Fun and Games Books
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Used price: $0.01

Brain teasing fun.Review Date: 2008-01-23
Quick fix for the addictReview Date: 2007-04-11
This is an enjoyable set of 150 puzzles of graded difficulty, ranging up to two oversized 12x12 offerings. A brief introduction traces the puzzle's murky history, and another offers the basics of solution strategy. It's just the basics, though. You'll need a lot more than that intro to get through even the "Light and Easy" section of the book (the first half) - the barest beginners might dispute that "easy" claim.
So enjoy it, if it's the kind of thing you enjoy. It's fun, challenging, a test of wits, and won't get the neighbors talking about you.
//wiredweird
not a good book to get started with...Review Date: 2005-12-27
From the Board Games Editor at BellaOnline.comReview Date: 2005-12-08
All-in-all, this is a nice little book which will fit in most purses or briefcases and make for a great diversion when you have nothing else to do.

Used price: $15.36

nyahhReview Date: 2007-03-12
great resource!Review Date: 2004-08-10
An excellent way for your students to discover themselves!Review Date: 1998-07-28
not what I hopedReview Date: 2002-11-08

Used price: $30.37

Complex and Fun, Not for the ImpatientReview Date: 2007-11-30
Other reviewers have already done a fine job of describing the details of gameplay so I'll just offer some suggestions and observations:
* This game is quite fun to play solo. I highly recommend playing through by yourself the first time or two so that you fully understand the rules before playing with someone else. This will make things move much faster the first time through with them.
* Two players will take about 4-5 hours to finish the game. Three will add about another hour. Don't even think about four or more.
* I'm thoroughly impressed with the quality of the board, cards and tokens. Very high quality. The character pieces, however, are durable enough but completely uncolored...they just a flat, boring gray.
* There's a rule about replacing the encounter markers when a certain card is drawn but this doesn't happen nearly enough. The rule is also fairly vague about what to do if you can't actually "play" that card. You'll know what I'm talking about if you play the game. I highly suggest replacing all markers if this card is drawn no matter if anyone "plays" it or not. This is the only weak/unclear rule I've found in the game (2nd Edition).
Runebound - fun, but endless and too many rulesReview Date: 2006-11-13
I am a big fan of Talisman. I always loved playing it. Something about the endless adventures required to win.
But there's something really missing in Runebound that I used to find in Talisman. I'm not exactly sure what it is, or how to fix this game ... but it's FUN.
The game simply isn't fun. Or at least, not right out of the box.
I played with a friend (and I made the mistake of letting him read the rules first and just starting) and we realized a good ways thru that we had missed some details.
However, I'd say partially this was b/c we hadn't looked too deeply, and part was b/c the rules are not easy to absorb as they are currently written. TOO RULESY!
Lots of potential here for a really great game ... but I haven't found more yet than potential...
PEACE
Ari
Solid Board-based Fantasy AdventureReview Date: 2005-10-31
Play is relatively simple, although the first game or so will go slowly as players adjust to the system. Each player selects a hero, gets some gold, then sets to adventuring. Terrain dice are rolled to determine how players may move during their turn. Players finishing their move on a city may heal wounds, sell treasure, and buy equipment or hire allies. Players who finish their move on an encounter space may trigger a game-altering event or be given a quest, but will always have to fight a monster. Combat is fairly simple; roll the supplied dice, add the character's combat value, and see if the total beats the monster's. Defeat enough monsters and your hero collects gold and experience, which in turn enables him or her to improve his combat power. There are four levels of encounters to be fought; the player who defeats the final boss monster (or three sub-bosses) in the toughest level wins the game.
The rules are well-written and have clear examples of what players may and may not do during their turn, but care needs to be taken while reading them. I recommend players play through a few turns slowly with the rules in hand as they figure out the game.
'Runebound' also has quality components. The many cards are printed on heavy stock, the counters are made of thick cardboard, and the dice are heavy and solid. The map seems durable for the light use it should see. There are also 12 plastic miniature heroes; sadly, these aren't painted, but they do match their pictures on the hero cards.
The real beauty of the 'Runebound' system is its replayability. After playing the enclosed game a few times players may look for a new challenge. The publisher has already released expansion card sets and map sets that expand on the original adventure, and imaginative players could easily design their own adventures.
'Runebound' is a good family game; players as young as 8 could probably play the game without much difficulty. I recommend it for anyone looking for something light but fun to fill a Saturday evening.
Runebound: A complete RPG in 2 hours!Review Date: 2006-11-26
The really cool thing about RUNEBOUND is that it is infinitely expandable. Simply changing the decks of cards used in the game will completely change the challenges and victory conditions. Therefore, replay value is very high. The "little" expansions are nothing more than new decks of cards and they're very reasonably priced. There are some "Mega" expansions that totally change the game as well...you could be playing this game with your gaming group for years to come.
Speaking of your gaming group...what if you don't have one? Not to worry, you can play RUNEBOUND solo, and it's still a LOT of fun!
I have gotten more than my money's worth from this game...if you like games that require a little thought and can't be bought at WalMart, this is a keeper. The instructions are complete, and there's a whole forum of players at Fantasy Flight's website ready and waiting to answer your questions if you ever have any.

