Indoor games Books
McFarland & Company Game Love
Book Synopsis What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
£20.89
Wizards of the Coast Publishing Icewind Dale Rime of the Frostmaiden Dd Adventure Book Dungeons Dragons
£39.89
Wizards of the Coast Publishing Dungeons Dragons Forgotten Realms Laeral
Book SynopsisDice and miscellany for the world's greatest roleplaying gameEXPLORE THE REALMS! Let Laeral Silverhand-Open Lord of Waterdeep, centuries-old archmage, and daughter of the goddess of magic-guide you on your path to adventure.INCLUDES · Eleven Dice (two d20s, one d12, two d10s, one d8, four d6s, one d4) · Twenty illustrated, double-sided cards detailing Laeral’s expert insights on key characters, locations, and lore from across the Forgotten RealmsTM. · A durable, felt-lined box that functions as two dice trays. · Foldout double-sided map of the Sword Coast and the city of Waterdeep (11” x 16”)
£21.21
Wizards of the Coast Spelljammer Adventures in Space DD Campaign
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£49.99
Tuttle Publishing Mah Jong Handbook
Book SynopsisTrade Review"A convenient guide, simply written and easily understood, for achieving proficiency in this game." --Asia Scene
£16.11
Tuttle Publishing Beginners Guide to American Mah Jong How to Play
Book SynopsisThe only book available which is specifically geared toward American mah jongg, follows the offical National Mah Johgg League rules. Includes simple instructions and clear diagrams to guide the reader through each step.Trade Review"Clearly written and well illustrated with numerous examples. Any American public library serving a community with active mah jongg groups will want Sandberg's book." --Library Journal"Finally, novices have a tool to help them through the learning curve…Armed with the knowledge gained from this book, you can join a game with other players, confident that you are up to the challenge." --Tom Sloper, Game designer and producer; International Mah Jongg Consultant
£14.41
Tuttle Publishing American Mah Jongg Strategies A Guide for the
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£12.34
Tuttle Publishing Winning Go
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£10.88
University of Arizona Press Ready Player Juan
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£21.71
Penguin Putnam Inc Bachelorette Bash Mad Libs
Book SynopsisMad Libs is the world’s greatest word game and the perfect gift or activity for anyone who likes to laugh! Write in the missing words on each page to create your own hilariously funny stories all about bachelorette parties!Pass the TYPE OF LIQUID, it''s bachelorette bash time! With 21 “fill-in-the-blank” stories about getting married, exotic resorts, and making unforgettable memories, Bachelorette Bash Mad Libs is the perfect activity for any bachelorette party! Play alone, in a group, or at a bar crawl! Adult Mad Libs are a fun activity recommended for ages 18 to NUMBER.
£6.30
Octopus Publishing Group 101 Things for Kids to do ScreenFree
Book SynopsisCreative, fun & silly ideas for games & activities for kids aged 4-11 From bestselling kids'' activity author Dawn Isaac comes this exciting new volume full of creative, fun and occasionally silly ideas for games and activities. From junk modelling a mini golf course to freezing bubbles, from squirt gun painting to microwave mug cakes, every single activity is fun, easy and 100 per cent screen free. With exciting makes including no-sew sock creatures and stress balls, and wacky games such as outdoor noughts and crosses and thumb wrestling tournaments, Dawn''s engaging and entertaining ideas are sure to provide hours of fun. So put away your tablets and mobile phones, switch off the TV and leave the computer alone - it''s time to get screen free.
