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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
In this unique deduction game of honest misdirection you are all
cryptozoologists, trying to be the first to discover definitive proof
of a cryptid in the wilds of North America. Each player will be given a
unique clue – one piece of crucial information about where the creature
lives. When combined, the clues identify a single space on the map –
the creature’s habitat.
Cosplayers: Gender and Identity is an examination of identity practices in cosplay, as expressed by cosplayers themselves. It challenges the assumed correlation between cosplay and cosplayer identity and considers the lived experiences of cosplayers engaging in the fan practice of sartorial performance. Through a series of chapters covering the blurring lines of gender, sexualized fantasy in real spaces, and nostalgia, the author argues that observational data run the risk of affirming normative expectations of identity in the absence of cosplayer narratives, and produce misreadings that generalize. The work develops and builds an understanding of a complex cultural system of art, engaging with multiple methodologies to make identity, fandom, and critical analysis on the parts of participants and observers alike. This is an accessible and innovative study suitable for scholars and students in gender studies, cultural studies, sexuality studies, sociology, and media studies.
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!
Ireland is awash with would-be kings, power-hungry pretenders, and
self-professed rulers. The provinces are in disarray, and the common
folk are paying the price. The land needs a leader. In Brian Boru,
players will strive to unite Ireland under their domain, securing
control through might, cunning, and matrimony. Join forces to fend off
Viking invaders, build monasteries to extend your influence, and gather
support in towns and villages throughout the land. To become High King
of all Ireland, you will need to navigate a web of shifting alliances,
outmanoeuvre your enemies, and grab history by the reins. Includes
rules in English and German. Number of players: 3-5 Ages: 14+ Play
time: 60-90 minutes Components: Board, 46 cards, 139 tokens, 125 wooden
discs
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.
An easy-to-understand guide to chess strategy -- conceptual planning -- has always been the amateur's dream. This book makes that dream a reality. This comprehensive guide in dictionary form, the first of its kind, makes all aspects of chess strategy quick, easy, and painlessly accessible to players of all degrees of strength. Each strategic concept is listed alphabetically and followed by a clear, easy-to-absorb explanation accompanied by examples of how this strategy is used in practice. Such great World Champions as Steinitz, Capablanca, Petrosian, Fischer, and Karpov have used these strategies in virtually all of their games. Now you can arm yourself with their weapons. As you incorporate these weapons into your own play, they will enrich your appreciation of the game and lead you to one beautiful victory after another.
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!
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.
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.
Will you tame the world - or shatter it? Auroboros: Coils of the Serpent is a campaign setting for 5E by Chris Metzen and Warchief Gaming. The first release in this universe, Worldbook: Lawbrand features the realm of Lawbrand, which is based on the roleplaying campaign that Chris ran with his childhood friends in the 1980s and 19990s, before he headed to work on Blizzard games. A 5E-compatible source book featuring dozens of pieces of stunning artwork, over 100 pages of lore, 5 new races, 4 subclasses, new spells, and more, Worldbook: Lawbrand gives you all the tools needed to adventure in this gritty fantasy setting. Will you tame this new world, or shatter it?
The Frostgrave Folio is the complete collection of all previously released Frostgrave mini-ebook supplements in one printed volume. This includes Hunt for the Golem, a three-scenario campaign in which the warbands hunt down a rogue golem, Sellsword, which introduces rules for experience-gaining captains to help lead warbands, Dark Alchemy, which expands the rules for potions and potion brewing, and Arcane Locations which gives additional options for bases and base upgrades. The book also includes a completely new mini-supplement, The Ravages of Time. Collecting nearly two years' worth of Frostgrave material, this collection is a necessary addition to any wizard's library.
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.
The Superteam Handbook puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. Eight pre-made hero teams-ranging from PL 5 to PL 12-serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the streets safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your own giant robot as a member of MagnaForce? Whatever you choose, be stronger than the sum of yourparts!
Who had the most commercial success in their lifetime, Ernest Hemingway or Agatha Christie? Whose work has the most adaptations, F. Scott Fitzgerald or Franz Kafka? Who courted the most scandal, Colette or James Joyce? Pit 32 of the world's greatest modern writers against each other with these beautifully illustrated cards. An ideal gift for the book lover in your life.
A tense, economic eurogame for one to four players, charting the rise
and fall of the 12th Century's greatest city.
Be inspired by nature and play the card game suited for all. Team up the component parts of a tree - from the leaf, flower and fruit plus the tree itself to form a tree family! Discover eleven of the most beautiful flowering, fruiting trees with Ryuto Miyake's stunning, detailed illustrations and text about each tree written by the Head of the Arboretum at the Royal Botanic Gardens at Kew. See which of your friends knows the most about nature! Take the time to learn the different components and see if you can identify the trees next time you're outside! Based on Happy Families, this game will inspire you take in nature's surroundings and understand all the elements that make up the worlds beautiful trees.UNIQUE: A beautifully boxed card game for 2-5 players based on Happy FamiliesBEAUTIFULLY DESIGNED: Collect all four components of tree families across 44 beautifully illustrated cards. Keep this safe within the wonderfully illustrated box measuring 115 x 90 x 35mmFUN & COLOURFUL: Each card has been illustrated by Ryuto Miyake, illustrator of Animal Mah-jongHIGHEST QUALITY: These educational cards have been carefully considered and written by the Head of Arborteum at the Royal Botanic Garden at Kew.GIFT: If you're looking for the perfect family gift, Tree Families is the ultimate for learning and having fun!Other similar Laurence King Publishing titles include: Fashion Families, Flower Families, Super Happy Families and Wonder Women
This original Bob Ross-themed card game will challenge your memory skills in matching painting to painting, quote to quote, squirrel to squirrel, and more. - Memory card game: Includes 50 full-color printed cards to match 25 sets of Bob Ross-themed pairs, including words of wisdom, artwork, woodland creatures, and more - Book included: An accompanying book offers play instruction and some of Bob's most inspirational messages, with full-color photos and art throughout - Great solo or in a group: This game works for solo play as well as groups of 2, 3, or more - Gift box: Card deck and book set packaged in a sturdy full-color printed box - Perfect gift: A unique gift for fans of Bob Ross - Officially Licensed: Authentic Bob Ross collectible
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.
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.
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.
Eat delicious snacks and game-friendly meals in between dice rolls and encounters with this easy-to-follow RPG themed cookbook perfect for every game group. Feed your gamer group with this collection of 75 game-friendly bar bites, finger foods, and easy-to-share meals. With recipes from the passable Goodberries Baked Cheese-wrapped dates to the one-handed Dragon on a Stick Easy-Eat Meat Skewers to the player-favorite Inspiration Points Peanut Butter White Chocolate Pretzels, this cookbook has you covered for any game night adventure. Complete with easy-to-follow recipes and the wit and wisdom of the authors of A Dragon Walks into a Bar and Dungeonmeister, this book will hit the spot for hungry fighters, spellcasters, and anyone else at the table. Additional recipes include: -Goblintzes-Cheese Blintzes -Genasi's Delight-Masala Peanuts -Remarkably Movable Rods-Candied Bacon -The Picked Pocket-Hamburger Stuffed Rolls -Healing Words-Lavender Cupcakes with Honey Frosting -Shards of Elemental Chaos-Candy Bark -Hex Grid Cookies-Map-Based Sugar Cookies
Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for 'myrioramas', the twenty picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. Follow the corridor through a mysterious country house and build a perpetual panorama with its inhabitants and their secrets. Find sinister suits of armour and the aftermaths of strange accidents, butlers with a grudge and glamorous couples where revenge is never far from the surface. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you? |
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