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Puzzles and games

  • Author:
    Loguidice, Christina T., Loguidice, Bill
    Summary:

    This book is a fun and friendly guide to enjoying the benefits of video games with actual fitness results!  Lose weight, find serenity and tone your muscles while playing a video game? It's almost too good to be true! Yet the Wii offers all of that, with fitness games that focus on losing weight, achieving balance and building strength. Written by an author team of Certified Personal Trainers, this friendly guide is aimed at anyone who is eager to take advantage of combining the fun, interactive and motivational aspects of video games with traditional fitness activities. You'll learn how to use Wii Fit Plus, E.A. Sports Active and other games as part of a sensible workout routine and lifestyle. The authors guide you through best practices for doing the exercises, and they explain how to incorporate a variety of other activities to maintain long-term results. *Wii Fit Plus and E.A. Sports Active feature different fitness games that focus on losing weight, achieving balance and building strength. *An author duo of Certified Personal Trainers guides you through combining the fun, interactive aspect of Wii fitness with traditional fitness activities. *More than 100 color screen shots serve as helpful examples for performing the routines safely and effectively. Using this instructional and innovative book, you'll be fit with your Wii!

  • Author:
    McMurchy-Barber, Gina
    Summary:

    An orphaned girl in a Ugandan refugee camp. A former child soldier in the Sudan. When survival is the priority, something as simple and normal as play seems to be a luxury that these children can do without. But Right to Play is changing that perception. Founded in 2000 by Norwegian Olympic medalist Johann Olav Koss, Right to Play begins at the grassroots community level, using sports and games to teach at-risk and underprivileged children around the world important values like self-esteem, empathy, and peace. Award winning author Gina McMurchy-Barber presents the history of this organization as well as the people who are involved in it - from the children, to their community leaders, to the celebrity athlete ambassadors who support them.

  • Author:
    Gordon, Peter
    Summary:

    Wordsmiths unite! This new book is tailor-made for everyone who enjoys the English language. Author Peter Gordon has transformed a formidable collection of adages, pop phrases, advertising slogans and book and song titles into hilariously obfuscated aphorisms he calls "Smart Speak." After all, when it comes to communication, why take the direct approach when a wordy one will do? Verbiage for the Verbose challenges readers to test their knowledge of their mother tongue by unraveling Gordon's verbose verbiage. Consider, for example, the author's take on these familiar sayings: Display to me the legal tender (Show me the money). Do not enumerate one's domestic fowls prior to the end of their incubation period (Don't count your chickens before they are hatched). A prickly-stemmed, pinnate-leaved, showy flower called something else would have the same pleasant fragrance (A rose by any other name would smell as sweet).   Sometimes obscure, always amusing, Verbiage for the Verbose entertainingly illustrates the importance of using concise yet catchy words. After all as author Gordon points out, if Bart Simpson went around saying, "Produce not a bovine, sir", instead of "Don't have a cow, man," would he have become nearly as popular? Would Bob Dylan have hit the pop charts with "Undulating in the Zephyr" instead of "Blowin' in the Wind"?

  • Author:
    Raphel, Adrienne
    Summary:

    A delightful, erudite, and immersive exploration of the crossword puzzle and its fascinating history by a brilliant young writer The crossword is a feature of the modern world, inspiring daily devotion and obsession from not just everyday citizens looking to pass the time but icons of American life, such as Bill Clinton, Yo-Yo Ma, and Martha Stewart. It was invented in 1913, almost by accident, when a newspaper editor at the New York World was casting around for something to fill some empty column space for that year's Christmas edition. Practically overnight, it became a roaring commercial success, and ever since then has been an essential ingredient of any newspaper worth its salt. Indeed, paradoxically, its popularity has never been greater, even as the world of media and newspapers, its natural habitat, has undergone a perilous digital transformation. But why, exactly, are its satisfactions so sweet that over the decades has it become a fixture of breakfast tables, nightstands, and commutes, and even given rise to competitive crossword tournaments' Blending first-person reporting from the world of crosswords with a delightful telling of its rich literary history, Adrienne Raphel dives into the secrets of this classic pastime. At the annual American Crossword Puzzle Tournament, she rubs shoulders with elite solvers of the world, doing her level best to hold her own; aboard a crossword themed cruise, she picks the brains of the enthusiasts whose idea of a good time is a week on the high seas with nothing but crosswords to do; and, visiting the home and office of Will Shortz, New York Times crossword puzzle editor and NPR's official "Puzzlemaster," she goes behind the scenes to see for herself how the world's gold standard of puzzles is made. Equal parts ingenious and fun, Thinking Inside the Box is a love letter to the infinite joys and playful possibilities of language, and will be a treat for die-hard cruciverbalists and first-time solvers alike.

