My Book of Indoor Games
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The Card Game WAR Object Oriented Programming
The Card Game WAR The card game WAR is a simple card game for two players.1 The 52 cards in a conventional deck are shuffled, and each player draws three cards. The remaining cards are placed in a pile facedown between the two players. Play then proceeds as a series of rounds. During each round both players select one of their three cards, and place it face up in front of them. If the ranks of both cards are the same, then both players retain their cards (setting them aside). Otherwise, the player with the highest-ranking card keeps both cards (again, setting them aside). After playing their card, players draw one card from the deck to replace the card just played. The game ends when the deck is exhausted, and the player with the most cards wins. 1 This description is taken from Budd, it is not the usual version of the game, but is similar. 1 Object Oriented Programming General approach: 1. Examine the problem statement and identify the objects. 2. Group the objects into classes. 3. Identify the actions (or responsibilities), which the classes perform. Nouns identify objects and classes. The actions (or responsibilities) are identified by verbs. 2 Objects of the Game WAR card • Cards are ordered by the relationship rank – i.e., cards can be considered to have one higher than the other, or be equal. player • Holds three cards. • Draws cards. • Plays cards. • Keeps cards. deck • Contains 52 cards initially • Is shuffled • Cards are drawn from it. 3 UML Class Diagram of War %CTF VJGATCPM +PVGIGT VJGAUWKV 5WKV &GEM VQR%CTF KPV %CTF %CTF 9#4 VJG&GEM cards %CTF UXUWKVUTXKPV %CTF FTCY %CTF QRGTCVQT QUQUVTGCO C%CTF EQPUV %CTF QUVTGCO UJWHHGN OCKP QRGTCVQT E%CTF E%CTF DQQN KU'ORV[ DQQN QRGTCVQT E%CTF E%CTF DQQN &GEM &GEM QRGTCVQT E%CTF E%CTF DQQN IGV4CPM KPV IGV5WKV UWKVU O[%CTFU RNC[GT RNC[GT 2NC[GT O[5EQTG KPV TGOQXGF%CTF KPV FTCY %CTF CFF2QKPVU JQY/CP[KPV 2NC[GT C&GEM&GEM 2NC[GT 5EQTG +PVGIGT TGRNCEG%CTF C&GEM&GEM 4 Why C++ Bjarne Stroustrup developed C++ with the following properties: 1. -
Navajo Area Curriculum Development Project (Language Arts--Social Studies); Language Arts
DOCUMENT RESUME ED 047 843 RC 005 057 AUTHOF Cogdill, Marsha; And Others TITLE Navajo Area Curriculum Development Project (Language Arts--Social Studies); Language Arts. INSTITUTION Bureau of Indian Affairs (Dept. of Interior) ,Window Rock, Ariz. PUB DATE 1 Aug 70 NOTE 144p. EDRS PRICE EDRS Price MF-$0.65 HC-$6.58 DESCRIPTORS *American Indians, *Curriculum Guides, Educational Objectives, English (Second Language), *Language Arts, *Language Development, *Learning Activities, Listening Skills, Reading Skills, Speech Skills, Writing Skills IDENTIFIERS *Navajos ABSTRACT A language arts program for Navajo children is presented in this curriculum guide based on needs outlined in the Bureau of Indian Affairs' publication "Curriculum Needs of Navajo Pupils." The program should provide each Navajo pupil with an opportunity to acquire a basic mastery of the English language in order to integrate his own background experience and needs into those of an English-speaking society. The guide is divided into 4 skill areas: listening, speaking, reading, and writing. Each section consists of primary objectives for the language arts skill and a series of activities sequenced acc.=ding to level of difficulty. The teacher can select from the specific activities described in accordance with the needs and capabilities of the students, the integration possibilities from one section to another, and his own inclinations. Appendices give information for making and using specified instructional materials. Related documents are RC 005 056 and RC 005 056. (JH) ED047843 0057 NAVAJO AREA CURRICULUM DEVELOPMENT PROJECT PEAR"Iivmsu(COG io1971 (LanguageLANGUAGE Arts--Social ARTS StudieR) 0 THISDUCEDU.S. DOCUMENTEDUCATIONOFFICE DEPARTMENTEXACTLY OF AS HAS EDUCATION& RECEIVEDWELFARE OFBEEN HEALTH. -
Games & Puzzles Magazine (Series 1 1972