Used price: $9.62

Ummm. . .Am I missing something?Review Date: 2008-08-01
bob's book is brilliantReview Date: 2003-06-20
A helpful tool in my creative writing classReview Date: 2008-02-24
This is a valuable teaching tool in my classroom.
Must Have-Great with Middle School Writers!Review Date: 2003-10-19
Another installment of the same kind of relevent topics and well-written samples would not be a horrible thing to release into the universe.

Used price: $8.99

Special Education ResourceReview Date: 2008-09-18
Great bookReview Date: 2008-06-07
Special Education HandbookReview Date: 2007-08-04
Informative for those who have no experience with special ed studentsReview Date: 2006-09-06
This isn't a tell all book, meaning, pick up more specialized special ed books as needed, but this book is a great start with very helpful, useful, and practical information.

Used price: $0.46
Collectible price: $19.95

A Lot of about NothingReview Date: 2005-11-13
Great primer ...Review Date: 2005-11-03
I like the writer's style, you get the sense that he is a real person not a professor or prima donna. The other books are much more technical, and easy to get bogged down in.
After watching the WSOP, I was itching to go all-in but the book gets you thinking about the fundamentals. A good read ...
Hidden TreasureReview Date: 2004-09-06

Used price: $8.75

Teachers little helperReview Date: 2008-05-18
Great for schoolReview Date: 2007-12-26
A good resourceReview Date: 2007-01-18
I do wish that the information was more suited for giving straight to students. It's not very Santa friendly. The book never outright states that Santa isn't real. But an alert child could infer it pretty well from the passages in this book.
Overall the recipes are great but some of them are a bit vague. Since these are going to be unfamiliar dishes to most of the cooks attempting them the directions should be pretty explicit.
All in all, even with it's weaknesses, I'd recommend this book.

Used price: $5.58

Not so SteamyReview Date: 2008-04-11
A lot of funReview Date: 2007-12-14
Fun for sure!Review Date: 2008-02-11

Used price: $6.49

Spanish Forms for TeachersReview Date: 2007-08-24
Great help Review Date: 2007-05-10
Worth the money!Review Date: 2006-07-28
I am actually pretty impressed and feel that if you know even just a little spanish this resource would be very helpful.
It specifies that it is for grades K-8 and I would agree. The book is divided into several categories,such as, beginning of the year, school schedule, grade reports, math skills, special events and others. Within each category are several letters that might be sent home for various reasons. Each one is written in English and then followed by the same letter in Spanish. They are pretty general, so they would be helpful in a variety of school settings. Many of them are very simple such as, there will be no school tomorrow, others are more indepth such as a sample grade report. And as I mentioned earlier, if you know even a little about the language you could add and change any letter to fit your purpose more completely.

How Do You Fill The Hours in the Family Car? Review Date: 2006-08-03
JOY RIDE!, FAITH-FILLED FUN AND GAMES FOR DRIVETIME by Jaqueline Lederman (Tyndale House Publishers) is a part of the Heritage Builders series. Targeted for all ages of children, this book is packed with ideas. As the author writes, "The goal of this book is to provide families with a good Christian growth resource for use in the car." The information is divided into three sections: games, discussion starters and Bible challenges.
The travel games help children learn new information and also use creative thinking to stretch children spiritually. As for keeping score, the author suggests you do what works for your child. If scoring and prizes motivate the child to play, then use it. The discussion starters contain several sections--jump start (to set the scene for discussion), speeding up (follow-up questions to continue the discussion), look at the map (a Bible verse to bring it into the conversation) and travel plan (the personal application section where children relate it to their lives). The final section, Bible Challenge, has three levels of difficulty: Easy, Moderate and Hard. No matter which type of question, the answers are included in the book and everyone in the family can increase their Bible knowledge from these challenges.
The author includes a caution in the introduction to this book, "You are wise not to make every trip in the car into a Bible learning time, and not to make every game or discussion end with a pointed moral lesson. Use your drivetimes to develop your relationships with your children and find out how they are doing, how their friends are, what they're up to, and so on."
This tool has potential for overuse but can be invaluable for every family with the right balance. When you're planning the next stint in the car, pull this small title from your glove compartment.
Pack up for VacationReview Date: 2001-06-25
For ease of use, the author has indexed activities by interest, trip destination, and topic. Plan to stick this paperback book in your glove compartment before you leave on vacation.
Great ResourceReview Date: 2001-08-24
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