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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Play with structure board games is developmentally appropriate for latency-age children but is seldom discussed in the child therapy literature or seen as therapeutically useful. This book describes ways that structured board games can reveal the internal psychodynamic working of the child and can be understood as projective material. Clinical examples of children's play reveal parallels between their dramatic and their board-game play. Both show unconscious content, defensive needs, and interpersonal and transferential relationships. As therapists, we can search for the same underlying dynamics we would look for in these other symbolic expressions."This book also discusses a child's developmental changes and how the dramatic, magical play of childhood is replaced by the structured, rule-oriented play of the middle years. Therapists must sensitively follow hem in this development, rather than force them to continue the more regressed play of childhood or push them prematurely into the verbal world of adolescents and adults. Children's Use Of Board Games in Psychotherapy demonstrates ways to work with the material which children give us at this stage, even when expressed in the form of structured games.
This comprehensive chronological reference work lists the results of men's chess competitions all over the world - individual and team matches, 1957 through 1960. Entries record location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardized for easy reference. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 1,020 tournament crosstables and 120 match scores. It is indexed by events and by players.
* 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
Bullshit Bingo is the 1-player party game that transforms the BS of everyday life into a party for 1. By encouraging people to gamify real life, the game offers a refreshing reminder not to take life too seriously. It is a bit like therapy, but way less expensive. With 21 tearable and single-use cards, Bullshit Bingo is the perfect companion to life's most generic occasions: weddings, the gym, first dates, vacation, parenting, break-ups, death, turning 30, Hollywood movies - you name it.
Bring the fun and excitement of bowling right to your desk with this glow-in-the-dark, nostalgic game. Kit includes: * 11" bowling lane with glow-in-the-dark features and flashing lights and music * 6 pins * Bowling ball * Mini book on the history, setup, and rules of the game
This comprehensive chronological reference work lists the results of men's chess competitions all over the world--individual and team matches, from 1951 through 1955. Entries record location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardized for easy reference. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 1,620 tournament crosstables and 144 match scores. It is indexed by events and by players.
Here, in one volume, are the results of the main chess competitions - both tournaments and matches - that took place around the world from 1747 to 1900. To further clarify the results listed, this work also includes sections on both symbols and abbreviations. Additionally, three different indices offer entries on events, players and sources. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 465 tournament crosstables and 590 match scores. It is indexed by events and players.
Eat delicious snacks and game-friendly meals in between dice rolls and encounters with this easy-to-follow RPG themed cookbook perfect for every game group. Feed your gamer group with this collection of 75 game-friendly bar bites, finger foods, and easy-to-share meals. With recipes from the passable Goodberries Baked Cheese-wrapped dates to the one-handed Dragon on a Stick Easy-Eat Meat Skewers to the player-favorite Inspiration Points Peanut Butter White Chocolate Pretzels, this cookbook has you covered for any game night adventure. Complete with easy-to-follow recipes and the wit and wisdom of the authors of A Dragon Walks into a Bar and Dungeonmeister, this book will hit the spot for hungry fighters, spellcasters, and anyone else at the table. Additional recipes include: -Goblintzes-Cheese Blintzes -Genasi's Delight-Masala Peanuts -Remarkably Movable Rods-Candied Bacon -The Picked Pocket-Hamburger Stuffed Rolls -Healing Words-Lavender Cupcakes with Honey Frosting -Shards of Elemental Chaos-Candy Bark -Hex Grid Cookies-Map-Based Sugar Cookies
Send players to "fetch" adorable pups in this dog-filled twist on Go Fish! Adorably illustrated dogs meet a classic card game in Go Fetch! Each turn, players try and collect matching pups, and if a player is asked for a card that they don't have, they send their opponent to the deck for a new card with the declaration: "Go Fetch!" This travel-friendly tin includes a classic 52-card deck with adorable illustrations from Megan Lynn Kott, and instructions for this puppy-filled game for children and adults alike. EASY FOR ALL AGES: Have fun collecting sets of cute dogs, from Pebbles the Pug to Tulip the Corgi! Cards include both numbers and names to help young players match their pups. PERFECT GIFT FOR DOG LOVERS: Go Fetch makes an ideal stocking stuffer or gift for your dog walker, doggy daycare, or puppy fans of any age. INCLUDES: Deck of 52 standard playing cards, named and numbered 1-12, with four suits (stick, ball, disc, and bone). Also includes instruction card. For ages 4+, 2-6 players. Perfect for: Dog-lovers ages 4+; Anyone seeking a family game to play at home, during holidays, camping, traveling, and more.
Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for 'myrioramas', the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. Traverse an enchanted landscape as you build a perpetual panorama inhabited by fire-breathing dragons, magical unicorns and sinister shadow figures. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you? There are over two quintillion storyscaping possibilities, and you can build a seamless panoramas stretching up to 170cm!
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These ""new"" racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.
