Journal 29

Interactive Book Game

Author: Dimitris Chassapakis

Publisher: N.A

ISBN: 9781635871722

Category:

Page: 148

View: 2862

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Journal 29 is a unique book game where you can solve riddles and puzzles and submit your answers online to get the keys and move forward.To solve the riddles, you need to think out of the box.You can write, draw, search, fold pages, combine different methods and try to get those riddles right.Journal 29 is a 148 pages book providing over 63 riddles you can solve.

Maze

A Riddle In Words and Pictures

Author: Christopher Manson

Publisher: Macmillan

ISBN: 9780805010886

Category: Games

Page: 96

View: 9862

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This is not really a book. This is a building in the shape of a book...a maze. Each numbered page depicts a room in the maze. Tempted? Test your wits against mine. I guarantee that my maze will challenge you to think in ways you've never thought before. But beware. One wrong turn and you may never escape!

The Escape Book

Can you escape this book?

Author: Ivan Tapia

Publisher: Aurum Press

ISBN: 1781317690

Category: Games & Activities

Page: 176

View: 8178

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Can you escape this book? The first book to be based on the fast growing phenomenon of escape rooms, The Escape Book is filled with challenges, puzzles and mysteries for you to solve and escape! Sometimes, there is no easy way out... You're an investigative journalist – and you've learned too much. Your mission is to escape the labyrinth where you have been trapped and expose the corrupt, high-flying businessman, Castian Warnes. This is no easy feat, but your life depends on it. Based on the worldwide phenomenon of Escape Rooms, this book puts your ingenuity and perseverance to the test. You must solve puzzles, optical illusions, conundrums and anagrams to finally escape both the labyrinth and the book – it’s a reading experience like no other. †‹Are you ready for the challenge?

The Librarian's Almanaq

Author: Leban Roy

Publisher: N.A

ISBN: 9780996256803

Category: Games

Page: 280

View: 5058

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The Librarian's Almanaq is the culmination of Literally centuries Of tremendous work by a dedicated team Of researchers who just couldn't Keep it under wraps. Here, you'll get the advice you need to be successful in the World and learn thesine qua non of puzzledom. Never before has a wealth of Information like This been gathered in one place, let alone a single volume. Your Hunger for sacred knowledge can finally be sated! Examine the Almanaq carefully and make sure to read the Instructions, and you can turn onto a New path toward enlightenment. [The Librarian's Almanaq is an all-in-one puzzlehunt, an interconnected suite of a dozen unique and fun puzzles, culminating in a satisfying conclusion, and all put together in a form you've never seen before. Solving time is 8-40 hours for 1 person; proportionally less for groups. You will need a large table or floor space to work on, plus a pen or pencil, scissors, and transparent tape to solve the puzzles. A highlighter, felt-tip marker, and a live duck would be handy.]

Who-Doku

Sudoku with Personality

Author: Roy Leban

Publisher: Sterling Publishing Company, Inc.

ISBN: 1402749481

Category: Games

Page: 128

View: 4433

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Who knew that sudoku could have so much personality? They can--when famous names and intriguing riddles add spice to these popular puzzles. Here’s how it goes: on top of the page is a fun, partially completed clue about an unnamed person; for example, "He was in _____ for 27 years before being elected president.” There’s also a series of nine letters to use in solving the "who-doku,” and the grid itself has a number of circled spaces, as well as shaded areas. When it’s totally filled in, the circled letters provide the answer to the clue, while the shaded ones reveal who the person is. So the solution to the question above is, "prison” and the man is question is Nelson Mandela.

