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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Six Lethal Adventures, One Legendary Campaign In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town-and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure! Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.
The perfect stocking filler for lovers of Bridge. When you open this little book, the state secrets of the game of bridge lie in your hands. They cover everything you need to know to go from being a bridge beginner to an international mastermind! The book is split into short, concise and easy-to-follow tips that will help to improve all aspects of your game and strategy. They reveal how to play a good defensive hand, how to devise a bidding system, what you can read from an opponent's play, plus lots more. The beautifully decorated pages and luxury pocket style make this book something a little bit special. With it by your side you'll always come up trumps!
A roleplaying game of fantastical inventions and Machiavellian politics in Renaissance Italy. It is the Year of Our Lord 1510, and one has to wonder how differently history could have played out if Niccolo Machiavelli, the military commissioner of the Republic of Florence, had not understood the true scale of Leonardo da Vinci's genius. In such a world, the visionary might simply have wasted his time painting portraits of women and doodling in a sketchbook. Instead, he unleashed a technological revolution where primitive computers, decorated with delicately painted cupids, run on water clocks; spring-powered tanks whir across the battlefield, cannons thundering from their flanks; and gliders flit across perfectly blue Tuscan skies. Gran Meccanismo is a roleplaying game of swashbuckling adventure in a Renaissance Italy where Florence's winding alleys play host to spies, scholars, and sell-swords alike. Players are nobles, mercenaries, inventors, and artisans who may find themselves crossing wits with Machiavelli, avoiding the dangerous charms of Lucretia Borgia, or hearing Christopher Columbus telling tales of the new world he has discovered...
Are you tired of playing the same old openings time and time again? This book takes revolutionary look at Flank Openings. It focuses on little-explored variations, selecting a wealth of 'dangerous' options for both colours.
What if your pets could play D&D? And what if they were... kind of jerks about it? If there are two things all geeks love, it's roleplaying games, and their pets. So why not fuse the two? It's time to grab your dice, dust off that character sheet, and let your cat or dog (or guinea pig, or iguana, or budgie) accompany you on an epic adventure! It'll be great! ... unless you have pets like these.
Take a look back at the last 12 months of Dungeons & Dragons Discover all there is to know about the latest campaigns, explore legendary locations and brush up on fearsome monsters you might meet on your adventures. With activities, interviews with awesome podcasters and streamers and more epic content, this will keep fans rolling for another twelve months.
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.
Games Workshop, Warhammer, White Dwarf, Citadel Miniatures and Fighting Fantasy are names which trigger powerful memories for millions of people around the world. The cultural impact of Games Workshop and Fighting Fantasy has been remarkable. But how did it all begin? Since starting out in 1975 as a part-time mail-order business in a modest third-floor flat in West London, Games Workshop has grown from its humble beginnings to become a FTSE 250 company listed on the London Stock Exchange. From distributing Dungeons & Dragons, to living in the back of a van, to opening Games Workshop stores, to creating Fighting Fantasy, to launching Warhammer, co-founders Ian Livingstone and Steve Jackson tell their remarkable story for the first time. Dice Men is the fascinating, never-before-told story of an iconic company which changed the world of tabletop gaming for ever. It's an insight into the rollercoaster first year of Games Workshop and the birth of the industry.
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.
Do you need to be a genius to be good at chess? What does it take to become a Grandmaster? Can computer programmes beat human intuition in gameplay? The Psychology of Chess is an insightful overview of the roles of intelligence, expertise, and human intuition in playing this complex and ancient game. The book explores the idea of 'practice makes perfect', alongside accounts of why men perform better than women in international rankings, and why chess has become synonymous with extreme intelligence as well as madness. When artificial intelligence researchers are increasingly studying chess to develop machine learning, The Psychology of Chess shows us how much it has already taught us about the human mind.
