Author: R. L. Stine
Publisher: St. Martin's Griffin
ISBN: 1466856513
Category : Young Adult Fiction
Languages : en
Pages : 286
Book Description
R. L. Stine's hugely successful young adult horror series Fear Street is back! With more than 80 million copies sold around the world, Fear Street is one of the bestselling young adult series of all time. Now, with Party Games, R.L. Stine revives this phenomenon for a new generation of teen readers, and the announcement of new Fear Street books caused a flurry of excitement both in the press and on social media, where fans rejoiced that the series was coming back. Her friends warn her not to go to Brendan Fear's birthday party at his family's estate on mysterious Fear Island. But Rachel Martin has a crush on Brendan and is excited to be invited. Brendan has a lot of party games planned. But one game no one planned intrudes on his party—the game of murder. As the guests start dying one by one, Rachel realizes to her horror that she and the other teenagers are trapped on the tiny island with someone who may want to kill them all. How to escape this deadly game? Rachel doesn't know whom she can trust. She should have realized that nothing is as it seems... on Fear Island. R.L. Stine makes his triumphant return to Shadyside, a town of nightmares, shadows, and genuine terror, and to the bestselling series that began his career writing horror for the juvenile market, in the new Fear Street book Party Games.
Party Games
Author: R. L. Stine
Publisher: St. Martin's Griffin
ISBN: 1466856513
Category : Young Adult Fiction
Languages : en
Pages : 286
Book Description
R. L. Stine's hugely successful young adult horror series Fear Street is back! With more than 80 million copies sold around the world, Fear Street is one of the bestselling young adult series of all time. Now, with Party Games, R.L. Stine revives this phenomenon for a new generation of teen readers, and the announcement of new Fear Street books caused a flurry of excitement both in the press and on social media, where fans rejoiced that the series was coming back. Her friends warn her not to go to Brendan Fear's birthday party at his family's estate on mysterious Fear Island. But Rachel Martin has a crush on Brendan and is excited to be invited. Brendan has a lot of party games planned. But one game no one planned intrudes on his party—the game of murder. As the guests start dying one by one, Rachel realizes to her horror that she and the other teenagers are trapped on the tiny island with someone who may want to kill them all. How to escape this deadly game? Rachel doesn't know whom she can trust. She should have realized that nothing is as it seems... on Fear Island. R.L. Stine makes his triumphant return to Shadyside, a town of nightmares, shadows, and genuine terror, and to the bestselling series that began his career writing horror for the juvenile market, in the new Fear Street book Party Games.
Publisher: St. Martin's Griffin
ISBN: 1466856513
Category : Young Adult Fiction
Languages : en
Pages : 286
Book Description
R. L. Stine's hugely successful young adult horror series Fear Street is back! With more than 80 million copies sold around the world, Fear Street is one of the bestselling young adult series of all time. Now, with Party Games, R.L. Stine revives this phenomenon for a new generation of teen readers, and the announcement of new Fear Street books caused a flurry of excitement both in the press and on social media, where fans rejoiced that the series was coming back. Her friends warn her not to go to Brendan Fear's birthday party at his family's estate on mysterious Fear Island. But Rachel Martin has a crush on Brendan and is excited to be invited. Brendan has a lot of party games planned. But one game no one planned intrudes on his party—the game of murder. As the guests start dying one by one, Rachel realizes to her horror that she and the other teenagers are trapped on the tiny island with someone who may want to kill them all. How to escape this deadly game? Rachel doesn't know whom she can trust. She should have realized that nothing is as it seems... on Fear Island. R.L. Stine makes his triumphant return to Shadyside, a town of nightmares, shadows, and genuine terror, and to the bestselling series that began his career writing horror for the juvenile market, in the new Fear Street book Party Games.
The World's Best Party Games
Author: Sheila Anne Barry
Publisher: Sterling Publishing Company, Inc.
ISBN: 9780806964843
Category : Games & Activities
Languages : en
Pages : 132
Book Description
Presents instructions for more than 100 easy-to-play party games for all ages.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9780806964843
Category : Games & Activities
Languages : en
Pages : 132
Book Description
Presents instructions for more than 100 easy-to-play party games for all ages.
101 Best Party Games for Adults
Author: Lillian Frankel
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 134
Book Description
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 134
Book Description
Aggretsuko Work Rage Balance
Author: Oni Press
Publisher:
ISBN: 9781735993805
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781735993805
Category :
Languages : en
Pages :
Book Description
Drama Menu
Author: Glyn Trefor-Jones
Publisher:
ISBN: 9781848422858
Category : Drama
Languages : en
Pages : 0
Book Description
Packed full of drama games, ideas and suggestions, Drama Menu is a unique new resource for drama teachers.
