Get ready to play, get ready to learn, get ready for school with Four of a Kind games
Renowned classics and hidden gems alike congregate in this exceptional manual of card playing.
Written by longtime tutor and enthusiast of cards, Bernard Trevelyan, this book impeccably details dozens of classic card games. Well-known and world famous examples such as Whist and Cribbage receive detailed guidance and strategic discussion, while several hidden gems no longer commonly played likewise feature. Variations and clever interpretations also feature, encouraging the budding player to conjure his own playing quirks and methodology.
Richly written with lucidity and clarity, this book is comfortably successful in conveying the author's passion for cards. In obtaining this title, both the eager beginner and curious veteran eager to learn the workings of sometimes forgotten classic card games will be impressed and spurred to understanding.
This book is a collection of the author's thoughts about the humanity-endangering disease, the HI Virus (HIV), which is generally believed to be the cause of the Acquired Immuno-Deficiency Syndrome, (AIDS). The poems are presented in terms of everyday experiences, and issues with which the general public can easily relate. It makes use of easy-to-understand words to bring home the reality of the disease, and the need to take precautions. It goes beyond playing games and politics. It goes beyond the belief that it is an intention to scare and discourage young people from having intimate sexual relationships before marriage. Spread the word, not the disease.
Fourteen scholars who work on campus or in the theater address this issue of what it means to play offstage. With their individual definition of what "offstage" could mean, the results were, predictably, varied. They employed a variety of critical approaches to the question of what happens when the play moves into the audience or beyond the physical playhouse itself? What are the social, cultural, and political ramifications? Questions of "how" and "why" actors play offstage admit the larger "role" their production has for the world outside the theater, and hence this collection's sub-title: "The Theater As a Presence or Factor in the Real World." Among the various topics, the essays include: breaking the "fourth wall" and thereby making the audience part of the performance; the theater of political protest (one contributor staged Waiting for Godot in Zuccotti Park as part of the Occupy Wall Street protests); "landscape" or "town" theater using citizens as actors or trekking theater where the production moves among various locations in the community; the way principles of the theater can inform corporate management; the genre of semi-scripted comedy and quasi-impromptu spectacle (such as reality TV or flash mobs); digitalized performances of Shakespeare; the role of Greek Theater in the midst of the country's current economic and political crisis; how the area outside the theater became part of the performance inside Shakespeare's Globe; Timothy Leary's Psychedelic Celebrations designed to reproduce the offstage experience of LSD; WilliamVollmann's use of Noh theater to fashion a personal model and process of life-transformation; liminal theater which erases the line between onstage and off. The collection thus complements through actual performance criticism those studies that see the theater as a commentary on issues-social, political, economic; and it reverses the Editor's own earlier collection The Audience As Player, which examined interactive theater where the spectator comes onstage.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games.New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.
An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
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