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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
A BRAND-NEW COLORING BOOK FEATURING ICONIC ART FROM THE COMIC BASED
ON THE VIDEO GAME LIFE IS STRANGE. Color your way through the
universe of the award-winning videogame Life is Strange, using
stunning artwork by Claudia Leonardi from the bestselling comic
series. Featuring eighty pages of stylish black and white linework
from the story of Max Caulfield and Chloe Price, complemented by
distinctive doodles from Max's journal. Bring new life to Arcadia
Bay, create fresh t-shirt designs for the cast, and explore
time-twisting new realities at the tips of your pencils and pens!
What color will Chloe's hair be in your timeline?
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.
This book addresses the ongoing scientific debates regarding video
games and their effects on players. The book features opposing
perspectives and offers point and counterpoint exchanges in which
researchers on both sides of a specific topic make their best case
for their findings and analysis. Chapters cover both positive and
negative effects of video games on players' behavior and cognition,
from contributing to violence and alienation to promoting
therapeutic outcomes for types of cognitive dysfunction. The
contrasting viewpoints model presents respectful scientific debate,
encourages open dialogue, and allows readers to come to informed
conclusions. Key questions addressed include: * Do violent video
games promote violence? * Does video game addiction exist? * Should
parents limit children's use of interactive media? * Do action
video games promote visual attention? * Does sexist content in
video games promote misogyny in real life? * Can video games slow
the progress of dementia? * Are video games socially isolating?
Video Game Influences on Aggression, Cognition, and Attention is a
must-have resource for researchers, clinicians and professionals as
well as graduate students in developmental psychology, social work,
educational policy and politics, criminology/criminal justice,
child and school psychology, sociology, media law, and other
related disciplines.
This playful, inspirational book invites fantasy lovers and fans of
Dungeons & Dragons to celebrate and incorporate different
elements of this iconic tabletop game in their lives and help them
live their best, geekiest life. Written by Kat Kruger, the Dungeon
Master of the popular Dungeons & Dragons actual play podcast
d20 Dames, you'll learn how to take the skills, knowledge, and
sense of adventure from your D&D campaign to help you better
understand everything from how you interact with the world around
you to facing the random events that life sometimes throws at you.
With advice from classic player classes-like the Fighter, Warlock,
Bard, Monk, or Ranger-and ways to take your experiences as a player
(or a Dungeon Master) and use them in your day-to-day life, How to
Be More D&D also features interactive elements like "Building
Your Character" and "Dungeon Master State of Mind," quizzes like
"What is Your D&D Class," and paired with rich, full-color art
from the world of Dungeons & Dragons. Whether it is building
your real world "character," discovering your ideal class and
strengths, harnessing the three pillars of play for everyday use,
or using roleplaying techniques to your advantage, How to Be More
D&D explores how to enjoy the campaign known as life and is a
perfect gift for any tabletop gamer or D&D fan. Dungeons &
Dragons, D&D, their respective logos, and the dragon ampersand,
are registered trademarks of Wizards of the Coast LLC. (c)2022
Wizards of the Coast. All rights reserved.
PLAY AND LEARN: learn about bees and biodiversity as you play this
family strategy game for age 6+, based on traditional Mancala
SCREEN-FREE FUN for two players aged 6 and up SOMETHING TO
TREASURE: this is a quality product made to last, with bespoke
illustration and sleek and stylish packaging EXPLORE THE ENTIRE
SERIES: this game is one of our nature games, others include Bird
Bingo, I Saw It First! Ocean, and many more Buzz the bees to the
flowers to collect pollen and then back to the hive to make honey
for feeding and growing your very own bee colony. The player with
the largest colony wins! Based on the ancient gameplay of mancala,
Beehive Mancala is a fun strategy game for adults and children aged
6+. Includes facts on the bees and flowers featured, plus details
on the honey-making process and the importance of bees from the
beekeeper at the Royal Botanic Gardens, Kew in London, UK.
This book's method is to feature brief games, illustrating the same
mating patterns, one after another, interspersed with thumbnail
sketches of the chess masters who are playing the games.The
explanations are broken down into small chunks, with lots of
examples for each. As an aside, most games include a short
biography of the players involved, which I personally enjoy as I
find it adds a sense of reality and helps bring the games to life.