£13.49
Oneworld Publications The Tetris Effect
Book SynopsisIn the dying days of the USSR, battlelines have shifted from spycraft to the cut-throat capitalism and it’s intellectual property, not state secrets, that are to be bought, sold, stolen and fought overTrade Review'The definitive telling of one of the most fascinating stories in videogame history.' -- Wired‘A great read on a game that has hypnotized my brain and probably yours too.’ -- Steve Wozniak, co-founder of Apple'From its launch in 1984 [Tetris] created a generation of gamers drawn by its irresistible block-stacking brilliance...The story of its conception is just as addictive; think courtroom dramas and global intrigue, all relayed in Ackerman's bewitching prose'. * Monocle *'Fascinating' * Sunday Herald *‘How [Tetris] came to the West is a remarkably complicated cloak-and-dagger story…The Tetris Effect is full of fascinating facts.’ * Spectator *‘The Tetris Effect is a page-turning, block-stacking, globe-trotting thriller/history book, covering the epic creation saga of one of the greatest video games ever made or played.’ -- Ernest Cline, author of Ready Player One‘The Tetris Effect explains how one guy in Russia with one little game ended up creating a global business and cultural phenomenon... Ackerman tells the story of the first and quintessential start-up.’ -- Douglas Rushkoff‘Tetris broke social, cultural and technological boundaries in a way that nobody, including the meek Russian researcher who designed the game, could have predicted. Ackerman pieces the story together with flair and diligence in a brilliant account of the video game that everybody from the Soviet government to Japanese moguls wanted for their own.’ -- Simon Parkin, author of Death by Video Game and contributing writer, New Yorker.com‘The author provides a meticulous accounting of the rise of “Tetris”…For those fascinated with the way video games are created and intrigued by the history of early computers, the book will provide great entertainment, just like the game…An all-inclusive history behind one of the most popular video games ever.’ * Kirkus Reviews *‘Ackerman doles out intrigue worthy of Robert Ludlum or Tom Clancy. It’s a behind-the-Iron Curtain nail-biter.’ * LA Review of Books *
£10.44
Rogue Games, Incorporated Colonial Gothic New France
£10.23
Rogue Games, Incorporated Colonial Gothic The Grimoire
£8.84
Rogue Games, Incorporated Colonial Gothic The French Indian War
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£11.35
Rogue Games, Incorporated Colonial Gothic Locations
£12.99
Sneak Attack Presss Advanced Encounters
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£9.49
Sneak Attack Presss Broken Earth Savage Worlds
£19.79
St Martin's Press Slaying the Dragon
Book SynopsisRole-playing game historian Ben Riggs unveils the secret history of TSR the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival.Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I'd recommend it to anyone regardless of the subject material. It's a wild and fun ride through the turbulent history of one the most influential brands in our lifetime. - JOE MANGANIELLOCo-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed
£15.20
Arcturus Publishing Ltd Charades Fantastic Family Fun
Book SynopsisEntertaining prompt cards make playing Charades easier than ever.
£17.01
Arcturus Publishing True or False
Book SynopsisAnne Rooney is an award-winning author who writes on science and the history of science for children and adults. Her Dinosaur Atlas was shortlisted for the Royal Young People's Book Award 2018 and won the School Library Association Information Book Award (ages 7-12), 2018. She has a degree and a PhD from Trinity College, Cambridge and has been a Royal Literary Fund Fellow at Newham College, Cambridge. Her books have been translated into 22 languages.Lucy Doncaster is the author of many children's books, ranging from natural history, reference, and well-being to fiction, craft, and all manner of puzzle and activity books. She has also edited and written numerous adult titles on topics spanning cookery, sport, travel, popular science, history and business. Recent children's publications that she has written or contributed to include True or False? (Arcturus Publishing, 2024) and Foraging: The Complete Guide for Kids and Families (Puffin, 2024).
