Inside Collectible Card Games
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Author | : Thomas S. Owens |
Publisher | : |
Total Pages | : 148 |
Release | : 1996 |
Genre | : Games & Activities |
ISBN | : 9781562945817 |
Describes the growing world of trading card games, profiling some game designers, offering advice on playing the games and customizing card collections, and listing the latest games on the market.
Author | : John Jackson Miller |
Publisher | : Krause Publications |
Total Pages | : 0 |
Release | : 2003-04-15 |
Genre | : Antiques & Collectibles |
ISBN | : 9780873496230 |
Now in its second edition, this book catalogs every collectible card game ever released. More than 400 releases for over 100 games, plus complete set descriptions, more than 600 photos and colorful text written by gaming experts describing each game.
Author | : John Kaufeld |
Publisher | : John Wiley & Sons |
Total Pages | : 370 |
Release | : 2006-02-10 |
Genre | : Games & Activities |
ISBN | : 0470044071 |
Check out Magic: The Gathering, Heroclix, and more Explore popular games like Legend of the Five Rings, build decks, and trade online Whether you're already hooked on trading card games, want to understand what your kids are into, or are just curious to see what all the fuss is about, you've come to the right place. Here's the scoop on the hottest games, secrets of successful collecting, tips for customizing your dream deck, and ways to make your hobby pay. Discover how to * Get started with the VS System, Yu-Gi-Oh, Pokemon, and others * Identify basic types of cards * Buy and sell online -- wisely * Play around with collectible miniatures * Safely store and transport your collection
Author | : Ryan Somma |
Publisher | : No Starch Press |
Total Pages | : 210 |
Release | : 2020-10-20 |
Genre | : Education |
ISBN | : 1718500351 |
A book for anyone teaching computer science, from elementary school teachers and coding club coaches to parents looking for some guidance. Computer science opens more doors for today's youth than any other discipline - which is why Coding in the Classroom is your key to unlocking students' future potential. Author Ryan Somma untangles the current state of CS education standards; describes the cognitive, academic, and professional benefits of learning CS; and provides numerous strategies to promote computational thinking and get kids coding! Whether you're a teacher, an after-school coach, or a parent seeking accessible ways to boost your kid's computer savvy, Coding in the Classroom is here to help. With quick-start programming strategies, scaffolded exercises for every grade level, and ideas for designing CS events that promote student achievement, this book is a rock-solid roadmap to CS integration from a wide variety of on-ramps. You'll learn: tips and resources for teaching programming concepts via in-class activities and games, without a computer development environments that make coding and sharing web apps a breeze lesson plans for the software lifecycle process and techniques for facilitating long-term projects ways to craft interdisciplinary units that bridge CS and computational thinking with other content areas Coding in the Classroom does more than make CS less formidable - it makes it more fun! From learning computational thinking via board games to building their own websites, students are offered a variety of entry points for acquiring the skills they need to succeed in the 21st-century workforce. Moreover, Somma understands how schools operate - and he's got your back. You'll be empowered to advocate for the value of implementing CS across the curriculum, get stakeholder buy-in, and build the supportive, equitable coding community that your school deserves.
Author | : Gianni Simone |
Publisher | : Tuttle Publishing |
Total Pages | : 149 |
Release | : 2021-06-20 |
Genre | : Travel |
ISBN | : 146292154X |
Transport yourself to the global capital of cool with this ultimate guide to Japanese pop culture! Are you crazy about Japanese manga, anime, video games, cosplay, toys and idols? If so, this book is for you! Whether you're planning a trip to Japan, have a severe case of wanderlust, or are just fascinated by its culture, let Otaku Japan transport you to the capital of cool. In this practical travel guide, over 450 iconic shops, restaurants, cafes, clubs and events are presented in loving detail with precise directions on how to find them. More than 20 maps, websites and over 400 color photos take you the length and breadth of Japan to all the centers of Otaku culture--from snowy Hokkaido to sunny Kyushu. Highlights include: Interviews with Game Developers Cosplay and Halloween Events in Japan Dojinshi: Self-published Comics A Visit to the Ghibli Museum Interview with famous Japanese idols Anime-themed Trains A Glossary of Otaku Terms And much, much more! The book covers all major regions in Japan--Tokyo, Osaka, Kyoto, Kobe, Nagoya, Sapporo and Fukuoka--as well as lesser-known areas like Tohoku, Chugoku and Shikoku.
