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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Do you have what it takes to be a spy? Learn how to walk in the shadows and take down prolific criminal networks. Containing eight escape room scenarios, test your decision-making skills in this interactive puzzle book. Can you crack the cases before they discover your identity? Get ready to be taken through the ranks of secret service training, as you learn how to infiltrate the world's toughest gangs - and stop them in their tracks before they get away with the crime. Including verbal and visual puzzles, spot the difference, as well as code-cracking cryptograms, hanjie, sudoku and much more, this is an ultimate puzzle book, for new and seasoned puzzlers alike. The rules are simple. Solve each of the eight cases in under an hour, or your cover will be blown. Also available: The Perfect Crime Puzzle Book (9781789293357).
This humorous, laid-back guide to poker rules, strategies, techniques, and lingo will take your game to the next level. Do you know what it takes to play the game? At the poker table, just like in the ocean, baitfish get gobbled up by sharks. To help you ascend to the top of the poker food chain, Pick Up Your Poker Game answers all the game's most important questions with over 50 tips and strategies to give you the upper hand. So whether you're a seasoned pro or a bare-bones beginner, this handy, information-packed guide will take your poker game to the next level by helping you discover: Winning strategies when you don't have a winning hand Bluffing techniques and when to use them What players to choose or avoid as your opponent How to help determine your opponent's hand How to capitalize on your opponent's weaknesses and your strengths
This book provides Bolt Action players with all of the information they need to field the military forces of the Soviet Union. From the bitter urban warfare of Stalingrad, through the Winter War against Finland and the final drive to Berlin, the detailed army lists provided in this supplement allow players to construct Soviet armies for any theatre and any year of the war.
The critically acclaimed, multi-award-winning World War II deck-building game. June, 1944. Through the D-Day landings, the Allies have seized a foothold on the beaches of Normandy. Now you must lead your troops forward as you push deeper into France and drive the German forces back. You will face intense resistance, machine gun fire, and mortar bombardment, but a great commander can turn the situation to their advantage! Undaunted: Normandy is the best-selling World War II deck-building game, placing you and your opponent in command of American or German forces fighting through a series of missions critical to the outcome of the war. Use your cards to seize the initiative, bolster your forces, or control your troops on the battlefield. Strong leadership can turn the tide of battle in your favour, but reckless decisions could prove catastrophic, as every casualty you take removes a card from your deck. Take charge amidst the chaos of battle, hold fast in the face of opposition, and remain undaunted. Players: 2 Ages: 14+ Playing Time: 45-60 minutes Contents: 108 cards, 18 large map tiles, dice, tokens, campaign booklet
Time is the bane of all kings. Always does it march forward, bringing change and challenges, wars and disasters, invaders and internal rebellion. This supplement for Oathmark: Battles of the Lost Age, focuses on the passage of time and its effect on a players kingdom. While wars and battle still determine their ultimate fate, many other events can affect the armies of a kingdom. Plagues and blights can reduce access to soldiers from specific territories. Attempted coups can cost a king some of his best generals. On the other hand, unexpected alliances might give a kingdom access to unusual troops, or the birth of a new heir might bring wondrous presents. Along with the rules for the passing of years, this book also presents the option to train your units to fight in special formations, such as phalanxes, shield walls, and skirmish lines. These will allow players to use their existing armies to try out new strategies and tactics to swing their battle in their favour. This book also includes several new military expeditions, including numerous scenarios, to once again challenge a player's generalship.
It's no secret why the London System is such a popular opening, especially at club level. White's development plan is very easy to learn, and it can be employed against virtually any defence. What's more, depending on mood, style or opponent, White can choose either to attack directly or to instigate a more positional strategy. Many players admit they hate facing the London System, which is surely another good reason to play it! In this book, Cyrus Lakdawala presents a reliable repertoire for White with the London System. Using illustrative games and drawing upon his vast experience in the opening, Lakdawala reveals all his secrets and explains in detail the typical plans and tactics for both sides. This book tells you everything you need to know about the London System. *A repertoire for White with the London System *Covers both the main lines and tricky sidelines *Includes game summaries with key points to remember
This offers a complete fighting repertoire for White against the Sicilian with 1.e4 c5 2.d4 cxd4 3.c3. The Morra Gambit is a popular weapon at club level, but can it be effective at GM level? Marc Esserman believes so and he has 2700-rated scalps to back up his view. Esserman is the world's leading expert on the Morra Gambit and he shares all his secrets and many novelties in a lively witty style. The Morra leads to exciting gambit play, so some players decline the offer with 3...Nf6 - Esserman also shows how White can attack this cautious defence. Don't be afraid of the Sicilian - unleash Mayhem in the Morra!
