Author: Thomas W. Cushing
Publisher: Clarkson Potter
ISBN: 0593580443
Category : Games & Activities
Languages : en
Pages : 105
Book Description
Have a seat in the parlour and spend a rollicking evening with this elegant box of 50 Victorian-era entertainments. Deal yourself in for a good time as you choose from a selection of games enjoyed in many a Victorian parlour. The box comes with rules to fifty games that can be played without any extra frippery, except perhaps a deck of cards if you fancy a game of Whist. Each game is good for two or more players, with most designed for a group to play together. Card games and guessing games, pantomime and word play--all provide an after-dinner evening of fun, or an afternoon of amusement on the couch or around a picnic table. These games are simple to learn, quick to play, and have silly penalties for when a player is "out." One side of each card provides the category, the number of players, and the setup for the game while the other has the rules so you can keep them handy as you play. Test your memory with What's in Grandmother's Trunk?, where each player must remember all the other items that have already been named. Take on The Poet's Chair by remembering more poems, songs, or rhymes than any other player Perhaps you wish to Pass the Slipper? Then close your eyes as players pass a small object and on the count of ten, guess who is holding it. Be careful not to break the rules, or you may have to shake hands blindfolded, pretend to be a parrot, or pay another silly forfeit to account for your blunder. Austen aficionados and Bridgerton bingers will delight in these timeless, irreverent games--so pour your afternoon tea and get ready for an evening of nanty narking!
Victorian Parlour Games
Author: Thomas W. Cushing
Publisher: Clarkson Potter
ISBN: 0593580443
Category : Games & Activities
Languages : en
Pages : 105
Book Description
Have a seat in the parlour and spend a rollicking evening with this elegant box of 50 Victorian-era entertainments. Deal yourself in for a good time as you choose from a selection of games enjoyed in many a Victorian parlour. The box comes with rules to fifty games that can be played without any extra frippery, except perhaps a deck of cards if you fancy a game of Whist. Each game is good for two or more players, with most designed for a group to play together. Card games and guessing games, pantomime and word play--all provide an after-dinner evening of fun, or an afternoon of amusement on the couch or around a picnic table. These games are simple to learn, quick to play, and have silly penalties for when a player is "out." One side of each card provides the category, the number of players, and the setup for the game while the other has the rules so you can keep them handy as you play. Test your memory with What's in Grandmother's Trunk?, where each player must remember all the other items that have already been named. Take on The Poet's Chair by remembering more poems, songs, or rhymes than any other player Perhaps you wish to Pass the Slipper? Then close your eyes as players pass a small object and on the count of ten, guess who is holding it. Be careful not to break the rules, or you may have to shake hands blindfolded, pretend to be a parrot, or pay another silly forfeit to account for your blunder. Austen aficionados and Bridgerton bingers will delight in these timeless, irreverent games--so pour your afternoon tea and get ready for an evening of nanty narking!
Publisher: Clarkson Potter
ISBN: 0593580443
Category : Games & Activities
Languages : en
Pages : 105
Book Description
Have a seat in the parlour and spend a rollicking evening with this elegant box of 50 Victorian-era entertainments. Deal yourself in for a good time as you choose from a selection of games enjoyed in many a Victorian parlour. The box comes with rules to fifty games that can be played without any extra frippery, except perhaps a deck of cards if you fancy a game of Whist. Each game is good for two or more players, with most designed for a group to play together. Card games and guessing games, pantomime and word play--all provide an after-dinner evening of fun, or an afternoon of amusement on the couch or around a picnic table. These games are simple to learn, quick to play, and have silly penalties for when a player is "out." One side of each card provides the category, the number of players, and the setup for the game while the other has the rules so you can keep them handy as you play. Test your memory with What's in Grandmother's Trunk?, where each player must remember all the other items that have already been named. Take on The Poet's Chair by remembering more poems, songs, or rhymes than any other player Perhaps you wish to Pass the Slipper? Then close your eyes as players pass a small object and on the count of ten, guess who is holding it. Be careful not to break the rules, or you may have to shake hands blindfolded, pretend to be a parrot, or pay another silly forfeit to account for your blunder. Austen aficionados and Bridgerton bingers will delight in these timeless, irreverent games--so pour your afternoon tea and get ready for an evening of nanty narking!
