Author: W. Eric Martin
Publisher: Workman Publishing Company
ISBN: 9780761185154
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Infinite games, infinite fun, infinite possibilities. The Infinite Board Game—meticulously edited and curated by W. Eric Martin, a widely respected figure in the gaming world—combines a complete, custom-designed 56-part piecepack system with a full-color book containing instructions for 50 of the liveliest games to play. Designed by James Kyle to be for board games what a deck of cards is for card games, the piecepack system is a 56-piece gaming set that can be used to play hundreds and hundreds of board games, both classic and newly created. A piecepack includes dice, pawns, tiles, and coins and is already an online phenomenon among gamers. It’s the perfect kit for game night with friends, for families, for board game lovers of all ages. There are classic games: Checkers and a version of the ancient Indian game Pachisi. Games for one: Piece Gaps, Landlocked, Crocodile Hop, and Fuji-san—possibly the most entertaining way to kill 15 minutes by yourself. Plus, destroy the enemy in Sea Battle; play the part of a corporate bigwig in Takeover; and get the adrenaline going with Moto-X. You can also go online to join the piecepack community and discover hundreds more games to play.
The Infinite Board Game
Author: W. Eric Martin
Publisher: Workman Publishing Company
ISBN: 9780761185154
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Infinite games, infinite fun, infinite possibilities. The Infinite Board Game—meticulously edited and curated by W. Eric Martin, a widely respected figure in the gaming world—combines a complete, custom-designed 56-part piecepack system with a full-color book containing instructions for 50 of the liveliest games to play. Designed by James Kyle to be for board games what a deck of cards is for card games, the piecepack system is a 56-piece gaming set that can be used to play hundreds and hundreds of board games, both classic and newly created. A piecepack includes dice, pawns, tiles, and coins and is already an online phenomenon among gamers. It’s the perfect kit for game night with friends, for families, for board game lovers of all ages. There are classic games: Checkers and a version of the ancient Indian game Pachisi. Games for one: Piece Gaps, Landlocked, Crocodile Hop, and Fuji-san—possibly the most entertaining way to kill 15 minutes by yourself. Plus, destroy the enemy in Sea Battle; play the part of a corporate bigwig in Takeover; and get the adrenaline going with Moto-X. You can also go online to join the piecepack community and discover hundreds more games to play.
Publisher: Workman Publishing Company
ISBN: 9780761185154
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Infinite games, infinite fun, infinite possibilities. The Infinite Board Game—meticulously edited and curated by W. Eric Martin, a widely respected figure in the gaming world—combines a complete, custom-designed 56-part piecepack system with a full-color book containing instructions for 50 of the liveliest games to play. Designed by James Kyle to be for board games what a deck of cards is for card games, the piecepack system is a 56-piece gaming set that can be used to play hundreds and hundreds of board games, both classic and newly created. A piecepack includes dice, pawns, tiles, and coins and is already an online phenomenon among gamers. It’s the perfect kit for game night with friends, for families, for board game lovers of all ages. There are classic games: Checkers and a version of the ancient Indian game Pachisi. Games for one: Piece Gaps, Landlocked, Crocodile Hop, and Fuji-san—possibly the most entertaining way to kill 15 minutes by yourself. Plus, destroy the enemy in Sea Battle; play the part of a corporate bigwig in Takeover; and get the adrenaline going with Moto-X. You can also go online to join the piecepack community and discover hundreds more games to play.
Finite and Infinite Games
Author: James Carse
Publisher: Simon and Schuster
ISBN: 1451657293
Category : Philosophy
Languages : en
Pages : 155
Book Description
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
Publisher: Simon and Schuster
ISBN: 1451657293
Category : Philosophy
Languages : en
Pages : 155
Book Description
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
The Infinite Game
Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
The Infinite Playground
Author: Bernard De Koven
Publisher: MIT Press
ISBN: 0262543869
Category : Games & Activities
Languages : en
Pages : 207
Book Description
This final work from a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941-2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were also about experiencing fun. His final book, The Infinite Playground, is about the power of the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination, offering a curriculum for playful learning.
