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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators - smugglers, relic hunters, freedom fighters, and mercenaries - roam the dead stars in small ships, scratching out a living any way they can. In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions - recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!
Welcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the Dungeon walls. Something BIG has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which happens every fifty years and features every monster's favourite sport: Goreball! The Dungeon Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash (a forbidden human, secretly disguised as a minotaur), is no stranger to impossible odds. Just a few weeks ago, Zelli and her crew, the Danger Club, came face-to-face with a maniacal necromancer and his army of undead! If this wasn't enough to raise scales Zelli's reoccurring nightmare of a dark entity annihilating her world may be more than just a bad dream. Something sinister is lurking in the halls of the academy, and only Zelli seems to notice. But when Zelli uncovers a dark past hidden beneath Dungeon Academy, she unlocks something that will concern everyone at school, every dragon at Waterdeep, and everything within the Forgotten Realms. Get ready for humor, heart, magic, and adventure as middle graders and beyond learn to embrace who they are, accept others' differences, and discover the hidden secrets that dwell deep within themselves, and within Dungeon Academy!
A vibrant oracle deck that allows new and current young fans of divination to continue growing their practice. This adaptation of Nikki Van De Car's The Junior Astrologer's Handbook is the perfect tool for young mystics looking to harness the energies of the cosmos as they figure out the role astrology plays in their every day life. The 44-card deck complements our stunning handbook, while also serving as a standalone deck for users who may be coming to divination on their own. A 96-page companion booklet offers a variety of ways to use the deck to help users as they navigate difficult situations (with friends, at home, or at school), while offering them a better understanding of the power they have over their own life/decisions. Whether looking to do a daily pull for inspiration or in need of answers to specific questions, users will learn what the elements, planets, moon phases, and signs all mean in a reading.
CUTE BABY ANIMALS: can you reunite them with their parents? BOXED GIFT perfect for animal lovers of all ages INCLUDES BOOKLET with fun facts about the animals and their relationship with their babies Pair up the baby animals with their parents in this cute new memory game. 44 cards feature photographs from animal portraitist Gerrard Gethings, plus text about all the creatures in the accompanying booklet. Can you be the first to match all the babies and parents? Play as a memory game with the cards face down for added entertainment. Collect the most pairs to win! This is the perfect gift for animal lovers of all ages.
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.
An informative and accessible new book by Thomas Engqvist, the practical follow up to his previous two authoritative chess books: 300 Most Important Chess Positions and 300 Most Important Tactical Chess Positions.Filled with 300 engaging chess exercises and complete solutions in the end of the book, this book will allow you to apply and consolidate your newfound knowledge. The book is divided into four key sections: *75 exercises practising positional ideas in the opening/middlegame *75 exercises covering the endgame *75 tactical exercises in the opening/middlegame *75 tactical endgames.The exercises featured in the book are taken from real game positions from various renowned chess players, including Capablanca and Magnus Carlsen. Word count: 116,000
Match the upper sides and undersides of the wings of 25 species of butterfly from around the world in this beautifully illustrated matching game. With all kinds of stunning species - from the painted lady to the purple emperor - this fun and educational game is an ideal gift that will appeal to nature lovers everywhere. Includes a mini dossier on each species. Can also be used as a memory game when you get to know the butterflies. Collect more pairs than your opponent to win!
There is much, much more to being a good live cash player than simply playing the hand "correctly." The player needs to develop a whole host of other skills. Jonathan Little, a top-ranking professional poker player, teaches these skills. Jonathan is one of the best instructors the game has ever seen and has an almost unique ability to explain difficult poker concepts in simple terms: Live No-Limit Cash Games covers when to play loose/aggressive; when to play tight/aggressive; when playing passive can be the most profitable approach and how to spot subtle tells-providing accurate information about player types Jonathan also discusses: Bankroll management; Game selection; Emotional control
In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour-and the better the players, the more unpredictable their behaviour! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don't whip out their field manuals for the first time when they're already under fire, a DM shouldn't wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Learn about wines from all over the world in The Wine Game a deluxe go fish/happy families game. With two decks of cards - one for red wines, one for whites - covering all the major wine-producing regions and some unexpected gems, this is the perfect way to dip in to the world of wine. Includes a booklet with brief descriptions of each region along with some tips on which labels to look out for. LEARN ABOUT WINE VARIETIES. Distinguish your Bordeaux from your Burgundy and your Chianti from your Champagne - this fun card game provides an easy and amusing way to learn about wines INCLUDED BOOKLET features descriptions of wine regions STURDY & ATTRACTIVE BOX perfect for gifting and storage.