Number of players: 2+ Ages: 12+ Includes: 150 trivia cards, plus
one How to Play card Assembly required? No Batteries required? No
Most of the clocks in Quentin Tarantino's 1994 film Pulp Fiction
are stuck at 4:20. True or False? How long is Ninety Mile Beach on
New Zealand's North Island? Which Canadian superstar, singing in
French and representing Switzerland, won the Eurovision Song
Contest in 1988? This trivia game, perfect for giving to a friend
or family member on their fiftieth birthday, is packed with
questions ranging from the totally random to things that happened
in their formative years. It will bring extra fun to the birthday
celebrations as you take a trip down memory lane together.
A New York Times bestseller * A New York Times Notable Book "The
tale of how Konnikova followed a story about poker players and
wound up becoming a story herself will have you riveted, first as
you learn about her big winnings, and then as she conveys the
lessons she learned both about human nature and herself." -The
Washington Post It's true that Maria Konnikova had never actually
played poker before and didn't even know the rules when she
approached Erik Seidel, Poker Hall of Fame inductee and winner of
tens of millions of dollars in earnings, and convinced him to be
her mentor. But she knew her man: a famously thoughtful and
broad-minded player, he was intrigued by her pitch that she wasn't
interested in making money so much as learning about life. She had
faced a stretch of personal bad luck, and her reflections on the
role of chance had led her to a giant of game theory, who pointed
her to poker as the ultimate master class in learning to
distinguish between what can be controlled and what can't. And she
certainly brought something to the table, including a Ph.D. in
psychology and an acclaimed and growing body of work on human
behavior and how to hack it. So Seidel was in, and soon she was
down the rabbit hole with him, into the wild, fiercely competitive,
overwhelmingly masculine world of high-stakes Texas Hold'em, their
initial end point the following year's World Series of Poker. But
then something extraordinary happened. Under Seidel's guidance,
Konnikova did have many epiphanies about life that derived from her
new pursuit, including how to better read, not just her opponents
but far more importantly herself; how to identify what tilted her
into an emotional state that got in the way of good decisions; and
how to get to a place where she could accept luck for what it was,
and what it wasn't. But she also began to win. And win. In a little
over a year, she began making earnest money from tournaments,
ultimately totaling hundreds of thousands of dollars. She won a
major title, got a sponsor, and got used to being on television,
and to headlines like "How one writer's book deal turned her into a
professional poker player." She even learned to like Las Vegas. But
in the end, Maria Konnikova is a writer and student of human
behavior, and ultimately the point was to render her incredible
journey into a container for its invaluable lessons. The biggest
bluff of all, she learned, is that skill is enough. Bad cards will
come our way, but keeping our focus on how we play them and not on
the outcome will keep us moving through many a dark patch, until
the luck once again breaks our way.
Learn the ancient and fascinating game of Chinese Chess with this
expert guide. Chinese chess, or "elephant chess," has intrigued the
powerful and the quizzical for centuries. Although its rules are
similar to the well-known Western game, subtle and fascinating
variations must be mastered in order to understand the strategies
it requires. A great way to learn Chinese Chess, this book is
simple enough for Chess beginners but contains a wealth of
information and tips that experienced players will find useful as
well. In Chinese Chess, author H.T. Lau explains the game's
fundamentals--the rules, the board, and the basics with dozens of
insightful diagrams. With the aid of 170 diagrams, Chinese Chess
walks players through the board, the movement and values of the
pieces, basic rules for capturing and defeating an opponent,
techniques and game-winning tactics. Once he's covered the basics,
Lau introduces advanced tactics, methods for escaping difficult
positions, and cunning strategies for winning. This book includes
eighty mid- and end-game exercises designed to sharpen playing
skills and strategy, and concludes with two appendices devoted to
the elegantly constructed games found in The Secret Inside the
Orange and The Plum-Blossom Meter, two classic seventeenth-century
works on Chinese chess.
