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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
For decades, Marvel Comics' superhero group the Avengers have
captured the imagination of millions, whether in comics,
multi-billion dollar grossing films or video games. Similar to the
chronology of the Marvel Cinematic Universe, the Avengers video
games first started with titles driven by single characters, like
Iron Man, the Hulk, Thor and Captain America. Over time, the games
grew to include more and more heroes, culminating in playing
experiences that featured the Avengers assembled. This is the
first-ever book assessing the video games starring "Earth's
Mightiest Heroes." Featured games span consoles and platforms, from
popular PlayStation and Xbox titles to an arcade game in danger of
being lost to time. All video games are covered in depth, with each
entry including game background and a detailed review from the
author. Some game entries also include behind-the-scenes knowledge
from the developers themselves, providing exclusive details on the
Marvel video game universe.
Andy Warhol Selfies 1000 Piece Puzzle features a collage of the
artist's famous self-portrait Polaroid photographs. Galison puzzles
are packaged in matte-finish sturdy boxes, perfect for gifting,
reuse, and storage. An insert of the full puzzle image is included
in the box. - Box Size: 8 x 8 x 2.5", 203 x 203 x 63 mm - Puzzle
Size: 20 x 27", 508 x 685 mm - Includes Puzzle Insert
CLEVER AND CONTEMPORARY ILLUSTRATIONS - 50 witty illustrations by
Baltimore-based illustrator, designer and educator George Wylesol
THE PERFECT GIFT - Design-led, high-spec illustrated product for
maximum gifting potential LEARN ABOUT ART, YOUR WAY - These
portable cards can be taken with you everywhere and encourage the
development of a highly personal approach to art TEXT BY ART
EDUCATOR - Accessible ideas for learning about art from practicing
art educator DISCOVER THE SERIES - Collect the series with
mindfulness-based Ways of Tuning Your Senses, and
wanderlust-whetting Ways of Travelling, also by Laurence King
Transform your relationship to art with 50 illustrated prompts.
Rethink how you see - each card offers a different way of looking
at anything from graffiti to sculpture, painting to tapestry. Have
a fresh encounter with whatever artwork comes your way.
The Digital Age has created massive technological and disciplinary
shifts in tabletop role-playing, increasing the appreciation of
games like Dungeons & Dragons. Millions tune in to watch and
listen to RPG players on podcasts and streaming platforms, while
virtual tabletops connect online players. Such shifts elicit new
scholarly perspectives. This collection includes essays on the
transmedia ecology that has connected analog with digital and audio
spaces. Essays explore the boundaries of virtual tabletops and how
users engage with a variety of technology to further role-playing.
Authors map the growing diversity of the TRPG fandom and detail how
players interact with RPG-related podcasts. Interviewed are content
creators like Griffin McElroy of The Adventure Zone podcast, Roll20
co-creator Nolan T. Jones, board game designers Nikki Valens and
Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz.
These essays and interviews expand the academic perspective to
reflect the future of role-playing.
A deck of 52 beautiful cards featuring simple, self-care rituals
and bite-sized tips to help you incorporate them into your daily
life. The box also includes a booklet on how to practise daily
rituals and a stand for displaying the cards. You don't need to set
aside hours of your day to feel the benefits of daily rituals.
There are so many little moments when you can pause, be present and
find calm. Whether you would like to feel more positive or perhaps
spend more time on self-care, the journey begins with this box.
Alongside a booklet covering the essentials of rituals and how to
incorporate them into your daily life, this box contains a set of
52 beautifully designed cards, each with a ritual on one side and a
tip on the reverse. Each card can be displayed individually using
the wooden stand, allowing you to bring tranquil inspiration to any
shelf, windowsill, desk or side table. This is the perfect gift for
anyone looking to instil calm and self-care in their day.
Andrew Robson, world champion player, teacher and columnist, offers
an insider's guide to the game of bridge for more experienced
players. Broader in scope than The Times Bridge: Commons Mistakes
and How to Avoid Them, Andrew has selected his best columns from
The Times, which cover a wide range of themes. By explaining sample
deals, aspects of the game are clarified and the reader's
understanding of the game improves. Each deal begins with an
engaging discourse before moving on to explain the technique. The
book assumes a level of experience beyond that of beginner and
targets those players as well as social players and club and
tournament players. Chapters cover: Partnership: clarification,
anticipation, communication. Andrew imparts the secrets of being a
successful - and popular - partner. Double Trouble: when to double
and when to keep quiet - that is the question. Opening Lead: how
can you find the best lead, when you can't even see dummy? Some
dramatic deals illustrate how to make the choice. Trick One: how to
avoid making a fatal error on the all-important first trick.
