Author: Carrigleagh Books
Publisher:
ISBN: 9781708904739
Category :
Languages : en
Pages : 82
Book Description
Play some Paper & Pencil Games -- Tic-Tac-Toe & Dots and Boxes (Noughts & Crosses or X's & O's)Simple Easy Fun for the Family -play together Paper & Pencil Games is a 2 player activity book filled fun games to play on the go. Pass Time on Journeys or Holiday Festive fun for adults and Kids. A great gift that will always be remembered. 8.5" X 11" 80 Pages Matte Cover High Quality White Paper Have time to kill while waiting for your food at a restaurant? Play some Paper & Pencil Games! Challenge your friends with the classic pencil and paper game.
Paper & Pencil Games
Author: Carrigleagh Books
Publisher:
ISBN: 9781708904739
Category :
Languages : en
Pages : 82
Book Description
Play some Paper & Pencil Games -- Tic-Tac-Toe & Dots and Boxes (Noughts & Crosses or X's & O's)Simple Easy Fun for the Family -play together Paper & Pencil Games is a 2 player activity book filled fun games to play on the go. Pass Time on Journeys or Holiday Festive fun for adults and Kids. A great gift that will always be remembered. 8.5" X 11" 80 Pages Matte Cover High Quality White Paper Have time to kill while waiting for your food at a restaurant? Play some Paper & Pencil Games! Challenge your friends with the classic pencil and paper game.
Publisher:
ISBN: 9781708904739
Category :
Languages : en
Pages : 82
Book Description
Play some Paper & Pencil Games -- Tic-Tac-Toe & Dots and Boxes (Noughts & Crosses or X's & O's)Simple Easy Fun for the Family -play together Paper & Pencil Games is a 2 player activity book filled fun games to play on the go. Pass Time on Journeys or Holiday Festive fun for adults and Kids. A great gift that will always be remembered. 8.5" X 11" 80 Pages Matte Cover High Quality White Paper Have time to kill while waiting for your food at a restaurant? Play some Paper & Pencil Games! Challenge your friends with the classic pencil and paper game.
It's All a Game
Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Gamer Army
Author: Trent Reedy
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267
Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267
Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
Great Big Book of Children's Games
Author: Derba Wise
Publisher: McGraw Hill Professional
ISBN: 9780071422468
Category : Family & Relationships
Languages : en
Pages : 324
Book Description
450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.
Publisher: McGraw Hill Professional
ISBN: 9780071422468
Category : Family & Relationships
Languages : en
Pages : 324
Book Description
450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.
Games Magazine Junior Kids' Big Book of Games
Author: Karen C. Anderson
Publisher: Workman Publishing
ISBN: 9780894806575
Category : Juvenile Nonfiction
Languages : en
Pages : 180
Book Description
Presents over 125 games, including picture puzzles, scrambled comics, riddle searches, logic defiers, memory contests, connect-the-dots, out-of-orders, mazes, crisscrosses, and rebuses.
Publisher: Workman Publishing
ISBN: 9780894806575
Category : Juvenile Nonfiction
Languages : en
Pages : 180
Book Description
Presents over 125 games, including picture puzzles, scrambled comics, riddle searches, logic defiers, memory contests, connect-the-dots, out-of-orders, mazes, crisscrosses, and rebuses.
Shareware Heroes
Author: Richard Moss
Publisher: Unbound Publishing
ISBN: 1800181108
Category : Computers
Languages : en
Pages : 362
Book Description
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.
Publisher: Unbound Publishing
ISBN: 1800181108
Category : Computers
Languages : en
Pages : 362
Book Description
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.
The Everything Tabletop Games Book
Author: Bebo
Publisher: Everything
ISBN: 1507210620
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
Publisher: Everything
ISBN: 1507210620
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
The Greatest Dot to Dot Book in the World:
Author: David Kalvitis
Publisher:
ISBN: 9780970043702
Category : Juvenile Nonfiction
Languages : en
Pages : 48
Book Description
The Greatest Dot-to-Dot Book in the World is an incredible collection of connect-the-dot surprises that will challenge and entertain the big kids. In addition to extremely detailed traditional dot-to-dots, there are unique innovations and variations that have never before been seen: Key and Star puzzles have more than one line to connect; Field of Dots puzzles have evenly spaced dots with a key indicating which to connect; also included are No-Dot and Odd/Even puzzles. The final images cover a broad subject range, adding to the surprise element. Older kids and adults who love puzzles will be delighted to find an entire pages of dots that won't reveal themselves until you get started. Prepare to be challenged.