  • Author:
    Epting, Chris
    Summary:

    Anyone who has ever wondered where Dorothy's ruby slippers, George Washington's teeth, or the world's largest olive are located will be thrilled to take this journey to find hundreds of the most important items from America's popular culture. Found in such major institutions as the Smithsonian and the Basketball Hall of Fame as well as in such offbeat collections as the Sing Sing Prison Museum and the Delta Blues Museum, these pop culture treasures include the most famous-and quirkiest-items from movies, crime, TV, sports, music, history, and America's roadside attractions. The Ruby Slippers, Madonna's Bra, and Einstein's Brain is divided into the following chapters: American Curiosities, Roadside Relics, Historic Artifacts, Criminal Remains, Celebrity Antiquities, Movie and Television Keepsakes, Music Mementos, and Sports Memorabilia. There's even a list of the Top Ten Missing in Action Pop Culture Artifacts. Some of the most fascinating treasures found in the book include: The Cardiff Giant Thomas Edison's Last Breath World's Largest Ball of Twine George Washington's Teeth Lizzie Borden's Axe John Wilkes Booth's Thorax Watergate File Cabinet Abraham Zapruder's Camera Tom Thumb's Wedding Cake Casablanca Piano Easy Rider Motorcycle Jimi Hendrix's Woodstock Guitar Elvis Presley's Report Card Paul "Bear" Bryant's Hat Miracle on Ice Skates

  • Author:
    Jacobs, A.J.
    Summary:

    The New York Times bestselling author of The Year of Living Biblically goes on a rollicking journey to understand the enduring power of puzzles: why we love them, what they do to our brains, and how they can improve our world. What makes puzzles, jigsaws, mazes, riddles, sudokus so satisfying? Be it the formation of new cerebral pathways, their close link to insight and humor, or their community-building properties, they're among the fundamental elements that make us human. Convinced that puzzles have made him a better person, A.J. Jacobs four-time New York Times bestselling author, master of immersion journalism, and nightly crossworder set out to determine their myriad benefits. And maybe, in the process, solve the puzzle of our very existence. Well, almost. In The Puzzler, Jacobs meets the most zealous devotees, enters (sometimes with his family in tow) any puzzle competition that will have him, unpacks the history of the most popular puzzles, and aims to solve the most impossible head-scratchers, from a mutant Rubik's Cube, to the hardest corn maze in America, to the most sadistic jigsaw. Chock-full of unforgettable adventures and original examples from around the world, including new work by Greg Pliska, one of America's top puzzle-makers. The Puzzler will open listeners' eyes to the power of flexible thinking and concentration. Whether you're puzzle obsessed or puzzle hesitant, you'll walk away with real problem-solving strategies and pathways toward becoming a better thinker and decision maker for these are certainly puzzling times. *Includes a downloadable PDF of puzzles, answers, illustrations, and more from the book

  • Author:
    Shortz, Will
    Summary:

    Every week, a million and a half people tune in to National Public Radio's Weekend Edition Sunday to hear Will Shortz, The Puzzlemaster, present his on-air puzzles and weekly challenges. Now braille readers can challenge themselves and their friends in book form! Two hundred of Will's best word puzzles from NPR are waiting for you to solve - with answers provided in the back of the book in case you get stumped.

  • Author:
    Kucharski, Adam
    Summary:

    From roulette tables to racetracks, provides a look at how scientists and mathematicians throughout the years have tried to figure out how to beat the house while gambling.

  • Author:
    Ammann, Keith
    Summary:

    From the creator of the popular blog The Monsters Know What They're Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior-and the better the players, the more unpredictable their behavior! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D & D game session begins. Just as soldiers don't whip out their field manuals for the first time when they're already under fire, a DM shouldn't wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat.

  • Author:
    Shenk, David
    Summary:

    A surprising, charming, and ever-fascinating history of the seemingly simple game that has had a profound effect on societies the world over. Why has one game, alone among thousands of games played throughout human history, not only survived, but thrived within every culture it has touched? Chess has been a remarkably omnipresent factor in the development of civilization since its invention, and David Shenk unearths the hidden history of a game that has influenced everything from mathematics to military strategies, computer science, and art.