Victorian Parlour Games
Author: Chronicle Books
Publisher: Chronicle Books
ISBN: 1797231014
Category : Games & Activities
Languages : en
Pages : 195
Book Description
Bring a piece of history into your game night with this collection of fun and playable Victorian-era party games. Victorian Parlour Games is a beautifully designed and compact hardcover volume full of the classic, often silly, games played in the late 19th century. The Victorians loved fun and played hundreds and hundreds of party games. This endlessly delightful party games book collects some of the very best for your reference and pleasure. The irresistible combination of recognizable favorites and unexpected amusements includes: Charades Taboo Twenty Questions Laughing Game Fictionary Blindman’s Bluff Forfeits The Minister’s Cat Pass the Slipper Are you there, Moriarty? Elephant’s Foot Umbrella Stand Throwing the Smile Squeak Piggy Squeak Kim’s Game Blowing the Feather and many more! Each entry provides the original name of the game, any alternate names, the rules, and a brief history, complete with fun facts, notable connections (i.e., mentioned in a Charles Dickens novel, named after a Rudyard Kipling book, inspired by Sherlock Holmes, etc.), and what we call it today if the name has changed. Illustrations sprinkled throughout add to the fun and historical appeal of this unique game book, perfect for gifting or collecting. FOR FANS OF VICTORIANA: Anyone who loves the history and literature of the era knows how much those wacky Victorians liked their fun. Now, anyone can join in! PORTABLY POCKET-SIZED: This handy little volume is perfect to pop into a purse or satchel and take to the Dickens Fair, a historical reenactment, or any game night. FUN FOR ALL AGES: These games are easy to learn and quick to play. Get the whole family involved in some charmingly old-school delights that need very few extras beyond a deck of cards or a bit of mischievous spirit. Perfect for: Game players of all ages History buffs, trivia buffs, and fans of Victoriana Austen aficionados and Bridgerton watchers Dickens Fair and Christmas Carol attendees Family gift or game night host/hostess gift
Publisher: Chronicle Books
ISBN: 1797231014
Category : Games & Activities
Languages : en
Pages : 195
Book Description
Bring a piece of history into your game night with this collection of fun and playable Victorian-era party games. Victorian Parlour Games is a beautifully designed and compact hardcover volume full of the classic, often silly, games played in the late 19th century. The Victorians loved fun and played hundreds and hundreds of party games. This endlessly delightful party games book collects some of the very best for your reference and pleasure. The irresistible combination of recognizable favorites and unexpected amusements includes: Charades Taboo Twenty Questions Laughing Game Fictionary Blindman’s Bluff Forfeits The Minister’s Cat Pass the Slipper Are you there, Moriarty? Elephant’s Foot Umbrella Stand Throwing the Smile Squeak Piggy Squeak Kim’s Game Blowing the Feather and many more! Each entry provides the original name of the game, any alternate names, the rules, and a brief history, complete with fun facts, notable connections (i.e., mentioned in a Charles Dickens novel, named after a Rudyard Kipling book, inspired by Sherlock Holmes, etc.), and what we call it today if the name has changed. Illustrations sprinkled throughout add to the fun and historical appeal of this unique game book, perfect for gifting or collecting. FOR FANS OF VICTORIANA: Anyone who loves the history and literature of the era knows how much those wacky Victorians liked their fun. Now, anyone can join in! PORTABLY POCKET-SIZED: This handy little volume is perfect to pop into a purse or satchel and take to the Dickens Fair, a historical reenactment, or any game night. FUN FOR ALL AGES: These games are easy to learn and quick to play. Get the whole family involved in some charmingly old-school delights that need very few extras beyond a deck of cards or a bit of mischievous spirit. Perfect for: Game players of all ages History buffs, trivia buffs, and fans of Victoriana Austen aficionados and Bridgerton watchers Dickens Fair and Christmas Carol attendees Family gift or game night host/hostess gift
Supernatural Entertainments
Author: Simone Natale
Publisher: Penn State Press
ISBN: 0271077379
Category : History
Languages : en
Pages : 240
Book Description
In Supernatural Entertainments, Simone Natale vividly depicts spiritualism’s rise as a religious and cultural phenomenon and explores its strong connection to the growth of the media entertainment industry in the nineteenth century. He frames the spiritualist movement as part of a new commodity culture that changed how public entertainments were produced and consumed. Starting with the story of the Fox sisters, considered the first spiritualist mediums in history, Natale follows the trajectory of spiritualism in Great Britain and the United States from its foundation in 1848 to the beginning of the twentieth century. He demonstrates that spiritualist mediums and leaders adopted many of the promotional strategies and spectacular techniques that were being developed for the broader entertainment industry. Spiritualist mediums were indistinguishable from other professional performers, as they had managers and agents, advertised in the press, and used spectacularism to draw audiences. Addressing the overlap between spiritualism’s explosion and nineteenth-century show business, Natale provides an archaeology of how the supernatural became a powerful force in the media and popular culture of today.
