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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
A large print bridge guide aimed at the less experienced or social
player who longs to improve but keeps repeating the same mistakes,
often not knowing that they are mistakes. Andrew Robson, The Times
Bridge Correspondent, is both a champion bridge player and an
inspired teacher. At his bridge club he teaches and tutors and has
acquired great practical knowledge about how people learn to play
bridge. Based on Andrew Robson's Friday column in The Times, common
bridge mistakes are presented with an outline of what actually
happened and what should have happened. Along with every mistake is
a handy tip 'If you remember just one thing..' which has proved
very popular with The Times readers. The first section of the book,
'The Game', is a basic outline providing the key to playing a
sensible game of Bridge, subdivided into Bidding, Declarer Play and
Defence. Included within this are all the 'If you remember just one
thing' tips that also appear in the main body of the book. The
reader can either read 'The Game' first, paying particular
attention to the tips, or they can dip in and out of the main body
of text, picking a common mistake at random, with the option of
cross-referencing to the same tip in 'The Game' section. Bridge is
a growing enthusiasm and is now being played by a much wider age
range - it is no longer a game for those who have retired. This is
a long-awaited first book aimed at the vast majority of bridge
players who would like to avoid falling into the same trap time and
time again.
This supplement brings a new dimension to games of Frostgrave,
allowing players to lead expeditions into the wilderness north of
the city, searching for undiscovered ruins and facing the perils of
the Wildwoods. For years, spellcasters have flocked to the Frozen
City, braving the perils of its ruins in the hunt for relics and
forgotten magic. While the city still holds many such secrets,
newly arrived wizards must delve deeper and fight harder to make
their mark. A few turn from the city, seeking instead the remote
settlements that surrounded ancient Felstad. Such expeditions are
not without their own dangers, however - in the vast forests of the
Wildwoods, death lurks in the empty cookpot and torn waterskin, in
the cold of night and the looming storm, and in the teeth and claws
of the beast behind the next tree... This supplement for
Frostgrave: Fantasy Wargames in the Frozen City takes players
beyond the ruins with rules for running expeditions in search of
secret places and forgotten treasures in the dark Wildwoods. New
soldiers and magic items may improve wizards' chances of survival,
but dwindling supplies, the hostile environment, and terrifying new
creatures will push them to their limits in a range of scenarios
set in these deep, foreboding forests.
An investigation of the main reasons why chess players sometimes go
astray - the seven deadly chess sins: Drifting (losing the plot);
Perfectionism (leading to time trouble); Egoism (overestimating
your chances); Failure to spot the critical moment; Deafness
(failure to listen to intuition); Dogmatism (failure to think
creatively or dynamically); and Attachment (to particular ideas).
This is a thought-provoking look at the psychological errors that
lead chess-players to disaster and keep them from reaching their
full potential.
Warhammer 40,000: The Ultimate Guide dives into the vast universe of
the 41st Millennium with hundreds of beautiful photographs showcasing
miniatures from every faction, following key characters through the
evolution of their models and exploring Warhammer 40,000 in pinpoint
detail through the lens of its incredible miniatures.
This essential visual journey through the history of Warhammer 40,000
is written by NYT bestselling authors Gav Thorpe and Guy Haley, and is
packed with insight into the game’s defining miniatures.
© Copyright Games Workshop Limited 2024
The Botanica 2-in-1 Travel Game Set from Galison is a portable box
that opens out into a game board for playing backgammon and
checkers. The box and game board feature the colorful botanical
paper sculptures of Colombian artist, Diana Beltran Herrera. The
set makes a great gift or perfect to take on the go. * Box Size: 10
x 5 x 2", 254 x 127 x 51mm * Hinged Double Drawer Construction *
Checkers + Backgammon * Wood Games Pieces * Includes Instruction
Sheet
A firebolt broom pen, interactive book, iron-on team badges, and
trading cards highlight this spirited celebration of the magical
sport of the Wizarding World. The Player's Kit includes: * 4
iron-on badges featuring team insignia for Gryffindor, Ravenclaw,
Slytherin, and Hufflepuff * 4-1/4 x 7" 128-page interactive book on
Quidditch, including history on the sport, play instruction,
play-making templates, quotes, full-colour photography and
illustrations, and more * Firebolt broom pen * Quidditch all-stars
trading cards * Keepsake box
The Paper Paradise 500 Piece Puzzle from Galison features a
brightly colored scene of paper tropical flowers and plants.
Galison puzzles are packaged in matte-finish sturdy boxes, perfect
for gifting, reuse, and storage. An insert of the full puzzle image
is also included. - 500 pieces - Box Size: 8" x 8" x 2", 203 x 203
x 51 mm - Puzzle Size: 20" x 20", 508 x 508 mm - Includes Insert
Inspired by the hit board game that has sold over 12 million
copies, travel the world from the comfort of your home with the
Ticket to Ride Puzzle Book. Based on the award-winning board game,
this book is packed full of 100 original, colourful and exciting
challenges for puzzlers and board-game enthusiasts alike. It's the
year 1900, and you are a young tourist setting off on a global rail
journey. Voyaging from city to city across countries and
continents, you meet an entertaining set of characters who provide
you with a perplexing set of brainteasers, from logic problems and
train track puzzles to riddles and linguistic conundrums. Climb
aboard and ride across the world in 100 globe-trotting puzzles!
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!
