![]() |
![]() |
Your cart is empty |
||
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Landscape science tells fascinating stories, whether in fiction or a role-playing game. Earth's varied terrain provides many examples of scene-specific challenges and resources for story characters, with distinctive land features, compelling locations, and intriguing traits. Landslides, floods, coastal erosion, glacier movement, and volcanism can deliver fresh plot points and alter the social character of an imagined region. Characters traveling different river types encounter very different puzzles, opportunities, and combat environments and the same variety awaits within other classic settings, such as caves, mountains, deserts, shorelines, and volcanic zones. Atypical landscapes such as tundra, karst, and vast glacier surfaces can breathe fresh air into any stories. This handbook is a reference source for creative writing and game world building. It delves deeply into many landscape characteristics that help set the tone, shape character behavior, and drive the plot. Chapters are divided into diverse geographic environments, from rivers and shorelines to caves and volcanoes, and show how knowledge of the terrain can deliver plot points, add veracity, pose key problems, establish conflict, and lead into the next scene. Discover how authors and game masters effectively weave land and terrain into their stories.
Inspired by both Daniel Defoe's 'A Journal of the Plague Year' (1722) and 'The King', an anthology of the witty and provocative chess columns of the Dutch Grandmaster, Jan Hein Donner, Ray Keene here collects his thoughts and writings on the year 2020 - both in chess and the wider world. His reflections include the impact of Covid-19 on the popularity of chess, the remarkable influence of the Netflix series 'The Queen's Gambit', the growing army of teenage Grandmasters, the online pivot of chess competition and the emergence of chess entrepreneurs, such as World Champion Magnus Carlsen and Grandmaster Hikaru Nakamura.. Like Donner, Ray uses chess as a metaphor for observations on art, culture and civilisation.
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.
From early classics like Contact to marvels like High Speed, gaming publisher Williams dazzled arcade goers with its diverse range of quality pinball games. The age of video games catapulted the company into legend with blockbusters like Defender and Joust, and by the end of the 1980s it was the largest coin-op publisher in North America. Its acquisition of Bally/Midway began a period of hits that included Mortal Kombat and NBA Jam, as well as the best-selling pinball machine of all time, The Addams Family. The history of Williams spans nearly six decades and is filled with great games, huge gambles and technical innovations that impacted every aspect of pinball and arcade video games. With interviews from over 40 former designers and executives from Williams/Bally/Midway, as well as information from hundreds of contemporaneous news reports and documents, this book presents a never-before-seen chronology of how the small company became a coin-op juggernaut. Thirty pinball and 26 video game classics are examined in depth with direct input from the people who made them, along with the story of the events that made and shaped one of gaming's greatest publishing houses.
Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.
The RAF faces the Luftwaffe in this two-player deckbuilding game of aerial WWII combat. Summer, 1940. The German war machine has rolled through the continent in less than a year, crushing all before it. Britain is all that stands in the way of German victory in Europe. Command the pilots of the battle-tested Luftwaffe, looking to extinguish all resistance and pave the way to invasion, or the resourceful and determined RAF opposing them at every turn. Undaunted: Battle of Britain is a standalone game in the Undaunted series, adapting the core gameplay of the previous games to recreate the dynamic dogfighting of aerial combat. Maintain cohesion between your pilots, evade anti-aircraft artillery, and leverage talented aces to win the battle for the skies! Ages: 14+ Players: 2 Playing Time: 45-60 minutes Contents: 116 cards, 32 large map tiles, 4 dice, tokens, scenario booklet
Poker players are always told that to be successful, you have to play aggressively. What is not usually explained is just exactly how you are supposed to play aggressively. On the Final Table of the 2016 WSOP Main Event, Qui Nguyen destroyed the opposition with an absolute masterclass in aggressive play and walked away with the coveted gold bracelet as well as $8 million. If you want to understand what this mythical "playing aggressively" means in practical terms, then From Vietnam to Vegas will give you the answer. ----- Many of the experienced professionals commentating for TV simply couldn't understand Qui's play. Antonio Esfandiari, who has won over $27 million in live play, commented, "I couldn't get a read on Qui Nguyen if my life depended on it." ----- From Vietnam to Vegas tells the complete story behind Qui's magnificent achievement. In this book Qui: --- * reviews 176 key hands from his historic victory at the WSOP Final Table --- * provides an in-depth analysis of his thought process on each hand --- * relates the story of his life, from his early struggles in Vietnam through to his transition to a poker professional in Las Vegas. ----- The book also includes commentary from Steve Blay, founder of AdvancedPokerTraining.com and Qui Nguyen's personal poker advisor at the final table. Blay's commentary often analyzes the mathematical basis behind Qui's decisions, and discusses practical ways to apply it to your own poker game.
Chess world champion Mirko Czentovic is travelling on an ocean liner to Buenos Aires. Dull-witted in all but chess, he entertains himself on board by allowing others to challenge him in the game, before beating each of them and taking their money. But there is another passenger with a passion for chess: Dr B, previously driven to insanity during Nazi imprisonment by the chess games in his imagination. But in agreeing to take on Czentovic, what price will Dr B ultimately pay? A moving portrait of one man's madness, The Royal Game: a chess story is a searing examination of the power of the mind and the evil it can do.