You get to have a robot butler OR you can become any animal you
like? You have a magic tap that contains all the drinks you want OR
you snap your fingers and your entire house is tidy and clean? This
game only has one rule: you HAVE to choose! And this time around,
both options will make you feel happy. For this happy edition of
Dilemmarama we've only selected positive dilemmas. The kind that
will put a smile on your face, but that will also cause heated
debates and feisty duels. And, because everything in life is a
dilemma, there are two game options to choose from. One of the
options allows you to become the Dilemmaestro by creating difficult
dilemmas for the other players. The other option lets you play in
teams and you have to try to guess what your teammates will choose.
It is a way to really get to know your friends and family!
One of the main reasons the Sicilian is the most popular opening is
that is it promotes such bold and aggressive chess. This work
introduces, categorizes and analyses the 'Seven Deadly Sacrifices'
White has at his disposal. It covers main lines of the Sicilian.
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish
full-color book showcasing the best art from the highly anticipated
roleplaying game. Developed by Level-5 and with collaboration from
legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni
(TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting
game. This book is the ultimate fan resource, showcasing the
development of the amazing characters, monsters, vehicles and
locations from initial concept sketches through to the finished
artworks.
Celebrate your love of ramen with this playful memory game.
Featuring 25 different styles and flavors of this popular Japanese
dish -- from Soy to Tonkotsu and even Instant noodles -- this
unique game is an ideal gift for noodle-lovers of all ages. This
noodle-filled memory game includes: * 50 matching cards * 16-page
illustrated booklet featuring ramen profiles and trivia
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?
The Ruy Lopez is incredibly common at all levels of chess, and
everyone who plays 1 e4 e5 as Black needs to have a reliable
antidote to this powerful opening. In this book, Milos Pavlovic
provides the answer, devising a sound and yet ambitious repertoire
for Black, the basis of which is provided by the legendary and
ever-popular Marshall Attack. The Marshall is a perfect weapon for
Black, as it avoids passive positions and the so-called 'Spanish
torture' of many other variations. In contrast, with the Marshall
Black's objectives are clear-cut and often involve a direct mating
attack against the white king!
The North African Campaign has begun. Take control of the British
Army's Long Range Desert Group and operate behind enemy lines or
command the formidable Italian forces opposing them. In this
standalone sequel to Undaunted: Normandy, players will once again
lead their sides through a varied series of missions. As casualties
mount, wounded units leave the players' decks, forcing them to
adapt in the face of changing tactical circumstances. Use your
cards to strengthen your forces, deploy vehicles to advance rapidly
across the battlefield, and seize the initiative as you determine
the outcome of the North African Theatre. Ages: 14+ Players: 2
Playing Time: 45-60 minutes Contents: 88 cards, 22 large map tiles,
4 dice, tokens, campaign booklet
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Dog Bingo
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Polly Horner
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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.
Improve your chess by studying the greatest games of all time, from
Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world
championship victories, and featuring a foreword by five-times
World Champion Vishy Anand. This book is written by an all-star
team of authors. Wesley So is the reigning Fischer Random World
Champion, the 2017 US Champion and the winner of the 2016 Grand
Chess Tour. Michael Adams has been the top British player for the
last quarter of a century and was a finalist in the 2004 FIDE World
Championship. Graham Burgess is the author of thirty books, a
former champion of the Danish region of Funen, and holds the world
record for marathon blitz chess playing. John Nunn is a three-time
winner of both the World Solving Championship and the British Chess
Federation Book of the Year Award. John Emms is an experienced
chess coach and writer, who finished equal first in the 1997
British Championship and was chess columnist of the Young
Telegraph. The 145 greatest chess games of all time, selected,
analysed, re-evaluated and explained by a team of British and
American experts and illustrated with over 1,100 chess diagrams.
Join the authors in studying these games, the cream of two
centuries of international chess, and develop your own
chess-playing skills - whatever your current standard. Instructive
points at the end of each game highlight the lessons to be learned.
First published in 1998, a second edition of The Mammoth Book of
the World's Greatest Chess Games in 2004 included an additional
twelve games. Another new edition in 2010 included a further
thirteen games as well as some significant revisions to the
analysis and information regarding other games in earlier editions
of the book, facilitated by the use of a variety of chess software.
This 2021 edition, further updated and expanded, now includes 145
games. The authors have made full use of the new generation of
chess analysis engines that apply neural-network based AI.
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