100 Strategic Games For Pen And Paper
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Author | : Walter Joris |
Publisher | : Carlton |
Total Pages | : 128 |
Release | : 2002-10-07 |
Genre | : Games |
ISBN | : 9781842227275 |
For all those who thought Tic-Tac-Toe or Battleships & Cruisers represented the outer limits of pen and paper games. This collection of 100 games will fill seisures hours for years to come.
Author | : Ben Orlin |
Publisher | : Black Dog & Leventhal |
Total Pages | : 556 |
Release | : 2018-09-18 |
Genre | : Mathematics |
ISBN | : 0316509027 |
A hilarious reeducation in mathematics-full of joy, jokes, and stick figures-that sheds light on the countless practical and wonderful ways that math structures and shapes our world. In Math With Bad Drawings, Ben Orlin reveals to us what math actually is; its myriad uses, its strange symbols, and the wild leaps of logic and faith that define the usually impenetrable work of the mathematician. Truth and knowledge come in multiple forms: colorful drawings, encouraging jokes, and the stories and insights of an empathetic teacher who believes that math should belong to everyone. Orlin shows us how to think like a mathematician by teaching us a brand-new game of tic-tac-toe, how to understand an economic crises by rolling a pair of dice, and the mathematical headache that ensues when attempting to build a spherical Death Star. Every discussion in the book is illustrated with Orlin's trademark "bad drawings," which convey his message and insights with perfect pitch and clarity. With 24 chapters covering topics from the electoral college to human genetics to the reasons not to trust statistics, Math with Bad Drawings is a life-changing book for the math-estranged and math-enamored alike.
Author | : Ben Orlin |
Publisher | : Black Dog & Leventhal |
Total Pages | : 318 |
Release | : 2022-04-05 |
Genre | : Mathematics |
ISBN | : 0762499850 |
Bestselling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. With 70-plus games, each taking a minute to learn and a lifetime to master, this treasure trove will delight, educate, and entertain. From beloved math popularizer Ben Orlin comes a masterfully compiled collection of dozens of playable mathematical games.This ultimate game chest draws on mathematical curios, childhood classics, and soon-to-be classics, each hand-chosen to be (1) fun, (2) thought-provoking, and (3) easy to play. With just paper, pens, and the occasional handful of coins, you and a partner can enjoy hours of fun—and hours of challenge. Orlin’s sly humor, expansive knowledge, and so-bad-they’re-good drawings show us how simple rules summon our best thinking. Games include: Ultimate Tic-Tac-Toe Sprouts Battleship Quantum Go Fish Dots and Boxes Black Hole Order and Chaos Sequencium Paper Boxing Prophecies Arpeggios Banker Francoprussian Labyrinth Cats and Dogs And many more.
Author | : Ethan Ham |
Publisher | : CRC Press |
Total Pages | : 349 |
Release | : 2015-06-19 |
Genre | : Computers |
ISBN | : 1317536037 |
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
Author | : Cameron Browne |
Publisher | : CRC Press |
Total Pages | : 415 |
Release | : 2018-04-04 |
Genre | : Mathematics |
ISBN | : 1000065332 |
A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rules for over 200 connection games and variants are provided. A connection game is a board game in which players vie to develop or complete a specific type of connection with their pieces. This might involve forming a path between two or more goals, completing a closed loop, or gathering all pieces together into a single connected group.
Author | : Ethan Ham |
Publisher | : CRC Press |
Total Pages | : 366 |
Release | : 2024-10-24 |
Genre | : Computers |
ISBN | : 1040130151 |
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Learning Video Game Design on the Tabletop guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, this book helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. The Second Edition includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process Essays from professional tabletop and video game designers in which they describe their professional journeys and design philosophies.
Author | : Bill Mooney |
Publisher | : |
Total Pages | : 240 |
Release | : 2007 |
Genre | : Horse racing |
ISBN | : 9781844427246 |
Tells the story of the "sport of kings" from its earliest inception to the present day, with every page a visually exciting and information-packed celebration of the sport.
Author | : Denise Gaskins |
Publisher | : Tabletop Academy Press |
Total Pages | : 239 |
Release | : 2022-03-14 |
Genre | : Education |
ISBN | : 1892083620 |
Are you looking for new ways to help your children learn math? In a math journal, children explore their own ideas about numbers, shapes, and patterns through drawing or writing in response to a question. Journaling encourages students to develop a rich mathematical mindset. They begin to see connections and make sense of math concepts. They grow confident in their ability to think through new ideas. All they need is a piece of paper, a pencil, and a good prompt to launch their mathematical journey. 312 Things To Do with a Math Journal includes number play prompts, games, math art, story problems, mini-essays, geometry investigations, brainteasers, number patterns, research projects, and much more. These activities work at any grade level, and most can be enjoyed more than once. It doesn’t matter whether your students are homeschooled or in a classroom, distance-learning, or in person. Everyone can enjoy the experience of playing around with math. Early Reviews from My Journaling Beta-Testers: • "We really enjoyed these!" • "I remember doing pages and pages of dull equations with no creativity or puzzle-thinking, but now as a homeschool mom, I'm actually enjoying math for the first time! My daughter's math skills have skyrocketed and she always asks to start homeschool with math." • "Thank you for a great intro to Playful Math!" • "All of the kids were excited about their journals. My oldest kept going without prompting and did several more pages on his own." • "We had a lot of fun doing your math prompts. We had never done any math journaling before, but we will certainly integrate this into our weekly routine from now on." Pick up a copy of 312 Things To Do with a Math Journal and begin your family’s math journaling adventure today.
Author | : Alex Van Den Brandhof |
Publisher | : The Mathematical Association of America |
Total Pages | : 319 |
Release | : 2015-09-29 |
Genre | : Mathematics |
ISBN | : 0883855879 |
Half a Century of Pythagoras Magazine is a selection of the best and most inspiring articles from this Dutch magazine for recreational mathematics. Founded in 1961 and still thriving today, Pythagoras has given generations of high school students in the Netherlands a perspective on the many branches of mathematics that are not taught in schools. The book contains a mix of easy, yet original puzzles, more challenging - and at least as original – problems, as well as playful introductions to a plethora of subjects in algebra, geometry, topology, number theory and more. Concepts like the sudoku and the magic square are given a whole new dimension. One of the first editors was a personal friend of world famous Dutch graphic artist Maurits Escher, whose 'impossible objects' have been a recurring subject over the years. Articles about his work are part of a special section on 'Mathematics and Art'. While many books on recreational mathematics rely heavily on 'folklore', a reservoir of ancient riddles and games that are being recycled over and over again, most of the puzzles and problems in Half a Century of Pythagoras Magazine are original, invented for this magazine by Pythagoras' many editors and authors over the years. Some are no more than cute little brainteasers which can be solved in a minute, others touch on profound mathematics and can keep the reader entranced indefinitely. Smart high school students and anyone else with a sharp and inquisitive mind will find in this book a treasure trove which is rich enough to keep his or her mind engaged for many weeks and months.
Author | : Katie Salen Tekinbas |
Publisher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.