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.
Libraries Got Game
Author: Brian Mayer
Publisher: American Library Association
ISBN: 0838910092
Category : Education
Languages : en
Pages : 145
Book Description
A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.
Publisher: American Library Association
ISBN: 0838910092
Category : Education
Languages : en
Pages : 145
Book Description
A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.
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.
Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)
Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 0786965622
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
Publisher: National Geographic Books
ISBN: 0786965622
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
Dungeons & Dragons Starter Set (Six Dice, Five Ready-to-Play D&D Characters With Character Sheets, a Rulebook, and One Adventure)
Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 0786965592
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Everything you need to start playing the world’s greatest roleplaying game. “I recommend [the D&D Starter Set] for anyone who’s curious and wants to learn D&D.”—Ed Grabionowski, io9.Gizmodo.com The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters! • FIVE READY-TO-PLAY CHARACTERS • SIX DICE • ONE ADVENTURE BOOK: LOST MINE OF PHANDELVER • ONE RULEBOOK • ONE CHARACTER SHEET “D&D acolytes are everywhere. . .Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. The main Dungeons & Dragons books are the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.
Publisher: National Geographic Books
ISBN: 0786965592
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Everything you need to start playing the world’s greatest roleplaying game. “I recommend [the D&D Starter Set] for anyone who’s curious and wants to learn D&D.”—Ed Grabionowski, io9.Gizmodo.com The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters! • FIVE READY-TO-PLAY CHARACTERS • SIX DICE • ONE ADVENTURE BOOK: LOST MINE OF PHANDELVER • ONE RULEBOOK • ONE CHARACTER SHEET “D&D acolytes are everywhere. . .Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. The main Dungeons & Dragons books are the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.
The Highlights Book of Things to Do
Author: Highlights
Publisher: Highlights Press
ISBN: 1644722453
Category : Juvenile Nonfiction
Languages : en
Pages : 386
Book Description
The Highlights Book of Things to Do is the essential book of pure creativity and inspiration. Kids ages seven and up will find hundreds of ways to build, play, experiment, craft, cook, dream, think, and become outstanding citizens of the world. This highly visual, hands-on activity book shows kids some of the best ways to do great things--from practicing the lost arts of knot-tying, building campfires, connecting circuits, playing jump rope, drawing maps, and writing letters, to learning how to empower themselves socially, emotionally, and in their communities. The final chapter, Do Great Things, inspires kids become caring individuals, confident problem solvers, and thoughtful people who can change the world. Full List of Chapters: Things to Do Inside Things to Do Outside Science Experiments to Do Things to Build Things to Do with Your Brain Things to Do in the Kitchen Things to Draw Things to Write Things to Do with Color Things to Do with Paper More Things to Do with Recycled Materials Do Great Things National Parenting Seal of Approval Winner, National Parenting Product Award (NAPPA) Winner, Mom's Choice Award, Gold
Publisher: Highlights Press
ISBN: 1644722453
Category : Juvenile Nonfiction
Languages : en
Pages : 386
Book Description
The Highlights Book of Things to Do is the essential book of pure creativity and inspiration. Kids ages seven and up will find hundreds of ways to build, play, experiment, craft, cook, dream, think, and become outstanding citizens of the world. This highly visual, hands-on activity book shows kids some of the best ways to do great things--from practicing the lost arts of knot-tying, building campfires, connecting circuits, playing jump rope, drawing maps, and writing letters, to learning how to empower themselves socially, emotionally, and in their communities. The final chapter, Do Great Things, inspires kids become caring individuals, confident problem solvers, and thoughtful people who can change the world. Full List of Chapters: Things to Do Inside Things to Do Outside Science Experiments to Do Things to Build Things to Do with Your Brain Things to Do in the Kitchen Things to Draw Things to Write Things to Do with Color Things to Do with Paper More Things to Do with Recycled Materials Do Great Things National Parenting Seal of Approval Winner, National Parenting Product Award (NAPPA) Winner, Mom's Choice Award, Gold
Origami for Kids
Author: Mila Bertinetti Montevecchi
Publisher: Happy Fox Books
ISBN: 9781641240284
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
"Features 20 step-by-step projects and 100 sheets of origami paper for hours of folding fun for children. Fold lines are printed on the origami paper, and each project includes a link to a video tutorial"--
Publisher: Happy Fox Books
ISBN: 9781641240284
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
"Features 20 step-by-step projects and 100 sheets of origami paper for hours of folding fun for children. Fold lines are printed on the origami paper, and each project includes a link to a video tutorial"--
Card Games for Kids
Author: Lindsay Small
Publisher: Createspace Independent Publishing Platform
ISBN: 9781500861599
Category : Card games
Languages : en
Pages : 0
Book Description
Sometimes in these days of expensive toys and gadgets we forget that a simple pack of cards (or two) can provide hours of fun. Cards are inexpensive, easily portable and endlessly adaptable. Families can enjoy a game together, kids can play in groups on their own, and a solitary child can while away the hours playing solitaire games, practicing shuffling and dealing, or building card houses. Put a pack of cards in your pocket or handbag and this book onto your kindle and you'll always have entertainment ready! Card games also build all sorts of skills. Younger children will encounter number recognition, sorting problems, fine motor skills, taking turns, practicing patience. Older children will start to use their strategic thinking skills and can benefit from watching (and trying to remember) the cards that other players put down or play and working out odds. So get the cards out and have a go! There are easy instructions for 36 of the best card games for children and families in this book to choose from, and I know you'll find something fun - whether you are looking for a quiet game for 2 kids, a rowdy game for a family gathering, or a game which will keep a group of teenagers and younger children entertained.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781500861599
Category : Card games
Languages : en
Pages : 0
Book Description
Sometimes in these days of expensive toys and gadgets we forget that a simple pack of cards (or two) can provide hours of fun. Cards are inexpensive, easily portable and endlessly adaptable. Families can enjoy a game together, kids can play in groups on their own, and a solitary child can while away the hours playing solitaire games, practicing shuffling and dealing, or building card houses. Put a pack of cards in your pocket or handbag and this book onto your kindle and you'll always have entertainment ready! Card games also build all sorts of skills. Younger children will encounter number recognition, sorting problems, fine motor skills, taking turns, practicing patience. Older children will start to use their strategic thinking skills and can benefit from watching (and trying to remember) the cards that other players put down or play and working out odds. So get the cards out and have a go! There are easy instructions for 36 of the best card games for children and families in this book to choose from, and I know you'll find something fun - whether you are looking for a quiet game for 2 kids, a rowdy game for a family gathering, or a game which will keep a group of teenagers and younger children entertained.
The Inheritance Games
Author: Jennifer Lynn Barnes
Publisher: Little, Brown Books for Young Readers
ISBN: 1368053246
Category : Young Adult Fiction
Languages : en
Pages : 377
Book Description
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Publisher: Little, Brown Books for Young Readers
ISBN: 1368053246
Category : Young Adult Fiction
Languages : en
Pages : 377
Book Description
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Grown and Flown
Author: Lisa Heffernan
Publisher: Flatiron Books
ISBN: 1250188954
Category : Family & Relationships
Languages : en
Pages : 352
Book Description
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.
Publisher: Flatiron Books
ISBN: 1250188954
Category : Family & Relationships
Languages : en
Pages : 352
Book Description
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.