  • Author:
    Hansen, Dustin
    Summary:

    Focusing on some of the best and most memorable experiences in gaming, this book examines the relationship between video games and storytelling in a new way.

  • Author:
    Khanduri, Kamini
    Summary:

    There is a brain-teasing picture puzzle on every double-page of this book. Each beautifully illustrated scene shows a different period in history, crammed with all kinds of people, animals and objects to spot. A bustling Greek marketplace, a firework display at a Chinese palace, a smoky factory town, and the inside of a 1930s department store are all included, plus lots more. As well as providing countless hours of puzzle-solving fun, "The Great History Search" is packed with fascinating historical facts presented in short, easy-to-read captions. If you get really stuck trying to find the hidden things, all the answers are at the back of the book.

  • Author:
    Tinsman, Brian
    Summary:

    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.

  • Author:
    Rodenburg, Jacob
    Summary:

    The Book of Nature Connection is packed with fun activities for using our senses to connect to nature in a deep and nourishing way. From "extenda-ears" and acorn whistles to camouflage games and scent scavenger hunts, enjoy over 70 diverse and incredible sensory nature activities for all ages.

  • Author:
    Ferrer, J. J.
    Summary:

    A collection of timeless games that guarantees kids a good time- by themselves, with a group of friends, or with family. Includes ball games such as Horse and Old Old Cat, card games (Crazy Eights and Rummy), sack races, and old favorites such as Duck, Duck, Goose and Red Rover. There is also a chapter for car games. Simple instructions explain the rules, how many people can play, the object of the game, and what you need. There are also fun facts about the history of the games sprinkled throughout.

  • Author:
    Debenedet, Anthony T.
    Summary:

    Everywhere you look, physical play-what some might call "roughhousing"-is being marginalized. Gym classes are getting shorter. Recess periods are being eliminated. Some new schools don't even have playgrounds. Is it any wonder children retreat to "virtual horseplay" via video games? But Drs. Anthony T. DeBenedet and Lawrence J. Cohen are here to shake things up-literally! With The Art of Roughhousing, they show how rough-and-tumble play can nurture close connections, solve behavior problems, boost confidence, and more. Drawing inspiration from gymnastics, martial arts, ballet, traditional sports, and even animal behavior, the authors present dozens of activities for children and parents to enjoy together-everything from the "Sumo Dead Lift" to the "Rogue Dumbo." These delightful games are fun, free, and contain many surprising health benefits for parents. So put down those electronic games and get ready to rumble!

  • Author:
    Harlan, Mark "The Red"
    Summary:

    Turn on the TV, drop by a newsstand, or just browse the checkout your local supermarket and you'll see firsthand that Texas Hold 'Em is the poker game everyone's playing. It's a game that's deceptively simple, yet within its easy framework you’ll find truth and trickery, boredom and fear, skill and misfortune—in other words, all the things that make life fun and worth living!  Texas Hold'em For Dummies introduces you to the fundamental concepts and strategies of this wildly popular game. It covers the rules for playing and betting, odds, etiquette, Hold'em lingo, and offers sound advice to avoid mistakes. This handy reference guide gives new and even seasoned players winning strategies and tactics not just for playing the game, but for winning. You'll learn: * Rules and strategies for limit, no-limit, tournament, and online play * How to "play" the other players * The importance of your bankroll—recommended sizes and more * Hands you should and should not play * How to camouflage your play and dodge traps * When, who, and how to bluff * How to maximize your win with check-raising and trapping * The different approaches for playing in private games, casinos, card rooms, tournaments, and on the Internet * How to use mathematics to your advantage Texas Hold 'Em is  a game of both skill and chance. But it's a game that can be beaten, and whether you want to make money, sharpen your game, or just have a good time, Texas Hold 'Em for Dummies will give you the winning edge.

  • Author:
    McGonigal, Jane
    Summary:

    An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth. In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for "post-traumatic growth" that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade's worth of scientific research into the ways all games--including videogames, sports, and puzzles--change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more "gameful" mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games--such as optimism, creativity, courage, and determination--to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: Your ability to control your attention, and therefore your thoughts and feelings; Your power to turn anyone into a potential ally, and to strengthen your existing relationships; Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination. SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You'll never say that something is "just a game" again.

  • Author:
    Ryan, Jeff
    Summary:

    Nintendo has continually set the standard for video game innovation in America, and the saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game.

  • Author:
    Cleary, Brian P.
    Summary:

    Test your tongue on these tricky twisters and see if it gets tied up in knots. Includes tips for creating your own tongue twisters.

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