1 GAMES & PUZZLES MAGAZINE (SERIES 1 1972-1981) INDEX Preliminary Notes [DIP] Diplomacy - Don Turnbull 1-10 [DIP] Diplomacy - Alan Calhamer 37-48 G&P included many series, and where a game [DRA] Draughts - 'Will o' the Wisp' 19-30 reference relates to a series, a code in square brackets [FAN] Fantasy Games - 'Warlock' 79-81 is added. [FIG] Figures (Mathematics) - Many authors 19-71 The table below lists the series in alphabetical order [FO] Forum (Reader's letters) 1-81 [GV] Gamesview (Game reviews) 6-81 with the code shown in the left hand column. [GGW] Great Games of the World - David Patrick 6-12 Principal authors are listed together with the first and [GO] Go - Francis Roads 1-12 last issue numbers. Small breaks in publication of a [GO] Go - John Tilley 13-24 series are not noted. Not all codes are required in the [GO] Go - Stuart Dowsey 31-43 body of the index. [GO] Go, annotated game - Francis Roads 69-74 Book reviews were initially included under [MAN] Mancala - Ian Lenox-Smith 26-29 Gamesview, but under Bookview later. To distinguish [MW] Miniature Warfare - John Tunstill 1-6 book reviews from game reviews all are coded as [BV]. [OTC] On the Cards - David Parlett 29-73 [PG] Parade Ground (Wargames) - Nicky Palmer 51-81 References to the Forum series (Reader's letters - [PB] Pieces and Bits - Gyles Brandreth 1-19 Code [FO]) are restricted to letters judged to [PEN] Pentominoes - David Parlett 9-17 contribute relevant information. [PLA] Platform - Authors named in Index 64-71 Where index entries refer consecutively to a particular [PR] Playroom 43-81 game the code is given just once at the end of the [POK] Poker - Henry Fleming 6-12 issue numbers which are not separated by spaces. -
Amusements in Mathematics, by Henry Ernest Dudeney
Transcribers note: Many of the puzzles in this book assume a familiarity with the currency of Great Britain in the early 1900s. As this is likely not common knowledge for those outside Britain (and possibly many within,) I am including a chart of relative values. The most common units used were: the Penny, abbreviated: d. (from the Roman penny, denarius) the Shilling, abbreviated: s. the Pound, abbreviated: £ There was 12 Pennies to a Shilling and 20 Shillings to a Pound, so there was 240 Pennies in a Pound. To further complicate things, there were many coins which were various fractional values of Pennies, Shillings or Pounds. Farthing ¼d. Half-penny ½d. Penny 1d. Three-penny 3d. Sixpence (or tanner) 6d. Shilling (or bob) 1s. Florin or two shilling piece 2s. Half-crown (or half-dollar) 2s. 6d. Double-florin 4s. Crown (or dollar) 5s. Half-Sovereign 10s. Sovereign (or Pound) £1 or 20s. This is by no means a comprehensive list, but it should be adequate to solve the puzzles in this book. AMUSEMENTS IN MATHEMATICS by HENRY ERNEST DUDENEY In Mathematicks he was greater Than Tycho Brahe or Erra Pater: For he, by geometrick scale, Could take the size of pots of ale; Resolve, by sines and tangents, straight, If bread or butter wanted weight; And wisely tell what hour o' th' day The clock does strike by algebra. BUTLER'S Hudibras . 1917 PREFACE Pg v In issuing this volume of my Mathematical Puzzles, of which some have appeared in periodicals and others are given here for the first time, I must acknowledge the encouragement that I have received from many unknown correspondents, at home and abroad, who have expressed a desire to have the problems in a collected form, with some of the solutions given at greater length than is possible in magazines and newspapers. -
Platt, Charles