£15.29
Read Books The Royal Road to Card Magic
£25.64
Dialogue Who Darts Wins
Book SynopsisTake a flight into the dart-side of life with the ultimate darts gift book - it''s game on in this fascinating and entertaining companion to the sport, whether you''re a seasoned darts enthusiast or can''t tell ''The Nuke'' from ''The Bomb''.From the back rooms of Stoke-on-Trent to jam-packed audiences at Alexandra Palace, darts'' remarkable transformation from pub game to primetime TV calls for an essential go-to guide to the modern game. This sharp and witty handbook dives deep into the sport and its champions, as well as shining a spotlight on callers and commentators, the game''s unique place in British culture, and so much more.Answering important questions you might never have thought to ask, such as, ''is it possible to recover from a nasty bout of dartitis?'' and ''why do darts players wear so much nylon?'', Who Darts Wins! takes aim at the secrets, the science and the slingers of the darts world - this is the game revealed as never before!Writ
£13.59
AuthorHouse 1001 Word Rebuses
£11.87
Viz Media, Subs. of Shogakukan Inc Neko Atsume Kitty Collector Where Am I Meow
Book SynopsisBring all the kitties to the yard in this fun book based on the super-popular Neko Atsume mobile game!
£9.49
Chronicle Books Recess From Dodgeball to Double Dutch Classic
Book SynopsisThis fun and interactive guide includes the rules to over 150 games and variations.
£17.95
Chronicle Books Bright Games Dominoes
Book Synopsis• A fresh, colorful take on the classic game of dominoes!• 28 rainbow wooden game pieces• The back of each domino is a vibrant rainbow gradient, while the face side has colored dots• Comes in a deluxe rainbow tin—perfect for gifting
£27.00
Chronicle Books We Rate Dogs The Card Game
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£21.21
Chronicle Books Aunt Agathas Attic
Book SynopsisFamily is the most important treasure of all—for now!You and your cousins may not like each other very much, but you all love your Aunt Agatha—and her vast collection of treasures from around the world! In this fast and frenzied card game, you must race against the clock to bargain with your cousins for the best of Agatha''s collection, simultaneously trading glowing emeralds, bone-handled daggers, and even selfless hugs before time runs out. Can you work together to show your aunt just how important family is—all while keeping the best stuff for yourself? Aunt Agatha''s Attic is a real-time negotiation and set collection card game for 3–6 players. Easy to learn and quick to play, it makes for an energetic, lively, and family-friendly good time.• For 3–6 players, ages 8+• Perfect for fans of Go Fish, Sushi Go, Happy Salmon, Quicktionary, Slamwich, and other fast-paced card games• Game play is 15&
£13.49
Union Square & Co. Check Your Shelf
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£15.35
Headline Publishing Group Bored Games
Book SynopsisThe author of the smash hit, The Floor is Lava, is back with 101 fun-filled, boredom-busting games to occupy the whole family during the summer holidays.Starting to get fed up of endless games of Would You Rather? Or is screen-time taking over your life? Well, this is the book to bring everyone together, with an endless selection of creative games you can come back to time and time again.You''ll quickly find the right game to match ANY occasion with games for one, for pairs or for groups. Most are quick to set up and require minimal equipment - ideal for anyone looking for straight up fun. Bored? Games! is the ultimate book of games to keep everyone entertained.There''s games for any occasion: * Rainy days* Around the table games* Single-player games* Games for groups* Travel games* Summer holiday ideasNO BATTERIES REQUIRED. Trade ReviewIvan Brett has collected together a 101 of them, just in time for the summer holidays . . . the range is huge . . . a worthy entry on any bookshelf. * Tabletop Gaming magazine *
£12.34
Bloomsbury Publishing PLC Bolt Action Armies of Germany Third Edition
Book SynopsisA detailed guide to the German forces in Bolt Action: Third Edition, containing updated special rules, unit entries, and Theatre Selectors. This new and revised supplement for Bolt Action: Third Edition provides players with all of the information they need to command Germany's military might. Detailed unit options and theatre selectors allow players to build armies for any of Germany's campaigns, from the Blitzkrieg against Poland and France, through North Africa and the Eastern Front, to the fall of Normandy and the defence of Germany.
