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Rolling Dice


Rolling Dice
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Rolling Dice


Rolling Dice
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Author : Beth Reekles
language : en
Publisher: Delacorte Press
Release Date : 2013-08-29

Rolling Dice written by Beth Reekles and has been published by Delacorte Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-08-29 with Young Adult Fiction categories.


Rolling Dice is the second cool, sexy YA romance from seventeen-year-old Wattpad sensation and author of The Kissing Booth, Beth Reekles. They say that the higher you climb, the harder you fall--and Madison Clarke will do anything to keep her new life from crumbling to pieces. Moving from a small town in Maine to Florida, Madison seizes the opportunity to reinvent herself. In Maine she was a "loser," so when the popular kids at her new school decide to take her under their wing, she jumps at the chance. A hot boyfriend, parties, friends . . . If only there wasn't the slight problem of her friendship with Dwight, a cute, funny but totally nerdy guy in Madison's physics class. She can't deny he's fun to spend time with--when no one else is looking. Running from her past and stumbling through the present, what choices lie ahead for Madison in her new life in Florida? From the author of The Kissing Booth, Beth Reekles captures how much it takes to reinvent yourself and not leave behind your own sense of integrity. Readers will laugh, empathize, and cheer on Madison as she figures out things.



36 New Dice Games


36 New Dice Games
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Author : Kenneth P Langer
language : en
Publisher: Lulu.com
Release Date : 2018-04-10

36 New Dice Games written by Kenneth P Langer and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-10 with Games & Activities categories.


Turn off the virtual and return to the actual. In a world of virtual reality, virtual friends, and digital anonymity, there are still those who enjoy playing real games with real people. No matter how complex a video game may be there is no substitute for face-to-face interaction with friends around a table full of fun and playful game elements. And there is nothing more iconic to tabletop games than dice: plain dice, colorful dice, tiny dice with dots, polyhedral dice, lawn dice, and many other shapes and types of dice are an important part of the generation of chance elements that make games surprising and exciting. In this book, you will find 36 brand new games that use all kinds of dice in a variety of standard and unique ways. So, grab some friends, pull out a great big bag of colorful dice, play some games, and make some actual memories.



Rules Of Play


Rules Of Play
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Author : Katie Salen Tekinbas
language : en
Publisher: MIT Press
Release Date : 2003-09-25

Rules Of Play written by Katie Salen Tekinbas and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-09-25 with Computers categories.


Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.



Games Gambling And Probability


Games Gambling And Probability
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Author : David G. Taylor
language : en
Publisher: CRC Press
Release Date : 2021-06-22

Games Gambling And Probability written by David G. Taylor and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-22 with Mathematics categories.


Many experiments have shown the human brain generally has very serious problems dealing with probability and chance. A greater understanding of probability can help develop the intuition necessary to approach risk with the ability to make more informed (and better) decisions. The first four chapters offer the standard content for an introductory probability course, albeit presented in a much different way and order. The chapters afterward include some discussion of different games, different "ideas" that relate to the law of large numbers, and many more mathematical topics not typically seen in such a book. The use of games is meant to make the book (and course) feel like fun! Since many of the early games discussed are casino games, the study of those games, along with an understanding of the material in later chapters, should remind you that gambling is a bad idea; you should think of placing bets in a casino as paying for entertainment. Winning can, obviously, be a fun reward, but should not ever be expected. Changes for the Second Edition: New chapter on Game Theory New chapter on Sports Mathematics The chapter on Blackjack, which was Chapter 4 in the first edition, appears later in the book. Reorganization has been done to improve the flow of topics and learning. New sections on Arkham Horror, Uno, and Scrabble have been added. Even more exercises were added! The goal for this textbook is to complement the inquiry-based learning movement. In my mind, concepts and ideas will stick with the reader more when they are motivated in an interesting way. Here, we use questions about various games (not just casino games) to motivate the mathematics, and I would say that the writing emphasizes a "just-in-time" mathematics approach. Topics are presented mathematically as questions about the games themselves are posed. Table of Contents Preface 1. Mathematics and Probability 2. Roulette and Craps: Expected Value 3. Counting: Poker Hands 4. More Dice: Counting and Combinations, and Statistics 5. Game Theory: Poker Bluffing and Other Games 6. Probability/Stochastic Matrices: Board Game Movement 7. Sports Mathematics: Probability Meets Athletics 8. Blackjack: Previous Methods Revisited 9. A Mix of Other Games 10. Betting Systems: Can You Beat the System? 11. Potpourri: Assorted Adventures in Probability Appendices Tables Answers and Selected Solutions Bibliography Biography Dr. David G. Taylor is a professor of mathematics and an associate dean for academic affairs at Roanoke College in southwest Virginia. He attended Lebanon Valley College for his B.S. in computer science and mathematics and went to the University of Virginia for his Ph.D. While his graduate school focus was on studying infinite dimensional Lie algebras, he started studying the mathematics of various games in order to have a more undergraduate-friendly research agenda. Work done with two Roanoke College students, Heather Cook and Jonathan Marino, appears in this book! Currently he owns over 100 different board games and enjoys using probability in his decision-making while playing most of those games. In his spare time, he enjoys reading, cooking, coding, playing his board games, and spending time with his six-year-old dog Lilly.



