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The thrill of double war. The excitement of shouting "Gin!" Every kid knows at least a handful of card classics, and every grown up kid remembers the fun of playing them. Now promising an abundance of entertainment for children and their families comes the first book to focus exclusively on card games for kids-and to be paired with an over-sized, custom-designed set of playing cards.From such favorites as Baby Snap, Go Fish, Concentration, and Blackjack to the less well-known Chase the Ace, Racing Demon, Smudge, and Frogs in the Pond, here are over 35 games for two to six players, plus Solitaire for a rainy day.Specially created for the book, the Kids' Card Deck is a brightly colored, big and bold pack of 54 cards based on the standard 52-card playing deck plus two jokers. Each suit is a different color to make it immediately distinguishable; numerals and letters are large and easy to read. Selection of the Book-of-the-Month Club.Suitable for ages 4-9. Over 1.1 million copies in print.
The Yu-Gi-Oh! TRADING CARD GAME allows kids, teenagers, and adults to relive the exciting duels that take place in the animated Yu-Gi-Oh! series. Yu-Gi-Oh! THE ART OF THE CARDS collects the classic artwork of every real life playable card featured in the original Yu-Gi-Oh! DUEL MONSTERS animated series. Featuring over 800 cards, this prestigious hardcover tome is the ultimate archive of the cards used by Yugi Muto, Joey Wheeler, Seto Kaiba, Mai Valentine and more in their battles to prove who truly has "the Heart of the Cards".
"A two-part gift book combining the mystical science of playing cards with the ancient power of the calendar to reveal the universal influences ruling each day of the year"--Provided by publisher.
The best-selling divination system--over 1,000,000 copies sold worldwide--revised and expanded for the first time.
Demonstrates how to perform different types of card tricks with step-by-step instructions and photographs.
AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.
A group of SF's most imaginative writers, who share a love of the larger-than-life comic book superheroes, presented each other with a challenge to compose stories featuring these superheroes and villains as flesh-and-blood people, living through this century's turbulent history. Contributors include Roger Zelazny, Kevin Andrew Murphy, Michael Cassutt, and five others.
Dr. Sloop and her husband began their lifelong dedication to the mountain people when they rode horseback into the remote hill region of North Carolina in 1909. The conditions they encountered were shockingly primitive. The people had neither doctors, nor schools and were suspicious of medicine and "larnin’." Electricity and running water were unheard of, roads were rough mountain paths and the diet consisted of "hog meat, greens and grease." The main industry was moon shining. Dr. Sloop declared a personal war on moonshiners, tracking down hidden still with a reluctant sheriff in tow. She fought against child marriages and in a region where girls often married at the age of fourteen. With the help of the mountain people, she reinvigorated the weaving trade, built a church and a modern well equipped hospital. Her spirited support of education resulted in a modern twenty-five-building school. An amazing story of a unique crusade in the hill country of North Carolina.
Tarot cards have been around since the Renaissance and have become increasingly popular in recent years, often due to their prevalence in popular culture. While Tarot means many different things to many different people, the cards somehow strike universal chords that can resonate through popular culture in the contexts of art, television, movies, even comic books. The symbolism within the cards, and the cards as symbols themselves, make Tarot an excellent device for the media of popular culture in numerous ways. They make horror movies scarier. They make paintings more provocative. They provide illustrative structure to comics and can establish the traits of television characters. The Cards: The Evolution and Power of Tarot begins with an extensive review of the history of Tarot from its roots as a game to its supposed connection to ancient Egyptian magic, through its place in secret societies, and to its current use in meditation and psychology. This section ends with an examination of the people who make up today’s tarot community. Then, specific areas of popular culture—art, television, movies, and comics—are each given a chapter in which to survey the use of Tarot. In this section, author Patrick Maille analyzes such works as Deadpool, Books of Magic by Neil Gaiman, Disney's Haunted Mansion, Sherlock Holmes: Game of Shadows, The Andy Griffith Show, Buffy the Vampire Slayer, and King of the Hill. The cards are evocative images in their own right, but the mystical fascination they inspire makes them a fantastic tool to be used in our favorite shows and stories.
72 spectacular and entertaining tricks: card locations, coincidence tricks, mental magic with cards, tricks with double endings, tricks with two decks, predictions, tricks with borrowed decks, trick poker deals. Easy-to-learn, clearly illustrated, these tricks produce spectacular effects with a minimum of practice. 42 illustrations.