Publisher: MIT Press
ISBN: 0262543869
Category : Games & Activities
Languages : en
Pages : 207
Book Description
This final work from a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941-2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were also about experiencing fun. His final book, The Infinite Playground, is about the power of the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination, offering a curriculum for playful learning.
Power
Author: Michael F. Broom
Publisher: Human Resource Development Press
ISBN:
Category : Business & Economics
Languages : en
Pages : 196
Book Description
Publisher: Human Resource Development Press
ISBN:
Category : Business & Economics
Languages : en
Pages : 196
Book Description
Game Play
Author: Paul Booth
Publisher: Bloomsbury Publishing USA
ISBN: 1628927429
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Publisher: Bloomsbury Publishing USA
ISBN: 1628927429
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Permission to Screw Up
Author: Kristen Hadeed
Publisher: Penguin
ISBN: 1591848296
Category : Business & Economics
Languages : en
Pages : 274
Book Description
The inspiring, unlikely, laugh-out-loud story of how one woman learned to lead–and how she ultimately succeeded, not despite her many mistakes, but because of them. This is the story of how Kristen Hadeed built Student Maid, a cleaning company where people are happy, loyal, productive, and empowered, even while they’re mopping floors and scrubbing toilets. It’s the story of how she went from being an almost comically inept leader to a sought-after CEO who teaches others how to lead. Hadeed unintentionally launched Student Maid while attending college ten years ago. Since then, Student Maid has employed hundreds of students and is widely recognized for its industry-leading retention rate and its culture of trust and accountability. But Kristen and her company were no overnight sensation. In fact, they were almost nothing at all. Along the way, Kristen got it wrong almost as often as she got it right. Giving out hugs instead of feedback, fixing errors instead of enforcing accountability, and hosting parties instead of cultivating meaningful relationships were just a few of her many mistakes. But Kristen’s willingness to admit and learn from those mistakes helped her give her people the chance to learn from their own screwups too. Permission to Screw Up dismisses the idea that leaders and organizations should try to be perfect. It encourages people of all ages to go for it and learn to lead by acting, rather than waiting or thinking. Through a brutally honest and often hilarious account of her own struggles, Kristen encourages us to embrace our failures and proves that we’ll be better leaders when we do.
Publisher: Penguin
ISBN: 1591848296
Category : Business & Economics
Languages : en
Pages : 274
Book Description
The inspiring, unlikely, laugh-out-loud story of how one woman learned to lead–and how she ultimately succeeded, not despite her many mistakes, but because of them. This is the story of how Kristen Hadeed built Student Maid, a cleaning company where people are happy, loyal, productive, and empowered, even while they’re mopping floors and scrubbing toilets. It’s the story of how she went from being an almost comically inept leader to a sought-after CEO who teaches others how to lead. Hadeed unintentionally launched Student Maid while attending college ten years ago. Since then, Student Maid has employed hundreds of students and is widely recognized for its industry-leading retention rate and its culture of trust and accountability. But Kristen and her company were no overnight sensation. In fact, they were almost nothing at all. Along the way, Kristen got it wrong almost as often as she got it right. Giving out hugs instead of feedback, fixing errors instead of enforcing accountability, and hosting parties instead of cultivating meaningful relationships were just a few of her many mistakes. But Kristen’s willingness to admit and learn from those mistakes helped her give her people the chance to learn from their own screwups too. Permission to Screw Up dismisses the idea that leaders and organizations should try to be perfect. It encourages people of all ages to go for it and learn to lead by acting, rather than waiting or thinking. Through a brutally honest and often hilarious account of her own struggles, Kristen encourages us to embrace our failures and proves that we’ll be better leaders when we do.
The Fractured Void
Author: Tim Pratt
Publisher: Simon and Schuster
ISBN: 1839080477
Category : Fiction
Languages : en
Pages : 352
Book Description
A brave starship crew are drawn into the schemes of interplanetary powers competing for galactic domination, in this epic space opera from the best-selling strategic boardgame, Twilight Imperium Captain Felix Duval and the crew of the Temerarious quietly patrol a remote Mentak Coalition colony system where nothing ever happens. But when they answer a distress call from a moon under attack, that peaceful existence is torn apart. They rescue a scientist, Thales, who’s developing revolutionary technology to create new wormholes. He just needs a few things to make it fully operational… and now, ordered to aid the scientist, the Temerarious is targeted by two rival black-ops teams intent on reacquiring Thales. Can Felix trust Thales? Or is this a conspiracy to tip the balance of power in the galaxy forever?