This comprehensive chronological reference lists the results of men's chess competitions from all over the world. Individual and team matches, from the famous to the lesser known, are recorded. Entries note the location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardized for easy reference. Published sources are cited.Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 810 tournament crosstables and 80 match scores. It is indexed by events and players.
This comprehensive chronological reference lists the results of men's chess competitions from all over the world. Individual and team matches, from the famous to the lesser known, are recorded. Entries note the location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardized for easy reference. Published sources are cited.Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 980 tournament cross tables and 155 match scores. It is indexed by events and players.
'I love playing the King's Indian, but no-one ever allows me to reach my favourite opening!' Does this sound like an all too familiar complaint? The answer to this problem lies here.The truth is you will reach your favourite opening in barely half the games you play against 1 d4, and that's why this book is a godsend to those players fed up with blindly searching for the right way to play against these annoying White systems designed to avoid the main lines: the Trompowsky; the London System; the Torre Attack; the Barry Attack; the Colle System; the Veresov; the Blackmar-Diemer Gambit - the list goes on and on!Yelena Dembo, who as a hardened King's Indian and Grunfeld player has considerable experience facing these irritating openings, deals with them in no uncertain terms, in each case offering Black a no-nonsense solution that enables you to face the future with confidence. *Covers all of White's possibilities*Also includes King's Indian and Grunfeld solutions to 1 Nf3 and 1 c4*Written by an renowned opening expert Yelena Dembo is an International Master from Greece with numerous tournament successes to her name, including the bronze medal at the 2005 European Women's Championship and one Grandmaster norm. She's a renowned chess coach, who has taught students from over 30 countries. She's also an experienced chess writer and a regular contributor to the quality publication "Chess Informant," This is her second book for Everyman Chess, a follow-up to "Play the Grunfeld,"
Meet Alex and Bobbie, who both like to play poker. Alex is a professional poker player who plays for a living and is a solid long-term winner. Bobbie is a recreational player who plays a decent enough game but mainly wants to have a good time. If you play poker regularly you will meet thousands of players like Bobbie in your games and very few like Alex. Of course one would expect that, in the long run, Alex will perform better than Bobbie. But have you ever wondered EXACTLY what it is that Alex understands better and does differently to Bobbie? This is a rather complex question that does not have a simple answer. In this book, UCLA maths professor Duncan Palamourdas addresses this question via a journey through human psychology, game theory, easy-to-understand mathematics and even philosophy. Topics include: Understanding the instinctive but unprofitable tendencies of inexperienced players. How to identify what a mistake actually is in poker - and how to exploit it. Why poker does not revolve around bluffing. The great impact of variance in poker and how to account for it. How to develop a consistent approach that allows you to play like Alex and not Bobbie. Duncan Palamourdas specializes in the mathematics of poker and poker education. His poker classes at UCLA always fill up early and have long waiting lists. He is also an author at Upswing Poker, Poker News, Card Player and Winning Network. Despite his impressive academic credentials, Duncan's popularity is a product of his love for simple language and metaphors. Profitable poker play essentially revolves around correct risk-reward optimization. This is a complex topic and Duncan's great strength is that he explains it in simple terms without resorting to technical jargon.
Zona Alfa is a set of simple, fast-play skirmish rules for scavenging, exploring, and surviving in a near-future, post-apocalyptic Eastern European setting. Players take on the role of bandits, mercenaries, and military units fighting over the blasted Exclusion Zone and its abandoned artefacts. Customise your fighters with a variety of weapons and specialisms to create your ideal warband. With extended rules for campaigns, character progression, terrain, and environmental hazards, Zona Alfa contains all the tools required to engage in blistering firefights within the Exclusion Zone.
Presented for the first time ever, the 3 volume set of The Elder Scrolls V: Skyrim Library enclosed in a deluxe slipcase. For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer. Delve deeper into the lore behind one of the most successful and critically acclaimed fantasy games of all time, Skyrim. Featuring in-game texts on factions, landscapes, creatures, heroes, and dragons.
"Place your bets, place your bets . . ." From the muddy cowtowns of Montana to the posh parlors of Deadwood and Tombstone, past a succession of swinging batwing doors to the smoke-filled rooms in the back, some of the most colorful ladies in the Wild West also happened to be some of the shrewdest gamblers. With her inimitable instinct for a good story, Chris Enss points her pen toward fifteen of the most fascinating characters to ever flip a hole card or lace a corset. "Poker" Alice Ivers, for instance, checked and raised her way through some of the roughest mining towns in the West, while Lottie Deno, the prettiest faro dealer to ever turn a card, "bucked the tiger" all the way from Texas to Alaska. And who could ever bet against Eleanora Dumont, a twenty-one dealer known far and wide as "Madam Moustache"?
The world of bridge has winners and also-rans. What would you rather be? Winning might not be everything, but it is much better than finishing second or third, and way ahead of being out of place. This book examines the attributes and skills you need to be on the winner's dais more often--not only the personal qualities and psychological requirements, but also the methods you are using and the standard of card play required. This overview is a challenge full of tips and telling advice, which, if followed, will produce a positive lift to your game.
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