Bats of the Republic

An Illuminated Novel

Author: Zachary Thomas Dodson

Publisher: Doubleday

ISBN: 0385539843

Category: Fiction

Page: 480

View: 3079

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"Archetypes of the cowboy story, tropes drawn from sci-fi, love letters, diaries, confessions all abound in this relentlessly engaging tale. Dodson has quite brilliantly exposed the gears and cogs whirring in the novelist’s imagination. It is a mad and beautiful thing.” --Keith Donohue, The Washington Post Winner of Best of Region for the Southwest in PRINT’s 2016 Regional Design Awards Bats of the Republic is an illuminated novel of adventure, featuring hand-drawn maps and natural history illustrations, subversive pamphlets and science-fictional diagrams, and even a nineteenth-century novel-within-a-novel—an intrigue wrapped in innovative design. In 1843, fragile naturalist Zadock Thomas must leave his beloved in Chicago to deliver a secret letter to an infamous general on the front lines of the war over Texas. The fate of the volatile republic, along with Zadock’s future, depends on his mission. When a cloud of bats leads him off the trail, he happens upon something impossible... Three hundred years later, the world has collapsed and the remnants of humanity cling to a strange society of paranoia. Zeke Thomas has inherited a sealed envelope from his grandfather, an esteemed senator. When that letter goes missing, Zeke engages a fomenting rebellion that could free him—if it doesn’t destroy his relationship, his family legacy, and the entire republic first. As their stories overlap and history itself begins to unravel, a war in time erupts between a lost civilization, a forgotten future, and the chaos of the wild. Bats of the Republic is a masterful novel of adventure and science fiction, of elliptical history and dystopian struggle, and, at its riveting core, of love.

Pat the Bunny

Author: Dorothy Kunhardt

Publisher: Golden Books

ISBN: 0307120007

Category: Juvenile Fiction

Page: 20

View: 4849

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Gives children opportunities to touch a rabbit, smell flowers, look in a mirror, and participate in other activities enjoyed by Paul and Judy.

Wreck This Journal

Author: Keri Smith

Publisher: Penguin Books

ISBN: 0399162704

Category: Language Arts & Disciplines

Page: 224

View: 8131

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Special limited duct tape cover edition of the internationally bestselling phenomenon with over 7 million copies sold! Paint, poke, create, destroy, and wreck--to create a journal as unique as you are For anyone who's ever had trouble starting, keeping, or finishing a journal or sketchbook comes this expanded edition of Wreck This Journal, a subversive illustrated book that challenges readers to muster up their best mistake- and mess-making abilities to fill the pages of the book--or destroy them. Through a series of creative and quirky prompts, acclaimed guerilla artist Keri Smith encourages journalers to engage in destructive acts--poking holes through pages, adding photos and defacing them, painting pages with coffee, coloring outside the lines, and more--in order to experience the true creative process. With Smith's unique sensibility, readers are introduced to a new way of art- and journal-making, discovering novel ways to escape the fear of the blank page and fully engage in the creative process. To create is to destroy. Happy wrecking!

Critical Gaming: Interactive History and Virtual Heritage

Author: Erik Champion

Publisher: Routledge

ISBN: 1317157397

Category: Language Arts & Disciplines

Page: 232

View: 1658

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This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

The Art of Game Design

A Book of Lenses, Second Edition

Author: Jesse Schell

Publisher: CRC Press

ISBN: 1498759564

Category: Computers

Page: 600

View: 1239

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Puzzle Craft

The Ultimate Guide on How to Construct Every Kind of Puzzle

Author: Mike Selinker,Thomas Snyder

Publisher: Puzzlewright

ISBN: 9781402779244

Category: Games

Page: 192

View: 4752

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Solving puzzles is fun, but the real challenge lies in creating them. "Puzzlecraft" has been a popular series in Games magazine for years, and now all the instructions have been compiled and updated (along with brand-new sample puzzles) to teach you everything you need to know to construct puzzles of all kinds, from crosswords to word searches to sudoku. Guided by Mike Selinker and Thomas Snyder, two pros who really know their stuff, you'll be making puzzles and entertaining your friends in no time.