Publisher:
ISBN: 9781848422858
Category : Drama
Languages : en
Pages : 0
Book Description
Packed full of drama games, ideas and suggestions, Drama Menu is a unique new resource for drama teachers.
The Gettysburg Address
Author: Abraham Lincoln
Publisher: Open Road Media
ISBN: 1504080246
Category : History
Languages : en
Pages : 9
Book Description
The complete text of one of the most important speeches in American history, delivered by President Abraham Lincoln during the Civil War. On November 19, 1863, Abraham Lincoln arrived at the battlefield near Gettysburg, Pennsylvania, to remember not only the grim bloodshed that had just occurred there, but also to remember the American ideals that were being put to the ultimate test by the Civil War. A rousing appeal to the nation’s better angels, The Gettysburg Address remains an inspiring vision of the United States as a country “conceived in Liberty, and dedicated to the proposition that all men are created equal.”
Publisher: Open Road Media
ISBN: 1504080246
Category : History
Languages : en
Pages : 9
Book Description
The complete text of one of the most important speeches in American history, delivered by President Abraham Lincoln during the Civil War. On November 19, 1863, Abraham Lincoln arrived at the battlefield near Gettysburg, Pennsylvania, to remember not only the grim bloodshed that had just occurred there, but also to remember the American ideals that were being put to the ultimate test by the Civil War. A rousing appeal to the nation’s better angels, The Gettysburg Address remains an inspiring vision of the United States as a country “conceived in Liberty, and dedicated to the proposition that all men are created equal.”
Sip Or Spill - Bachelorette Party Game
Author: Your Quirky Aunt
Publisher: Your Quirky Aunt
ISBN: 9781649430342
Category :
Languages : en
Pages :
Book Description
Publisher: Your Quirky Aunt
ISBN: 9781649430342
Category :
Languages : en
Pages :
Book Description
Punderdome
Author: Fred Firestone
Publisher: Clarkson Potter
ISBN: 1101905654
Category :
Languages : en
Pages : 0
Book Description
From the daughter-father duo that created Brooklyn's beloved live pun competition, the "Punderful card game that] will replace Cards Against Humanity at your next party." (Mashable) One part game, one part conversation starter, you don't need to be a pun master to master Punderdome: the goal is to make bad jokes and have fun along the way. A player (the prompter for that round) draws two prompt cards from the deck, and then reads the prompts to the rest of the group, who have 90 seconds to create a single, groan-worthy pun that combines the two prompts. When time is up, pun makers share their puns with the prompter, who awards the prompt cards to the player whose pun he or she likes best. The winner then draws the next pair of prompt cards and the process repeats. Players win by obtaining 10 pairs of cards. - 200 double-sided cards (100 White and 100 Green) - 2 Mystery Envelopes with fill-in prize slips - 2 80-page pads for drafting puns - 1 instruction card and 1 pun example card - A stu-PUN-dous time for 3 or more players
Publisher: Clarkson Potter
ISBN: 1101905654
Category :
Languages : en
Pages : 0
Book Description
From the daughter-father duo that created Brooklyn's beloved live pun competition, the "Punderful card game that] will replace Cards Against Humanity at your next party." (Mashable) One part game, one part conversation starter, you don't need to be a pun master to master Punderdome: the goal is to make bad jokes and have fun along the way. A player (the prompter for that round) draws two prompt cards from the deck, and then reads the prompts to the rest of the group, who have 90 seconds to create a single, groan-worthy pun that combines the two prompts. When time is up, pun makers share their puns with the prompter, who awards the prompt cards to the player whose pun he or she likes best. The winner then draws the next pair of prompt cards and the process repeats. Players win by obtaining 10 pairs of cards. - 200 double-sided cards (100 White and 100 Green) - 2 Mystery Envelopes with fill-in prize slips - 2 80-page pads for drafting puns - 1 instruction card and 1 pun example card - A stu-PUN-dous time for 3 or more players
Whole Body Interaction
Author: David England
Publisher: Springer Science & Business Media
ISBN: 0857294334
Category : Computers
Languages : en
Pages : 219
Book Description
Whole Body Interaction is “The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment” (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.
Publisher: Springer Science & Business Media
ISBN: 0857294334
Category : Computers
Languages : en
Pages : 219
Book Description
Whole Body Interaction is “The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment” (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.
The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.