THINGS YOU DON’T KNOW ABOUT CATS By Charles Platt Author of “Cat Superstitions,” “Mummy Cats,” “Intelligence In Animals,” “Are Animals Immortal?” “Peculiarities Of The Cat World,” “Why We Keep Pets,” “Why Cats Purr,” Etc. Andrew Melrose Ltd. London & New York Printed in Great Britain by Billing and Sons, Ltd., Guildford and Esher Dedicated to that intelligent little friend my orange long- haired cat yclept Treckie. CONTENTS I – The Cat’s Unique Position II - Mummy Cats III – Colour in Cats IV – Pussy’s name V – The Cat in History VI – Superstitions about Cats VII – Mentality in Cats VIII – Cat and Other Animal Anecdotes IX – The Cat’s Senses X – Pussy’s Structure XI – Concerning Cats, Large and Small XII – Cats in Captivity XIII - Are Animals Immortal? XIV – Those Interesting Kittens XV - Curious Points in Cats Bibliography CHAPTER I - THE CAT'S UNIQUE POSITION Do you know that Puss has five toes on each of her front paws, but only four each on the back ones? The Cat holds a very uncommon position in the animal kingdom, and there are many interesting points about her that most people know nothing of. Puss has been a domestic pet and a companion of Man for many centuries, and it is impossible to get back historically to the time when this was not the case. We cannot, therefore, explain why Man first made a pet of the Cat, unless it was because of its utility as a mouser. We are then faced with the natural query: How was it discovered that Puss was a useful vermin-killer? It is the old problem again, in a new form: Which came first, the hen or the egg? It is not generally realised that no savage race has ever made pets of Cats. -
Wrapped Candy Bar Game
Wrapped Candy Bar Game Roll the right number; get a chance to eat the chocolate bar, but hurry before your turns up. Object of the Game: To eat as much of the candy bar as possible before your turn is over. Items Needed: 1 6-sided die; 1 king sized candy bar (such as a Hershey's bar); 1 butter knife; 1 fork; 1 set of gloves; newspaper; tape Preparation: Take the unopened candy bar and heavily wrap it in newspaper, tape it in place with lots of tape so that it's tightly wrapped. Place the wrapped bar in the freezer for at least an hour. When ready place the frozen bar, gloves, knife, and fork on a table or the floor. Have everyone sit in a circle around the items. Directions: Begin by having someone roll the die, if they roll a 1 or 6 they must put on the gloves, grab the knife and fork and try to open the candy bar with only those two items. They cannot use their teeth, hands or any other help. When the next person rolls a 1 or 6 they must remove the gloves and give them to that person who must then try to unwrap the bar. Once the bar is visible the players may try to eat the bar using the tools when it is their turn. Once the bar is completely eaten the game is over. Example: Player one rolls a four, player two rolls a six and puts on the gloves. Player three rolls a three while player two begins to hack at the bar with only the knife and fork. -
101 Card MINDFREAKS
101 MINDFREAKS With Cards !1 of !20 101 MINDFREAKS WITH CARDS INTRODUCTION Card magic is probably the most popular branch of magic in the world. In fact, some magicians specialize in performing this type of magic alone. This booklet has been designed to teach you many of the basic principles associated with card magic. With a little practice and a deck of cards, you’ll soon be destroying your audience with these MINDFREAKS. There are many MINDFREAKS involving the discovery of cards selected by a spectator. These depend on a variety of factors to keep you one ahead of the spectators. Basically there are three ways to discovering a spectator’s chosen card. You can “force” the card on the spectator. Using a force you can make them choose a particular card, then predict it, name it, or produce a duplicate from some place else. You can also merely “locate” the card by its placement in the pack or by looking through the cards as you deal them. You can also “control” the chosen card, by shuffling, cutting or manipulating the cards in your favor. All three methods will be covered in this book, as well as additional effects with a regular deck of cards. We will also go into special gimmicks that can help you including, the “short card”, the “thick” card and the “crimped” card. SELF-WORKING CARD EFFECTS There are many incredible card effects that work without any real skill on the magician’s part. Some effects are based on mathematic principles, others on special arrangements of cards. -
Robert Louis Stevenson Essays of Travel