The Explorers Guild

Volume One: A Passage to Shambhala

Author: Kevin Costner,Jon Baird

Publisher: Simon and Schuster

ISBN: 1476727406

Category: Fiction

Page: 784

View: 3444

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Return to the golden age of adventure with this gorgeously wrought, action-packed, globetrotting tale that combines the bravura storytelling of Kipling with the irresistible, illustrative style of Hergé’s Adventures of Tintin. Behind the staid public rooms of an old world gentlemen’s club operates a more mysterious organization: The Explorers Guild, a clandestine group of adventurers who bravely journey to those places in which light gives way to shadow and reason is usurped by myth. The secrets they seek are hidden in mountain ranges and lost in deserts, buried in the ocean floor and lodged deep in polar ice. The aim of The Explorers Guild: to discover the mysteries that lie beyond the boundaries of the known world. This beautifully produced combination graphic novel and adventure tale, set against the backdrop of World War I, concerns the Guild’s quest to find the golden city of Buddhist myth. The search will take them from the Polar North to the Mongolian deserts, through the underground canals of Asia to deep inside the Himalayas, before the fabled city finally divulges its secrets and the globe-spanning journey plays out to its startling conclusion. “With its colorful cast, exotic locales, and intertwined fates, the book slowly addicts. A rousing throwback whose spinning plates never stop, even at the end,” (Kirkus Reviews), The Explorers Guild is perfect for fans of the adventures of J.J. Abrams and C.S. Lewis.

The Maze of Games

By Mike Selinker Illustrated by Pete Venters

Author: Mike Selinker

Publisher: N.A

ISBN: 9780991315925

Category:

Page: N.A

View: 6712

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Colleen and Samuel Quaice are teenagers living in 1897 England. During a visit to Upper Wolverhampton Bibliotheque, they discover a musty book called THE MAZE OF GAMES. Opening the book summons the Gatekeeper, a mysterious skeletal guardian who plunges the Quaices into a series of dangerous labyrinths, populated with myriad monsters and perplexing puzzles.Only by solving their way through the Gatekeeper's mazes will the Quaice children find their way home.Read the novel. Solve the Puzzles. Get out alive

Cathy's Book

Author: Jordan Weisman,Sean Stewart

Publisher: Bloomsbury Publishing

ISBN: 9780747588627

Category: Teenage girls

Page: 143

View: 7067

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Emma - I know it sounds crazy. You (and Mum!) will be wondering where I've been disappearing to, and when I'll be back. That's why I'm leaving you all this evidence - in case something happens and I DON'T come back. Look at everything in my book. Call the phone numbers. Check out the websites. But, you can't tell ANYBODY about it, unless you want to end up in over your head, like me. But don't worry, I'll be OK (I think). Hey, maybe this is the beginning of a new life for me. For sure it's the end of the old one. Call me. Love, Cathy This book reaches beyond the written word to interact with teenage girls in ways they are quite familiar with in other areas of their lives. From instant-messaging to text-messaging, from surfing the web to having their own sites, the age-old story of 'boy dumps girl and girl wins boy back' is lifted from the page to our three-dimensional, 21st-century world.

S.

Author: J. J. Abrams,Doug Dorst

Publisher: Mulholland Books

ISBN: 9780316201643

Category: Fiction

Page: 472

View: 7332

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One book. Two readers. A world of mystery, menace, and desire. A young woman picks up a book left behind by a stranger. Inside it are his margin notes, which reveal a reader entranced by the story and by its mysterious author. She responds with notes of her own, leaving the book for the stranger, and so begins an unlikely conversation that plunges them both into the unknown. The book: Ship of Theseus, the final novel by a prolific but enigmatic writer named V.M. Straka, in which a man with no past is shanghaied onto a strange ship with a monstrous crew and launched onto a disorienting and perilous journey. The writer: Straka, the incendiary and secretive subject of one of the world's greatest mysteries, a revolutionary about whom the world knows nothing apart from the words he wrote and the rumors that swirl around him. The readers: Jennifer and Eric, a college senior and a disgraced grad student, both facing crucial decisions about who they are, who they might become, and how much they're willing to trust another person with their passions, hurts, and fears. S., conceived by filmmaker J. J. Abrams and written by award-winning novelist Doug Dorst, is the chronicle of two readers finding each other in the margins of a book and enmeshing themselves in a deadly struggle between forces they don't understand, and it is also Abrams and Dorst's love letter to the written word.

Escape the Game

How to Make Puzzles and Escape Rooms

Author: Adam Clare

Publisher: Createspace Independent Publishing Platform

ISBN: 9781536826852

Category: Escapes (Amusements)

Page: 190

View: 3682

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Escape rooms are a new, fun and immersive way for people to play. They provide a venue for players to work together to overcome an exciting challenge -- a challenge you will make. Escape rooms are sometimes known as escape games, exit games, puzzle rooms, adventure rooms, riddle rooms, and other names. --Page 11.