Download or read book Little Wars A Game For Boys From Twelve Years Of Age To One Hundred And Fifty and for that More Intelligent Sort written by H. G Wells and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: English author H. G. Wells created Little Wars, a set of guidelines for using toy soldiers, in 1913. Simple rules for miniature wargaming were supplied in the book Little Wars: a game for boys from twelve to one hundred and fifty as well as for that cleverer type of female who enjoys boys' games and novels. Little Wars featured rather basic infantry, cavalry, and artillery rules, as well as a miniature 4.7-inch gun that fired projectiles-typically little wooden dowels-to take out the enemy's men. The book, in addition to being a war game, also makes various allusions to the philosophical implications of battle. A game that Wells describes in the book is shown in sketches and pictures that serve as illustrations for the whimsically written book. Additionally, Wells provides a description of the game from the perspective of one of the generals who blisteringly recounts his memories.
Download or read book Little Wars written by H. G. Wells and published by Lindhardt og Ringhof. This book was released on 2022-03-02 with total page 20 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite being a pacifist, Wells masterfully explains and gathers all the prerequisites for waging a war... with toy soldiers. ‘Little Wars’ can be said to be the original instruction manual for how to run a tabletop battle. Satire and pacifist views blend in this narrative that expresses Wells' idea that wars should be waged on the dining room floor rather than among the corpse-ridden trenches of Europe. The book’s influence on modern warfare manuals and board games is indisputable, as tabletop conflicts are conducted to this day. Wells portrays the harrowing nature of war, but his humour ensures the book remains an entertaining read. The whimsical writing and stunning sketches create a book that should be read by all fans of tabletop war games. H. G. Wells (1866-1946) was a celebrated English writer, remembered mostly for his science fiction works. Often described as a futurist, H. G. Wells’ influence cannot be overstated for his works foresaw many technological innovations such as space travel, the atomic bomb, and the Internet. A four-time Nobel Prize in Literature nominee, Wells explored a wide array of themes in his works, from religion to social criticism and beyond. Some of his best works include the time-travel novel ‘The Time Machine’, the sci-fi adventure novel ‘The Island of Dr. Moreau’, and the mankind-versus-aliens novel ‘The War of the Worlds’. Wells occupies one of the central seats in the canon of science-fiction literature and his writing inspired other celebrated authors such as Ray Bradbury and Philip K. Dick. Wells’ stories are still widely read to this day and have had numerous cinematic adaptations including ‘The Invisible Man’ starring Elisabeth Moss.
Download or read book Little Wars written by H Wells and published by . This book was released on 2018-09-09 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: Little Wars is a set of rules for playing with toy soldiers, written by H. G. Wells in 1913. The book. which had a full title of Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books, provided simple rules for Miniature wargaming. Although first printed in 1913, an updated version was released in 2004.Little Wars included fairly simple rules for infantry, cavalry, and artillery in the form of a toy 4.7 inch gun that launched projectiles, usually small wooden dowels to knock down enemy soldiers. In addition to its being a war game, the book hints at several philosophical aspects of war.The book is written in a whimsical style and illustrated with amusing drawings and photographs of a game being played that Wells describes in the book. Wells also gives a description of the game from the view of one of the generals in the battle bombastically relating his memoirs.
Download or read book Little Wars A Game for Boys from Twelve Years of Age to One Hundred and Fifty and for that More Intelligent Sort of Girl who Likes Boys Games and Books written by H G (Herbert George) Wells and published by . This book was released on 2021-05-03 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: Little Wars is a set of rules for playing with toy soldiers, written by English novelist H. G. Wells in 1913. The book, which had a full title of Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books, provided simple rules for miniature wargaming. Although first printed in 1913, an updated version was released in 2004. It is mentioned in one of Wells' other books, Joan and Peter, where, during the Great War, a sensitive young man named Bunny Cuspard tries his best to compare his life in the army as a larger version of the manual.
Download or read book Little Wars written by H. G. Wells and published by anboco. This book was released on 2016-08-22 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE BEGINNINGS OF MODERN LITTLE WARFARE THE RULES— The Country The Move Mobility of the Various Arms Hand-to-Hand Fighting and Capturing Varieties of the Battle-Game Composition of Forces Size of the Soldiers THE BATTLE OF HOOK'S FARM EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR ENDING WITH A SORT OF CHALLENGE APPENDIX— LITTLE WARS AND KRIEGSPIEL
Download or read book Little Wars a Game for Boys from Twelve Years of Age to One Hundred and Fifty written by H. G. Wells and published by Createspace Independent Publishing Platform. This book was released on 2018-03 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: "LITTLE WARS" is the game of kings-for players in an inferior social position. It can be played by boys of every age from twelve to one hundred and fifty-and even later if the limbs remain sufficiently supple-by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist...