Finessing Fun: fascinating card-play tussles made simple. Guess
Who? Which opponent has the crucial missing card - and why? Spot
Cards: making use of all your assets is one secret of the winning
player - ignore the lowly eights and sevens at your peril. Never
say Never: when to break normal guidelines - and why. Mind of an
Expert: Andrew gives away the secret workings of the world's best
players. Experts Err: even the best make mistakes. Let's all learn
from them. Freaks: we all love wild deals, and here are some of the
wildest. Bridge around Britain: some say it's fading. Nonsense - as
these deals will testify. Bridge around the world: New York, New
Guinea or New South Wales - Andrew considers global bridge issues,
and looks at some wonderful deals. Stars of the future: School
Bridge, Youth Camp Bridge, World Junior Championships...we feature
some of the best young players, and look ahead to a bright future
for the game.
Some board games-like Candy Land, Chutes & Ladders, Clue, Guess
Who, The Game of Life, Monopoly, Operation and Payday--have
popularity spanning generations. But over time, updates to games
have created significantly different messages about personal
identity and evolving social values. Games offer representations of
gender, sexuality, race, ethnicity, religion, age, ability and
social class that reflect the status quo and respond to social
change. Using popular mass-market games, this rhetorical assessment
explores board design, game implements (tokens, markers, 3-D
elements) and playing instructions. This book argues the existence
of board games as markers of an ever-changing sociocultural
framework, exploring the nature of play and how games embody and
extend societal themes and values.
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
![Listography (Game): Lisa Nola](//media.loot.co.za/images/x80/444282774849179215.jpg) |
Listography
(Game)
Lisa Nola
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R576
R455
Discovery Miles 4 550
Save R121 (21%)
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Ships in 12 - 17 working days
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A Real Simple gift guide pick for 2017 A fun board game based on
the best-selling Listography journal series: Listography: The Game
invites players to create and share lists based on fun and
thought-provoking topics - from geography and pop culture to
toothpaste and constellations! With the goal of being the first
around the game board, players score points according to the number
of similar or unique answers. Every round in the game results in
creative thinking, surprise outcomes, and lots of laughs. May the
best list win! * Small and compact for travel and to take to dinner
parties * Game makes a fun and unique housewarming gift * Lisa Nola
is the creator of the Listography book series and the popular
list-making website, listography.com. With over one million copies
sold, her books inspire creative auto-biography and reinvention
through list-making Listography: The Game will appeal to
list-lovers who want to have a good time laughing with friends. *
For 3-6 players, ages 12 and up * Includes: 300 cards (300 list
topics), game board, 6 player tokens, sand timer, 6 list pads *
Great ice-breaking game and for groups to get to know each other
Crowood Sports Guides are the perfect tool for anyone wanting to
improve their performance, from beginners learning the basic skills
to more experienced participants working on advanced techniques. In
this second edition of Snooker & Billiards - Skills, Tactics
Techniques, the history of the game is covered along with the rules
of the game; choosing the right equipment and top tips from many of
the game's great players. All the skills and techniques are
explained clearly with full-colour sequence photography and
detailed table diagrams help explain more advanced tactics such as
breakbuilding and safety play.
When the day becomes the night and the sky becomes the sea, it's
time to shuffle these cards together and deal them around the tea
table. This deck is a standard poker set, with the four classic
suits. Each celebrates Lewis' iconic characters, featuring William
Penhallow Henderson's illustrations for a 1915 Chicago stage
production of Alice in Wonderland. The Cheshire cat is spades; The
White Rabbit represent clubs; Alice is diamonds; but beware the
Queen of Hearts. Her suit will take your head.
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
This container of dice holds endless inspiration for every yoga
lover! Seven wooden dice (one for each chakra) represent different
types of poses-seated, standing, balancing, twists and more-that,
when rolled together in the hand or using the container itself,
generate a variety of yoga practices for practitioners of all
levels.
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.