£21.25
Hodder & Stoughton Word Play
Book Synopsis''No matter how eloquently a dog may bark, he cannot tell you that his parents were poor but honest.'' Only words can do that. Words are magic. Words are fun.Join Gyles Brandreth - wit and word-meister, Just A Minute regular, One Show reporter, denizen of Countdown''s Dictionary Corner, founder of the National Scrabble Championships, patron of The Queen''s English Society, QI, Room 101,Have I Got News For You and Pointless survivor - on an uproarious and unexpected magic carpet ride around the awesome world of words and wordplay.Puns, palindromes, pangrams, Malaprops, euphemisms, mnemonics, acronyms, anagrams, alphabeticals, Tweets, verbiage, verbarrhea - if you can name it, you should find it here, along with the longest, shortest, wittiest, wildest, oldest, latest, oddest, most interesting and most memorable words in the English language - the richest, most remarkable languagTrade ReviewWill amuse children aged five to fifty and beyond. * Times Literary Supplement *
£11.69
McFarland & Co Inc Classic Home Video Games 19891990
Book Synopsis The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author''s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.Trade Reviewone of the only works of its kind on the first generation of home video games"" - ARBA
£17.09
McFarland & Co Inc What Is a Game
Book Synopsis What is a videogame? What makes a videogame good? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, D
£27.54
McFarland & Co Inc Speedrunning
Book Synopsis More than 30 years after its 1985 release on the Nintendo Entertainment System, Super Mario Bros. continues to be one of the best-selling video games of all time. For many, completing the classic side-scrolling platformer remains challenging enough to provide many hours of entertainment. In late 2016 an American gamer known online as darbian completed the game in record time, rescuing Princess Peach in 4 minutes, 56 seconds. darbian practices speedrunning, a method of play in which quick reflexes and intimate familiarity with games are used to complete them in the fastest possible time. Through 10 interviews with darbian and other elite speedrunners, this book explores the history and techniques of this intense and competitive type of gaming.
£14.24
McFarland & Co Inc The Minds Behind the Games
Book Synopsis Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming''s classic titles.
£20.89
McFarland & Co Inc The Sega Arcade Revolution
Book Synopsis Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega''s most popular and groundbreaking games are explored.
£27.54
McFarland & Co Inc The Pokemon Go Phenomenon
Book Synopsis Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
£14.24
McFarland & Co Inc The Minds Behind Adventure Games
Book Synopsis Featuring interviews with the creators of 31 popular video games--including Grand Theft Auto, Strider, Maximum Carnage and Pitfall--this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry''s biggest hits, cult classics and indie successes.Trade ReviewWelcome to the journey. At each chapter you'll have two paths to choose from. One is to continue on to the next chapter. The other is to put the book down and play the game. Follow the first option each time. I guarantee that when you finish reading the book and play the games they'll be more fun because you'll appreciate what went into the creation of them."—Leonard Herman, author of Phoenix IV: The History of the Videogame Industry.
