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Books : Entertainment : Puzzles & Games : Reference
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New edition! The book that millions of SCRABBLE® players consider the only necessary resource. Ideal for recreational and school use. More than 100,000 playable two- to eight-letter words including 4,000 new entries. Includes variant spellings. Endorsed by the National SCRABBLE® Association.
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America's foremost crossword puzzle reference revised and expanded with thousands of new words, up-to-date factual references, including famous people and the latest geographical changes, bearing the trustworthy New York Times name.
Now presented in a handy mass market size, this edition contains the full text of the hardcover, so puzzle fans looking for that exclusive clue won't miss a thing. -
The wildly popular word game, Scrabble(r), was conceived by Alfred Mosher Butts, an architect out of work during the Depression, and was trademarked in 1948. More than 40 years later, over 100 million Scrabble sets had sold worldwide, including 30 million in the USA alone. And, in 1991, shortly after the fall of the Berlin Wall and the dissolution of the Soviet Union, the first worldwide Scrabble tournament had been scheduled. With so many Scrabble aficionados, and the solid success of other Scrabble dictionaries, especially the Merriam-Webster titles, the time is right to add an illustrated dictionary to the Scrabble lexicon, using the Merriam-Webster text.
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Whether at an official tournament or a home kitchen table, every SCRABBLE player wants to be a winner—and these specially selected words and expert hints are guaranteed to boost scores. Based on the Official Scrabble Players Dictionary, Fourth Edition (currently one of the bestselling games and puzzles books) and with foreword by World SCRABBLE Champion Brian Cappelletto, this is the equivalent of an intensive training course. Complete with winning word lists, such as those that combine high-scoring letters, those that have a preponderance of vowels, and those that allow multiple I and U dumps, it also offers tips on hitting triple-triples and achieving those elusive 7-letter bingos.
SCRABBLE, the distinctive game board and letter tiles, and all associated logos are trademarks of Hasbro in the United States and Canada and are used with permission. © 2007 Hasbro. All Rights Reserved.
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Anyone can master the fundamentals of game design no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer and will understand how to do it.
* Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online.
* The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch, of "Last Lecture" fame.
* 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process.
* 600 pages of detailed, practical instruction on creating world-class games that will be played again and again. -
The Official Scrabbler Brand Word-Finder is designed with one thing in mind: scoring big points. The method is simple--present as many playable words as possible, in one place, for easy reference during a game. Over 60,000 high-scoring words are arranged alphabetically by first letter and by inside letters, providing the widest array of possible word variations. This innovative format allows Scrabbler fanatics to consider hundreds of potential plays with one quick glance. The Word-Finder is also a one-of-a-kind resource for the obscure words sometimes necessary to get you out of a pinch--like when you're stuck with a "z" and an "h" and time is running out ("hazard": 19 points).
In this straightforward format, standard suggestions are listied in regular type, high-scoring words (worth 10 to 14 points) are listed in bold face, and extra high-scoring words (worth 15 poionts or more) are marked with an asterisk. A quick scan of the word suggestions invariably leads to a variety of possible plays. A handy dictionary of prefixes, suffixes and plurals provides ideas for adding even more points to your score, and "Ten Tips for a Better Game" addresses winnig Scrabbler strategies. The Official Scrabbler Brand Word-Finder features a complete list of every accepted two-letter and three-letter word, and there's even a Quick Check Usage Guide listing all the acceptable words in special categories like "Animal" and "Medical" that aren't always included in standard dictionaries--no more confusion as to whether an "apteryx" is, in fact, an animal (it is: 19 points), or what the acceptable term is for someone who has received a vaccine (a "vaccinee": 15 points).
The Official Scrabbler Brand Word-Finder reflects changes to the last three editions of The Official Scrabbler Dictionary, and is updated with the most current additions to the Scrabbler lexicon with fun new words like "yo" and "ab." Whether you're new to the game or a seasoned pro, the Word-Finder is an indispensable tool for becoming a more successful player.
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This definitive book on games offers rules, strategies, and odds for more than 250 games, including:
* Scrabble(r) * Bridge * Chess * Backgammon * Minesweeper * Freecell * Gin Rummy * Canasta * Poker * and more. -
Gambling is more popular than ever, with multi-million dollar poker tournaments on television, gambling themed movies like Rounders gaining in popularity, and casinos opening in just about every state of the U.S. How to Cheat at Everything is a roller-coaster ride through bar bets, street hustles, carnivals, Internet fraud, big and small cons, card and dice games and more. You'll even find the exact frauds that the NYPD regard as the most common and dangerous today, and learn top tips on how to avoid each one. This inside information comes from Lovell's lifetime of experience in the field, along with additional information from both sides of the law. Not just a "here's how the con works" book; this guides you through the set up, the talk, the sell, everything about the con, and how you can be suckered into one. If you think that you can't be conned; then you are already halfway to being so! There is no preaching here, just a fun ripping ride through a world so few know about. You'll meet wild, eccentric and larcenous characters and you'll learn how they work their money-making deeds, all without having to risk a penny of your own money.
