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PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson Are YOU brave enough to enter
evil Baron Sukhumvit's devilish dungeon and take part in his Trial
of Champions? It's a trap-filled and monster-infested labyrinth
where you'll compete against five other adventurers to collect
certain gems, which are the key to escaping and winning the Trial.
ABOUT THE SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson When an ancient artifact is
discovered inside Firetop Mountain, its evil magic unleashes
terrifying Iron Giants upon the world. In a race against time, YOU
must find the only person who knows how to defeat them. Where does
he live? Will he help? Will YOU survive? ABOUT THE SERIES The
multi-million copy globally bestselling choose-your-own-adventure
series is repackaged and reignited for a brand new generation of
children. All you need is a dice and you can choose which way the
story goes Be careful - the main character can die at any point! 20
million copies sold worldwide in 32 languages Perfect for kids who
love gaming A great way to encourage children away from gaming on
screens and get them back into reading books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson After accepting a challenge to
survive on Snake Island, a nightmare unfolds when a bounty is
placed on your head. From being the hunter, you become the hunted.
Now you must find the Assassins before they find you. But who are
they? Where are they? Everybody you meet could be an assassin.
Trust no-one... ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
In this brand new addition to the multi-million-copy-selling
Fighting Fantasy series, you - the hero - must travel all over
Allansia - from old haunts Darkwood Forest to Port Blacksand - on a
dangerous quest. What starts as a treasure hunt soon takes a darker
turn, with the potential return of the most terrifying foe of the
original books, Zanbar Bone, on the increasingly dark horizon.
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson Deep within the Crystal Caves of
the Icefinger Mountains, the dreaded Snow Witch is plotting to
bring on a new ice age and take over the world. Will YOU be able to
stop her? ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson YOU, the hero, are tasked with
confronting the terrifying Lizard King and freeing the human slaves
captured by his bloodthirsty army. You must discover the chink in
his armour if you have any hope of defeating him... ABOUT THE
SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
PART STORY, PART GAME - PURE ADVENTURE! Are YOU brave enough to
take on the monsters and magic of Firetop Mountain...? The powerful
warlock Zagor must be slain - but first you'll need to make it
through the caverns of his mountain stronghold. Many adventurers
before you have taken a wrong turn in the maze and perished at the
hands and claws of the Warlock's gruesome servants... step up,
hero, it's time to fight!
Beware the Curse of Akharis! When an ancient tomb in the Desert of
Skulls turns out to belong to Akharis, a legendary ruler from a
previous age, you discover some of his followers are trying to
return the evil pharaoh to life. Soon you will have to learn the
true meaning of The Curse of the Mummy! It will take a real hero to
defeat Akharis and win the treasure. Dare you take on the
challenge?
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson Are YOU brave enough to face the
foes and fiends of this nightmare forest...? A war is raging and
your help is needed to vanquish the evil trolls. To save the
dwarfs, you must find the grand wizard Yaztromo and track down the
pieces of a legendary war hammer lost in the depths of Darkwood
Forest where gruesome monsters lurk ... step up, hero, it's time to
fight! ABOUT THE SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
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The Messenger (DVD)
Tamzin Merchant, Oliver Heald, Andrew Tiernan, Deirdre O'Kane, Joely Richardson, …
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R23
Discovery Miles 230
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Ships in 10 - 20 working days
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British supernatural horror starring Robert Sheehan and Lily Cole.
Jack (Sheehan) is a severely troubled man, burdened by the voices
in his head. When he discovers that the voices he hears are those
of dead people, he realises that they are using him as a messenger
to send word to their loved ones. When a recently departed
journalist gets in contact with Jack, expressing the need to say
goodbye to his wife, Jack obeys the voice and finds himself getting
close to the grieving widow, Sarah (Tamzin Merchant). As he spends
more time with Sarah, Jack learns dark secrets about the couple,
making him question the morals of his unwanted gift.
Contents: Part I: Introduction 1: Africa's Economic Problems Part II: Conflict and Power 2: Conflict Prevention and Conflict Resolution: Interventions and Results; 3: The Economics and Political Economy of Conflict; 4: Planning for Post-conflict Rehabilitation Part III: Agriculture and the Rural Sector 5: Small-holder Farming in Africa: Statis and Dynamics; 6: The Intensification of Small-scale Livestock Enterprises: Progress and Prospects; 7: Development and Change in Sahelian Dryland Agriculture; 8: Paying for Agricultural Research and Extension; 9: Policy Issues in Agricultural Marketing; 10: Agricultural Marketing in Africa since Berg and Bates: Results of Liberalisation; 11: The Dimensions of Food Aid and Lessons for Policy; 12: Rural Development: Past Experience and Future Directions; 13: Prospects for Rural Labour Force Absorption through Rural Industry; 14: Achieving Sustainable Livelihoods in Sub-Saharan Africa Part IV: Industry and the Urban Sector 15: An Overview of Manufacturing Development; 16: Could Import Protection Drive Manufacturing Exports in Africa?; 17: Stimulating Economic Recovery through Private Sector Development; 18: Economic Growth, Welfare and Governance in Africa's Urban Sector; 19: Information Needs for Urban Policy-Making in Africa Part V: International Trade and Transport Constraints 20: Implementation and Outcomes of African Trade Policy Reforms in the 1990s; 21: The Non-Recovery of Agricultural Tradables and its Consequences for Rural Poverty; 22: Disadvantaged Economies: Africa's Landlocked Countries Part VI: Gender, Health and Education 23: Gender and Development: Policy Issues in the Context of Globalisation; 24: The Dimensions of Africa's Health Problems; 25: Achieving Primary Schooling for All: Gender as Constraint or Opportunity? Part VII: Conclusion 26: Policy Conclusions and Research Needs
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson In this sequel to the first and
most iconic Fighting Fantasy adventure, The Warlock of Firetop
Mountain, the evil sorcerer, Zagor, was thought to be defeated: but
by the power of dark sorcery, he has risen from the dead to re-take
his seat in forbidding Firetop Mountain and wreak revenge. YOU, the
hero, must put an end to his reign of terror, once and for all!