Publisher: Penn State Press
ISBN: 0271077379
Category : History
Languages : en
Pages : 240
Book Description
In Supernatural Entertainments, Simone Natale vividly depicts spiritualism’s rise as a religious and cultural phenomenon and explores its strong connection to the growth of the media entertainment industry in the nineteenth century. He frames the spiritualist movement as part of a new commodity culture that changed how public entertainments were produced and consumed. Starting with the story of the Fox sisters, considered the first spiritualist mediums in history, Natale follows the trajectory of spiritualism in Great Britain and the United States from its foundation in 1848 to the beginning of the twentieth century. He demonstrates that spiritualist mediums and leaders adopted many of the promotional strategies and spectacular techniques that were being developed for the broader entertainment industry. Spiritualist mediums were indistinguishable from other professional performers, as they had managers and agents, advertised in the press, and used spectacularism to draw audiences. Addressing the overlap between spiritualism’s explosion and nineteenth-century show business, Natale provides an archaeology of how the supernatural became a powerful force in the media and popular culture of today.
Victorian Parlor Games
Author: Patrick Beaver
Publisher:
ISBN: 9780840766083
Category : Games & Activities
Languages : en
Pages : 150
Book Description
Publisher:
ISBN: 9780840766083
Category : Games & Activities
Languages : en
Pages : 150
Book Description
The Ladies' Book of Etiquette, and Manual of Politeness
Author: Florence Hartley
Publisher: Createspace Independent Publishing Platform
ISBN:
Category : Education
Languages : en
Pages : 356
Book Description
In preparing a book of etiquette for ladies, I would lay down as the first rule, "Do unto others as you would others should do to you." You can never be rude if you bear the rule always in mind, for what lady likes to be treated rudely? True Christian politeness will always be the result of an unselfish regard for the feelings of others, and though you may err in the ceremonious points of etiquette, you will never be impolite. Politeness, founded upon such a rule, becomes the expression, in graceful manner, of social virtues. The spirit of politeness consists in a certain attention to forms and ceremonies, which are meant both to please others and ourselves, and to make others pleased with us; a still clearer definition may be given by saying that politeness is goodness of heart put into daily practice; there can be no _true_ politeness without kindness, purity, singleness of heart, and sensibility.
Publisher: Createspace Independent Publishing Platform
ISBN:
Category : Education
Languages : en
Pages : 356
Book Description
In preparing a book of etiquette for ladies, I would lay down as the first rule, "Do unto others as you would others should do to you." You can never be rude if you bear the rule always in mind, for what lady likes to be treated rudely? True Christian politeness will always be the result of an unselfish regard for the feelings of others, and though you may err in the ceremonious points of etiquette, you will never be impolite. Politeness, founded upon such a rule, becomes the expression, in graceful manner, of social virtues. The spirit of politeness consists in a certain attention to forms and ceremonies, which are meant both to please others and ourselves, and to make others pleased with us; a still clearer definition may be given by saying that politeness is goodness of heart put into daily practice; there can be no _true_ politeness without kindness, purity, singleness of heart, and sensibility.
Calculator Puzzles, Tricks and Games
Author: Norvin Pallas
Publisher: Courier Corporation
ISBN: 0486157326
Category : Juvenile Nonfiction
Languages : en
Pages : 113
Book Description
Perform amazing feats of mathematical magic, answer clever riddles, solve a baffling murder, and much more with this clever introduction to calculator games. Answers included.
