Author: Sid Sackson
Publisher: Courier Corporation
ISBN: 0486273474
Category : Games & Activities
Languages : en
Pages : 242
Book Description
An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.
A Gamut of Games
Author: Sid Sackson
Publisher: Courier Corporation
ISBN: 0486273474
Category : Games & Activities
Languages : en
Pages : 242
Book Description
An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.
Publisher: Courier Corporation
ISBN: 0486273474
Category : Games & Activities
Languages : en
Pages : 242
Book Description
An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.
Card Games Around the World
Author: Sid Sackson
Publisher: Courier Corporation
ISBN: 0486281000
Category : Games & Activities
Languages : en
Pages : 180
Book Description
A leading inventor and collector of games, Sid Sackson is also an expert on game history. For this highly entertaining volume, the self-proclaimed "game addict" has selected over 60 popular games from around the world. A brief but fascinating introductory chapter to the history of card playing is followed by a valuable glossary of terms associated with this popular pastime. Additional chapters supply instructions, detailed illustrations, and an abundance of clear examples for playing such intriguing diversions as Sampen, Kowah, Kabu, Cha Kau Tsz' and Khanhoo from Asia; Skat, Blackjack, Old Maid, Fan Tan, Eights, Klondike, La Belle Loucie, Accordion, and Hearts from Europe; Whist, Blackout, Cribbage, Spoil Five, and Casino from the British Isles; Pif Paf, Samba, Bolivia, and Canasta from Latin America; and Poker, Pinochle, Contract Bridge, Rummy, and Oklahoma Gin from the United States. Most games can be played by children or adults with a common deck of 52 playing cards (a few will need additional cards from a second deck).
Publisher: Courier Corporation
ISBN: 0486281000
Category : Games & Activities
Languages : en
Pages : 180
Book Description
A leading inventor and collector of games, Sid Sackson is also an expert on game history. For this highly entertaining volume, the self-proclaimed "game addict" has selected over 60 popular games from around the world. A brief but fascinating introductory chapter to the history of card playing is followed by a valuable glossary of terms associated with this popular pastime. Additional chapters supply instructions, detailed illustrations, and an abundance of clear examples for playing such intriguing diversions as Sampen, Kowah, Kabu, Cha Kau Tsz' and Khanhoo from Asia; Skat, Blackjack, Old Maid, Fan Tan, Eights, Klondike, La Belle Loucie, Accordion, and Hearts from Europe; Whist, Blackout, Cribbage, Spoil Five, and Casino from the British Isles; Pif Paf, Samba, Bolivia, and Canasta from Latin America; and Poker, Pinochle, Contract Bridge, Rummy, and Oklahoma Gin from the United States. Most games can be played by children or adults with a common deck of 52 playing cards (a few will need additional cards from a second deck).
Beyond Competition
Author: Sid Sackson
Publisher: Pantheon
ISBN: 9780394836058
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Includes six games, such as Resources, Space Exploration, and Peace Conference, in which two to four players must cooperate rather than compete to achieve high scores.
Publisher: Pantheon
ISBN: 9780394836058
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Includes six games, such as Resources, Space Exploration, and Peace Conference, in which two to four players must cooperate rather than compete to achieve high scores.
New Rules for Classic Games
Author: R. Wayne Schmittberger
Publisher: Wiley
ISBN: 9780471536215
Category : Games & Activities
Languages : en
Pages : 262
Book Description
"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!
Publisher: Wiley
ISBN: 9780471536215
Category : Games & Activities
Languages : en
Pages : 262
Book Description
"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!
The Penguin Book of Card Games
Author: David Parlett
Publisher: Penguin UK
ISBN: 0141916109
Category : Games & Activities
Languages : en
Pages : 592
Book Description
The Penguin Book of Card Games is the authoritative up-to-date compendium, describing an abundance of games to be played both for fun and by serious players. Auctions, trumpless hands, cross-ruffing and lurching: card players have a language all of their own. From games of high skill (Bridge) to games of high chance (Newmarket) to trick-taking (Whist) and banking (Pontoon), David Parlett, seasoned specialist in card games, takes us masterfully through the countless games to choose from. Not content to merely show us games with the conventional fifty-two card pack, Parlett covers many games played with other types of cards - are you brave enough to play with Tarot? With a 'working description' of each game, with the rules, variations and origins of each, as well as an appendix of games invented by the author himself, The Penguin Book of Card Games will delight, entertain and inform both the novice and the seasoned player.
Publisher: Penguin UK
ISBN: 0141916109
Category : Games & Activities
Languages : en
Pages : 592
Book Description
The Penguin Book of Card Games is the authoritative up-to-date compendium, describing an abundance of games to be played both for fun and by serious players. Auctions, trumpless hands, cross-ruffing and lurching: card players have a language all of their own. From games of high skill (Bridge) to games of high chance (Newmarket) to trick-taking (Whist) and banking (Pontoon), David Parlett, seasoned specialist in card games, takes us masterfully through the countless games to choose from. Not content to merely show us games with the conventional fifty-two card pack, Parlett covers many games played with other types of cards - are you brave enough to play with Tarot? With a 'working description' of each game, with the rules, variations and origins of each, as well as an appendix of games invented by the author himself, The Penguin Book of Card Games will delight, entertain and inform both the novice and the seasoned player.
New Tactical Games with Dice and Cards
Author: Reiner Knizia
Publisher: Blue Terrier Press
ISBN: 9780993688010
Category : Games & Activities
Languages : en
Pages : 232
Book Description
World-renowned game designer Reiner Knizia offers 50 new easy-to-play games featuring cards and dice. These fun and novel games can be played with easily available items like standard playing cards, dice and a few counters. This book is perfect for everyone from casual game players to dedicated game designers.
