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Author: Thomas S. Owens Publisher: ISBN: 9780761300250 Category : Juvenile Nonfiction Languages : en Pages : 148
Book Description
Describes the growing world of trading card games, profiling some game designers, offering advice on playing the games and customizing card collections, and listing the latest games on the market.
Author: Thomas S. Owens Publisher: ISBN: 9780761300250 Category : Juvenile Nonfiction Languages : en Pages : 148
Book Description
Describes the growing world of trading card games, profiling some game designers, offering advice on playing the games and customizing card collections, and listing the latest games on the market.
Author: Thomas S. Owens Publisher: ISBN: 9781562945817 Category : Games & Activities Languages : en Pages : 148
Book Description
Describes the growing world of trading card games, profiling some game designers, offering advice on playing the games and customizing card collections, and listing the latest games on the market.
Author: John Jackson Miller Publisher: Krause Publications ISBN: 9780873496230 Category : Antiques & Collectibles Languages : en Pages : 0
Book Description
Now in its second edition, this book catalogs every collectible card game ever released. More than 400 releases for over 100 games, plus complete set descriptions, more than 600 photos and colorful text written by gaming experts describing each game.
Author: Timothy Brown Publisher: ISBN: 9780676601459 Category : Card games Languages : en Pages : 0
Book Description
THE FIRST COMPLETE GUIDE TO COLLECTIBLE CARD GAMES! MORE THAN 40,000 PRICES LISTED! A '90s phenomenon, card game collecting continues to surge in popularity. Tens of thousands of cards showcasing an unprecedented assortment of art have been produced from major companies like Wizards of the Coast, U.S. Games Systems, Heartbreaker Hobbies, Columbia Games, and Thunder Castle Games--and fans can't get enough. Yet there has never been a complete resource to help them determine the value of their cards. Until now. With this one-of-a-kind book, collectors no longer need to speculate. The facts and figures are all here in this accessible and authoritative guide. -- COMPREHENSIVE. From starter and tournament decks, booster pack collations, and ultra-rare promotional cards to movie, TV, book, and game spin-off cards such as Monty Python and the Holy Grail, The Crow, Xena: Warrior Princess, Highlander, Star Quest, Hercules, Portal, Wyvern, Mortal Kombat, Imajica, and many more, you'll find every card that's worth having in this up-to-the-minute guide. -- EASY-TO-FOLLOW FORMAT. This exclusive sourcebook is conveniently divided by game and expansion set for each publisher. Prices are given based on condition and actual market value measured at stores and auctions. -- WRITTEN BY EXPERTS. A game industry veteran of twenty years, Timothy Brown is an award-winning designer of the Spellfire collectible card game, 2300 AD science fiction game, and AD&D's Dark Sun Universe. He has worked as a designer at Game Designers' Workshop, as the editor of CHALLENGE magazine and as the director of product development at TSR. Tony Lee has been a game reviewer for magazines since 1986. He hasworked for Imperium Games and was responsible for editing and developing Mark Miller's Traveller game line. -- FULLY ILLUSTRATED. The Official Price Guide to Collectible Card Games is lavishly illustrated with amazing art from the most popular collectible card games.
Author: John Kaufeld Publisher: John Wiley & Sons ISBN: 0470044071 Category : Games & Activities Languages : en Pages : 370
Book Description
Check out Magic: The Gathering, Heroclix, and more Explore popular games like Legend of the Five Rings, build decks, and trade online Whether you're already hooked on trading card games, want to understand what your kids are into, or are just curious to see what all the fuss is about, you've come to the right place. Here's the scoop on the hottest games, secrets of successful collecting, tips for customizing your dream deck, and ways to make your hobby pay. Discover how to * Get started with the VS System, Yu-Gi-Oh, Pokemon, and others * Identify basic types of cards * Buy and sell online -- wisely * Play around with collectible miniatures * Safely store and transport your collection
Author: Rodney P. Carlisle Publisher: SAGE ISBN: 1412966701 Category : Crafts & Hobbies Languages : en Pages : 1033
Book Description
Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.
Author: Jace Bennet Publisher: Efalon Acies ISBN: Category : Antiques & Collectibles Languages : en Pages : 56
Book Description
Welcome to the captivating world of trading cards! Whether you're a curious newcomer or a seasoned collector looking to deepen your knowledge, this book is your gateway to the thrilling universe of trading card collecting. Trading cards have been enchanting enthusiasts for generations. They're not just pieces of cardboard; they're portals to a universe of history, culture, sports, entertainment, and strategy. With each card, you hold a piece of nostalgia, a slice of pop culture, or a fragment of your favorite athlete's journey. The allure of trading cards lies in their ability to transport us back to memorable moments, spark our imaginations, and connect us with a vibrant community of like-minded individuals.
Author: Ryan Somma Publisher: No Starch Press ISBN: 1718500351 Category : Education Languages : en Pages : 210
Book Description
A book for anyone teaching computer science, from elementary school teachers and coding club coaches to parents looking for some guidance. Computer science opens more doors for today's youth than any other discipline - which is why Coding in the Classroom is your key to unlocking students' future potential. Author Ryan Somma untangles the current state of CS education standards; describes the cognitive, academic, and professional benefits of learning CS; and provides numerous strategies to promote computational thinking and get kids coding! Whether you're a teacher, an after-school coach, or a parent seeking accessible ways to boost your kid's computer savvy, Coding in the Classroom is here to help. With quick-start programming strategies, scaffolded exercises for every grade level, and ideas for designing CS events that promote student achievement, this book is a rock-solid roadmap to CS integration from a wide variety of on-ramps. You'll learn: tips and resources for teaching programming concepts via in-class activities and games, without a computer development environments that make coding and sharing web apps a breeze lesson plans for the software lifecycle process and techniques for facilitating long-term projects ways to craft interdisciplinary units that bridge CS and computational thinking with other content areas Coding in the Classroom does more than make CS less formidable - it makes it more fun! From learning computational thinking via board games to building their own websites, students are offered a variety of entry points for acquiring the skills they need to succeed in the 21st-century workforce. Moreover, Somma understands how schools operate - and he's got your back. You'll be empowered to advocate for the value of implementing CS across the curriculum, get stakeholder buy-in, and build the supportive, equitable coding community that your school deserves.
Author: Gianni Simone Publisher: Tuttle Publishing ISBN: 146292154X Category : Travel Languages : en Pages : 149
Book Description
Transport yourself to the global capital of cool with this ultimate guide to Japanese pop culture! Are you crazy about Japanese manga, anime, video games, cosplay, toys and idols? If so, this book is for you! Whether you're planning a trip to Japan, have a severe case of wanderlust, or are just fascinated by its culture, let Otaku Japan transport you to the capital of cool. In this practical travel guide, over 450 iconic shops, restaurants, cafes, clubs and events are presented in loving detail with precise directions on how to find them. More than 20 maps, websites and over 400 color photos take you the length and breadth of Japan to all the centers of Otaku culture--from snowy Hokkaido to sunny Kyushu. Highlights include: Interviews with Game Developers Cosplay and Halloween Events in Japan Dojinshi: Self-published Comics A Visit to the Ghibli Museum Interview with famous Japanese idols Anime-themed Trains A Glossary of Otaku Terms And much, much more! The book covers all major regions in Japan--Tokyo, Osaka, Kyoto, Kobe, Nagoya, Sapporo and Fukuoka--as well as lesser-known areas like Tohoku, Chugoku and Shikoku.