Author | : Xiaowen Fang |
Publisher | : Springer Nature |
Total Pages | : 313 |
Release | : |
Genre | : |
ISBN | : 3031606957 |
Author | : Contributors, Wikipedia |
Publisher | : e-artnow |
Total Pages | : 6089 |
Release | : 2017-02-11 |
Genre | : Fiction |
ISBN | : 8026860888 |
This carefully crafted ebook is formatted for your eReader with a functional and detailed table of contents. Captain America: Civil War is a 2016 American superhero film based on the Marvel Comics character Captain America, produced by Marvel Studios and distributed by Walt Disney Studios Motion Pictures. It is the sequel to 2011's Captain America: The First Avenger and 2014's Captain America: The Winter Soldier, and the thirteenth film of the Marvel Cinematic Universe (MCU). The film is directed by Anthony and Joe Russo, with a screenplay by Christopher Markus & Stephen McFeely, and features an ensemble cast, including Chris Evans, Robert Downey Jr., Scarlett Johansson, Sebastian Stan, Anthony Mackie, Don Cheadle, Jeremy Renner, Chadwick Boseman, Paul Bettany, Elizabeth Olsen, Paul Rudd, Emily VanCamp, Tom Holland, Frank Grillo, William Hurt, and Daniel Brühl. In Captain America: Civil War, disagreement over international oversight of the Avengers fractures them into opposing factions—one led by Steve Rogers and the other by Tony Stark. This book has been derived from Wikipedia: it contains the entire text of the title Wikipedia article + the entire text of all the 634 related (linked) Wikipedia articles to the title article. This book does not contain illustrations.
Author | : Pat Harrigan |
Publisher | : MIT Press |
Total Pages | : 428 |
Release | : 2010-01-22 |
Genre | : Social Science |
ISBN | : 0262514184 |
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
Author | : Shelly Jones |
Publisher | : McFarland |
Total Pages | : 310 |
Release | : 2023-08-08 |
Genre | : Games & Activities |
ISBN | : 1476649065 |
Since its debut in 1993, Magic the Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other with mana cards and spells while enjoying its lore and compelling narratives. This collection of essays focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming.
Author | : Marek C. Oziewicz |
Publisher | : Routledge |
Total Pages | : 268 |
Release | : 2015-04-17 |
Genre | : Literary Criticism |
ISBN | : 1317610822 |
This book is the first to offer a justice-focused cognitive reading of modern YA speculative fiction in its narrative and filmic forms. It links the expansion of YA speculative fiction in the 20th century with the emergence of human and civil rights movements, with the communitarian revolution in conceptualizations of justice, and with spectacular advances in cognitive sciences as applied to the examination of narrative fiction. Oziewicz argues that complex ideas such as justice are processed by the human mind as cognitive scripts; that scripts, when narrated, take the form of multiply indexable stories; and that YA speculative fiction is currently the largest conceptual testing ground in the forging of justice consciousness for the 21st century world. Drawing on recent research in the cognitive and evolutionary sciences, Oziewicz explains how poetic, retributive, restorative, environmental, social, and global types of justice have been represented in narrative fiction, from 19th century folk and fairy tales through 21st century fantasy, dystopia, and science fiction. Suggesting that the appeal of these and other nonmimetic genres is largely predicated on the dream of justice, Oziewicz theorizes new justice scripts as conceptual tools essential to help humanity survive the qualitative leap toward an environmentally conscious, culturally diversified global world. This book is an important contribution to studies of children’s and YA speculative fiction, adding a new perspective to discussions about the educational as well as social potential of nonmimetic genres. It demonstrates that the justice imperative is very much alive in YA speculative fiction, creating new visions of justice relevant to contemporary challenges.