Featuring the interior art from the original edition published in
1992, by fan favourite illustrator Martin McKenna. ABOUT THE SERIES
The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
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.
Ian Livingstone is the Godfather of the British gaming industry. In
Hacking the Curriculum, he and Shahneila Saeed explain the critical
importance of coding and computing in modern schools - and offer
teachers and school leaders real practical guidance on how to
improve their current provision to a generation of youngsters for
whom digital skills are critical.
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson Are YOU brave enough to walk the
dangerous, dark alleyways of Port Blacksand...? You must travel to
the dark tower of demonic sorcerer Zanbar Bone, to put an end to
his reign of terror. But you'll have to make it past the
bloodthirsty thieves and creeping creatures of the night who lurk
in Port Blacksand first ... step up, hero, it's time to fight!
ABOUT THE SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
The smash-hit Fighting Fantasy gamebook comes to comics for the
very first time, in a brand-new story of post-apocalyptic racing
and survival against all odds! Bella De La Rosa was heir to a great
I-400 racing tradition before the virus hit, before most of
humanity was wiped out, and civilization fell. Eighteen months
after the collapse of society, she and her blue and red Interceptor
prowl the remnants of what once was America, eking out a life among
the ruins, trying to evade vicious car gangs like the Doom Dogs,
and find enough gas, food, and water to survive. But is there more
than this for her in the wasteland? Can hope for humanity be found
with one young woman and her tooled-up survival rig of a car?
Fighting Fantasy gamebooks have sold over 17 million books
worldwide, in over 30 languages. YOU were the hero in Deathtrap
Dungeon, fighting monsters and foes with a pencil, two dice and an
eraser. And now -YOU ARE THE COLOURIST!Bring your favourite orcs,
knights and even a Manticore to life, colouring the original
emotive illustrations by artist Iain McCaig.
You chose your own adventure. Now, choose your own colour!
Snowbooks are honoured to present Steve Jackson and Ian
Livingstone's legendary Fighting Fantasy classics as you've never
seen them before: in colouring book form.
Fighting Fantasy gamebooks have sold over 17 million books
worldwide, in over 30 languages. YOU were the hero in The Warlock
of Firetop Mountain, fighting monsters and foes with a pencil, two
dice and an eraser. And now - YOU ARE THE COLOURIST! Bring your
favourite trolls, dragons and even the Warlock himself to life,
colouring the original emotive illustrations by artist Russ
Nicholson.
Fighting Fantasy gamebooks have sold over 17 million books
worldwide, in over 30 languages. YOU were the hero in The Forest of
Doom, fighting monsters and foes with a pencil, two dice and an
eraser. And now -YOU ARE THE COLOURIST!Bring your favourite demons,
cat women, minotaurs and giants to life, colouring the original
visceral illustrations by artist Malcolm Barter.
Core Values is essential reading if we want to reclaim the optimism
and freedoms that made America the greatest nation on earth. This
book is a guide to restoring America's heart and soul based on a
neurologist's insight into why we are either liberal or
conservative. It explains why our country is destructively divided
against itself. Core Values builds on the conservative momentum of
the 2010 midterm elections as we transform our anger against big
government into knowledge and positive action. Dr. Livingstone
explains that we can only steer our country back to solid center
ground if we function from our Core Values, if we recognize the
source of these values and if we know how to read political
character. Core Values describes these three elements for success
in straightforward terms and gives us positive tools to respond to
the threats to our freedom and financial security. Core Values
describes why some people are liberal and others conservative and
why some of us cherish the individual expression of life while
others want to collectivize it. Most importantly, Core Values gives
us a way to identify the motives and means of operation of those
who seek to supplant our core values with destructive and divisive
ones. This concise, easy to read book is a serious book for serious
times and helps each one of us to reclaim America's soul before our
heritage slips away.
Surprising stories behind the games you know and love to play.
Journey through 8,000 years of history, from Ancient Egyptian Senet
and Indian Snakes and Ladders, right up to role-play, fantasy and
hybrid games of the present day. More than 100 games are explored
chronologically, from the most ancient to the most modern. Every
chapter is full of insightful anecdotes exploring everything from
design and acquisition to game play and legacy. Discover tales of
Buddha's banned games, stolen patents, boards smuggled into prison,
and Dungeons & Dragons hysteria. Roll six to start, pass go,
and learn more about your favourite board games, from Mahjong to
Monopoly and more!
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