The Everything Tabletop Games Book

The Everything Tabletop Games Book
Author: Bebo
Publisher: Everything
Total Pages: 320
Release: 2019-07-16
Genre: Games & Activities
ISBN: 1507210620

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.

Tabletops - Horizontal Interactive Displays

Tabletops - Horizontal Interactive Displays
Author: Christian Müller-Tomfelde
Publisher: Springer Science & Business Media
Total Pages: 464
Release: 2010-06-16
Genre: Computers
ISBN: 1849961131

The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).

The Collected Tabletop

The Collected Tabletop
Author: Kathryn Greeley
Publisher: Greenleaf Book Group
Total Pages: 304
Release: 2013-05-15
Genre: House & Home
ISBN: 1626340129

From an intimate martini party to a Thanksgiving extravaganza, Kathryn Greeley shows how to create easy, fun, and breathtaking tabletop designs that will make any occasion memorable, using your existing or new collections. Chock-full of inspired ideas for hosting high-end theme parties, The Collected Tabletop includes professional photographs of place settings and tabletop decorations; elegant, hand-painted menus; favors and floral arrangements; and simple and easy-to-prepare recipes, such as Independence Day Flag Tart, Skillet Drop Biscuits, and Goat Cheese Truffles. For each of the thirteen events described in The Collected Tabletop, Greeley details the history and significance of specific items from each collection, ranging from heirloom china and crystal to intricate art glass and colorful majolica combined with hand-thrown pottery. In this peerless resource for entertaining enthusiasts, you’ll learn how to use your own collections to define your personal hosting style.

Art of the Catapult

Art of the Catapult
Author: William Gurstelle
Publisher: Chicago Review Press
Total Pages: 195
Release: 2004-07-01
Genre: Juvenile Nonfiction
ISBN: 1569766770

Whether playing at defending their own castle or simply chucking pumpkins over a fence, wannabe marauders and tinkerers will become fast acquainted with Ludgar, the War Wolf, Ill Neighbor, Cabulus, and the Wild Donkey—ancient artillery devices known commonly as catapults. Building these simple yet sophisticated machines introduces fundamentals of math and physics using levers, force, torsion, tension, and traction. Instructions and diagrams illustrate how to build seven authentic working model catapults, including an early Greek ballista, a Roman onager, and the apex of catapult technology, the English trebuchet. Additional projects include learning how to lash and make rope and how to construct and use a hand sling and a staff sling. The colorful history of siege warfare is explored through the stories of Alexander the Great and his battle of Tyre; Saladin, Richard the Lionheart, and the Third Crusade; pirate-turned-soldier John Crabbe and his ship-mounted catapults; and Edward I of England and his battle against the Scots at Stirling Castle.

The Ultimate Micro-RPG Book

The Ultimate Micro-RPG Book
Author: James D’Amato
Publisher: Simon and Schuster
Total Pages: 128
Release: 2020-12-08
Genre: Games & Activities
ISBN: 1507212879

Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres—from space exploration to jungle dungeon crawlers—everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you’re new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.

Tabletop

Tabletop
Author: Drew Davidson
Publisher: Lulu.com
Total Pages: 207
Release: 2011
Genre: Education
ISBN: 1257870602

In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.

Tabletop Wargames: A Designers’ and Writers’ Handbook

Tabletop Wargames: A Designers’ and Writers’ Handbook
Author: Rick Priestley
Publisher: Pen and Sword Military
Total Pages: 228
Release: 2016-11-30
Genre: Games & Activities
ISBN: 147389008X

Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements

The Creation of Narrative in Tabletop Role-Playing Games

The Creation of Narrative in Tabletop Role-Playing Games
Author: Jennifer Grouling Cover
Publisher: McFarland
Total Pages: 217
Release: 2014-01-10
Genre: Games & Activities
ISBN: 0786456175

Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.

Tabletop Machining

Tabletop Machining
Author: Joe Martin
Publisher:
Total Pages: 0
Release: 1998-07
Genre: Machine-shop practice
ISBN: 9780966543308

A practical perspective on equipment and processes with instruction for many projects shown.

The Tabletop Find-It Book

The Tabletop Find-It Book
Author: Kevin Grote
Publisher:
Total Pages:
Release: 2022-08-15
Genre:
ISBN: 9780578381398

The Tabletop Find-It Book is a picture book filled with find-it style images of tabletop games! With over 20 images, you'll enjoy hours of entertainment searching through the pages and finding everything there is to find. Discover thousands of unique game components in these pages!