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See below for a selection of the latest books from Board games category. Presented with a red border are the Board games books that have been lovingly read and reviewed by the experts at Lovereading. With expert reading recommendations made by people with a passion for books and some unique features Lovereading will help you find great Board games books and those from many more genres to read that will keep you inspired and entertained. And it's all free!
'Timely... wonderfully entertaining' - The Wall Street Journal In It's All A Game renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.
A beautifully-designed, gift package showcasing the most comprehensive Scrabble resource ever, the perfect reference work for all players. Now fully updated with the new official word list, it includes an exhaustive list of every valid word playable in Scrabble. Presented in two sections, this book includes a comprehensive dictionary with short definitions of all playable words of two to nine letters in length, and in section two a full listing of all playable words of ten to fifteen letters in length. Provides quick and easy access to all the most useful words in Scrabble, making words easier to remember and adding interest to most social games, whether you're a beginner or a veteran! With succinct and practical definitions for every word of between two and nine letters, players can check meanings of words without having to consult a second dictionary. Collins Scrabble dictionaries are endorsed by Mattel and are an essential reference for all Scrabble players. SCRABBLE (R) is a registered trademark of J. W. Spear & Sons Ltd., a subsidiary of Mattel, Inc. (c) 2019 Mattel, Inc. All Rights Reserved.
Featuring over fifty stylishly rendered boards, this is an interactive doodle book with a difference, and certainly takes the lingering trend for adult colouring-in books to the next level. Most of the book comprises unfinished boards for users to transform into their own tabletop games – twenty designs in all, followed by twenty-five sets of rules for players to choose to follow, each of which encourages creativity with suggestions for fashioning your own versions of classic board games. There’s also plenty of options for users to invent their own entirely new games, with a superb “Stuck for Ideas?” section that suggests fun themes and mash-ups, among them “Throne of Crowns” and “Uninvited Ghost”. There are suggestions specially devised for younger players too (for example “The Magical Maze” and “Lost Pets”) making this a compendium of creativity for all ages. Taking an average of half an hour to create each game and a further half an hour to play, this provides a plethora of opportunities to exercise one’s cerebral muscles while having a whole lot of fun.
An essential resource for all Scrabble enthusiasts. Stuck on how to decide on what is a valid word in Scrabble? This major new edition, in hardback, is fully updated to include all valid words between 2 and 9 letters in length from the latest official Scrabble word list, and allows players to settle disputes over the eligibility of words. Short definitions are given for every main word listed, and have been updated for this new edition, allowing players to check meanings of words without having to consult a second dictionary. Collins Scrabble dictionaries are endorsed by Mattel and are an essential reference for all Scrabble players. SCRABBLE (TM) is a registered trademark of J. W. Spear & Sons Ltd., a subsidiary of Mattel, Inc. (c) 2019 Mattel, Inc. All Rights Reserved.
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy. Discover tales of Buddha's banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!
The printed board game reached new heights of beauty and ingenuity during the nineteenth century. The century began with a golden age for upmarket board games, finely engraved and often with glowing hand-colour. But these expensive games faced competition from the new process of lithography and by the end of the century mass produced games from the steam-press were flooding a European-wide market. There were games on almost every conceivable theme, whether on serious subjects like geography or history, or on the crazes of the moment. The games often relied on dice or a numbered spinning top called a teetotum, with no choice of move. Nowadays, the fascination of these games lies not in playing them but in seeing how they reflect the specific cultures of different times and places. Other games were designed for gambling, with a winner scooping the pool. Some, though, were `mind games', where serious thought was required. This book presents examples of all these genres. It is interesting to see how the focus of the games changed over the century - for example, how what had been largely a gambling game for adults became a children's game. However, games with a satirical focus, or a strong political message, were produced throughout the century and were definitely not for children. These games cleverly use pictures to convey their message, as do the many advertising games that began to appear towards the end of the century.
Tabletop and board games aren't just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play the original social network. In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you'll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online-including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You'll be having a blast in no time.