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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Galison's Paper Dogs Playing Card Set features 50 Reed Evins Paper
Dog portraits plus 2 cats for the joker cards! Galison playing card
sets are packaged in a sturdy drawer style keepsake box perfect for
gifting and easy storage. * Includes 2 decks of cards * Drawer Box
Size: 5.75 x 4.25 x 1.25", 150 x 110 x 30 mm
It's the first day of spring, and there's only one thing on
everyone's mind - the Village Green of the Year competition! In
just a few months, the judges of this prestigious contest will be
visiting, and the village council have finally put you in charge of
the preparations. With your newfound authority, you can show those
snobs from Lower Aynesmore just what a properly orchestrated floral
arrangement looks like! In Village Green you are rival gardeners,
tasked by your respective communities with arranging flowers,
planting trees, commissioning statues, and building ponds. You must
place each element carefully - time is tight and the stakes
couldn't be higher! Split your days between acquiring and
installing new features for your green and nominating it for one of
the competition's many awards. Will your village green become the
local laughing stock, or make the neighbouring villages green with
envy? Players: 1-5 Playing Time: 30 minutes Ages: 14+ Contents: 96
cards
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.
Prior to the arrival of the Sega Genesis, video games were still
largely considered "kid stuff," but with a far more mature and
eclectic range of titles, and an understanding of what gamers
wanted, Sega and its Genesis/Mega Drive console began to shift the
expectations for what gaming could be. Never scared to innovate,
Sega's impact on the industry continues to this day through the
games they originally developed and the technology their consoles
pushed into the mainstream. Featuring interviews with the creators
of over 40 games on the Sega Genesis console including Sonic the
Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this
book gives a behind-the-scenes look at the creation of some of the
influential, iconic, and sometimes forgotten games on Sega's most
important contribution to the game industry. The interviewees
reveal the challenges of working with mega publishers, the
uncertainties of public reception, and the creative processes that
produced some of the 16-bit era's classic titles.
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.
Jacob Aagaard digs deep into the most complex area of chess
thinking. The games and exercises in this book transcend regular
chess skills, such as pattern recognition, calculation and
positional analysis. Building on the two previous books in the
Grandmaster Preparation series, this book challenges the reader to
explore the complexities of chess, offering clarity and
understanding through Aagaards straightforward approach.
A bumper edition of puzzles from the home of cryptic crosswords...
the Telegraph. In 1925, the Telegraph was the first quality daily
to publish a crossword; here is the latest collection. Utterly
addictive and entertaining, these fiendish puzzles are perfect for
those who wish to pit their wits against the nation's best cryptic
setters.
Eagerly anticipated, this update of the highly regarded third book
from pinball author Michael Shalhoub includes over 900 color photos
and covers the most recent period in pinball history, from 1982
through 2011. Each chapter is devoted to a specific year and
features descriptions, release dates, and historical background on
the games released that year from manufacturers Gottlieb, Williams,
Bally, Data East, Stern, Sega, and others. Current values are
listed for each machine shown in the book. Interspersed with the
games are stories and interviews with many of the legendary
designers and artists who created them. Readers will gain
fascinating insight into the planning that went into the games, how
the designers and artists got their start in the industry,
behind-the-scenes tales of life in the pinball world, and more.
“Michael Shalhoub’s Pinball Compendium is a great documentary
of our business,” says designer Steve Ritchie of the second book
in the trilogy. Along with its two companion volumes (the first
covering the 1930s-1960s and the second covering 1970-1981), this
book is a must-have for all who love the sights and sounds of the
world’s great pinball machines.
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.
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.
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.
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.
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.
Clear visual instructions for creating 28 delightful images from a
popular 19th-century picture book: goose, deer (with antlers),
birds, bunny, dog, elephant, tortoise, and other engaging
creatures, along with often hilarious snippets of verse by zany
20th century humorist. Engaging book recalls a pastime that has
delighted children and adults for generations.
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!
The King is dead. The kingdom is divided. Three factions – the
Scottish, the Welsh, and the English – vie for control and, across the
sea, foreign invaders prepare to take advantage of the chaos. Players
must marshal their limited resources to influence this power struggle,
while ensuring that the faction that rises to dominate the realm
favours them above all other claimants to the throne.
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