While the Western was dying a slow death across the cultural
landscape, it was blazing back to life as a video game in the early
twenty-first century. Rockstar Games' Red Dead franchise, beginning
with Red Dead Revolver in 2004, has grown into one of the most
critically acclaimed video game franchises of the twenty-first
century. Red Dead Redemption: History, Myth, and Violence in the
Video Game West offers a critical, interdisciplinary look at this
cultural phenomenon at the intersection of game studies and
American history. Drawing on game studies, western history,
American studies, and cultural studies, the authors train a
wide-ranging, deeply informed analytic perspective on the Red Dead
franchise-from its earliest incarnation to the latest, Red Dead
Redemption 2 (2018). Their intersecting chapters put the series in
the context of American history, culture, and contemporary media,
with inquiries into issues of authenticity, realism, the meaning of
play and commercial promotion, and the relationship between the
game and the wider cultural iterations of the classic Western. The
contributors also delve into the role the series' development has
played in recent debates around working conditions in the gaming
industry and gaming culture. In its redeployment and reinvention of
the Western's myth and memes, the Red Dead franchise speaks to
broader aspects of American culture-the hold of the frontier myth
and the "Wild West" over the popular imagination, the role of gun
culture in society, depictions of gender and ethnicity in mass
media, and the increasing allure of digital escapism-all of which
come in for scrutiny here, making this volume a vital, sweeping,
and deeply revealing cultural intervention.
This is the perfect book for fans of Journal 29, and those who want
to re-create an exciting escape-room experience in their own home!
You are Adam Parkinson, an intrepid journalist who has recently
been employed by the time-travelling Wexell Corporation. Adam is
invited to an unusual art gallery, filled with objects and artworks
donated by a mysterious figure. It will be up to you to help Adam
unravel the mysteries of the Gallery, and you will travel from
Ancient Egypt to Victorian England - and beyond - to do it. And,
quite possibly, to save the world! Escape from the Gallery is an
immersive escape-room experience that provides a visual feast as
well as a tricky puzzle adventure. Featuring artworks ranging from
Ancient Egyptian hieroglyphs to Mexican masterpieces, you will need
to solve visual riddles and discover the hidden secrets that lie
within the artworks if you want to figure out what is going on, and
why this might be the most important visit to a gallery you have
ever made.
The dead are rising! This blasphemous tome gives players and GMs
everything they need to bring the shambling menace of the undead to
their Pathfinder adventures. This book includes tools for fighting
against the undead horde, but also options for the players
themselves to control or even become undead creatures. GMs will
find new tools and haunts, as well as information about the
undead-plagued lands of the Lost Omens campaign setting. A massive
bestiary section full of undead creatures brings more threats for
GMs to use and summonable creatures for players, including more
versions of classic undead like vampires, skeletons, and zombies.
This 224-page hardcover rulebook also includes a full adventure
themed around fighting the undead! This deluxe special edition is
bound in faux leather with metallic deboss cover elements and a
bound-in ribbon bookmark. The pocket edition presents the same
contents in a smaller sized softcover for a lower price and better
portability.
If you think TikTok is just an old Ke$ha song and your back feels
like it's gonna crack any time you bend over, this Millennial
Loteria: El Mid-Life Crisis Expansion Pack is perfect for you. With
new cards like El Back Pain, La Insomnia, and El Dad Bod, you'll
not only feel seen, but attacked as well. Because if you can't
laugh at yourself, Gen Z will do it for you. Millennial Loteria: El
Mid-Life Crisis Expansion Pack includes: * 10 new cards * 10 extra
game boards * 108 extra bitcoin tokens OMG IMPORTANT INFO: This
expansion pack does not contain the full Millennial Loteria game,
which is sold separately. If you don't own it yet, make sure to add
one to your cart. Like, right now!
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.
Do you ever wish you had a photographic memory? Imprint 25 classic
photographs on your mind by matching the two halves of the image
and piecing together the history of photography in the process.
Featuring 25 world-famous photographers, from Anna Atkins to Martin
Parr, this unique new memory game is a perfect gift for fans of
photography and art. MATCH IT: A fun, simple game of matching
pairs. In the format of a classic memory game, this unique
photographic memory game will have you piecing together famous
artworks! BEAUTIFULLY DESIGNED: Discover 50 cards imprinting 25
classic photographs on your mind by matching the two halves. EASY
TO PLAY: Easy to understand instructions make it possible to start
playing right away. HIGHEST QUALITY: Includes a full colour booklet
with information on all 25 world-famous photographers from Anna
Atkins to Martin Parr and many more GIFTS: The perfect gift for
photography and art fans or simply people wanting to get to know
photographers work more. Other Match It games available from
Laurence King Publishing include: You Callin' Me a Cheetah?, Who
Did This Poo?, Twins Memory Game, Pick a Flower, Match These Bones,
Match a Mummy, Match a Leaf, Dogs & Puppies, Cats &
Kittens, Do You Look Like Your Dog?, Do You Look Like Your Cat?
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