Publisher: Courier Corporation
ISBN: 0486157326
Category : Juvenile Nonfiction
Languages : en
Pages : 113
Book Description
Perform amazing feats of mathematical magic, answer clever riddles, solve a baffling murder, and much more with this clever introduction to calculator games. Answers included.
Modern Quilt Magic
Author: Victoria Findlay Wolfe
Publisher: C&T Publishing Inc
ISBN: 1617455091
Category : Crafts & Hobbies
Languages : en
Pages : 132
Book Description
Grow your cache of quilter's tricks with 5 awe-inspiring patchwork techniques that are easier than they appear. Learn a new piecing trick in just 15 minutes or less, and watch your skills soar to a whole new level. Say "presto!" with partial seams for both quilts and blocks, Y-seams, mini improv piecing, and free-form curves. Victoria Findlay Wolfe shares 17 projects, including the eye-fooling Herringbone and LeMoyne Star quilt patterns, plus full-size templates and 6 quilt coloring pages to help you work your own quilt magic.
Publisher: C&T Publishing Inc
ISBN: 1617455091
Category : Crafts & Hobbies
Languages : en
Pages : 132
Book Description
Grow your cache of quilter's tricks with 5 awe-inspiring patchwork techniques that are easier than they appear. Learn a new piecing trick in just 15 minutes or less, and watch your skills soar to a whole new level. Say "presto!" with partial seams for both quilts and blocks, Y-seams, mini improv piecing, and free-form curves. Victoria Findlay Wolfe shares 17 projects, including the eye-fooling Herringbone and LeMoyne Star quilt patterns, plus full-size templates and 6 quilt coloring pages to help you work your own quilt magic.
Your Move
Author: Jonathan Kay
Publisher: Sutherland House Books
ISBN: 9781999439545
Category : Family & Relationships
Languages : en
Pages : 0
Book Description
The great board game revolution is here-- What do these games tell us about our society, our relationships, and ourselves? "Games, Jonathan Kay and Joan Moriarity show in this lively and insightful book, are not just fun and games: they allow us to explore the complexities of the world, from evolution to war to climate." - STEVEN PINKER, Johnstone Professor of Psychology, Harvard University, and author of Enlightenment Now: The Case for Reason, Science, Humanism, and Progress "Kay and Moriarity are both skilled writers and elucidators, and their voices are distinct enough to provide the book with a pleasing yin and yang. It's a far more perceptive and intriguing book than it appears at first blush, particularly for those readers who have never thought of games as an artistic medium - at least not one that comments on society." - KIRKUS REVIEWS Board games are among our most ancient and beloved art forms. During the rise of digital media, they fell from prominence for a decade or two but today they are in a new golden age. They're ingeniously designed, beautiful to look at, and exhilarating to play. Games are reclaiming their place in our culture, as entertainment, social activity, and intellectual workout equipment. Alone among all art forms, games require their audience (called "players") to participate. If nobody's playing, there is no game. As a result, games can tell far more about us than our TV shows, movies or music ever could. How does The Game of Life illustrate our changing attitudes about virtue? How does a World War II conflict simulation game explain the shortcomings of a failed novelist? Each chapter of Your Move examines one game, and what it reveals about our culture, history, society, and relationships. The book's two co-authors bring the perspectives of a writer who plays, and a player who writes. Before Jonathan Kay began his distinguished career as an author and commentator, he had a passion for games, and in recent years he has rediscovered them. Meanwhile, Joan Moriarity's career has been spent designing, developing, distributing, art directing, recommending and teaching board games and, recently, writing about them for a wider audience. With its short, punchy essays, and beautiful photographs of the games themselves, every chapter will be a worthwhile read in itself, and the book overall will leave you inspired to discover the truths of your own inner and outer world through play -- whether you're a seasoned veteran or a total newcomer.