ROBERT LOUIS STEVENSON ESSAYS OF TRAVEL 2008 – All rights reserved Non commercial use permitted ESSAYS OF TRAVEL Contents THE AMATEUR EMIGRANT: FROM THE CLYDE TO SANDY HOOK THE SECOND CABIN EARLY IMPRESSION STEERAGE IMPRESSIONS STEERAGE TYPES THE SICK MAN THE STOWAWAYS PERSONAL EXPERIENCE AND REVIEW NEW YORK COCKERMOUTH AND KESWICK COCKERMOUTH AN EVANGELIST ANOTHER LAST OF SMETHURST AN AUTUMN EFFECT A WINTER'S WALK IN CARRICK AND GALLOWAY FOREST NOTES - ON THE PLAINS IN THE SEASON IDLE HOURS A PLEASURE-PARTY THE WOODS IN SPRING MORALITY A MOUNTAIN TOWN IN FRANCE RANDOM MEMORIES: ROSA QUO LOCORUM THE IDEAL HOUSE DAVOS IN WINTER HEALTH AND MOUNTAINS ALPINE DIVERSION THE STUMULATION OF THE ALPS ROADS ON THE ENJOYMENT OF UNPLEASANT PLACES CHAPTER I--THE AMATEUR EMIGRANT THE SECOND CABIN I first encountered my fellow-passengers on the Broomielaw in Glasgow. Thence we descended the Clyde in no familiar spirit, but looking askance on each other as on possible enemies. A few Scandinavians, who had already grown acquainted on the North Sea, were friendly and voluble over their long pipes; but among English speakers distance and suspicion reigned supreme. The sun was soon overclouded, the wind freshened and grew sharp as we continued to descend the widening estuary; and with the falling temperature the gloom among the passengers increased. Two of the women wept. Any one who had come aboard might have supposed we were all absconding from the law. There was scarce a word interchanged, and no common sentiment but that of cold united us, until at length, having touched at Greenock, a pointing arm and a rush to the starboard now announced that our ocean steamer was in sight. -
Diamond-Kite.Pdf
The Diamond Kite Project I-Kit has been developed thanks to Lucia Biondelli and Daniele Bianchi. The drawing on the cover has been designed by Maria Laura Zanzani. The Diamond Kite Project I-kit has been supervised by a team led by prof. Luigi Guerra, Director of the Education Studies Department of the University of Bologna. This publication “The Diamond Kite Project I-Kit” has been funded by the Italian Agency for Development Cooperation. The contents for this publication are sole responsibility of EducAid. The views expressed in this publication are those of the authors and do not necessarily reflects the views or policies of the Italian Agency for Development Cooperation. The Italian Agency for Development Cooperation is not responsible for any inaccurate or libelous information, or for the erroneous use of information. AICS Agenzia Italiana per la Funded by Cooperazione allo Sviluppo Sede di Gerusalemme MujeerEddin Street, 2 Sheikh Jarrah- Jerusalem Tel: +972 (0) 2 532 74 47 Fax: +972 (0) 2 532 29 04 Website: www.itcoop-jer.org The DIAMOND KITE PROJECT FILES WHY and HOW to USE THEM The following files are a collection of practical suggestions for the educational work especially with vulnerable children with difficulties of different origins: psycho-social, physical and learning difficulties, often combined together. These files contain examples, instructions, sometimes variations and/or expansions, and the reasons supporting every suggestion. But these files are not to be considered prescriptive, complete or final. This collection of practical files is to be used in a critical way. Any teacher or educator is free to follow the instructions, change them, select some parts, reject others according to her/his own judgment, in reference to her/his situation and to the goals s/he pursues, in agreement with other actors of the project. -
The Boy's Book of Sports and Games, Containing Rules and Directions For
