VINTAGE / ANTIQUE
GAME KIT 11
100 ICE BREAKERS
BY
JACK B. & EDITH FELLOWS
BROADMAN PRESS
NASHVILLE, TENNESSEE
COPYRIGHT 1949
SPIRAL BOUND BOOK
FULL OF GAMES AND ACTIVITIES
GET TO KNOW YOU STYLE
SOME GAMES INCLUDE:
ALL DAY SUCKERS
AUTOGRAPH HOUND
BACKWARD ACQUAINTANCES
BALLOON PUFF
BEAR TRAP
BIRTHPLACE USA
BLIND DATE
CIRCLE & DROP
DRESS MY DOLL
FIX MY DOLLY
FORGET-ME-NOT
GYPSY CARAVAN
GRAB BAG
I AM - ADD SOMETHING
HOWDY, NEIGHBOR
JARS & LIDS
KEYS & LOCKS
KNOT YOUR PARTNER
PANCAKE PERSONALITIES
PRECIOUS STONES
SIXTY-SIX BOOKS
PIG IN A POKE
VARIEGATED FRIENDS
TIN CAN LABEL
AND MANY MANY MORE
MID CENTURY MODERN PARTY FUN
VTG SOCIAL KIT GAME11 100 ICEBREAKERS JACK EDITH FELLOWS BROADMAN PRESS TN 1949
VINTAGE / ANTIQUE
GAME KIT 11
100 ICE BREAKERS
BY
JACK B. & EDITH FELLOWS
BROADMAN PRESS
NASHVILLE, TENNESSEE
COPYRIGHT 1949
SPIRAL BOUND BOOK
ABOUT 100 PAGES +
FULL OF GAMES AND ACTIVITIES
GET TO KNOW YOU STYLE
SOME GAMES INCLUDE:
ALL DAY SUCKERS
AUTOGRAPH HOUND
BACKWARD ACQUAINTANCES
BALLOON PUFF
BEAR TRAP
BIRTHPLACE USA
BLIND DATE
CIRCLE & DROP
DRESS MY DOLL
FIX MY DOLLY
FORGET-ME-NOT
GYPSY CARAVAN
GRAB BAG
I AM - ADD SOMETHING
HOWDY, NEIGHBOR
JARS & LIDS
KEYS & LOCKS
KNOT YOUR PARTNER
PANCAKE PERSONALITIES
PRECIOUS STONES
SIXTY-SIX BOOKS
PIG IN A POKE
VARIEGATED FRIENDS
TIN CAN LABEL
AND MANY MANY MORE
MID CENTURY MODERN PARTY FUN
----------------
FYI
A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role. According to Chris Crawford, the requirement for player interaction puts activities such as jigsaw puzzles and solitaire "games" into the category of puzzles rather than games.
Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.
ToolsGames are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces, or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.
Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.
Games such as hide-and-seek or tag do not utilise any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.
RulesWhereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta-rules.
Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).
Skill, strategy, and chanceA game’s tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are classified accordingly.
Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake, and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mah-jongg, roulette, etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks, poker, and Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk, Settlers of Catan, and Carcassonne.
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