Publisher: Simon and Schuster
ISBN: 1839080477
Category : Fiction
Languages : en
Pages : 352
Book Description
A brave starship crew are drawn into the schemes of interplanetary powers competing for galactic domination, in this epic space opera from the best-selling strategic boardgame, Twilight Imperium Captain Felix Duval and the crew of the Temerarious quietly patrol a remote Mentak Coalition colony system where nothing ever happens. But when they answer a distress call from a moon under attack, that peaceful existence is torn apart. They rescue a scientist, Thales, who’s developing revolutionary technology to create new wormholes. He just needs a few things to make it fully operational… and now, ordered to aid the scientist, the Temerarious is targeted by two rival black-ops teams intent on reacquiring Thales. Can Felix trust Thales? Or is this a conspiracy to tip the balance of power in the galaxy forever?
BioShock: Rapture
Author: John Shirley
Publisher: St. Martin's Press
ISBN: 9780765367358
Category : Fiction
Languages : en
Pages : 436
Book Description
"The prequel to the award-winning and bestselling video game franchise"--Cover.
Publisher: St. Martin's Press
ISBN: 9780765367358
Category : Fiction
Languages : en
Pages : 436
Book Description
"The prequel to the award-winning and bestselling video game franchise"--Cover.
Start with Why
Author: Simon Sinek
Publisher: Penguin
ISBN: 1591846447
Category : Business & Economics
Languages : en
Pages : 257
Book Description
The inspirational bestseller that ignited a movement and asked us to find our WHY Discover the book that is captivating millions on TikTok and that served as the basis for one of the most popular TED Talks of all time—with more than 56 million views and counting. Over a decade ago, Simon Sinek started a movement that inspired millions to demand purpose at work, to ask what was the WHY of their organization. Since then, millions have been touched by the power of his ideas, and these ideas remain as relevant and timely as ever. START WITH WHY asks (and answers) the questions: why are some people and organizations more innovative, more influential, and more profitable than others? Why do some command greater loyalty from customers and employees alike? Even among the successful, why are so few able to repeat their success over and over? People like Martin Luther King Jr., Steve Jobs, and the Wright Brothers had little in common, but they all started with WHY. They realized that people won't truly buy into a product, service, movement, or idea until they understand the WHY behind it. START WITH WHY shows that the leaders who have had the greatest influence in the world all think, act and communicate the same way—and it's the opposite of what everyone else does. Sinek calls this powerful idea The Golden Circle, and it provides a framework upon which organizations can be built, movements can be led, and people can be inspired. And it all starts with WHY.
Publisher: Penguin
ISBN: 1591846447
Category : Business & Economics
Languages : en
Pages : 257
Book Description
The inspirational bestseller that ignited a movement and asked us to find our WHY Discover the book that is captivating millions on TikTok and that served as the basis for one of the most popular TED Talks of all time—with more than 56 million views and counting. Over a decade ago, Simon Sinek started a movement that inspired millions to demand purpose at work, to ask what was the WHY of their organization. Since then, millions have been touched by the power of his ideas, and these ideas remain as relevant and timely as ever. START WITH WHY asks (and answers) the questions: why are some people and organizations more innovative, more influential, and more profitable than others? Why do some command greater loyalty from customers and employees alike? Even among the successful, why are so few able to repeat their success over and over? People like Martin Luther King Jr., Steve Jobs, and the Wright Brothers had little in common, but they all started with WHY. They realized that people won't truly buy into a product, service, movement, or idea until they understand the WHY behind it. START WITH WHY shows that the leaders who have had the greatest influence in the world all think, act and communicate the same way—and it's the opposite of what everyone else does. Sinek calls this powerful idea The Golden Circle, and it provides a framework upon which organizations can be built, movements can be led, and people can be inspired. And it all starts with WHY.