Jonathan Adler is a design company that creates luxe and livable
interiors and chic products that are synonymous with modern
American glamour. The Jonathan Adler Versailles Playing Cards set
features Adler's signature pattern dynamically deconstructed for a
21st century twist, classic-meets-cutting edge, treating graphic
greatness to gobs of gold. The set includes two decks of gold foil
stamped cards and a foil stamped box with ribbon pull and magnetic
closure; makes a very chic gift. - Set of 2 Card Decks -
Foil-Stamped Exterior Box: 4.875 x 6.5 x 1.25", 124 x 165 x 32 mm -
Magnetic Closure and Ribbon Pull
PLAY AND LEARN: learn Shakespeare as you play this new board game
for all the family SCREEN-FREE FUN for 2-5 players aged 8 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 part of our bestselling Shakespeare
range illustrated by Adam Simpson, including The World of
Shakespeare: 1000-piece Jigsaw Puzzle and Shakespeare Playing Cards
Journey from Stratford to London in the footsteps of the world's
best loved playwright, collect characters and race round London's
theatres to put on as many plays as you can before other
playwrights steal your ideas, burn down your theatres or spread the
plague! In this fun family board game, you will absorb details of
Elizabethan England as well as learn loads of references to
Shakespeare's plays. The winner is the player whose plays take the
most money at the box office, and the fastest in the race to fame
and glory.
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).
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
New (4th) and improved edition of an all-time classic. The good
news about endgames is: there are relatively few endings you should
know by heart. Once you know these endings, that's it. Your
knowledge never goes out of date! The bad news is that, all the
same, the endgame technique of most players is deficient. Modern
time-controls make matters worse: there is simply not enough time
to delve deep into the position. Jesus de la Vila debunks the myth
that endgame theory is complex and he teaches you to steer the game
into a position you are familiar with. This book contains only
those endgames that: show up most frequently are easy to learn
contain ideas that are useful in more difficult positions. Your
performance will improve dramatically because this book brings you:
simple rules detailed and lively explanations many diagrams clear
summaries of the most important themes dozens of tests.
Includes easy-to-read instructions and illustrations of strategy for 101 card games.
One day in 2005 while searching for food, nine-year-old Ugandan
Phiona Mutesi followed her brother to a dusty veranda where she met
Robert Katende.
Katende, a war refugee turned missionary, had an improbable dream:
to empower kids in the Katwe slum through chess--a game so foreign
there is no word for it in their native language. Laying a
chess-board in the dirt, Robert began to teach. At first children
came for a free bowl of porridge, but many grew to love the game
that--like their daily lives--requires persevering against great
obstacles. Of these kids, one girl stood out as an immense talent:
Phiona.
By the age of eleven Phiona was her country's junior champion, and
at fifteen, the national champion. Now a Woman Candidate
Master--the first female titled player in her country's
history--Phiona dreams of becoming a Grandmaster, the most elite
level in chess. But to reach that goal, she must grapple with
everyday life in one of the world's most unstable coun-tries. "The
Queen of Katwe" is a "remarkable" (NPR) and "riveting" ("New York
Post") book that shows how "Phiona's story transcends the
limitations of the chessboard" (Robert Hess, US Grandmaster).
Never get stuck inside an escape room again, with this strategy
guidebook to beating your favorite immersive interactive game-from
a well-known game designer and puzzle enthusiast Chances are you
have visited an escape room, whether for a birthday party, a
corporate team-building exercise, or as a weekend excursion with
your friends. But what does it take to maximize your chances of
solving the puzzles, while ensuring everyone has a good time along
the way? Planning Your Escape is the perfect guide to making sure
you never get stuck in another escape room again. Game designer
extraordinaire Laura Hall has all the best strategies for every
room you might encounter, so your team can function like a
well-oiled machine. This guide offers: -A history of puzzles and
experiential entertainment, from the 4,000-year-old dexterity
puzzles of Mohenjo-daro to the spectacle of immersive theater
installations like Secret Cinema, Meow Wolf, and Sleep No More;
-Different types of escape rooms, and solvable examples of the
common puzzles they employ; -Common escape room player personality
types, and how best to work with them; and -Advice for constructing
your own escape rooms and puzzle hunts Bringing in a cast of
experts, Planning Your Escape is the must-have strategy book for
any escape room enthusiast, puzzle fan, and aspiring experience
designer. Get ready to wow your friends and impress your co-workers
with your new skills, and never enter a room you can't get out of
again!
Punish or put your dice in a time-out when they roll critical fails
or put your friends (and yourself) in danger with the Mini Dice
Dungeon. * LIGHT-UP DICE DUNGEON: Includes a 3 inch mini dungeon
with LED light feature in green * SPECIAL BRANDED D20: A
translucent d20 branded with the D&D ampersand for the 20 *
ILLUSTRATED MINI BOOK INCLUDED: With tips, advice, and the basics
of dice care, and tear-out shame cards * PERFECT GIFT FOR D&D
FANS: Display on a shelf, desk, or bookcase and show off your love
of Dungeons & Dragons * OFFICIALLY LICENSED: Authentic Dungeons
& Dragons collectible Dungeons & Dragons, D&D, their
respective logos, and the dragon ampersand, are registered
trademarks of Wizards of the Coast LLC. (c)2021 Wizards of the
Coast. All rights reserved.
Wish, daydream and discover a more optimistic outlook with The
Puzzle of Hopefulness. Part of a new 150-piece gradient puzzle
series that taps into the mindful, self-care appeal of jigsaws. The
beautiful, mesmerising artwork of each little puzzle focuses on a
different emotion, with an accompanying essay to help you
understand and make sense of these feelings. Other titles in the
series include: The Puzzle of Happiness, The Puzzle of Calm, The
Puzzle of Love and The Puzzle of Ecstasy.
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