Publisher: Blue Terrier Press
ISBN: 9780993688010
Category : Games & Activities
Languages : en
Pages : 232
Book Description
World-renowned game designer Reiner Knizia offers 50 new easy-to-play games featuring cards and dice. These fun and novel games can be played with easily available items like standard playing cards, dice and a few counters. This book is perfect for everyone from casual game players to dedicated game designers.
Go Out and Play!
Author: KaBOOM! (Organization)
Publisher: Candlewick Press
ISBN: 0763655309
Category : Juvenile Nonfiction
Languages : en
Pages : 105
Book Description
A guide to more than seventy classic and contemporary playground games provides instructions for such favorites as kick the can, freeze tag, and sardines, in a volume that also includes tips for adults on how to encourage and facilitate outdoor play.
Publisher: Candlewick Press
ISBN: 0763655309
Category : Juvenile Nonfiction
Languages : en
Pages : 105
Book Description
A guide to more than seventy classic and contemporary playground games provides instructions for such favorites as kick the can, freeze tag, and sardines, in a volume that also includes tips for adults on how to encourage and facilitate outdoor play.
Changing the Game
Author: Craig Tomsky
Publisher: Izzard Ink
ISBN: 9781642280463
Category : Cooking (Game)
Languages : en
Pages : 290
Book Description
Changing the Game is intended to provide the do-it-yourself sportsman with detailed guidance and proven, time-tested techniques that will optimize the enjoyment of his or her harvest, taking it from field to fork, and for home cooks who are hunting for new ways to up their food game. Author Craig Tomsky grew up in a traditional Italian household in Northern New Jersey, where he was accustomed to good food-really good food. He has coupled his uncompromising love of such fare with his passion for hunting for more than 30 years, and has identified key factors that will reduce and, in most cases, eliminate the undesirable "gamey" flavors that all too often result from inadequately processed and prepared game. He has also developed and refined with his personal flair many recipes from family and friends over the years to not only complement each game's most desirable flavors, but to help you truly transform your game meat into delicious finished dishes. Changing the Game is a total playbook that takes the reader from caring for the game after the harvest through Craig's "keys to changing the game"-specific techniques used during the butchering and preservation processes that will positively impact the flavor and tenderness of the meat. It also lays out a roadmap and recommends equipment the reader can use to expediently and efficiently process various types of game meat. Explanations that support the findings and preparation techniques are provided in relatable layman's terms via anecdotes that are sprinkled throughout the book.Changing the Game finishes with a multitude of delicious recipes-some new, many traditional-that reflect the many cultures that make up this great country of ours. They have been enhanced by game meat as well as Craig's selection and use of complementary ingredients to achieve complex yet delicate flavor profiles for each dish. Changing the Game also contains recipes for side dishes and desserts, along with wine pairing recommendations, to provide the reader with a complete game plan for an enjoyable evening that will leave your dinner guests asking, "Is this really wild game?"
Publisher: Izzard Ink
ISBN: 9781642280463
Category : Cooking (Game)
Languages : en
Pages : 290
Book Description
Changing the Game is intended to provide the do-it-yourself sportsman with detailed guidance and proven, time-tested techniques that will optimize the enjoyment of his or her harvest, taking it from field to fork, and for home cooks who are hunting for new ways to up their food game. Author Craig Tomsky grew up in a traditional Italian household in Northern New Jersey, where he was accustomed to good food-really good food. He has coupled his uncompromising love of such fare with his passion for hunting for more than 30 years, and has identified key factors that will reduce and, in most cases, eliminate the undesirable "gamey" flavors that all too often result from inadequately processed and prepared game. He has also developed and refined with his personal flair many recipes from family and friends over the years to not only complement each game's most desirable flavors, but to help you truly transform your game meat into delicious finished dishes. Changing the Game is a total playbook that takes the reader from caring for the game after the harvest through Craig's "keys to changing the game"-specific techniques used during the butchering and preservation processes that will positively impact the flavor and tenderness of the meat. It also lays out a roadmap and recommends equipment the reader can use to expediently and efficiently process various types of game meat. Explanations that support the findings and preparation techniques are provided in relatable layman's terms via anecdotes that are sprinkled throughout the book.Changing the Game finishes with a multitude of delicious recipes-some new, many traditional-that reflect the many cultures that make up this great country of ours. They have been enhanced by game meat as well as Craig's selection and use of complementary ingredients to achieve complex yet delicate flavor profiles for each dish. Changing the Game also contains recipes for side dishes and desserts, along with wine pairing recommendations, to provide the reader with a complete game plan for an enjoyable evening that will leave your dinner guests asking, "Is this really wild game?"
The Book of Classic Board Games
Author: Sid Sackson
Publisher: Klutz
ISBN: 9780932592941
Category : Board games
Languages : en
Pages : 0
Book Description
Definitive rules for 15 classic games, each illustrated in a different and beautiful style. Comes with a supply of black and white playing pieces and a pair of dice, all of which can always be kept handy in the book's bound-in, zip-up storage pouch. Neat!
Publisher: Klutz
ISBN: 9780932592941
Category : Board games
Languages : en
Pages : 0
Book Description
Definitive rules for 15 classic games, each illustrated in a different and beautiful style. Comes with a supply of black and white playing pieces and a pair of dice, all of which can always be kept handy in the book's bound-in, zip-up storage pouch. Neat!
The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.