The Mathematics Of Games


The Mathematics Of Games
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Author : David G. Taylor
language : en
Publisher: CRC Press
Release Date : 2014-12-01

The Mathematics Of Games written by David G. Taylor and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-01 with Mathematics categories.


The Mathematics of Games: An Introduction to Probability takes an inquiry-based approach to teaching the standard material for an introductory probability course. It also discusses different games and ideas that relate to the law of large numbers, as well as some more mathematical topics not typically found in similar books. Written in an accessibl



The Dice Man


The Dice Man
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Author : Luke Rhinehart
language : en
Publisher: HarperCollins UK
Release Date : 2012-07-26

The Dice Man written by Luke Rhinehart and has been published by HarperCollins UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-26 with Fiction categories.


The cult classic that can still change your life...



Python For Everyone


Python For Everyone
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Author : Cay S. Horstmann
language : en
Publisher: John Wiley & Sons
Release Date : 2019

Python For Everyone written by Cay S. Horstmann and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with Computers categories.


Introduction -- Programming with numbers and strings -- Decsions -- Loops -- Functions -- Lists -- Files and exceptions -- Sets and dictionaries -- Objects and classes -- Inheritance -- Recursion -- Sorting and searching.



Game Balance


Game Balance
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Author : Ian Schreiber
language : en
Publisher: CRC Press
Release Date : 2021-08-09

Game Balance written by Ian Schreiber and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-09 with Computers categories.


Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.



Game Master S Toolbox


Game Master S Toolbox
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Author : Barrett Williams
language : en
Publisher: Barrett Williams
Release Date : 2025-01-18

Game Master S Toolbox written by Barrett Williams and has been published by Barrett Williams this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-01-18 with Games & Activities categories.


Unlock the ultimate arsenal for crafting unforgettable adventures with the **Game Master's Toolbox**. This comprehensive guide is your gateway to mastering the art of tabletop gaming, whether you’re a novice Game Master seeking guidance or a seasoned storyteller looking to elevate your campaign to new heights. Dive into the role of a Game Master with an insightful introduction that highlights atmospheric essentials, setting the stage for truly immersive experiences. Explore the wide array of tools available to enhance your storytelling, from the humble die to cutting-edge virtual resources. **Game Master’s Toolbox** takes you on a creative journey with exciting chapters on crafting props that bring your story to life. Discover how handouts and miniatures can transform the narrative, or create your own props for that personal touch. Immerse players further with expertly curated soundscapes and music, and learn to harness the power of lighting and visual effects for dramatic impact. Delve into the mysteries of scripting engaging non-player characters, complete with voice modulation and deep backstories. Integrate technology seamlessly into your gameplay with apps, online resources, and even augmented reality. Fuel your creativity with expert tips on designing captivating narratives filled with plot twists and suspenseful tension. Improve player engagement by understanding motivations and encouraging collaborative storytelling. Adapt your storytelling style across diverse genres, from epic fantasy to spine-chilling horror. For those seeking advanced techniques, discover the secrets of improvisation and complex rule management. Finally, tackle common challenges with practical solutions, ensuring your game stays on track regardless of difficult scenarios. Create memorable campaigns with strategies for a grand finale, and reflect on your journey as a Game Master with insights for continuous improvement and endless possibilities. The **Game Master's Toolbox** is your key to unlocking the full potential of your storytelling abilities. Embark on this journey and redefine your gaming experience today.



