamonds = heroes and heroines, and spades = villains, plus two jokers, of course - this artist-illustrated deck of playing cards features 54 of Shakespeare's most famous characters. It includes a booklet with text about each character and their place in literary history.
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
This offers a complete fighting repertoire for White against the Sicilian with 1.e4 c5 2.d4 cxd4 3.c3. The Morra Gambit is a popular weapon at club level, but can it be effective at GM level? Marc Esserman believes so and he has 2700-rated scalps to back up his view. Esserman is the world's leading expert on the Morra Gambit and he shares all his secrets and many novelties in a lively witty style. The Morra leads to exciting gambit play, so some players decline the offer with 3...Nf6 - Esserman also shows how White can attack this cautious defence. Don't be afraid of the Sicilian - unleash Mayhem in the Morra!
Casino games and traditional card games have rich and idiosyncratic histories, complex subcultures and player practices, and facilitate the flow of billions of dollars each year through casinos and card rooms, and between professional players and amateurs. They have nevertheless been overlooked by game scholars due to the negative ethical weight of “gambling” – with such games pathologized and labelled as deviance or mental illness, few look beyond to unpick the games, their players, and their communities. The Casino, Card and Betting Game Reader offers 25 chapters studying the communities playing these games, the distinctive cultures and practices that have emerged around them, their activities and beliefs and interpersonal relationships, and how these games influence – both positively and negatively – the lives and careers of millions of game players around the world. It is the first of a new series of edited collections, Play Beyond the Computer, dedicated to exploring the play of games beyond computers and games consoles.
This book teaches basic tactical ideas such as the fork, pin, and discovered attack, and introduces general ideas such as elimination, immobilization and compulsion. A basic knowledge of simple tactics will enable a novice to start winning games, by giving checkmate or capturing material. As the player progresses, his tactical arsenal will broaden, and he will start to play sacrifices and combinations, and develop a deeper understanding of the game. Players who fail to study tactics systematically tend to suffer from tactical blind-spots that plague them throughout their playing career, and thus they fail to realize their full potential.
PUT YOUR MEMORY SKILLS TO THE TEST to match 20 character pairs from the world of The Amazing Maurice film. The perfect challenge for Terry Pratchett fans - or anyone who loves a good card game. GET TO KNOW BELOVED CHARACTERS from Terry Pratchett's first Discworld (R) novel for kids! Meet everyone from heroes like Keith, Malicia and Dangerous Beans, to villains like Boss Man and rat catchers Billy and Ron. INCLUDES A BOOKLET identifying all the characters and telling their tales. THE PERFECT GIFT for Terry Pratchett fans! SCREEN-FREE FUN from one of the world's leading publishers of books and gifts on the creative arts. STURDY & ATTRACTIVE BOX perfect for gifting and storage. Match the pairs and meet the cast of the film based on Terry Pratchett's first Discworld (R) novel for kids! Follow the scheming Maurice and his band of rat-scammers to the town of Bad Blintz to meet fairytale-mad Malicia and some truly bad eggs! Get to the bottom of the mystery surrounding this town and learn about all the characters in this exciting matching game with an accompanying booklet.
For 70 years the U.S. Chess Federation has held the U.S. Junior Open, featuring young players under 21. This book is the first to focus the formative years of these juniors, who later became many of the outstanding masters of the Unites States. Each chapter contains an annotated game of the winner of the championship and brief identifications of the notable players. Crosstables are included where available.
The biggest Flip-Mats in history just got bigger! Introducing Pathfinder Flip-Mat: Enormous Forest, a brand-new amazingly giant Flip-Mat bigger than any Paizo has produced before! Measuring a titanic 30" by 46" when unfolded, this exciting new map presents a sprawling section of forest on each side-one side dense and primeval, and the other cut through with a shaded road just perfect for ambushing player characters. Spread this woodland across your tabletop and watch your players' eyes pop out at the enormity of it all! Your player character's biggest problems just got even bigger! A special coating on each Flip-Mat allows you to use wet erase, dry erase, AND permanent markers with ease! Removing permanent ink is easy-simply trace over any permanent mark with a dry erase marker, wait 10 seconds, then wipe off both marks with a dry cloth or paper towel. Each Enormous Flip-Mat measures 30" x 46" unfolded, and 8" x 10" folded. On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy cleanup is just a Flip away?
Perfect for individual inspiration or as an after-dinner game with friends or family, Haikubes is a set of 63 word cubes that is attractive enough to display on the coffee table. Simply roll the cubes and use the words that come up to create an expressive haiku. Includes two cubes with inspirational cues to help guide the haiku. Everyone's a poet with this latest entertainment from the team behind Cranium.
Since the release of Dungeons & Dragons in 1974, role-playing games have spawned a vibrant industry and subculture whose origins, characteristics, cultures and player experiences have been well explored. Yet there has been little attention devoted to the meaningful ways RPGs have shaped society at large over the last four decades. RPGs were influential on video game design and have been widely represented in film, television and other media. They have made their mark on other areas of society, as well, including education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of role-playing games. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for ""serious"" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture. |
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