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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
There's something hiding among us: an elusive cryptid is prowling our city streets. The evidence is clear but, without definitive proof, the scientific community will never believe you. There's nothing else to be done - you must track down this cryptid yourself! Play as a determined Scientist manipulating heat, movement, and sonic sensors to scan the city, identify your quarry's true location, and capture them. Or take the role of a Cryptid, snaking your way through the shadows and back alleys of the metropolis that surrounds you, eliminating all evidence of your existence as you go, desperately avoiding capture. Emerging victorious in this high stakes cat-and-mouse chase, played out across a sprawling urban landscape, will require all your ingenuity and foresight. Cryptid: Urban Legends is a tense asymmetric game of competitive deductive reasoning for two players from the creators of Cryptid. Players: 2 Ages: 14+ Playing Time: 20-40 minutes Contents: 41 cards, 10 plastic cubes, 9 plastic discs
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.
In your hands lies the destiny of one of history's great civilisations.
Under constant threat of attack, you must conquer new lands, oversee
dramatic scientific and cultural advances, and lead your people into
the era of empire. Expand too rapidly, and unrest will bring your
civilization to its knees; build up too slowly, however, and you might
find yourself a mere footnote of history. As one of eight radically
asymmetric civilisations, you will compete to become the most dominant
empire the world has ever seen.
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
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.
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.
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
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.
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!
Ireland is awash with would-be kings, power-hungry pretenders, and
self-professed rulers. The provinces are in disarray, and the common
folk are paying the price. The land needs a leader. In Brian Boru,
players will strive to unite Ireland under their domain, securing
control through might, cunning, and matrimony. Join forces to fend off
Viking invaders, build monasteries to extend your influence, and gather
support in towns and villages throughout the land. To become High King
of all Ireland, you will need to navigate a web of shifting alliances,
outmanoeuvre your enemies, and grab history by the reins. Includes
rules in English and German. Number of players: 3-5 Ages: 14+ Play
time: 60-90 minutes Components: Board, 46 cards, 139 tokens, 125 wooden
discs
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.
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.
Thaw of the Lich Lord is a complete campaign for Frostgrave that will challenge both new and veteran players. Through a series of linked scenarios, players discover the existence of a new power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall. Warbands will confront the Lich Lord's minions, race against his agents to seize possession of mysterious artefacts, and brave the perils of Frostgrave in search of his lair. Eventually, they will need to muster all their courage to venture into the depths of the city and face the Lich Lord himself. Not all wizards will seek to stop the Lich Lord, however, and full rules for giving into his corruption and following the dark road to becoming an undead lich are presented for those who crave power and immortality above all else. While the campaign presents many new threats against which wizards and their warbands must test themselves, including an expanded bestiary, it also offers additional resources, such as new henchmen that can be recruited and unique magical treasures that can spell the difference between survival and oblivion.
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.
Dip in to this pack of 50 illustrated cards to refresh and revitalize your senses. How much of the world's beauty have we become indifferent to, caught up in the bustle and rush of day-to-day life? Take a break from the madness, and from your smartphone, and rediscover the magic of the world around you. Surprising, engaging prompts will help you hone in and focus on the world around you and tune back in to the things that really matter.
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.
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