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Star Munchkin by Steve Jackson
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Funny Jokes: 100+ Knock Knock Jokes for Children: Kids Jokes - Knock Knock Jokes - Jokes for Kids
Johnny B. Laughing - 2014
Laughing and jokes have been proven to have positive mental and physical effects on the body!
KINDLE UNLIMITED & AMAZON PRIME can read this book for FREE!
This books is especially great for long trips, waiting rooms, and reading aloud at home.
100+ knock knock funny jokes
Excellent for early and beginner readers
Hours of fun and entertainment for kids and children
Great for long trips, waiting rooms, and reading aloud
Funny and hilarious knock knock jokes for children of all ages, teens, and adults
BONUS INCLUDED --> FREE Joke Book Download
101 Funny Jokes (see link inside)
Download a free joke book with purchase of this book! From this Funny Joke Book... Knock knock!Who’s there?Bless!Bless who?I didn’t sneeze!
LOL!
Knock knock!Who’s there?Auntie!Auntie who?Auntie glad to see me again!
HAHA!
Knock knock!Who’s there?Zeke!Zeke who?Zeke and ye shall find!
LOL!
Knock knock!Who’s there?Arnie!Arnie who!Arnie having fun?
HAHA!
Knock knock!Who’s there?Carl!Carl who?Carl get you there faster than walking will! Best-Selling Author ~ Johnny B. Laughing The Joke King is back with another hilarious joke book full of funny, laugh-out-loud, crazy comedy and MASSIVE assortment of knock knock jokes for children of all ages, teens, and adults. This awesome joke book for kids is easy to read and full of laughs!WARNING: This funny joke book will cause you to laugh hysterically! Scroll up and click 'buy' to start laughing today!
100% Money Back Guarantee
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The Reluctant Millionaire
Joseph Birchall - 2017
His job bores him and his love is unrequited. Very few people pay attention to Michael, and that suits him fine. Then one day, he finds himself the winner of the largest lottery in the history of Europe – €190,000,000! Under the weight of his new found wealth and fame, Michael’s life spirals out of control until he is forced to make a decision. A decision that will capture the imagination of the entire world…
Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape
Steven Howlett - 2014
The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.
Bridge at a Glance
Audrey Grant - 2006
Slim and portable, it offers concise summaries of a wide variety of bids and coordinates with Grant's Bridge Basics books. A color-coded Bidding Ladder indicates the meaning of bids, and tabs grant quick access to any of the topics. This revision adds four pages, providing expanded information and a handy new scoring chart.
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
Dean Takahashi - 2002
It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.
The Other Normals
Ned Vizzini - 2012
The world of C&C is where he feels most comfortable in his own skin. But that isn't happening--not if his parents have anything to do with it. Concerned their son lacks social skills, they ship him off to summer camp to become a man. They want him to be outdoors playing with kids his own age and meeting girls--rather than indoors alone, with only his gaming alter ego for company. Perry knows he's in for the worst summer of his life.Everything changes, however, when Perry gets to camp and stumbles into the World of the Other Normals. There he meets Mortin Enaw, one of the creators of C&C, and other mythical creatures from the game, including the alluring Ada Ember, whom Perry finds more beautiful than any human girl he's ever met. Perry's new otherworldly friends need his help to save their princess and prevent mass violence. As they embark on their quest, Perry realizes that his nerdy childhood has uniquely prepared him to be a great warrior in this world, and maybe even a hero. But to save the princess, Perry will have to learn how to make real connections in the human world as well.Bestselling author Ned Vizzini delivers a compulsively readable and wildly original story about the winding and often hilarious path to manhood.
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
NPCs
Drew Hayes - 2014
Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade.And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.