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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Old Masters Memory Game collects the most famous and beloved portrait painters from the 16th and 17th centuries in one game that is fun to play, educational, and a feast for the eyes. The task, as always, is to collect two cards that make one set: in this case, two portrait paintings by the same painter. The sets are clearly recognizable by the posture of the figure, facial expression, the style of painting, and attributes like clothes and hairstyle. To help, there is always the brochure with all the paintings in pairs and a little explanation on the painters. This is a wonderful gift item for gift shops and all museums that collect the old masters. The game consists of 50 cards of 25 sets featuring world-famous portraits by the likes of Rembrandt van Rijn, Johannes Vermeer, Leonardo da Vinci, Sandro Botticello, Titian, Frans Hals, Albrecht Durer, Goya, and many others.
Have nothing but a deck of cards? With this book you'll soon be
dealing out playful poker, and four-ace tricks that will make
everyone say: "How did you do that?" If you can shuffle a deck, you
can perform "jacks be nimble," "about face," "number nonsense," and
dozens more. Clear illustrations demonstrate how to execute each
move precisely. A chart gauges the difficulty of each trick.
This book explores the rise and increased acceptance of gambling in America, particularly the growth of the game of poker, as a means for examining changes to the American Dream and the risk society. Poker both critiques and reinterprets the myth of the American Dream, putting greater emphasis on the importance of luck and risk management while deemphasizing the importance of honesty and hard work. Duncan discusses the history of gambling in America, changes to the rhetoric surrounding gambling, the depiction of poker in the Wild West as portrayed in film, its recent rise in popularity on television, its current place in post-modern America on the internet, and future implications.
Test your 90s knowledge with this awesome trivia card game! Welcome to the Best of the '90s, a fun trivia game that will take you on a sentimental journey through an exceptionally unforgettable decade! In this game you'll find 60 trivia cards with over 470 questions on the following subjects: Movies, Television, Music, Popular Culture, Politics, Sports, and Toys & Games. The questions probe topics ranging from Britney Spears to the Clinton years, from Pocahontas to Pokemon, and from eBay to Y2K. So, gather your Friends around, break out the Crystal Pepsi, open the Dunkaroos and take a Quantum Leap back to The Wonder Years!
This book is a follow up to Board Game Education. However, unlike many of the board games discussed in Board Game Education, this book identifies and discusses five board games that each develop critical educational skills in reasoning, problem-solving, language arts, mathematics, social sciences and communication. They are the "super foods" of the board game world. More Board Game Education answers the questions unlikely to ever be ask: If I were stranded on a desert island with only five board games and I wanted to educate my kids, what board games would I choose. Each board game discussed in this book is a complete educational tool that will develop all of the critical educational skills that research has shown to not only be crucial to educational success, but also success in the workplace. As a bonus, these game are great to play, easy to learn and, most importantly, affordable to own for any family or teacher. (This is a very important point to remember; this is not a list of the greatest board games ever or the very best educational board games on the market. Rather, this book discusses board games which every parent, teacher and/or school program can realistically own, in multiple copies, and incorporate as a learning tool).
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Two of the most renowned chess trainers in the world, introduce and explain the revolutionary ideas of their old friend and mentor, Igor Platonov. Platonov was one of the most profound thinkers and theoreticians in the old Soviet Union, which held a grip on the world chess championship for decades, as the title passed from one of its stars to another. For intermediate players to grandmasters, Platonov's visionary insights, examined and explained here for the first time, provide you with the keys to understanding the foundational concepts of the game, strengthening your chess understanding and giving you effective methods to help you find the most powerful moves in the game.
FUN FOR THE WHOLE FAMILY - Pieces of two different sizes mean that puzzlers of different abilities can work on the same jigsaw at the same time. SPOT THE DOGS - In Melissa Lee Johnson's colourful illustration, dogs are having the best day ever! Whether ripping it up at the skate park, doing yoga, or paddling in a fountain, this is an epic dog day out. BIG PIECES FOR LITTLE HANDS, LITTLE PIECES FOR BIG HANDS - Features solid die-cut pieces and a poster to guide as you assemble. An innovative new format in which puzzle pieces of two different sizes enable people of different ages or abilities to work collaboratively on the same jigsaw puzzle. A self-contained scene with larger pieces slots alongside a bigger puzzle with smaller pieces. Parents or older siblings can enjoy the challenge of piecing the puzzle together while having the satisfaction of working together with a younger puzzler!