Publisher:
ISBN: 9780970043702
Category : Juvenile Nonfiction
Languages : en
Pages : 48
Book Description
The Greatest Dot-to-Dot Book in the World is an incredible collection of connect-the-dot surprises that will challenge and entertain the big kids. In addition to extremely detailed traditional dot-to-dots, there are unique innovations and variations that have never before been seen: Key and Star puzzles have more than one line to connect; Field of Dots puzzles have evenly spaced dots with a key indicating which to connect; also included are No-Dot and Odd/Even puzzles. The final images cover a broad subject range, adding to the surprise element. Older kids and adults who love puzzles will be delighted to find an entire pages of dots that won't reveal themselves until you get started. Prepare to be challenged.
Nintendo 64 Anthology
Author: Math Manent
Publisher: Geeks - Line
ISBN: 9781605849409
Category : Nintendo 64 (Video game console)
Languages : en
Pages : 0
Book Description
"Throughout this book, the author Mathieu Manent recounts the Nintendo 64-bit console's journey through a complete history of the machine: from its genesis to its new lease on life, a detailed description of its complete software library, interviews with those involved at the time, and previously untold anecdotes"--Back cover.
Publisher: Geeks - Line
ISBN: 9781605849409
Category : Nintendo 64 (Video game console)
Languages : en
Pages : 0
Book Description
"Throughout this book, the author Mathieu Manent recounts the Nintendo 64-bit console's journey through a complete history of the machine: from its genesis to its new lease on life, a detailed description of its complete software library, interviews with those involved at the time, and previously untold anecdotes"--Back cover.
Trading Bases
Author: Joe Peta
Publisher: National Geographic Books
ISBN: 0451415175
Category : Sports & Recreation
Languages : en
Pages : 0
Book Description
An ex–Wall Street trader improved on Moneyball’s famed sabermetrics and beat the Vegas odds with his own betting methods. Here is the story of how Joe Peta turned fantasy baseball into a dream come true. Joe Peta turned his back on his Wall Street trading career to pursue an ingenious—and incredibly risky—dream. He would apply his risk-analysis skills to Major League Baseball, and treat the sport like the S&P 500. In Trading Bases, Peta takes us on his journey from the ballpark in San Francisco to the trading floors and baseball bars of New York and the sportsbooks of Las Vegas, telling the story of how he created a baseball “hedge fund” with an astounding 41 percent return in his first year. And he explains the unique methods he developed. Along the way, Peta provides insight into the Wall Street crisis he managed to escape: the fragility of the midnineties investment model; the disgraced former CEO of Lehman Brothers, who recruited Peta; and the high-adrenaline atmosphere where million-dollar sports-betting pools were common.
Publisher: National Geographic Books
ISBN: 0451415175
Category : Sports & Recreation
Languages : en
Pages : 0
Book Description
An ex–Wall Street trader improved on Moneyball’s famed sabermetrics and beat the Vegas odds with his own betting methods. Here is the story of how Joe Peta turned fantasy baseball into a dream come true. Joe Peta turned his back on his Wall Street trading career to pursue an ingenious—and incredibly risky—dream. He would apply his risk-analysis skills to Major League Baseball, and treat the sport like the S&P 500. In Trading Bases, Peta takes us on his journey from the ballpark in San Francisco to the trading floors and baseball bars of New York and the sportsbooks of Las Vegas, telling the story of how he created a baseball “hedge fund” with an astounding 41 percent return in his first year. And he explains the unique methods he developed. Along the way, Peta provides insight into the Wall Street crisis he managed to escape: the fragility of the midnineties investment model; the disgraced former CEO of Lehman Brothers, who recruited Peta; and the high-adrenaline atmosphere where million-dollar sports-betting pools were common.