You don't have to be a genius to enjoy chess. The practical instruction provided here can help anyone progress from first-timer or novice to capable intermediate player in no time at all, while instilling an understanding of the game's fundamentals, and providing a strong foundation for future advancement. The game's history, the basic moves for each piece, and strategies for openings, middle game, and endgame positions are all covered, and you can measure your progress with the exercises that follow each section. Checkmating tips are included, as is advice for salvaging a draw when you have a weakened position. Unlike many other chess books, the lessons included here are designed for "real-world" play, using positions that newer players are more likely to encounter. Also featured is a foreword by renowned chessmaster, teacher, and columnist Bruce Pandolfini, who was the instructor played by Ben Kingsley in the film Searching for Bobby Fischer and the chess consultant for the miniseries The Queen's Gambit.
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).
This beautifully illustrated bingo game features 64 breeds of dog from around the world. Spot all kinds of dogs - from the tiny chihuahua to the noble Great Dane, from the sleek Saluki to the dreadlocked Hungarian Puli, mark them off on your card and bingo! Dog Bingo brings a fun and educational twist to the traditional game as players learn the names and colourings of both their favourite breeds and weird and wonderful exotic dogs. Contains 64 superbly illustrated dog tokens, one board, 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 dogs featured.
This deck of beautifully illustrated, egg-shaped playing cards makes the sweetest springtime gift! Celebrate spring with this deck of sweet, egg-shaped playing cards! A distinctive, egg-shaped package with a flat base makes this deck ideal for displaying upright, perfect as an addition to Easter baskets or on its own as a special gift. Featuring 12 favorite animals (from cheerful chicks to adorable bunnies, and more!) in four beautifully illustrated floral suits (sunflowers, daffodils, sweet peas, and lavender), plus a bonus Monarch Butterfly card, these charming little eggs can be used as an artful alternative to any standard playing card deck. Play springtime twists on three classic card games (Go Fish, Old Maid, and Crazy Eights) with included instructions, or revel in hours of matching and memory game fun!
From the first edition: "Just the right combination of fascination and brio"--Chess Life; "a real browsers delight"--San Francisco Chronicle; "arguably the best chess writer on the American scene...opulent"--Washington Times; "a wonderfully readable book...fascinating"--Boston Herald; "enjoyable"--British Chess Magazine. "[The author] is one of the most accomplished American chess players as well as a prolific chess writer and journalist"--James Henri. The best, the worst, the shortest, the oddest, the longest, the most deceitful, the most memorable, the most brilliant, the dumbest--of players, games, matches, tournaments, books, ideas, etc. The lists are replete with background detail and exact facts--this second edition of Soltiss classic 1984 book is altogether an essential part of any chess collection and a browsers delight. The new edition contains 25 percent more lists, games, diagrams and annotations. The majority of lists from the first edition have been updated or expanded--or both.
A card game for film nerds, movie geeks, and cinephiles. One deck. 150 cards. Multiple ways to play. This card-based party game is a well-crafted mix of sleek design, pop culture, and film--sure to be a hit at any game night, family gathering, movie night, or even as an ice breaker for your new book club. With multiple ways to play based on difficulty level ranging from casual movie-goer to bonafide film nerd, Cinephile will have you and your friends racking your brains for Sean Connery's lesser-known films, Cate Blanchett's filmography, and Steve Buscemi's most memorable cameos.
Fun indoor games for the whole family to enjoy. Switch off your screens, gather the family, open up 60 Classic Indoor Games and remember how simple it is to play and laugh together. Inside this wonderful little book are new, classic and beloved (but often-forgotten) family games that are perfect to keep the children from their screens or tearing the house down on rainy days. It's great for entertaining visiting grandparents and brilliant at getting everyone's imagination going! Create your own family traditions with classic games like Charades, Sardines and Are You There, Moriarty? as well as new favourites like Kangaroo Racing, Sprouts and Fish Flap. Includes everything you need to know to play over 60 classic games ordered alphabetically for quick and easy reference. Suitable for all ages, it's a lovely gift to pass on for future generations to enjoy.
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!
Rediscover the wonder of travel, wherever you find yourself. See the world with fresh eyes with these exciting and unusual suggestions. Whether you're heading halfway around the globe or just stepping out your front door, Ways of Travelling will take you somewhere new.
Across the globe, therapists are using tabletop roleplaying games (RPG) such as Dungeons & Dragons as a part of their practice. This book provides an overview of what RPGs are and what makes them such an effective and powerful tool for therapy. By examining research on gaming, flow, immersion and role-play, readers will gain a better understanding of the theoretical underpinnings and how to skilfully and ethically use RPGs in their own practices. The author also looks at the history of RPGs, specifically focusing on issues of diversity and representation to help providers understand some possible pitfalls that exist within the medium. The book utilises an example group to walk through everything from conception, planning, running, documentation and termination of the group.
Modern classic offers thorough, systematic analysis of the use of the queen, active king, exchanges, seven different uses of pawns, minority attackk, dynamic elements, much more. Analyses of 129 great games featuring Capablanca, Alekhine, Lasker, Botvinnik, Reshevsky, Bronstein, Smyslov, Spassky, other masters. Indexes of games and openings. 298 diagrams.
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. |
![]() ![]() You may like...
The Game Master's Handbook of Proactive…
Jonah Fishel, Tristan Fishel
Paperback
Auroboros: Coils of the Serpent…
Warchief Gaming, Chris Metzen
Hardcover
Hero of the Pre-War Olympiads…
Dmitry Kryakvin, Galina Petrova-Matisa
Hardcover
R703
Discovery Miles 7 030
|