SS2 features winning strategies and professional secrets from the world's best players including new advice from Doyle and the addition of no-limit legend Phil Helmuth, holder of the most world series championships ever. Other superstar contributors includr Daniel Negreanu, 4-time bracelet winner, 2004 Player of the Year, and author of three books including Hold'em Wisdsom for all Players; Lyle Berman, 3-time WSOP bracelet winner and founder of the World Poker Tour; Bobby Baldwin, 1978 World Champion; Johnny Chan, 2-timeWorld Champion and 10-time WSOP bracelet winner; the great Mike Caro, " Mad Genius of Poker"; Jennifer Harman, the world's top female player; Todd Brunson, winnerof more than 20 tournaments; and Crandell Addington, no-limit legend
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper, this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
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.
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
Try a hand at bridge and outsmart your opponents Bridge is the most popular card game in the world and, as any player will tell you, is simply the best card game ever. Whether you're new to the game or a long-time player looking for new tricks, this new edition of Bridge For Dummies walks you through the intricacies of the game and arms you with tried-and-true tips and strategies for being a better player and beating your opponents from the very first draw. Covering not only traditional contract bridge, but other popular variations of the game including ACOL, Rubber, and Duplicate Bridge this hands-on, friendly guide takes the guesswork out of this beloved game and arms you with the knowledge and know-how to make your game mates your minions. From knowing when and how high to bid to bringing home the tricks when you end up in a trump contract, it'll take your bridge skills to the next level in no time! * Strategize with your bridge partner * Confidently play bridge in clubs and tournaments * Use basic and advanced bidding techniques * Find bridge clubs and tournaments all over the world Are you ready to trump the competition? Success is a page away with the help of Bridge For Dummies.
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.
As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski's novel series and its widely popular video game and television adaptations. This is the first English-language book-length treatment of magic and science in the Witcher universe. These are examined through the lenses of politics, religion, history and mythology. Sapkowski's richly detailed universe investigates the sociology of science and ponders some of the most pressing modern technological issues, such as genetic engineering, climate change, weapons of mass destruction, sexism, speciesism and environmentalism. Chapters explore the unsettling realization that the greatest monsters are frequently human, and their heinous acts often involve the unwitting hand of science.
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.
Mike Sexton began playing poker at the age of 13 and became a full-time professional player in 1977. He moved from North Carolina to Las Vegas, Nevada in 1985 and won his first World Series of Poker bracelet in 1989. In his four decades as a poker professional Mike excelled as a poker player, poker businessman and was one of poker's premiere ambassadors for 25 years. He was instrumental in the creation of partypoker in 2001 and was a key player in the launch of the World Poker Tour in 2002, an event that changed the world of poker forever. Mike can be credited with the creation of two mega events in the poker world: the Tournament of Champions of Poker in 1999 and the partypoker Million in 2002. Along with Vince van Patten, he was a commentator on the WPT from its inception. Mike was recognized as Poker's Top Ambassador at the Card Player Magazine Player of the Year Awards gala in 2006. That same year, he won the World Series of Poker Tournament of Champions, collecting $1 million in prize money - half of which he donated to charity. In 2009, he was thrilled to receive poker's greatest honor - induction into the Poker Hall of Fame. And, if that weren't enough, in 2016 he was presented with the Lifetime Achievement Award at the American Poker Awards. In this book Mike recounts his personal experiences and gives his take on some of poker's legendary characters over the past 40 years. If you enjoy poker, are fascinated by the development of the game and enjoy compelling poker, golf and gambling adventures, then you'll love Life's A Gamble.
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades. |
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