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Tons of party games, including popular "minute-to-win" challenges! What's the secret to the best parties? Games--and the sillier, the better! Get your guests out of their chairs and into the fun with activities guaranteed to keep everyone laughing, including: Cookie Face (Who can walk the farthest with a cookie on his forehead?) Two Truths and a Lie (Which one is the lie?) Improv in a Bag (Teams come up with a skit using household items.) Mummy Wrap (A race to make the fastest toilet-paper mummy.) Human Bowling (Just like it sounds!) And many more, including scavenger hunts, truth-or-dare ideas, holiday games, and do-it-yourself challenges. The Everything Big Book of Party Games is packed with tons of games for groups of all levels and sizes and for a variety of occasions, from kids' birthday celebrations to holiday parties to vacations and more. With this book in hand, you'll have all you need to throw parties to remember!
Learn about the origins of perenially popular games and toys, and read about lost classics and nostalgic party traditions in “Vintage Party Games”. Let Marion Paull take you on a rose-tinted journey through the world of the party game, beginning with Playtime Before Computers, when children played with toys such as humming tops, tin noisemakers, rocking horses, and more, many of which are still enjoyed today. In Playing Outside, find out the story behind Hopscotch, Tug o’ War, and Capture the Flag, all of which will make you want to run outside and return to your childhood. In Party Time, there are fun facts about Pass the Parcel, Blind Man’s Buff, Ring a Ring o’Roses, What’s the Time Mr Wolf? and more, and you can also learn the key ingredients of a great party game, one of which is the importance of getting everyone involved. While Parlor Games can be more sedate, these are excellent for exercising your general knowledge and quick thinking, with favorites such as I Spy and Charades, all profiled here. There is also a detailed section on boardgames, so many of which are still played today, such as Snakes and Ladders, Backgammon, and Chinese checkers. You will become a games aficionado with this handy treasure-trove of intriguing facts and stories.
R. L. Stine's hugely successful young adult horror series Fear Street is back! With more than 80 million copies sold around the world, Fear Street is one of the bestselling young adult series of all time. Now, with Party Games, R.L. Stine revives this phenomenon for a new generation of teen readers, and the announcement of new Fear Street books caused a flurry of excitement both in the press and on social media, where fans rejoiced that the series was coming back. Her friends warn her not to go to Brendan Fear's birthday party at his family's estate on mysterious Fear Island. But Rachel Martin has a crush on Brendan and is excited to be invited. Brendan has a lot of party games planned. But one game no one planned intrudes on his party—the game of murder. As the guests start dying one by one, Rachel realizes to her horror that she and the other teenagers are trapped on the tiny island with someone who may want to kill them all. How to escape this deadly game? Rachel doesn't know whom she can trust. She should have realized that nothing is as it seems... on Fear Island. R.L. Stine makes his triumphant return to Shadyside, a town of nightmares, shadows, and genuine terror, and to the bestselling series that began his career writing horror for the juvenile market, in the new Fear Street book Party Games.
The object of this volume is to try and lessen the number of dreadful pauses which so many hostesses have experienced with their guests when no one bad courage enough to propose a new game, or had foresight enough to come prepared with a mental list of games that have a right good swing to them. This collection will sufice as a background for working purposes, and while many of them may be familiar, at the same time one does not always think of them readily, and will welcome these as a friend in need. The games under the heading Competitions need preparing in advance, as they cannot be rushed at the last minute. It is as well to decide before sending out the invitations what is to be the principal game of the evening, and then write it on the invitation card. An Evening with Kate will arouse the curiosity of those who do not know the games, and make them all the more anxious to come and find out...
Presents instructions for more than 100 easy-to-play party games for all ages.
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.
An innovative volume of fifteen interdisciplinary essays at the nexus of material culture, performance studies, and game theory, Playthings in Early Modernity emphasizes the rules of the game(s) as well as the breaking of those rules. Thus, the titular "plaything" is understood as both an object and a person, and play, in the early modern world, is treated not merely as a pastime, a leisurely pursuit, but as a pivotal part of daily life, a strategic psychosocial endeavor.
Packed full of drama games, ideas and suggestions, Drama Menu is a unique new resource for drama teachers.