How do actors fuse thought, emotion and action within their creative process? Essential Acting is an inspired and reliable toolbox for actors and teachers in the classroom, the rehearsal room and the workshop. RADA's Brigid Panet has distilled nearly 60 years of acting, directing and actor training into a unique recipe which brilliantly combines the teachings of Stanislavsky and Laban into an invaluable practical resource. These exercises are built around the need for simple, achievable techniques that can be applied by actors, teachers and directors to answer the myriad requirements of actor training. The goal is to produce a continuous level of achievement, addressing: How to rehearse How to work with a text How to audition for drama school How to access the truth of feelings and actions. Essential Acting will be a must-have purchase for anyone looking for a comprehensive study guide to the necessary work of the actor.
After World War II, studies examining youth culture on the silver screen start with James Dean. But the angst that Dean symbolized—anxieties over parents, the “Establishment,” and the expectations of future citizen-soldiers—long predated Rebels without a Cause. Historians have largely overlooked how the Great Depression and World War II impacted and shaped the Cold War, and youth contributed to the national ideologies of family and freedom. From Dead Ends to Cold Warriors explores this gap by connecting facets of boyhood as represented in American film from the 1930s to the postwar years. From the Andy Hardy series to pictures such as The Search, Intruder in the Dust, and The Gunfighter, boy characters addressed larger concerns over the dysfunctional family unit, militarism, the “race question,” and the international scene as the Korean War began. Navigating the political, social, and economic milieus inside and outside of Hollywood, Peter W.Y. Lee demonstrates that continuities from the 1930s influenced the unique postwar moment, coalescing into anticommunism and the Cold War.
"Irreverent in approach, these guides include tips and advice from leading authoritimes, aiming to help with life's big decisions and challenges, as well as hobbies. This book should help readers how to watch and understand basketball. "
This encyclopedic volume provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (Go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings.
Dice games have been played for centuries and are a staple of the playground, board games, and casinos alike. This pocket guide spans the history of dice and offers clear explanations of popular dice games, including farkle (played since the Middle Ages), Gluckhaus (a German game of fortune, played since the medieval era), craps, and Jacks! This guide also includes tips on winning and how to avoid being tricked by loaded or “crooked” dice. Famous dice players, such as the Roman emperors Augustus and Caligula, lost money playing dice and quickly stole other people’s to continue their gaming sprees. In the early nineteenth century, fortunes could be won and lost at the roll of a die and it was not only money which was gambled away, but estates and even marriages. Full of fascinating facts and useful tips, this is a must-read book for everyone interested in family fun, games, gambling, or social history. Did you know? • Dice derives from the Latin datum, meaning “ought to be played” • The black marks showing the numbers are called pips • Dice were first played in India around 3000 bc • Dice were originally made from bones, including knuckle and ankle bones • Traditionally cubed, dice also come in other geometric shapes, incuding the zocchihedron, the 100-sided die, and the deltoidal icositetrahedron, where each side is shaped like a kite
This text contains a concise guide to twelve different card games, including their rules, tips on playing, and descriptions of their many variants. An easy-to-digest and beginner-friendly guide, this book will be of much value to the novice card player and will also be of interest to seasoned enthusiasts looking to expand their card gaming repertoire. The chapters of this book include: Everybody's Game – Whist, Solo Whist, German Whist, Hearts, Vingt-Et-Un, French Vingt-Et-Un, Limited Loo, Unlimited Loo, Napoleon, Poker, Bezique, Old Maid, Begger my Neighbour, Rummy, Patience, Traveler Patience, and many more. We are proudly republishing this antiquarian book now complete with a new introduction on card games.
"Every Boy's Book" is a complete encyclopedia of amusements and sports activities for modern boys. Excerpt: "HOP, STEP AND JUMP. Make a mark on the ground at a place called the "starting point." At ten yards' distance from this make another, called the "spring." Then let the players arrange themselves at the starting point, and in succession run to the second mark called the spring. From the spring make first a hop on one leg, from this make a long step, and from this step a long jump. Those who go over the greatest space of ground are of course the victors."