Author: H. E. Dudeney
Publisher: Courier Corporation
ISBN: 0486425584
Category : Games & Activities
Languages : en
Pages : 260
Book Description
This book includes 110 puzzles, not as individual problems but as incidents in connected stories. The first 31 are amusingly posed by pilgrims in Chaucer's Canterbury Tales. Additional puzzles are presented using different characters. Many require only the ability to exercise logical or visual skills; others offer a stimulating challenge to the mathematically advanced.
The Canterbury Puzzles
The Canterbury Puzzles, and Other Curious Problems
Author: Henry Ernest Dudeney
Publisher: DigiCat
ISBN:
Category : Fiction
Languages : en
Pages : 203
Book Description
DigiCat Publishing presents to you this special edition of "The Canterbury Puzzles, and Other Curious Problems" by Henry Ernest Dudeney. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
Publisher: DigiCat
ISBN:
Category : Fiction
Languages : en
Pages : 203
Book Description
DigiCat Publishing presents to you this special edition of "The Canterbury Puzzles, and Other Curious Problems" by Henry Ernest Dudeney. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
The Canterbury Puzzles
Author: Henry Ernest Dudeney
Publisher:
ISBN:
Category : Puzzles
Languages : en
Pages : 268
Book Description
Publisher:
ISBN:
Category : Puzzles
Languages : en
Pages : 268
Book Description
Interactive Storytelling
Author: Rogelio E. Cardona-Rivera
Publisher: Springer Nature
ISBN: 3030338940
Category : Computers
Languages : en
Pages : 443
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.
Publisher: Springer Nature
ISBN: 3030338940
Category : Computers
Languages : en
Pages : 443
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.
The Puzzles of Nobuyuki Yoshigahara
Author: Andy Liu
Publisher: Springer Nature
ISBN: 3030628965
Category : Mathematics
Languages : en
Pages : 170
Book Description
This book convenes a selection of 200 mathematical puzzles with original solutions, all celebrating the inquisitive and inspiring spirit of Nobuyuki “Nob” Yoshigahara – a legend in the worldwide community of mathematical and mechanical puzzles. A graduate from the Tokyo Institute of Technology, Yoshigahara invented numerous mechanical puzzles and published over 80 puzzle books. In 2003, he was honored with the Sam Loyd Award, given by the Association for Games & Puzzles International to individuals who have been made a significant contribution to the world of mechanical puzzles. In this work, the reader will find some of the most ingenious puzzles ever created, organized in ten categories: Logic, matchstick, maze, algorithmic, combinatorial, digital, number, geometric, dissection, and others. Some of them could rivalry with those found at Mathematical Olympiads tests around the globe; others will work as powerful brain teasers for those with an interest in problem-solving. Math teachers, curious students of any age and even experienced mathematicians with a taste for the fun in science can find in this book unconventional paths to develop their problem-solving skills in a creative way.
Publisher: Springer Nature
ISBN: 3030628965
Category : Mathematics
Languages : en
Pages : 170
Book Description
This book convenes a selection of 200 mathematical puzzles with original solutions, all celebrating the inquisitive and inspiring spirit of Nobuyuki “Nob” Yoshigahara – a legend in the worldwide community of mathematical and mechanical puzzles. A graduate from the Tokyo Institute of Technology, Yoshigahara invented numerous mechanical puzzles and published over 80 puzzle books. In 2003, he was honored with the Sam Loyd Award, given by the Association for Games & Puzzles International to individuals who have been made a significant contribution to the world of mechanical puzzles. In this work, the reader will find some of the most ingenious puzzles ever created, organized in ten categories: Logic, matchstick, maze, algorithmic, combinatorial, digital, number, geometric, dissection, and others. Some of them could rivalry with those found at Mathematical Olympiads tests around the globe; others will work as powerful brain teasers for those with an interest in problem-solving. Math teachers, curious students of any age and even experienced mathematicians with a taste for the fun in science can find in this book unconventional paths to develop their problem-solving skills in a creative way.
Dungeons & Dragons For Dummies
Author: Bill Slavicsek
Publisher: John Wiley & Sons
ISBN: 0764599240
Category : Games & Activities
Languages : en
Pages : 434
Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Publisher: John Wiley & Sons
ISBN: 0764599240
Category : Games & Activities
Languages : en
Pages : 434
Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Well Played 1.0
Author: Drew Davidson
Publisher: Lulu.com
ISBN: 0557069750
Category : Crafts & Hobbies
Languages : en
Pages : 444
Book Description
Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
Publisher: Lulu.com
ISBN: 0557069750
Category : Crafts & Hobbies
Languages : en
Pages : 444
Book Description
Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
World Design for 2D Action-Adventures
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Introduction to Dungeons & Dragons: Honor Among Thieves
Author: Gilad James, PhD
Publisher: Gilad James Mystery School
ISBN: 1165081377
Category : Fiction
Languages : en
Pages : 58
Book Description
Publisher: Gilad James Mystery School
ISBN: 1165081377
Category : Fiction
Languages : en
Pages : 58
Book Description
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.