£20.89
McFarland & Co Inc Science Technology and Magic in The Witcher
Book Synopsis As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski''s novel series and its widely popular video game and television adaptations. This is the first English-language book-length treatment of magic and science in the Witcher universe. These are examined through the lenses of politics, religion, history and mythology. Sapkowski''s richly detailed universe investigates the sociology of science and ponders some of the most pressing modTable of ContentsPreface: Science and the SerpentIntroduction: Science and Secondary Worlds 1. Science and Magic 2. Finding the Facts in Folklore, Superstition, and Memories 3. Navigating Time and Space 4. Mad Mages and Suspect Scientists 5. Uneasy Alliances: Science, Religion, and Politics 6. Evolution and Environmentalism 7. Science and Pseudoscience of Racism and Speciesism 8. Human Experimentation and Genetic Engineering 9. Technology and Weapons of Mass Destruction10. The Witcher as Cli-FiConclusion: STEAM, Symbiosis, and Sturgeon's LawAbbreviationsWorks CitedIndex
£32.39
Createspace Independent Publishing Platform The Castle Of Lost Souls
£9.93
Amazon Digital Services LLC - Kdp The Lord of Shadow Keep
£9.09
Dark Horse Comics,U.S. Bioware: Stories And Secrets From 25 Years Of
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£43.19
Adams Media Corporation Bored Games: 100+ In-Person and Online Games to
Book SynopsisThere’s nothing worse than inviting people over and having nothing planned for them to do. With The Best Party Game Book Ever you can make sure that never happens again! This book has everything you need to make your next get together a success! With 100 classic party games, including ice breakers, truth or dare variations, races and relays, trivia games, contests of strength and speed, minute challenges, and so much more, you can avoid awkward small talk and get your guests laughing, interacting, and having fun in no time!Trade Review“A party planner’s best friend.” —Daily Mom
£8.54
Dynamite Entertainment Pathfinder: Worldscape Vol. 2
Book SynopsisFour new tales as part of Paizo's groundbreaking "Worldscape" saga, drawing the greatest fantasy heroes of literature and comics into the mythos of their award-winning fantasy world and tabletop RPG! In "Dungeon Queen of Mars", the unrivaled warrior Red Sonja must work with Cave Girl and King Rex to escape a dungeon with a religious icon of Issus, Goddess of Death and Life Eternal, to use as a bargaining chip in the grim political war of the Worldscape! In "Rebels Without a Planet", a battle against a vicious red dragon maroons John Carter and the Martian Tars Tarkas in a dangerous jungle filled with monsters and the greatest soldiers of three worlds... including the Warlord of Mars' old adversary from the Civil War! In "Forest of Nightmares", Tarzan clashes head-on with the original feral heroes of mythology: the demigods Romulus and Remus! The Lord of the Jungle must then brave the deadly wilds of the Worldscape to free his friends from slavery! In "King of the Goblins", the iconic antihero and half-elf Seltyiel finds himself in the gladiatorial Worldscape, facing off against two of Earth's most sinister figures... while hassled by four trouble-prone goblins who look to him as their appointed chief! Bonus materials include sixteen pages of character sheets, encounters, and world detail for the Pathfinder Roleplaying Game, plus an exclusive poster map.
£16.19
Pan Macmillan Great Family Days In: Over 75 Ideas for Rainy
Book SynopsisWet weekend? Home for half-term? Great Family Days In has got you covered with over seventy-five tried and tested activities that make the most of spending quality time together. From Achievable Art and Whizzy Easy Science to Screen-Free Game Time, chapters are organized to help you easily find inspiration for activities that will fill your day with fun. Whether you’re creating your very own melted-crayon masterpiece or blizzard bottle, or conducting your first FamFest or mini Olympics, Great Family Days In is a one-stop shop for ideas, showing that you don’t need fancy plans or money to keep your family entertained at home.These beautifully illustrated activities do not require any specific skills or hard to get resources. From thirty-minute time-fillers to ideas to last the whole afternoon, activities can easily be adapted to suit any age, interest or timescale, making it easy to enjoy and relax into the process of creating and building memories together, whatever the outcome.In March 2020, Claire Balkind, also known as The What Now Mum, founded the hugely popular Family Lockdown Tips & Ideas Facebook page which quickly amassed an engaged following of more than a million people. There, she and the community she helped build share fuss-free games, crafts, challenges and more that will keep children and adults of all ages entertained.
£13.49
Ebury Publishing Open In Case of Emergency: 501 Games to Entertain
Book SynopsisStuck indoors? This book is your saviour.Turn to a bumper 501 simple and accessible games and activities to keep your whole family amused for hours, if not days.Inside, in the garden, in the car, for all family sizes and ages - this book covers all the best classics you might have forgotten how to play, like stuck in the mud and the alphabet game, and introduces brand new games too. No fancy equipment needed, just easy to follow instructions. This book has everything you need to keep everyone happy.
£9.49