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Provides directions, illustrated with photographs, for making many different string figures-- from the fairly simple Jacob's Ladder to more complex Mt. Fuji-- along with information about their history and meaning.
Relax and find your calm. Move your hands to still your mind. In this meditative take on the traditional game of cat's cradle, players use a looped string to inspire mental calm. The boxed set includes an instruction booklet with dreamy illustrations for 15 string games to play alone or with a friend. - Fans of adult coloring books, desktop Japanese Zen sand gardens, knitting, and other handwork/craft activities that have mindfulness or calming benefits will love this product. It's also a great way to start a meditation practice if traditional meditation hasn't worked for you. - The elegant packaging also makes this a lovely gift for anyone who has nostalgic childhood memories of playing cat's cradle. Includes: - Sturdy looped nylon cord - 88-page instruction booklet with 75+ illustrations, relaxation techniques, and step-by-step instructional text for 15 games, like the Celtic Knot, the Butterfly, the Lizard, the Well, and Three Diamonds
Welcome to the string, a game of impossible decisions and deadly consequences. Let's go over the ground rules. Rule #1: Participation is mandatory. Rule #2: If anyone refuses to play, all threats will come to pass. Game on. Get ready for a deadly social experiment as a sociopath known as The Conductor delivers disturbing threats and twisted moral dilemmas to unsuspecting students and staff. As a powerful instinct for self-preservation sweeps through the campus, one man has a grave decision to make. Will university cop Markus Haas play the game to protect those he loves? Or will he break the string and incite massive chaos--and even death? In the great suspense tradition of Ted Dekker and Steven James, Caleb Breakey's explosive debut novel will have you turning pages into the night.
In today's high tech world, people have completely forgotten how to make The Cup and Saucer, The Witch's Broom, and Jacob's Ladder. Thank goodness for Cat's Cradle. This book's simple instructions and ultra-clear instructional art are foolproof.
Diagrams and text illustrate the steps involved in creating over one hundred string figures while providing information on their origin and cultural background
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
"This five book series will guide the emerging or experienced cellist or teacher through concise, organized steps to becoming or producing a fine cellist. It is designed to be an on-the-music-stand companion for a daily journey of cello discovery."--P. [4] de la couv.
Finger string games are a wonderful opportunity for today's children to practice meaningful movement, explore space, interact with others, and exercise their creative spirits. They are also great fun String games can be especially useful to children who struggle at school or are dyslexic, and for those who are learning the concepts of "left and right" and "up and down." Finger Strings contains games that will delight all children, from the very young to those with greater dexterity. Michael Taylor has many years of experience working with children and has shared his string figures at schools and camps throughout the world. Finger Strings contains more than eighty inventive, imaginative string games and stories, all clearly illustrated with step-by-step, color diagrams. This book is designed especially to require minimal page-turning while making string shapes. Ringbound to lie flat. Includes two brightly colored strings to get you started.