Chess Developments is a brand new series providing state-of-the-art openings coverage. Chess Developments focuses on the current trends - concentrating on critical lines, theoretical novelties and powerful new ideas. It offers players of all levels the opportunity to keep up-to-date with current opening theory whilst also expanding and improving their repertoires. The Pirc is an ambitious counter-attacking weapon against 1 e4. Black allows White to build an imposing centre before striking back and attacking it with pieces and pawns. If Black's strategy is successful White's centre can be blown away, but if Black fails he runs the risk of being overrun. In this book, James Vigus examines the most theoretically important and instructive Pirc games since the publication of his highly acclaimed The Pirc in Black and White, highlighting the main developments and novelties for both sides. Studying this book will provide you with essential information on a popular opening. *Essential coverage of the Pirc Defence *Packed with key new ideas and critical analysis *User-friendly design to help readers absorb information
Frank Legato is not only a recognised slot expert, but he also knows what it's like to take on the one-armed bandits; he's a player first and foremost. In this funny and insightful book, Frank shares his 20 years of experience researching, writing about, and playing the slots. You'll learn: exactly how slot machines work; which machines pay back the most money, and which pay most frequently; which slot beliefs are merely silly myths and which are facts; how to recognise phoney (and funny) slot systems that should be avoided; Frank's own strategies for increasing your winning potential; how to maximise your returns from slot clubs; and more... States. From Las Vegas to Atlantic City to Tunica, Mississippi, from Indian casinos to riverboats to 'racinos', Frank explains the character and history of each slot venue and reveals his favorite places to play slots in each location. After reading this book, you'll know everything there is to know about slot machines, including how to win millions playing them... or lose trying.
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios - from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types - spies, mercenaries, criminals, hackers, special forces, and many more - to recruit the best possible team for the job. Players may also choose to join a faction - powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
During the pandemic years, many people discovered the joy of walking. It is meditative, healing, uplifting, healthy, inspiring, and generally transformative, whether it’s your mood that needs changing or your whole outlook. Walking helps us to really see the things around us that we might otherwise take for granted, such as a flowering tree, a new coffee shop, or an unexpected view. This charming journal links the act of walking to the benefits of journaling, with a wellness perspective that encompasses body, mind, and spirit. Every spread offers thoughtful prompts and lots of space to capture what was special about your walk, from the route to the weather - and a gratitude moment. Fun sidebars capture your favourite routes, bucket-list walks for future travels, walking companions whose company you treasure, best photo-op destinations, city walks and country walks, fitness walks, and much more. Quotes from famous walkers over time ground your experience in history. Let this walking journal help you take your perambulations to a more transcendent place by capturing the meaningful moments along the way.
Three oversized scorepads (total 120 sheets).
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.
In A Game of Thrones: The Card Game, the warring factions of Westeros
await your command, inviting you to engage in a life-or-death struggle.
In every game, you select devious plots and challenge your opponents on
the field of battle, through back alley intrigue, and in the political
arena. Whether you play a against a single opponent, in a game known as
a joust, or engage in a battle of three or more players, called a
melee, winning challenges against your opponents is the way to victory.
Viktor Korchnoi is a chess legend. In a career which has spanned over 60 years, he won countless grandmaster tournaments, was a four-time Soviet Champion, a multi-time World Championship Candidate, and twice fought for the World Championship in famous battles with his adversary Anatoly Karpov. Throughout his career Korchnoi continually refined his style and he was as comfortable in defence as he was in attack. He was happy to provoke opponents, accept sacrifices, defend precisely and then ruthlessly exploit weaknesses. In this book, former American Open Champion Cyrus Lakdawala studies his favourite Korchnoi games and examines Korchnoi's skills in the key areas of attack and defence, initiative, exploiting imbalances, accumulating advantages and endgame play. He demonstrates clearly how we can all improve by learning from Korchnoi's play. Move by Move provides an ideal platform to study chess. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practising of vital skills just as much as the traditional assimilation of knowledge. Carefully selected questions and answers are designed to keep you actively involved and allow you to monitor your progress as you learn. This is an excellent way to improve your chess skills and knowledge. *Learn from the games of a chess legend *Important ideas absorbed by continued practice *Utilizes an ideal approach to chess study
In this collection of his best games, former world champion Mikhail Botvinnik demonstrates the deep strategic style that took him to the title . Written by one of the greatest players of all time . Contains 90 annotated games from Botvinnik's career . Includes victories over Capablanca, Alekhine, Smyslov, Tal and Petrosian . Incorporates background material on key personalities and events Mikhail Botvinnik (1911-1995) made a unique impression on chess history. After victories at Moscow 1935 (shared with Flohr) and Nottingham 193 (shared with Capablanca), Botvinnik won the 'absolute championship' of the USSR in 1941 before the war interrupted all chess activity. After winning the match/tournament of 1948 to decide Alekhine's successor, Botvinnik held the world championship (apart form two brief interludes) until 1963 and retired from active play in 1970, after which he devoted himself to coaching young players 9his list of former pupils include Garry Kasparov) and developing a chess-playing computer program. |
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