Pencil and Paper Games

Pencil and Paper Games
Author: Simon Tudhope
Publisher: Pads
Total Pages: 64
Release: 2021-05-27
Genre:
ISBN: 9781474990868

This giant pad is crammed full of puzzles and games that will keep children occupied for hours. There are 17 solo games and 13 to play with a friend, including classics such as 0s and Xs, word searches, matching games and Sudoku, as well as little known gems. The back of each sheet features outline illustrations to complete and colour in, and answers are included on separate sheets.

Reading Comprehension

Reading Comprehension
Author: Camille L. Z. Blachowicz
Publisher: Guilford Press
Total Pages: 321
Release: 2008-05-05
Genre: Language Arts & Disciplines
ISBN: 159385756X

This practical resource and widely used text presents a wealth of research-based approaches to comprehension instruction. The authors offer specific classroom practices that help K-9 students compare and evaluate print and online sources, develop vocabulary, build study and test-taking skills, and become motivated readers.

The Great Book of Games

The Great Book of Games
Author: Elsinore Books
Publisher: Elsinore Books
Total Pages: 1600
Release: 2020-04-13
Genre: Games & Activities
ISBN:

“Life is more fun if you play games.” ― Roald Dahl, My Uncle Oswald This compendium brings together a selection of the very best games. There are parlour games, travel games, trivia games, riddles, puzzles and more. Traditional family favourites feature alongside an array of newly created games. The centrepieces of this collection are the six games: Descriptionary, Just a Minute, Lost for Words, Ultimate Charades, Quick Draw, and Trivial Disputes. In total, these six games alone include 1350 game cards (one e-reader page each). Most of the cards offer multiple gameplay options, so you can return to them again and again. These games require no set-up time, and can be instantly enjoyed with friends or family wherever you are. At Elsinore Books we pride ourselves on creating beautiful e-books, and devote great attention to formatting, and ease of navigation. This book contains a cleanly-styled contents page that permits easy movement between games. Each game occupies its own chapter, so you can move between games by pressing a single button on your e-reader. You can view a full listing of the games inside by clicking on the preview of this book and viewing the contents page. Some of the collection highlights are outlined below: Speaking Games Descriptionary: Players aim to describe as many words as possible in a 30-second time limit. 300 game cards are included. Each card has five words, one in each of the following categories: Places, Objects, Nature, Adjectives, and Random. Just a Minute: The popular game where players have to speak on a given topic for one minute without hesitation, repetition or deviation. 250 games cards are included. On each card players will find three topics to choose from. Lost For Words: Players face two challenges in this game: 1) To describe a given word without using any of the forbidden words listed beneath it 2) To describe a given word using no more than three words (and sometimes using only one word!) 300 game cards are included, and two challenges appear on every card. Acting and Character Games Ultimate Charades: Ultimate charades brings together elements of three games: classic charades, reverse charades, and adverbs. It’s a great game for families to enjoy together. You’ll find 200 cards here, each offering a choice of three options. Players will act out the titles of films, books, songs, and TV programmes, as well as proverbs, actions, famous people, and fictional characters. Pen and Paper Games Quick Draw: A sketch-off, where artists from each team race to depict words and phrases. There are 400 drawing challenges, spread across five categories: People and Animals, Things, Creative Works, Idioms, and Challenges. Travel and Trivia Games Trivial Disputes: A general knowledge listing quiz that can be played in teams or with everyone out for themselves. Among the things players must put in order: buildings by size, animals by weight, cars by top speed, films by box-office profits. There are 100 Cards, divided into ten games. Riddles and Puzzles. Five complete chapters from The Great Book of Riddles, also by Elsinore Books, are included in this compendium. You’ll have 50 of the finest riddles, puzzles and brainteasers to make your way through. There are classical logic puzzles, lateral thinking puzzles, mathematical brain teasers, word ladders, ditloids, and illustrated coins, cups, and toothpicks puzzles Here is one of the riddles you’ll find inside: The king’s two bodyguards developed an ingenious method for assuring the king’s safety. With the king standing between them, they would face in opposite directions; one looking to the west and the other to the east, but at the same time, and without the use of any reflective surfaces, they would both be able to observe the king clearly. How was this possible?

Connection Games

Connection 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.

Memory Games for Groups

Memory Games for Groups
Author: Robin Dynes
Publisher: Routledge
Total Pages: 161
Release: 2018-10-24
Genre: Education
ISBN: 1351702815

This wonderfully practical handbook features 80 adaptable and photocopiable games for uses with older people, as well as individuals or groups of all ages. The games can be used as part of a social activities programme, specifically for reminiscence purposes, to help keep people orientated to the world around them, to exercise memory skills or as the prelude to discussion, so that individuals can share difficulties and explore methods of aiding memory.

The Postmodern Joy of Role-Playing Games

The Postmodern Joy of Role-Playing Games
Author: René Reinhold Schallegger
Publisher: McFarland
Total Pages: 432
Release: 2018-02-16
Genre: Games & Activities
ISBN: 1476631468

Historian Johan Huizinga once described game playing as the motor of humanity's cultural development, predating art and literature. Since the late 20th century, Western society has undergone a "ludification," as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.

The Little Black Book of Party Games

The Little Black Book of Party Games
Author: Ruth Cullen
Publisher: Peter Pauper Press, Inc.
Total Pages: 146
Release:
Genre: Games & Activities
ISBN: 1441300333

This "Essential Guide to Grown-up Fun" provides wonderful ideas for hosting a great bash, with the best games for every occasion. Includes icebreakers, drinking games, thinking games, physical games, naughty games, and beyond. The Little Black Book of Party Games is the perfect book for hosts, hostesses, and all the party animals you know!

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age
Author: Stephanie Hedge
Publisher: McFarland
Total Pages: 242
Release: 2021-02-18
Genre: Games & Activities
ISBN: 147664201X

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Mental Health | Atmospheres | Video Games

Mental Health | Atmospheres | Video Games
Author: Jimena Aguilar Rodríguez
Publisher: transcript Verlag
Total Pages: 263
Release: 2022-10-31
Genre: Social Science
ISBN: 3839462649

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.