Four games about life in Ancient Rome: Gladiators, Chariot Race, Escape From Pompeii, and Race for the Throne. Includes an attached 14-page reading book the different prehistoric ages and the dinosaurs, an integrated spinner, press-out counters, and spinner. Educational, fun, and perfect for traveling.
Inspired by the Emmy® Award–winning credits sequence that opens each episode of the hit HBO® series, Game of Thrones: A Pop-Up Guide to Westeros is guaranteed to thrill the show’s legions of fans. Featuring stunning pop-up recreations of several key locations from the series, including the formidable castle of Winterfell, the lavish capital city King’s Landing, and the Wall’s stark majesty, this book—designed by renowned paper engineer Matthew Reinhart—takes you into the world of the series like never before. Game of Thrones: A Pop-Up Guide to Westeros features a total of five stunning spreads, which fold out to create a remarkable pop-up map of Westeros that is perfect for displaying. The book also contains numerous mini-pops that bring to life iconic elements of the show, such as direwolves, White Walkers, giants, and dragons. All the pops are accompanied by insightful text that relays the rich history of the Seven Kingdoms and beyond, forming a dynamic reference guide to the world of Game of Thrones. Visually spectacular and enthrallingly interactive, Game of Thrones: A Pop-Up Guide to Westeros sets a new standard for pop-up books and perfectly captures the epic scope and imagination of the series.
The bright, vibrant, and eye-catching illustrations in this book will "pop" off the pages to delight little children as they learn what happens during Mass. They can follow along as these parts of the Mass take place: the beginning of Mass the reading of the Gospel the presentation of gifts to the Priest the elevation of the Host during the Consecration the praying of the Our Father the reception of Communion This colorful book provides children with a gentle introduction to the Mass.
Enter the 21st century with "2001 Toys & Prices", a veritable toy odyssey of more than 20,000 collectible vintage and newer toys. The editors of "Toy Shop" magazine, along with recognized experts, examine toy trends in the eighth edition of this comprehensive price guide. 700 photos. 8-page color section.
The world might be in the throes of a global recession but when an author on the brink of despair, an enigmatic musician, a supermodel and a Satanic sect meet with the cream of Italian high society at the home of a Roman property tycoon, the world outside the mansion's walls is soon forgotten. There's going to be one hell of a party. And you've got a VIP ticket.
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
After the Dictator of Aven dies, Latona, a mage, wants to become the protector of her people and allies herself with Sempronius, a Senator who is also a mage, as they face off against an opposing Senate faction willing to use violence to take control of Aven.