Games to Play After Dark


Book Description

When Kate and Colin meet at a party in Manhattan their connection is electric. They marry quickly, moving to the suburbs, and in the light of day they seem like any young couple, but the games they play after dark are far from routine.




Dangerous Games to Play in the Dark


Book Description

What begins as a test of bravery or a sleepover activity—chanting in front of a mirror, riding an elevator alone, taking pictures in the dark—can become something . . . dangerous. This compendium collects the most spine-chilling games based on urban legends from around the world. Centuries–old games such as Bloody Mary and Light as a Feather, Stiff as a Board are detailed alongside new games from the internet age, like The Answer Man, a sinister voice that whispers secrets to whomever manages to contact him with a cellphone. With step-by-step instructions, historical context, and the stakes for each game, this black handbook is the ideal gift for anyone looking for a late-night thrill—but beware who, or what, may come out to play.




Games To Play After Dark


Book Description

When Kate and Colin meet at a party in Manhattan their connection is electric. They marry quickly, moving to the suburbs, and in the light of day they seem like any young couple, but the games they play after dark are far from routine.




Walk when the Moon is Full


Book Description

The author describes thirteen moonlight walks with her children and the nature observations they made.




Mad Libs After Dark


Book Description

A Mad Libs collection that includes two romance-themed Adult Mad Libs titles in a sexy hardcover package that's perfect for Valentine's Day! Not sure how to say "I love you" (or simply, "I need to VERB you!") this Valentine's Day? Mad Libs After Dark has you covered! This sexy collection includes two previously published relationship-themed Adult Mad Libs titles, bound together in a sleek hardcover package that features an eye-catching faux-leather cover design and interior pages edged in red. Forget Netflix and chill. This Valentine's Day, it's all about Mad Libs and VERB!




Dark Places And Demogorgons (Soft Cover)


Book Description

"Following in the tradition of the highly popular SURVIVE THIS!! Zombies! comes SURVIVE THIS!! Dark Places & Demogorgons, a tabletop roleplaying game that uses the Original 1970s Fantasy Roleplaying game rules but mutates it into this retro nightmare that you hold in your hands now. It's sleek, slender and creepy as Hell. In Dark Places & Demogorgons, you play as high school students during the early 1980s. The town you live in has had a rash of disappearances and strange happenings. The adults seem lost as what to do, the police are as clueless as ever and aren't helping and Reverend Phillips is on another witch-hunt. It's up to you and your friends to figure out what's going on and stop it from happening again!"--From back cover.




Free to Learn


Book Description

A leading expert in childhood development makes the case for why self-directed learning — "unschooling" — is the best way to get kids to learn. "All kids love learning. Most don't love school. That's a disconnect we've avoided discussing—until this lightning bolt of a book. If you've ever wondered why your curious kid is turning into a sullen slug at school, Peter Gray's Free to Learn has the answer. He also has the antidote." —Lenore Skenazy, author of Free-Range Kids In Free to Learn, developmental psychologist Peter Gray argues that in order to foster children who will thrive in today's constantly changing world, we must entrust them to steer their own learning and development. Drawing on evidence from anthropology, psychology, and history, he demonstrates that free play is the primary means by which children learn to control their lives, solve problems, get along with peers, and become emotionally resilient. A brave, counterintuitive proposal for freeing our children from the shackles of the curiosity-killing institution we call school, Free to Learn suggests that it's time to stop asking what's wrong with our children, and start asking what's wrong with the system. It shows how we can act—both as parents and as members of society—to improve children's lives and to promote their happiness and learning.




The Lying Game


Book Description

From the New York Times bestselling author of the “twisty-mystery” (Vulture) novel In a Dark, Dark Wood, The Woman in Cabin 10, and The Turn of the Key comes Ruth Ware’s The Lying Game. Isa Wilde knows something terrible has happened when she receives a text from an old friend. Why would Kate summon her and their two friends to the seaside town where they briefly attended the Salten House boarding school together seventeen years ago? The four friends had quickly bonded over the Lying Game—a risky contest that involved tricking fellow boarders and faculty with their lies. Now reunited, Isa, Kate, Thea, and Fatima discover that their past lies had far-reaching effects and criminal implications that threaten them all. In order to protect their reputations, and their friendship, they must uncover the truth about what really happened all those years ago. Atmospheric and twisty, with just the right amount of chill, The Lying Game will have readers at the edge of their seats, not knowing who can be trusted in this tangled web of lies.




Alone in the Dark


Book Description

Alone in the Dark is a set of simple Solo play rules for Blades in the Dark You Need This Book Because all role-playing is improv and solo rules support that improvisation. Even as a group GM these rules will help when you need to create exciting games with little or no preparation. It uses simple tables to replace the GM with dice rolls and your own improv. skills. What makes these rules unique is that they stay as close as possible to the core Blades mechanics so you don't have to 'stop playing blades' to use the GM Emulator and then have to get back into character. If you have played Blades in the Dark then you can use these rules. If you are familiar with using Fortune rolls then you will instantly recognise and understand the logic behind this supplement. Solo is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules.




1001 Video Games You Must Play Before You Die


Book Description

In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.