Rolling Dice

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Rolling Dice

Rolling Dice is the second cool, sexy YA romance from seventeen-year-old Wattpad sensation and author of The Kissing Booth, Beth Reekles. They say that the higher you climb, the harder you fall--and Madison Clarke will do anything to keep her new life from crumbling to pieces. Moving from a small town in Maine to Florida, Madison seizes the opportunity to reinvent herself. In Maine she was a "loser," so when the popular kids at her new school decide to take her under their wing, she jumps at the chance. A hot boyfriend, parties, friends . . . If only there wasn't the slight problem of her friendship with Dwight, a cute, funny but totally nerdy guy in Madison's physics class. She can't deny he's fun to spend time with--when no one else is looking. Running from her past and stumbling through the present, what choices lie ahead for Madison in her new life in Florida? From the author of The Kissing Booth, Beth Reekles captures how much it takes to reinvent yourself and not leave behind your own sense of integrity. Readers will laugh, empathize, and cheer on Madison as she figures out things.
36 New Dice Games

Turn off the virtual and return to the actual. In a world of virtual reality, virtual friends, and digital anonymity, there are still those who enjoy playing real games with real people. No matter how complex a video game may be there is no substitute for face-to-face interaction with friends around a table full of fun and playful game elements. And there is nothing more iconic to tabletop games than dice: plain dice, colorful dice, tiny dice with dots, polyhedral dice, lawn dice, and many other shapes and types of dice are an important part of the generation of chance elements that make games surprising and exciting. In this book, you will find 36 brand new games that use all kinds of dice in a variety of standard and unique ways. So, grab some friends, pull out a great big bag of colorful dice, play some games, and make some actual memories.
Rules of Play

Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.