GameTek


Book Description

What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic




Guided Math Workshop


Book Description

This must-have resource helps teachers successfully plan, organize, implement, and manage Guided Math Workshop. It provides practical strategies for structure and implementation to allow time for teachers to conduct small-group lessons and math conferences to target student needs. The tested resources and strategies for organization and management help to promote student independence and provide opportunities for ongoing practice of previously mastered concepts and skills. With sample workstations and mathematical tasks and problems for a variety of grade levels, this guide is sure to provide the information that teachers need to minimize preparation time and meet the needs of all students.




10-Minute Toughness


Book Description

“10-Minute Toughness is a solid mental training program. In fact I feel it is the best of its kind. . . . [It's] what the title says: ten minutes a day that connects your talents and abilities to the outcome you're seeking. As a retired NFL player looking forward, I can see as many applications for the toughness Jason Selk's program brought out of me in the business world as there were on the football field.” --Jeff Wilkins, Former NFL Pro Bowl Kicker “The mental side of the game is extremely important. 10-Minute Toughness helps the players develop the mental toughness needed for success; it really makes a difference.” --Walt Jocketty, General Manager of the 2006 World Champion St. Louis Cardinals “Jason Selk has spent a tremendous amount of time and energy developing effective mental-training programs and coaches workshops. He is truly committed to helping individuals and teams to perform at their very best, when it really counts.” --Peter Vidmar, Olympic Gold Medalist Mental training is a must for high performance both on the field and off. But simply hoping for mental toughness isn't going to build any mind muscles. You need a proven routine of daily exercises to get you where you want to go. 10-Minute Toughness is your personal coach for boosting brainpower and achieving a competitive edge in whatever game you play. With quickness and ease, you'll learn how to master your own mind and psych out your opponents using personalized techniques from one of America's most successful sport psychology consultants. Like no other program available, the 10-Minute Toughness (10-MT) routine gets you ready for the competition in just ten minutes a day.




Ten Things Video Games Can Teach Us


Book Description

WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)




If Life Is a Game, These Are the Rules


Book Description

Learn the rules of life to conquer any challenge, manage unpredictable ups and downs, and become a satisfied and well-adjusted person. We all know the feeling: In the game of life, why am I the only one who doesn't know how to play? But now, help is at hand, because this wonderful little book will teach you the rules so that you can conquer life's challenges and manage its unpredictable ups and downs. For one of her workshops several years ago, Chérie Carter-Scott, a corporate trainer and consultant, composed a list of basic truths about life, which she named "The Ten Rules for Being Human." Right away, the Rules resonated with her clients, who photocopied and passed the list to friends and relatives. Within months, Chérie's Rules were in thousands of homes all over the country, and eventually, they were published in Chicken Soup for the Soul and have also appeared in Ann Landers' column. Although there's no formula to help you win the game of life, Chérie's Rules convey a universal wisdom that, once understood and embraced, can contribute to meaningful relationships with ourselves and others, at work and in the home. In If Life Is a Game, These Are the Rules, Chérie shares that there are no mistakes in life, only lessons that are repeated. In thoughtful, inspirational essays illustrated with encouraging personal anecdotes, she includes the lessons that can be learned from each of the Rules and offers insights on self-esteem, respect, acceptance, forgiveness, ethics, compassion, humility, gratitude, and courage. Best of all, Chérie shows that wisdom lies inside each one of us and that by putting the Ten Rules for Being Human into action we can create a more fulfilling life.




Ten Innings at Wrigley


Book Description

The dramatic story of a legendary 1979 slugfest between the Chicago Cubs and the Philadelphia Phillies, full of runs, hits, and subplots, on the cusp of a new era in baseball history It was a Thursday at Chicago’s Wrigley Field, mostly sunny with the wind blowing out. Nobody expected an afternoon game between the Philadelphia Phillies and Chicago Cubs on May 17, 1979, to be much more than a lazy early-season contest matching two teams heading in opposite directions—the first-place Phillies and the Cubs, those lovable losers—until they combined for thirteen runs in the first inning. “The craziest game ever,” one player called it. “And then the second inning started.” Ten Innings at Wrigley is Kevin Cook’s vivid account of a game that could only have happened at this ballpark, in this era, with this colorful cast of heroes and heels: Hall of Famers Mike Schmidt and Bruce Sutter, surly slugger Dave Kingman, hustler Pete Rose, unlucky Bill Buckner, scarred Vietnam vet Garry Maddox, troubled relief pitcher Donnie Moore, clubhouse jester Tug McGraw, and two managers pulling out what was left of their hair. It was the highest-scoring ballgame in a century, and much more than that. Cook reveals the human stories behind a contest the New York Times called “the wildest in modern history” and shows how money, muscles, and modern statistics were about to change baseball forever.




Kids Ten Commandments Board Game


Book Description

Be the first to collect all Ten Commandments from Moses in this fast-paced, adventure-filled game based on the K10C mini-movies. Get to know the real meaning behind each of God's rules through fun situational questions and answers the entire family will enjoy. It's a race to the finish where players can deposit the commandments in the Ark of the Covenant for safekeeping!




Top 10 Games You Can Play in Your Head, by Yourself: Second Edition


Book Description

"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.




A Dictionary of Card Games


Book Description

Ranging from such classics as bridge, poker, whist, and rummy to the more familiar Cucumber, Pishti, Go Fish, and Spinado, this book provides clear and expert advice on the rules and playing strategies of virtually any card game popular in the Western world. Discover such historical favourites as hombre, piquet, and trappola, great national games, including belote (France), scopa (Italy), and skat (Germany), and all manner of patience and tarot games. Whether planning party games (Newmarket, Old Maid, and Oh Hell!), or a civilized card evening with friends, this will be an invaluable source of information and entertainment.




Phase 10 Score Sheets


Book Description

This Phase 10 Dice score sheets It allows you to get organizing your scores in one book. Keep score on this simple yet addictive social game. Everybody's a winner when you track their scores on this Phase 10 Dice Score Sheets. ★Interior features★ ✔100 Sheets, White Paper ✔8.5" x 11" ✔Great Quality Paper ✔Soft and Durable Glossy Cover This book is perfect for adults and kids playing Phase 10.