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
The standard 52-playing card deck is a staple of game night - but what if it could be so much more!? Introducing the HECKADECK, a 160-card deck that not only includes the classic cards, but adds all-new ranks, suits, face cards, and other creative elements that open a whole range of exciting new play possibilities. Heck yeah the deck includes hearts through diamonds and Aces through Kings, but also acorns, clouds, and planets, zeroes and elevens, Beasts, Hunters and Travelers, arrows, an all-suited Watcher, and other delightfully illustrated new cards. The booklet inside offers twists on classic games (Crazier Eights, Hearts [and Clouds], Go Fish with Dynamite), plus rules for new games (Epic Match, Beast Hunt, Planetary Rule), guidance for inventing your own games, and even predicting the future with this unique family-friendly, heckafun card deck.
In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators - smugglers, relic hunters, freedom fighters, and mercenaries - roam the dead stars in small ships, scratching out a living any way they can. In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions - recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!
This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you'll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: * Determine your character's basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)* Figure out your character's secondary characteristics* Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)* Optimize your points by using talents* Select your skills based on functional area or the campaign setting* Enhance your character with spells, magic items, magic staves, and powerstones* Strategically purchase equipment for different characters, tech levels, and campaign types* Create and manage a character sheet, write a character background, keep a character log, and more-all with samples* Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There's even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:* Create your very own GURPS universe for your campaign, whether it's dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type* Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations* Create an electronic combat grid, a battle log, a tactical map, and more-with samples* Do mapping, planning, and plotting* Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That's important whether you're saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease...fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
in this dynamic, nonfiction graphic novel, Jon Chad illustrates the little-known story of pinball--how it works and why it all matters in an age of special effects and on-screen gaming. In 1976, champion player Roger Sharpe stepped up to a pinball machine in a Manhattan courtroom. The New York City Council had convened to consider lifting the city's ban on pinball--a game that had been outlawed since 1942 for its supposed connections to gambling and organized crime. Sharpe was there to prove that, unlike a slot machine, pinball wasn't a game of chance designed to fleece its players--it was a game of skill that required a measure of patience, coordination, and control. To prove his point, he proclaimed that he would launch his ball into the center lane at the far end of the playfield--much like Babe Ruth famously pointing to the fences. Sharpe pulled back the plunger and released, and the fate of this industry and art form hung in the balance. Thus opens Jon Chad's comprehensive graphic novel to the history of the captivating, capricious--and at times infuriating!--game of pinball. Tracing pinball's roots back to the Court of King Louis XIV, through the immigrant experience of early 20th century America, the post-War boom and bust, right up to the present day, Chad charmingly ushers readers through the myriad facets of this most American of pursuits--capturing not just the history but also the artistry, cultural significance, and even the physics of the game.
Discover all kinds of delicious foods from around the world - from sourdough to bagels and croissants to crumpets. Mark them off on your game card and... BINGO! Contains 48 superbly illustrated food chips, one game board, 8 double-sided game cards and 150 brightly coloured counters, as well as a leaflet containing fun trivia and games for the baked goods featured.
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.
No online description is currently available. If you would like to receive information about this title, please email Routledge at [email protected]
Chess Secrets is a series of books which uncover the mysteries of the most important aspects of chess: strategy, attack, opening play and gambits, classical play, endgames and preparation. In each book the author studies a number of great players from chess history who have excelled in a particular field of the game and who have undeniably influenced those who have followed. In The Giants of Power Play, Neil McDonald selects five players who have excelled in the field of 'power play' - the art of putting opponents under constant pressure. The methods of doing so are numerous, including gaining rapid development in return for material to build up an initiative, preparing powerful opening ideas in advance, or even developing completely new opening systems. McDonald examines the contributions made by each player, their differences in approach and style, and from Morphy to Topalov, how they followed in each other's footsteps. A study of this book will help you to enhance your skills in one of the most crucial elements of the game. *An entertaining and instructive guide to power play *Learn from the greats of the game *Discover how famous chess minds work
Show off your best animal-tracking skills in this brilliant matching game. The task is to match 25 tracks to their animal owners. Has an elephant just crossed your path or was it an echidna? Can you track down a coyote, make out the trail of a peacock and recognise the paw print of a panda? Beat your opponents by making as many matches as you can! |
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