BERKELEY LIBRARY UNIVERSITY OP CALIFORNIA iDDciTr'^N lihb; ifu^^ys-L Digitized by tine Internet Arciiive in 2007 with funding from IVIicrosoft Corporation http://www.arcliive.org/details/boysbookofsportsOOunclricli* \M&'&MS' PREFACE, The boy's liMiry is not considered complete without a Book of Sports. The little fellows like to have a printed authority for the laws of the game; and they take delight in reading descriptions of those games and amusements which afford them recreation in the intervals of labour and study. Our little volume describes the most popular amusements, and will undoubtedly suggest to most of its juvenile readers some sports with which they were previously unacquainted. We have confined ourselves to those sports which prevail in our own country—those which all may participate in, with- out inconvenience ; believing it to be quite superfluous to give any account of those which are wholly foreign and un- practised by American boys. And if our eflforts have been instrumental in instructing, improving, or amusing any of our youthful readers, we need scarcely affirm, that it will prove a source of real and un- mixed gratification to their well-wisher and friend, UNCLE JOHN. (3) /; dutoJ(0^/\ GFI U5 CONTENTS MINOR SPORTS. ?AO« PAOB Buff with the Wand . 26 Bonces . 9 Jingling . 27 Spanning 9 Hunt the Slipper . 27 The Regiment of Soldiers . 10 Hunt the Whistle . 28 Chip Halfpenny 10 Puss in the Corner . 29 Hockey or Shinney . 10 Thread the Needle . 29 I spy I . 11 The Huntsman . 80 Masters and Men . 11 The Game of the Key . -
Math Games War for Two Players Addition War Subtraction
Math Games War For Two Players In the basic game there are two players and you use a standard 52 card pack. Cards rank as usual from high to low: A K Q J T 9 8 7 6 5 4 3 2. Suits are ignored in this game. Deal out all the cards, so that each player has 26. Players do not look at their cards, but keep them in a packet face down. The object of the game is to win all the cards. Both players now turn their top card face up and put them on the table. Whoever turned the higher card takes both cards and adds them (face down) to the bottom of their packet. Then both players turn up their next card and so on. If the turned up cards are equal there is a war. The tied cards stay on the table and both players play the next card of their pile face down and then another card faceup. Whoever has the higher of the new faceup cards wins the war and adds all six cards facedown to the bottom of their packet. If the new faceup cards are equal as well, the war continues: each player puts another card facedown and one faceup. The war goes on like this as long as the faceup cards continue to be equal. As soon as they are different the player of the higher card wins all the cards in the war. The game continues until one player has all the cards and wins. -
Amusements in Mathematics by Henry Ernest Dudeney
Amusements in Mathematics by Henry Ernest Dudeney Web-Books.Com Amusements in Mathematics Amusements in Mathematics.............................................................................................. 2 Units Abbreviation and Conversion.................................................................................... 4 Preface................................................................................................................................. 5 Arithmetical And Algebraical Problems............................................................................. 6 MONEY PUZZLES........................................................................................................ 6 AGE AND KINSHIP PUZZLES.................................................................................. 17 CLOCK PUZZLES....................................................................................................... 25 LOCOMOTION AND SPEED PUZZLES................................................................... 28 DIGITAL PUZZLES. ....................................................................................................... 30 VARIOUS ARITHMETICAL AND ALGEBRAICAL PROBLEMS......................... 37 Geometrical Problems....................................................................................................... 54 DISSECTION PUZZLES. ............................................................................................ 54 GREEK CROSS PUZZLES. .......................................................................................