Fair Play


Book Description

AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.




Seeing the GEMS Workbook


Book Description

Seeing the GEMS Workbook is a 48-page full-color workbook designed to help learners develop a deeper understanding of Teepa Snow's GEMS State Model. This workbook details the characteristics of the GEMS states and the retained abilities associated with each. Because not all forms of brain change progress in a linear fashion, Seeing the GEMS Workbook provides specific skill information of each state, including vision, communication, dexterity/hand skills, body skills, and awareness of person, place, time and situation. The workbook content, quizzes, and associated bonus videos are designed to help you more quickly and accurately assess GEMS states and respond appropriately in a variety of situations.




Catan


Book Description

Catan (formerly Settlers of Catan), the most popular and iconic of the Eurogames that have swept the world since the 1990s, has sold more than 35 million copies in 40 different languages. For the first time ever, Catan's mechanics and strategies are detailed in basic language and straightforward illustrations, for everyone from first-time gamers to tournament players. Section I introduces the rules to the game, including those that are commonly disputed among players. Section II covers the mechanics of the game and discusses concepts like the Gaussian curve, production, power hexes vs. power intersections, inherent value vs. trade value, actual cost vs. opportunity cost, and total production value (TPV). Section III, the largest, is dedicated to advanced considerations to improve players' games. These include tactics and strategy; the three pillars of Catan (points, potential and power); assessing one's position during gameplay; hoarding; burst-building; roads; settlements, cities, and their placement; harbors and trading, with helpful tips about player-to-player and maritime trades and a ranking of the 2:1 harbors; use of development cards; early game strategy; and middle- and endgame theory. Section IV offers helpful, commonsense tips for players, including how to remain calm, talk at the table, and to play hardcore Catan. Section V discusses expansions, scenarios and alternate rules; supercards; and the fatal flaw of 2-player Catan.




Learning Challenge Lessons, Secondary English Language Arts


Book Description

Fans of the The Learning Challenge who want ready-to-use lessons for their secondary ELA classrooms need not look any further. This book provides teachers with everything they need to run dialogue-driven challenges so that students engage more deeply and develop literary skills critical to ELA standards. Students will analyze texts in lessons grounded in cognitive conflicts such as To be successful you cannot fail, but most successful people have experienced many failures along the way (Lesson 7: Was Jay Gatsby a success?) Love is impossible to define, and yet everyone knows what love is (Lesson 11: Is Romeo really in love?)




Game Balance


Book Description

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.




High School Economics


Book Description

This revised edition features simulations, role plays, smallgroup discussions and other activelearning instructional activities to help students explore economic concepts through reallife applications.




Trading Cards Collecting


Book Description

Welcome to the captivating world of trading cards! Whether you're a curious newcomer or a seasoned collector looking to deepen your knowledge, this book is your gateway to the thrilling universe of trading card collecting. Trading cards have been enchanting enthusiasts for generations. They're not just pieces of cardboard; they're portals to a universe of history, culture, sports, entertainment, and strategy. With each card, you hold a piece of nostalgia, a slice of pop culture, or a fragment of your favorite athlete's journey. The allure of trading cards lies in their ability to transport us back to memorable moments, spark our imaginations, and connect us with a vibrant community of like-minded individuals.




Game Design Deep Dive


Book Description

In Game Design Deep Dive: Trading and Collectible Card Games, game design analyst Joshua Bycer is back to discuss the deck-building genre, from the original success of Magic: The Gathering to today’s market with online card games like Hearthstone and Gwent. The design and philosophy of deck builders and tabletop games can be and have been applied to many genres. Looks at the history of popular tabletop card games and collectible card games Discusses how to design and balance your game with low numbers Examines the application of card-based design in other genres Perfect for students and designers to learn about designing deck builders and card-based games. Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.




Organize Yourself!


Book Description

The proven way to get organized once and for all This is the highly anticipated new edition of a very successful organizing book that has sold over half a million copies to date, now updated with the latest on e-mail, PDAs, and other contemporary organizing topics and tools. Organize Yourself! provides readers with essential rules for better time, money, space, and paper management. It also addresses major events, from preparing for a move to planning a party or vacation. It reveals a professional organizer's proven techniques for streamlining daily life and provides fast, effective relief for common clutter and help with overcoming procrastination and every other organizational ailment.




Colonial America


Book Description

Contains information on the day-to-day lives of colonial americans and activities for grades 1-4.