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The definitive guide for anyone with a game idea who wants to know how to get it published from a Game Design Manager at Wizards of the Coast, the world's largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
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A Mah Jong Handbook: How to Play, Score, and Win presents the complete official mah jong game in convenient format, so those totally unfamiliar with the game will be able to play after an hour's reading and players with knowledge of the game will quickly expand their grasp of the strategy and variations. Part One covers the official game, Part Two covers alternatives, variations, and additions to the official game, and Part Three explores the fundamentals of winning strategy. With illustrative hands, scoring charts, and a glossary/index of terms, A Mah Jong Handbook is an invaluable resource--a complete guidebook to the ancient but ever-fresh game of mah jong.
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Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations.
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Challenges the age-old dilemma of summertime boredom by providing a huge number of ideas for fun and instructional projects for young girls.
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When it comes to billiards, we control the table.
Billiard games are some of the most popular pastimes in America, and The Complete Idiot’s Guide to Pool and Billiards is the most comprehensive, easy-to-use guide to the subject on the market today. This updated edition includes:
• New sections on eight-ball and nine-ball—two of the most popular games
• An all-new section of show-stopping trick shots anyone can do
• Dozens of new photos and a completely updated resource section
• Updated Billiard Congress of America Hall of Fame
• A new overview on the multi-million-dollar market for TV tournaments -
As a sequel to the popular book "Team-Building Activities for Every Group" this book contains 107 more games and activities that promote team-building in an interactive and fun way. The games are new, different, experiential, exciting, easy to lead and require minimal resources.
With 61 "Team Up" activities and 46 activities to "Mix It Up," "Stir It Up" and "Open Up," there is something for every group, no matter where they are in the team-building process. The "Team Up" and "Open Up" games come with discussion prompts to help the leader facilitate a group discussion after each activity and increase the level of learning and insight. Each game in the book lists the objectives, materials needed, group size, and comes with an easy to read description. Many of the activities also include helpful variations to help tailor the game to fit any group no matter the size, age or skill level.
Whatever group you work with will find "More Team-Building Activities for Every Group" to be a valuable resource that will help turn any group into a team!
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Stumped by a seven-letter synonym for chain that begins with m? Or how about an eight-letter ancient city in Asia Minor ending in mon? Even the best crossword puzzlers are sometimes at a loss for words. Now they can clue themselves in simply by opening the right book: The American Heritage® Crossword Puzzle Dictionary. It has 230,000 puzzle answers based on classic and recent puzzle clues, with 15,000 proper names in encyclopedic lists that range across hundreds of subject areas. Entry words are conveniently arranged in a single alphabetical list, with each entry's answers and synonyms grouped by letter count for quick access and ease of use.
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A fascinating mix of participatory journalism and history, Getting Into Guinness is the never-before-told story of the bestselling copyrighted book of all time. Veteran reporter Larry Olmsted began a personal quest to break an existing world record, then to set another one, and soon he was fully immersed in the crazy and highly competitive world of record breaking. This is his behind-the-scenes report of the characters who created the famous record book and continue to make it wackier and wackier with every passing year.
The enthralling 50-year history of the Guinness World Records is a story of phenomenal success, equally compelling failures, and extreme oddities. People all over the world strive to get into the book, often in the most unbelievable ways. Olmsted chronicles some of the funniest and most interesting Guinness record holders from a uniquely insider perspective: he himself is one of them.
It all began with a gentleman's wager over which was the fastest game bird in Europe, the golden plover or the grouse. The attempt to answer this question has sold more than 100 million books in dozens of languages and every corner of the globe. Today, there is heated competition for the record to hold the most records (currently held by Ashrita Furman, 114 records and counting), as well as classic curiosities that have lasted for decades (the tallest man in history is still Robert Wadlow, at 8' 11"). Interwoven into all of this is Olmsted's account of his own two successful record-setting attempts, the first involving traveling halfway around the world with his golf shoes—"Greatest Distance Between Two Rounds of Golf on the Same Day"—and the second causing him to nearly lose his mind while playing the world's longest poker session.
Why do people devote so much energy to get into the record book, often at great risk? Why do the most extreme fans devote their entire lives to this pursuit? Why is society so obsessed with records and record breaking? Why do Americans alone buy a million and a half copies of the famous book every year, propelling it to the top of the bestseller lists decade after decade? Why do readers of all generations remember the same record-holding icons, the fattest twins, the longest fingernails, and the tallest man? After his own journey inside the world of record breaking, these are the questions Olmsted attempts to answer.
In the tradition of the bestselling Word Freak—a mélange of travelogue, memoir, investigative journalism, and history—Getting Into Guinness is a must-read for anyone who has ever read Guinness World Records and wondered why someone would grow their fingernails for an entire lifetime.




