Publisher: Sutherland House Books
ISBN: 9781999439545
Category : Family & Relationships
Languages : en
Pages : 0
Book Description
The great board game revolution is here-- What do these games tell us about our society, our relationships, and ourselves? "Games, Jonathan Kay and Joan Moriarity show in this lively and insightful book, are not just fun and games: they allow us to explore the complexities of the world, from evolution to war to climate." - STEVEN PINKER, Johnstone Professor of Psychology, Harvard University, and author of Enlightenment Now: The Case for Reason, Science, Humanism, and Progress "Kay and Moriarity are both skilled writers and elucidators, and their voices are distinct enough to provide the book with a pleasing yin and yang. It's a far more perceptive and intriguing book than it appears at first blush, particularly for those readers who have never thought of games as an artistic medium - at least not one that comments on society." - KIRKUS REVIEWS Board games are among our most ancient and beloved art forms. During the rise of digital media, they fell from prominence for a decade or two but today they are in a new golden age. They're ingeniously designed, beautiful to look at, and exhilarating to play. Games are reclaiming their place in our culture, as entertainment, social activity, and intellectual workout equipment. Alone among all art forms, games require their audience (called "players") to participate. If nobody's playing, there is no game. As a result, games can tell far more about us than our TV shows, movies or music ever could. How does The Game of Life illustrate our changing attitudes about virtue? How does a World War II conflict simulation game explain the shortcomings of a failed novelist? Each chapter of Your Move examines one game, and what it reveals about our culture, history, society, and relationships. The book's two co-authors bring the perspectives of a writer who plays, and a player who writes. Before Jonathan Kay began his distinguished career as an author and commentator, he had a passion for games, and in recent years he has rediscovered them. Meanwhile, Joan Moriarity's career has been spent designing, developing, distributing, art directing, recommending and teaching board games and, recently, writing about them for a wider audience. With its short, punchy essays, and beautiful photographs of the games themselves, every chapter will be a worthwhile read in itself, and the book overall will leave you inspired to discover the truths of your own inner and outer world through play -- whether you're a seasoned veteran or a total newcomer.
Haunting Violet
Author: Alyxandra Harvey
Publisher: Open Road Media
ISBN: 1504083083
Category : Young Adult Fiction
Languages : en
Pages : 250
Book Description
In this “clever and scary” young adult mystery set in Victorian England, a charlatan’s daughter discovers a very real ability to communicate with ghosts (Kirkus Reviews). Having been raised by a fraudulent medium, Violet Willoughby doesn’t believe in ghosts. But they believe in her. Visited by a persistent spirit, one who suffered a gruesome death, Violet can no longer ignore her unique ability. She must figure out what this ghost is trying to communicate, and quickly, because the killer is still on the loose. The only person who can help her is Colin, her best friend since childhood. He understands the true Violet, and perhaps their friendship is growing into something more. But helping her with her mission could risk their chance at being together. Can Violet find a way to help this ghost and still have a future free of lies?
Publisher: Open Road Media
ISBN: 1504083083
Category : Young Adult Fiction
Languages : en
Pages : 250
Book Description
In this “clever and scary” young adult mystery set in Victorian England, a charlatan’s daughter discovers a very real ability to communicate with ghosts (Kirkus Reviews). Having been raised by a fraudulent medium, Violet Willoughby doesn’t believe in ghosts. But they believe in her. Visited by a persistent spirit, one who suffered a gruesome death, Violet can no longer ignore her unique ability. She must figure out what this ghost is trying to communicate, and quickly, because the killer is still on the loose. The only person who can help her is Colin, her best friend since childhood. He understands the true Violet, and perhaps their friendship is growing into something more. But helping her with her mission could risk their chance at being together. Can Violet find a way to help this ghost and still have a future free of lies?
Phantasms of the Living
Author: Edmund Gurney
Publisher:
ISBN:
Category : Dreams
Languages : en
Pages : 664
Book Description
"A large part of the material used in this book was sent to the authors as representatives of the Society for Psychical Research; and the book is published with the sanction of the council of that Society ... Mr. Myers is solely responsible for the Introduction, and for the Note on a suggested mode of psychical interaction ... Mr. Gurney is solely responsible for the remainder of the book ... the collection, examination, and appraisal of the evidence--has been a joint labour, of which Mr. Podmore has borne ... a share ..."--Preface.
Publisher:
ISBN:
Category : Dreams
Languages : en
Pages : 664
Book Description
"A large part of the material used in this book was sent to the authors as representatives of the Society for Psychical Research; and the book is published with the sanction of the council of that Society ... Mr. Myers is solely responsible for the Introduction, and for the Note on a suggested mode of psychical interaction ... Mr. Gurney is solely responsible for the remainder of the book ... the collection, examination, and appraisal of the evidence--has been a joint labour, of which Mr. Podmore has borne ... a share ..."--Preface.