Download Free Victorian Parlor Games Book in PDF and EPUB Free Download. You can read online Victorian Parlor Games and write the review.

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.
A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.
Do you dare open the door and enter a place like no other? In these three historical tales of sensual awakening, nothing that stimulates and titillates is taboo, ecstasy comes in many sizes, and pleasure is its own reward . . . a world of seduction and sensation, where inhibitions are unlaced and desires long corseted are gloriously freed. . . . Fallen Angel Jess Michaels London's greatest beauty and most notorious madam employs the services of a disgraced Bow Street Runner to keep her safe from a stalker . . . and satisfied after dark. Parlor Games Leda Swann An innocent virgin enters a brothel to escape starvation and receives expert tutelage in the steamy Victorian parlor games that rakish gentlemen indulge in. . . . Border Lord Julia Templeton Fleeing an unfaithful fiancé, a nubile young lovely finds herself the prisoner of a lustful Scottish laird and must bow to his every erotic whim. . . .
WINNER OF THE 2010 AUSTRALIAN BOOK INDUSTRY AWARDS BOOK OF THE YEAR FOR OLDER CHILDREN (AGE RANGE 8 TO 14 YEARS) Parlour Games for Modern Families sets out to revive the tradition of indoor family games: push aside the consoles, turn off the telly, and bring some mental stimulation, silliness and laughter, joy and connection back into your living room. This book is bursting with games of logic and memory, wordplay, card games, role-play, and rough and tumble. Not a single game requires equipment that you won’t find in your average home: a pack of cards, a dictionary, an hourglass, dice, paper and pen. Games are organised thematically and referenced for age appropriateness. All are set out with clear rules and instructions. There are games that will challenge and stimulate you, and games that will have you in fits; games that can last all night, and games to fill that empty half-hour before tea; games for adults and older children, and games for your four-year-old’s birthday party. Parlour Games for Modern Families, a book for fun-lovers aged four to 104, winds back the clock to remind you of games you’d forgotten and then a whole lot more. Whether you dip into it as the urge takes you or read it from cover to cover, a very good time is guaranteed. PRAISE FOR MYFANWY JONES AND SPIRI TSINTZIRAS ‘In this day and age, it's hard to prise the kids away from their electronic equipment (TV, computers, game consoles and on the list goes), not to mention you, the parent from your chores. But this little corker of a book should help you out. Written by two mothers, it's packed full of fabulous games that families used to play years ago ... Gather up the clan into one room, choose a game (Farkle, Pontoon, Flip the Kipper or Picture Consequences, perhaps) and have a bit of genuine fun, and family time.’ The Herald Sun ‘Wink Murder, Memory, Charades, Twenty Questions - the authors of this book sat musing over all the forgotten parlour games they used to play as children and decided they wanted a book of games, so they wrote it. With a passionate introduction that calls for the reintroduction of parlour games into family life, the authors put forward a case for family members connecting with each other via old-fashioned unplugged fun.’ The Sunday Mail
Many Christmas traditions and images of 'old fashioned' holidays are based on Victorian celebrations. Going back just a little further, to the beginning of the 19th century, the holiday Jane Austen knew would have looked distinctly odd to modern sensibilities. How odd? Families rarely decorated Christmas trees. Festivities centered on socializing instead of gift-giving. Festivities focused on adults, with children largely consigned to the nursery. Holiday events, including balls, parties, dinners, and even weddings celebrations, started a week before Advent and extended all the way through to Twelfth Night in January. Take a step into history with Maria Grace as she explores the traditions, celebrations, games and foods that made up Christmastide in Jane Austen's era. Packed with information and rich with detail from period authors, Maria Grace transports the reader to a longed-for old fashioned Christmas. Non-fiction
Rosemary is for remembrance. You give yellow roses to a friend and lilies to the bereaved. Ever wondered why? In this illustrated volume you will discover the history of the symbolic code daring Victorian ladies and gents used to pass messages in bouquets: the roots of the practice in Turkey, its rise in Europe and its fascinating cultural connotations on both sides of the Atlantic. You'll learn how a mispronounced word gave the tulip its name and why the colors of the rose have so many meanings. Included are recipes for bouquets useful in your own life, including the Bugger Off Bouquet, to be given to those you would rather not see again. Let this book lead you up the historical garden path.
A collection of games, recipes, and activities that would have delighted Meg, Jo, Beth, and Amy - the four sisters from Louisa May Alcott's novel, Little Women.
Have a seat in the parlour and spend a rollicking evening with this elegant box of 50 Victorian-era entertainments. Deal yourself in for a good time as you choose from a selection of games enjoyed in many a Victorian parlour. The box comes with rules to fifty games that can be played without any extra frippery, except perhaps a deck of cards if you fancy a game of Whist. Each game is good for two or more players, with most designed for a group to play together. Card games and guessing games, pantomime and word play--all provide an after-dinner evening of fun, or an afternoon of amusement on the couch or around a picnic table. These games are simple to learn, quick to play, and have silly penalties for when a player is "out." One side of each card provides the category, the number of players, and the setup for the game while the other has the rules so you can keep them handy as you play. Test your memory with What's in Grandmother's Trunk?, where each player must remember all the other items that have already been named. Take on The Poet's Chair by remembering more poems, songs, or rhymes than any other player Perhaps you wish to Pass the Slipper? Then close your eyes as players pass a small object and on the count of ten, guess who is holding it. Be careful not to break the rules, or you may have to shake hands blindfolded, pretend to be a parrot, or pay another silly forfeit to account for your blunder. Austen aficionados and Bridgerton bingers will delight in these timeless, irreverent games--so pour your afternoon tea and get ready for an evening of nanty narking!
The Surrealist movement that arose in Europe in the early 1900s used playful procedures and systematic stratagems to create provocative works and challenge the conventions of art, literature, and society. They conducted their experiments through art and polemic, manifesto and demonstration, love and politics. But it was above all through game-playing that they sought to subvert academic modes of inquiry and undermine the complacent certainties of the bourgeoisie. Surrealist games is a delightful compendium that allows the reader to enjoy firsthand the methodologies of the Surreal, with their amazing swings between the verbal and the visual, the beautiful and the grotesque. It is also a box of games to play for fun: poetic, imaginative, revelatory, full of possibilities for unlocking the door to the unconscious and releasing the poetry of collective creativity. The boxed set contains: * A 168-page sewn, illustrated hardcover book packed with outrageous language games, alternative card games, "Dream Lotto," and automatic techniques for making poems, stories, collages, photomontages, and candle-smoke drawings. The illustrations are by such artists as Max Ernst, Hans Arp, and Tristan Tzara * A fold-out game board for the "Goose Game," designed by Andr� Breton, Yves Tanguy, and others * A Little Surrealist Dictionary