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Bring a piece of history into your game night with this collection of fun and playable Victorian-era party games. Victorian Parlour Games is a beautifully designed and compact hardcover volume full of the classic, often silly, games played in the late 19th century. The Victorians loved fun and played hundreds and hundreds of party games. This endlessly delightful party games book collects some of the very best for your reference and pleasure. The irresistible combination of recognizable favorites and unexpected amusements includes: Charades Taboo Twenty Questions Laughing Game Fictionary Blindman’s Bluff Forfeits The Minister’s Cat Pass the Slipper Are you there, Moriarty? Elephant’s Foot Umbrella Stand Throwing the Smile Squeak Piggy Squeak Kim’s Game Blowing the Feather and many more! Each entry provides the original name of the game, any alternate names, the rules, and a brief history, complete with fun facts, notable connections (i.e., mentioned in a Charles Dickens novel, named after a Rudyard Kipling book, inspired by Sherlock Holmes, etc.), and what we call it today if the name has changed. Illustrations sprinkled throughout add to the fun and historical appeal of this unique game book, perfect for gifting or collecting. FOR FANS OF VICTORIANA: Anyone who loves the history and literature of the era knows how much those wacky Victorians liked their fun. Now, anyone can join in! PORTABLY POCKET-SIZED: This handy little volume is perfect to pop into a purse or satchel and take to the Dickens Fair, a historical reenactment, or any game night. FUN FOR ALL AGES: These games are easy to learn and quick to play. Get the whole family involved in some charmingly old-school delights that need very few extras beyond a deck of cards or a bit of mischievous spirit. Perfect for: Game players of all ages History buffs, trivia buffs, and fans of Victoriana Austen aficionados and Bridgerton watchers Dickens Fair and Christmas Carol attendees Family gift or game night host/hostess gift
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
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.
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!
At the darkest moment of the year, when the nights seem endless and the days very short, comes that most joyful of festivals. Christmas is a truly magical season, bringing families and friends together to share the much-loved customs and traditions that over the centuries have come to surround this heart-warming and deeply symbolic occasion. Each family has their own personal traditions, and ways they celebrate the special day. Yet underneath the tinsel, fairy lights and wrapping paper are many long-standing traditions that we all know and love. Why do we drag a fir tree inside our house and decorate it? How long Santa has been delivering gifts to good children? What would Christmas be like without mince pies? We owe a lot to the Victorians. They transformed the way Britain celebrated Christmas in the 19th century and we continue with their traditions today. In 1848 a British confectioner by the name of Tom Smith came up with the idea of wrapping sweets inside a package that snapped when pulled apart. It was the Victorians that really centred Christmas round the family, with the eating of a Christmas dinner together, giving gifts and playing games. All these things have become central to a British Christmas Day.
"These 20 picture cards can be used in an almost infinite number of combinations. However they are placed, they will magically match up to create seamless scenes and provide endless storytelling opportunities"--Container
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.
Collect the greatest masterpieces of all time with the high-stakes game party game for art lovers that gives new meaning to the term "art dealer." Build the most valuable art collection by trading and collecting famous works by fourteen of the greatest artists of all time, from Leonardo da Vinci and Rembrandt to Vermeer and Frida Kahlo. This card-based party game combines masterpieces and money--sure to be a hit at any game night, family gathering, or even as an ice breaker for your new book club. After all the cards are drawn, the player with the highest-value collections takes the prize. May the canniest--and luckiest--dealer win!
In Supernatural Entertainments, Simone Natale vividly depicts spiritualism’s rise as a religious and cultural phenomenon and explores its strong connection to the growth of the media entertainment industry in the nineteenth century. He frames the spiritualist movement as part of a new commodity culture that changed how public entertainments were produced and consumed. Starting with the story of the Fox sisters, considered the first spiritualist mediums in history, Natale follows the trajectory of spiritualism in Great Britain and the United States from its foundation in 1848 to the beginning of the twentieth century. He demonstrates that spiritualist mediums and leaders adopted many of the promotional strategies and spectacular techniques that were being developed for the broader entertainment industry. Spiritualist mediums were indistinguishable from other professional performers, as they had managers and agents, advertised in the press, and used spectacularism to draw audiences. Addressing the overlap between spiritualism’s explosion and nineteenth-century show business, Natale provides an archaeology of how the supernatural became a powerful force in the media and popular culture of today.