Proelium


Proelium
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Author : Nigel Emsen
language : en
Publisher: Nigel Emsen
Release Date : 2017-01-28

Proelium written by Nigel Emsen and has been published by Nigel Emsen this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-28 with Crafts & Hobbies categories.


This is the latest set of wargaming rules from Hordes of Models and Buckets of Dice. The rules facilitate phalanx, warband, company to regimental level games from 3000BC to 1901AD with a focus on command and control. Larger games can be played depending of the scale and size of the table available. The design philosophy of the rule set provides a simple approach that can be used to play wargame battles, irrespective of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale). These rules have been designed to provide the player with challenges based around the manoeuvre and the management of their army in an easy format while still maintaining a feel for the specific period being played. The rules use a number of bases, depending on the size of formations. These are then grouped into distinct command groups. A formation has two, four or six bases to represent the different formation sizes. The bases are placed side by side to represent a line, skirmish line or a column/block deployment. A base can have any number of figures on it according to the players preference or current basing arrangement. To represent scouting or skirmish formations, the formation bases are spaced out in a line, with each base having a gap equal to one base width. I personally, use blank bases to show clear formation definition. Artillery formations are based slightly different. They are always on a single square base of two base widths wide to two base widths deep, always counting as a standard size formation. When playing with scales of 6mm – 28mm, a base size of 60mm x 60mm is used, although the equally popular 40mm wide bases could be used instead. For a scales greater than this, bases of 100mm x 100mm are used. This is the base size I use for my 54mm games. The rules use a measurement of one base width equal to one range/movement distance measurement. The rules have been designed to provide capability options for each base. These bases are then grouped into formations. Each formation cannot complete all of the traditional actions/phases (shooting, moving, charging and reforming etc.) during a turn, with a specific formation. Each formation has two action points per turn. The players then decide which combination of actions to complete. The players complete all actions on a specific formation alternatively. This makes the style of play more of a conversion, keeping players engaged through the whole game. The framework used in the game looks at the different formations capabilities compared to that of compatiable enemy formations in period. Or put more simply: “Was the specific formation any better or worse on the battlefield compared to their opponents, for the period?”. This enables the player to apply their own knowledge of the historic period to represent the way they believe a specific type of formation would have performed. The rules make a difference between a range of technologies used in the different periods. Examples being, Light and Heavy chariots, hoplite phalanx and pike phalanx, shield walls, plug and socket bayonets. 15 NIGEL EMSEN All formations break at the same point, regardless of the formations morale grade (elite, trained or raw). What is managed within the rule set is how quickly or slowly a formation reaches that point of failure. The morale grade is only used for mitigating hits and some cases influencing willingness to charge. It is not used to affect how well a unit shoots and fights etc. Generals are used for command and control only. Formations have to be organised into command groups. An army is organized into a number of these command groups with an overall army commander. Generals can only command formations within their command group or chain of command. The army commander can command any formations across all command groups. Typically a command group is a warband faction, Roman legion, a retinue battle of a major member of the nobility, early renaissance Tercio, company, battalion or regiment depending on the scale and period of history you have adopted for your game. The rules also have simple mechanism to differentiate between more tribal/irregular and professional/retinue types of formations. Additionally the rules provide an easy, but effective order system which is applied at the command group level. (Attack, Defend, Consolidation or Manoeuvre.) Scouts play a key in the setup of the battle, assisting with the deployment of terrain and also have an impact on the battlefield initiative once battle has started. Scouts are also curtailed in the effect they can have on close order formations, but are more effective against other enemy scouts. Games can be played within a three hour time limit with a scoring system based around the number of formations destroyed. The rules reward aggressive play; thus hopefully avoiding static games. For a specific historical battle you may wish to use the objectives of the actual battle to decide the outcome. The rules reward historical use of the formations and tactics to help to give a flavour for the period.