Download or read book Little Wars written by H Wells and published by . This book was released on 2017-09-23 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Little Wars is a set of rules for playing with toy soldiers, written by H. G. Wells in 1913. Its full title is Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books. Little Wars included fairly simple rules for infantry, cavalry, and naval artillery in the form of a toy 4.7 inch gun that launched projectiles, usually small wooden dowels to knock down enemy soldiers. In addition to its being a war game, the book hints at several philosophical aspects of war. The book is written in a whimsical style and illustrated with amusing drawings and photographs of a game being played that Wells describes in the book. Wells also gives a description of the game from the view of one of the generals in the battle bombastically relating his memoirs. Odin's Library Classics is dedicated to bringing the world the best of humankind's literature from throughout the ages. Carefully selected, each work is unabridged from classic works of fiction, nonfiction, poetry, or drama.
Download or read book War Games written by Jonna Eagle and published by Rutgers University Press. This book was released on 2019-11-15 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: The word “wargames” might seem like a contradiction in terms. After all, the declaration “This is war” is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.
Download or read book Early Modernity and Video Games written by Florian Kerschbaumer and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.
Download or read book Moving Bodies written by Erik Ringmar and published by Cambridge University Press. This book was released on 2022-12-31 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Increasingly we have come to live in our heads, leaving our bodies behind. The consequences have been far-reaching, of which cognitive theory has warned us, advocating a 'return to the body.' This book employs several case studies-kings performing in ballets, sea captains dancing with natives, nationalists engaged in gymnastics exercises-to demonstrate what has been lost and what could be gained by a more embodied approach to living, to history. These curious movements were ways to be, to think, to know, to imagine, and to will. They highlight the limits of historical explanations focusing on cultural factors and question currently fashionable 'cultural' and 'post-modern' perspectives. Bodies, cognitive theory tells us, are the same regardless of historical context, and they engage in the same intentional activities. Returning to our bodies and their movements enables us not only to explain historical actions anew, but also to understand ourselves better.
Download or read book The Bookseller written by and published by . This book was released on 1913 with total page 924 pages. Available in PDF, EPUB and Kindle. Book excerpt: Official organ of the book trade of the United Kingdom.
Download or read book Left Out written by Kimberley Reynolds and published by Oxford University Press. This book was released on 2016-07-22 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Left Out presents an alternative and corrective history of writing for children in the first half of the twentieth century. Between 1910 and 1949 a number of British publishers, writers, and illustrators included children's literature in their efforts to make Britain a progressive, egalitarian, and modern society. Some came from privileged backgrounds, others from the poorest parts of the poorest cities in the land; some belonged to the metropolitan intelligentsia or bohemia, others were working-class autodidacts, but all sought to use writing for children and young people to create activists, visionaries, and leaders among the rising generation.Together they produced a significant number of both politically and aesthetically radical publications for children and young people. This 'radical children's literature' was designed to ignite and underpin the work of making a new Britain for a new kind of Briton. While there are many dedicated studies of children's literature and childrens' writers working in other periods, the years 1910-1949 have previous received little critical attention. In this study, Kimberley Reynolds shows that the accepted characterisation of inter-war children's literature as retreatist, anti-modernist, and apolitical is too sweeping and that the relationship between children's literature and modernism, left-wing politics, and progressive education has been neglected.
Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Download or read book A Bibliographical Catalogue of the First Loan Exhibition of Books and Manuscripts Held by the First Edition Club 1922 written by First Edition Club (London, England) and published by . This book was released on 1922 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Cumulative Book Index written by and published by . This book was released on 1914 with total page 858 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The D ngeonmeister Book of RPG Trivia written by Jef Aldrich and published by Simon and Schuster. This book was released on 2024-09-24 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enjoy this all-new way to play on game night and between campaigns in this collection of 400 trivia questions all about your favorite RPGs that’s fun or peruse solo or to quiz your friends between rounds. Test your knowledge with The Düngeonmeister Book of RPG Trivia. With questions and interesting details about the history of tabletop gaming, your favorite game genres, and the media and video game connections you know and love, this new trivia book is sure to be a hit for seasoned gamers and newbies alike. Featuring tons of questions to test your nerd cred, including: CHOOSE ONE: In the popular Netflix series Stranger Things, the RPG-playing kids of the main cast routinely contextualize the monsters they encounter with famous creatures of D&D lore. Which of the following creatures have the not utilized as of season 4 as a name for a monster? Vecna Mind Flayer Aboleth Demogorgon Answer: Aboleth TRUE OR FALSE? Studded leather armor, a favorite of RPG thieves and rogues, is based on a misreading of historical text and never actually existed. Answer: True
Download or read book Rise of the Dungeon Master written by David Kushner and published by Bold Type Books. This book was released on 2017-05-09 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now a scripted-thriller podcast series starring Emmy-nominated actor, Jon Hamm, Rise of the Dungeon Master is a graphic narrative of the life of Gary Gygax, co-creator of Dungeons & Dragons, one of the world’s most influential role-playing games. Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.