Best of
Games
1990
The Forgotten Realms Atlas
Karen Wynn Fonstad - 1990
Join adventures renowned as they trek across Toril in the detailed, beautifully illustrated atlas. Ride with the Ffolk in the magical Moonshae Isles. Brave the brutal elements of Icewind Dale. Follow the gods as they wreak destruction from the Dales to Waterdeep. Watch as empires of East and West collide. Karen Wynn Fonstad, author of "The Atlas of the Dragonlance World", "The Atlas of Middle Earth", "The Atlas of Pern, and "The Atlas of the Land", now brings you the spectacular and dynamic settings of the Forgotten Realms.
Realm of Chaos: The Lost and The Damned
Rick Priestley - 1990
This book has the ISBN 1-869893-52-2 but goodreads has erroneously listed another Games Workshop book with this ISBN.
Mansions of Madness: Six Classic Explorations of the Unknown, the Deserted, and the Insane
Fred BehrendtLee Gibbons - 1990
Through the use of human agents these horrors work to thwart mankind's destiny.However, not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends, rather than gross displays of sheer destruction.Andrew Keetling is one such unwilling agent. A successful Boston businessman, he has disappeared -- held captive in a mansion of madness."Mansions Of Madness" is a new collection of five independent tales set in the 1920s. Of varying length and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night; others will require several nights to complete. They can readily be used as plot twists, interesting diversions or red herrings.
Everyone Wins!: Cooperative Games and Activities
Josette Luvmour - 1990
Encouraging collaboration over competition, activities such as “Spaghetti,” “Rope Raising,” and “Gyrating Reptile” foster team-building and positive group dynamics. With minimum effort and maximum fun, children (and adults) learn to recognize and appreciate each other’s special abilities and take pride in their own.All of the activities in Everyone Wins! have been thoroughly tested and are graded according to appropriate age level (age 1+ to adult), size of group, indoor or outdoor location, and activity level, and include special hints and variations for group leaders. Where extra materials or props are called for, they are always simple, readily available, and inexpensive.Brimming with ideas and written in a clear, easy-to-understand style, Everyone Wins! is perfect for educators, parents, group leaders, camp counselors, and anyone who works with children.Josette and Ba Luvmour created Natural Learning Rhythms, a family-oriented approach to human development, and are co-founders of EnCompass, the first holistic learning center for the whole family. They have written several previous books on family and childhood development, including Win-Win Games for All Ages.
Hopscotch, Hangman, Hot Potato, Ha Ha Ha: A Rulebook of Children's Games
Jack Macguire - 1990
Presented in quick-access format, this unique guide is ideal for parents, teachers, adult referees, grandparents, babysitters, and camp counselors. Featuring: * Games to play on grass, on pavement, on steps and stoops, inside houses for rainy days and parties, and while traveling * Step-by-step instructions and rules for each game, complete with clear diagrams and line drawings * Games for children of all ages and playing abilities * Multiple lists that make it easy for you to find the perfect game for a specific situation (by number of players, etc.) * The origins of games through interesting anecdotes * Tips on choosing sides, determining who goes first, selecting who is "It," and more HAVE FUN!
Games Magazine Junior Kids' Big Book of Games
Karen C. Anderson - 1990
They stretch the memory, improve language skills, exercise logic, and sharpen visual acumen-without being homework! The games magazine junior kids' big book of games spills over with eyeball benders, scrambled comics, riddle searches, logic defiers, memory tests, connect-the-dots, out-of-orders, mazes, crisscrosses, rebuses, and more. Grouped into five categories-Picture Puzzles; Word Play; Games & Trivia; Mystery, Logic & Numbers; and a special send-off section appropriately titled Big Bad Toughies-the collection challenges readers with over 125 games (answers included, of course). Ingeniously conceived and delightfully illustrated, the games magazine junior kids' big book of games promises entertainment for a year of rainy days or interminable drives in the car. And it proves, finally, that kids can never be too smart for their own good. Selection of the Book-of-the-Month Club. Suitable for ages 6-12. 653,000 copies in print.
The Oxford Guide to Card Games
David Parlett - 1990
By 1420, German and Swiss cardmakers were producing packs by the thousands (first by stencil, later by metal engraving) markedwith a bewildering array of suits, including hounds, bears, parrots, roses, helmets, banners, and bells. Games proliferated as well, and by 1534, Rabelais could name 35 different card games in Chapter 22 of Gargantua. Today, of course, there are thousands of games, from the universally popular Pokerand Contract Bridge, to national manias such as Swiss Jass, German Skat, and French Belote. Now, in The Oxford Guide to Card Games, internationally renowned game expert David Parlett provides a fascinating historical guide to cards in Europe and America. Unlike other books, this is not primarily a book of rules or hints on how to play better, but a unique survey of where the gamesoriginated, how they have developed over time, and what their rituals and etiquette tell us about the people who play them. Parlett discusses such ancient games as Karnoffel (German for hernia), in which the King could be captured by cards named Pope, Kaiser, Devil, and Karnoffel (this subversiveranking was decried by civic authorities and Karnoffel was even banned in Augsburg in 1446, but it was very popular among soldiers and workers). We learn that the term Bower in Euchre comes from the German word Bauer (Boer in Dutch), which means farmer or Jack, and that Poker comes from theGerman word Pocher, which means bash or pulverize or brag (Poker is, as Parlett points out, ultimately a bragging game, in which players boast--or bet--that their hand is best). And we follow the rise and fall of such games as Piquet, which was once far and away the best loved game in Europe, and Canasta, which became a world-wide phenomenon in the 1950s, for a while rivaling Contract Bridge in popularity. The first book to explore the history of cards in the West, this attractively illustrated volume is both informative and entertaining. Whether your favorite game is Poker or Pinocle, Cribbage or Gin, Contract Bridge or Crazy Eights, you will find much here to fascinate and amuse
The Newtonian Casino
Thomas A. Bass - 1990
They then smuggled the device into the casinos of Las Vegas, hidden in the soles of their shoes. This book is an introduction to computing as well as a thriller.
The Kids' Book of Chess and Chess Set
Harvey Kidder - 1990
Everything a child needs to learn how to play chess, hone your skills, and become a grandmaster, including a custom-designed chess board and full set of 32 chess pieces! A 96-page book leads kids through the fundamentals of beginning, middle, and end game, and shows winning strategies for offense and defense. Full-color fantasy art captures the energy and excitement of chess's origins—the medieval battlefield. Over 1 million copies in print. For ages 8-12.
The Book Of Classic Board Games
Klutz - 1990
The two-page spreads consist of a playing board on the right-hand page and the appropriate instructions on the left. Comes complete with everything you need to play the games.
How to Play a Bridge Hand: 12 Easy Chapters to Winning Bridge by America's Premier Teacher
William S. Root - 1990
Hailed by the American Bridge Teachers' Association as the "Book of the Year." Line drawings.
The Battletech Compendium
FASA Corporation - 1990
All the rules needed to simulate exciting conflicts between BattleMechs, vehicles, and infantry are included, revising and streamlining material from BattleTech, 3rd Edition, CityTech, 2nd Edition, and the original BattleTech Compendium. The Rules of Warfare also contains a concise history of the BattleTech universe and its movers and shakers, several new BattleMech and OmniTech designs, rules for miniatures play, and full-color illustrations.
Mekton Empire: Science Fiction Adventure in a Distant Universe
Guy W. McLimore - 1990