Amarillo Slim Preston has won $300,000 from Willie Neslon playing dominoes and $2 million from Larry Flynt playing poker. He has shuffled, dealt, and bluffed with some of twentieth-century's most famous figures. He beat Minnesota Fats at pool with a broom, Bobby Riggs at table tennis with a skillet, and Evel Knievel at golf with a carpenter's hammer. Amarillo Slim has gambled with 'em all, and left most of them wishing they hadn't. The memoirs of a living American icon, Amarillo Slim in a World Full of Fat People is the story of life as a Texas road gambler and the discovery of the Wild West. It's also the story of how Slim won the World Series of Poker at Binion's Horseshoe, became a worldwide celebrity, and brought poker from smoky backrooms to mainstream America. Just let him tell it: "If there's anything I'll argue about, I'll either bet on it or shut up. And since it's not very becoming for a cowboy to be arguing, I've made a few wagers in my day. But in my humble opinion, I'm no ordinary hustler. You see, neighbor, I never go looking for a sucker. I look for a champion and make a sucker out of him ..." "I'm fixing to tell you a few things that I've been keeping to myself for a lot of years. If you're not careful, you just might learn how to get rich without ever having a job."
Learn sure-fire tactics and combinations from one of the world's
top chess players
Discover some of the bravest and most inspirational women out there with these stunning portraits by Daniela Henriquez. From Malala Yousafzai and Rosa Parks to Marie Curie and Amelia Earhart, compare notes on 32 of the most courageous, groundbreaking, powerful women ever while playing this fun and informative game.
* TEST YOUR MEMORY with this unique cast of internationally identical twins to match up * THE SAME BUT DIFFERENT each of the 30 sets of twins has a different photography style and background but don't think it will be easy to pair them! * BESTSELLING SERIES the 60 cards are designed to help stimulate your brain * EYE-CATCHING DESIGN the box utilizes the Pantone Color of the Year to make the design POP! * FOR ALL AGES can be played with children, friends or family
An expanded edition of the Origins Award-nominated Lion Rampant, featuring new rules, scenarios, and sample armies. Take to the battlefield as Richard the Lionheart, Joan of Arc or William Wallace - or forge your own legend - with Lion Rampant: Second Edition. From the Dark Ages to the Hundred Years' War, raids, skirmishes, and clashes between small retinues were a crucial part of warfare, and these dramatic small-scale battles are at the heart of this easy-to-learn but tactically rewarding wargame. Lion Rampant: Second Edition is a new, updated version of the hit Osprey Wargames series title, and retains the core gameplay while also incorporating a wealth of new rules and updates from several years' worth of player feedback and development. Whether they are looking to recreate historical encounters or tell their own stories, the varied scenarios, unit types, and sample retinue lists found in this volume provide everything players need to face each other in quick, exciting, and, above all, fun tabletop battles.
Start every game with confidence
Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a century by psychologists, there was until now no single volume summarizing psychological research into board games. This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience. It also briefly summarizes current research in artificial intelligence aiming at developing computers playing board games, and critically discusses how current theories of expertise fare with board games. Finally, it shows that the information provided by board game research, both data and theories, have a wider relevance for the understanding of human psychology in general.
The International Chess Federation or World Chess Federation (FIDE, from the French acronym for Federation Internationale des Echecs) was founded on July 20, 1924 in Paris but only from 1950 began to award the first international titles. This work lists over 18,000 players who received international titles from 1950 up until December 2016. Information for each entry includes when available last name, first name, middle name, federation, date of birth, place of birth, date of death, place of death, title and year of award and, peak rating (month and year). A list of sources is included.
Whether you're an American Mah Jongg newbie or an intermediate player looking to gain an edge over your opponents, American Mah Jongg for Everyone is the perfect book to help you start practicing your game! Experienced international Mah Jongg instructors Gregg Swain and Toby Salk walk you through the basics of American Mah Jongg--introducing readers to the tiles, rituals, history, rules and winning strategies of the game. Using the humor, warmth and professional tips they share with their own students, this narrative-style instruction book offers an accessible way to learn this popular game. Topics include: Recognizing Mah Jongg tiles in different types of sets Building the walls and dealing the tiles Organizing your tiles and planning your play Understanding table rules and etiquette Winning strategies for various types of hands National Mah Jongg tournament director Gladys Grad contributes a foreword that explains why so many people love the game. Grad also has written a chapter that outlines the rules of Siamese Mah Jongg, a fun two-person game she created that you can't find in any other Mah Jongg book! This book comes with everything you need to get started playing, including: A timeless sample Mah Jongg scoring card A paper set to cut out and use while learning Easy-to-follow, step-by-step instructions Over 80 color illustrations Helpful practice exercises and quizzes that reinforce the lessons Access to a website that provides up to date information about the game A glossary of terms that every Mah Jongg player needs to know From the many different types of tiles and how to recognize them, personal stories about the game and historical trivia, American Mah Jongg for Everyone has something for anyone interested in this fascinating game.
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