UNBORED Games


Book Description

UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED (“It's a book! It's a guide! It's a way of life!” -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world. The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise -- also including UNBORED Adventure -- in a new handy flexibound format, illustrated in full color throughout. This is a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.




The Glenns


Book Description




Eurogames


Book Description

While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.




Unbored


Book Description

Unbored is the book every modern child needs. Brilliantly walking the line between cool and constructive, it's crammed with activities that are not only fun and doable but that also get kids standing on their own two feet. If you're a kid, you can: -- Build a tipi or an igloo -- Learn to knit -- Take stuff apart and fix it -- Find out how to be constructively critical -- Film a stop-action movie or edit your own music -- Do parkour like James Bond -- Make a little house for a mouse from lollipop sticks -- Be independent! Catch a bus solo or cook yourself lunch -- Make a fake exhaust for your bike so it sounds like you're revving up a motorcycle -- Design a board game -- Go camping (or glamping) -- Plan a road trip -- Get proactive and support the causes you care about -- Develop your taste and decorate your own room -- Make a rocket from a coke bottle -- Play farting games There are gross facts and fascinating stories, reports on what stuff is like (home schooling, working in an office...), Q&As with inspiring grown-ups, extracts from classic novels, lists of useful resources and best ever lists like the top clean rap songs, stop-motion movies or books about rebellion. Just as kids begin to disappear into their screens, here is a book that encourages them to use those tech skills to be creative, try new things and change the world. And it gets parents to join in. Unbored is fully illustrated, easy to use and appealing to young and old, girl and boy. Parents will be comforted by its anti-perfectionist spirit and humour. Kids will just think it's brilliant.




The Reformation for Armchair Theologians


Book Description

This readable, accessible narrative story of the Protestant Reformation is written for lay audiences. It is part of the popular Westminster John Knox Press Armchair series and is illustrated with memorable cartoons by Ron Hill. The chapters of the book are suitable for use in church adult education settings to provide a solid grounding in the history of the Reformation and its leading ideas. Questions for discussion and suggestions for further reading provided for each chapter make this book great for group study. Since the Protestant Reformation is such a formative event in the lives of churches, it is important to have an accessible resource to tell its story available for laypersons in all denominations. Written by experts but designed for the nonexpert, the Armchair series provides accurate, concise, and witty overviews of some of the most profound moments and theologians in Christian history. These books are an essential supplement for first-time encounters with primary texts, a lucid refresher for scholars and clergy, and an enjoyable read for the theologically curious.




Practical Endgame Play - Beyond the Basics


Book Description

Here... at long last... we have it. A new type of endgame book. A book which explains how to handle those positions that frequently occur in practical play but, curiously, are hardly ever the subject of theoretical works. Most endgame books rely upon recycling established theory on basic positions, or concentrate on fantastical studies. This one is different. Well known Grandmaster and endgame expert Glenn Flear examines in depth all endgames which feature either two pieces for each side, or two pieces against one. Why is this an important subject? Because these situations arise surprisingly frequently in practical play. For example, an examination of any big database will reveal that the endgame of rook and minor piece versus rook and minor piece arises in nearly 20% of games. That means that if you open with 1 e4, you are more likely to reach one of these endgames than you are to face the French Defence. And overall, every time you sit down to play a game of chess, there is nearly a 50% chance that you will reach one of the endgames covered in this book. If you can handle such endgames well, your results will inevitably improve. This book will show you how.




Editor & Publisher


Book Description

Directory of interactive products and services included as section 2 of a regular issue annually, 1995-




Chicago Men


Book Description




Hopi Runners


Book Description

In the summer of 1912 Hopi runner Louis Tewanima won silver in the 10,000-meter race at the Stockholm Olympics. In that same year Tewanima and another champion Hopi runner, Philip Zeyouma, were soundly defeated by two Hopi elders in a race hosted by members of the tribe. Long before Hopis won trophy cups or received acclaim in American newspapers, Hopi clan runners competed against each other on and below their mesas—and when they won footraces, they received rain. Hopi Runners provides a window into this venerable tradition at a time of great consequence for Hopi culture. The book places Hopi long-distance runners within the larger context of American sport and identity from the early 1880s to the 1930s, a time when Hopis competed simultaneously for their tribal communities, Indian schools, city athletic clubs, the nation, and themselves. Author Matthew Sakiestewa Gilbert brings a Hopi perspective to this history. His book calls attention to Hopi philosophies of running that connected the runners to their villages; at the same time it explores the internal and external forces that strengthened and strained these cultural ties when Hopis competed in US marathons. Between 1908 and 1936 Hopi marathon runners such as Tewanima, Zeyouma, Franklin Suhu, and Harry Chaca navigated among tribal dynamics, school loyalties, and a country that closely associated sport with US nationalism. The cultural identity of these runners, Sakiestewa Gilbert contends, challenged white American perceptions of modernity, and did so in a way that had national and international dimensions. This broad perspective linked Hopi runners to athletes from around the world—including runners from Japan, Ireland, and Mexico—and thus, Hopi Runners suggests, caused non-Natives to reevaluate their understandings of sport, nationhood, and the cultures of American Indian people.




Starting Out


Book Description

Starting Out: Open Games is a further addition to Everyman s best-selling Starting Out series. Grandmaster Glenn Flear revisits the fundamentals of Open Games, examining the key moves and plans for both sides."