The Story of Fun and Games (Paperback)
Language: English
Published by Independently Published, 2025
Series: Book 2 of 4 - The Story of Civilization — A Journey Through Time
- Softcover
- New

Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
AbeBooks seller since October 12, 2005
Condition: New
£ 18.52
Quantity: 1 available
Add to basketItem description from seller
Paperback. The Story of Fun and Games: A Journey Through TimeFrom Senet and the Royal Game of Ur to mahjong, Monopoly, Scrabble, and D&D-discover how play shaped culture, cognition, and community.Spanning 5,000 years, this richly written, research-driven book traces how simple tools-dice, tiles, cards, boards, and character sheets-became engines of fairness, strategy, and storytelling. You'll travel from ancient Egypt and Mesopotamia to the Silk Road, from the rise of chess to the industrial boom of mass-market classics, and into today's cooperative and role-playing renaissance.the-story-of-fun-and-games-a-jo.Inside, you'll find: Clear timelines & vivid stories: Senet, the Royal Game of Ur, Go/Weiqi, chaturangashatranjchess, pachisi & Snakes and Ladders, Mamluk playing cardsEuropean suits, dominoes, mahjong, and modern icons like Monopoly, Clue, Scrabble, Catan, Pandemic, and Ticket to Ride.Design made simple: how materials (wood, ivory, faience, paper, plastics) shaped rules-and how great component design teaches before a rule is read.Chance & skill demystified: from knucklebones to probability, risk management, and how randomness can be engineered to feel fair.Play with purpose: classroom-ready "Action Steps," prompts for families and clubs, and insights for designers and educators.Cultural meaning: games as moral storytelling, civic ritual, and tools for attention, negotiation, and cooperation.Perfect for: curious readers, teachers, museum and library programs, tabletop fans, and game designers seeking timeless patterns.What you'll take away: a sweeping history you can use-a toolkit to "read" any game (scarcity, uncertainty, information flow, affordances), plus practical ideas to host better play and design clearer experiences.Open the box. See how small rules created big worlds-and why play still organizes people, time, and possibility. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…
Seller Inventory # 9798268889116
- Title
- The Story of Fun and Games (Paperback)
- Author
- Lusas Merrick
- Publisher
- Independently Published
- Publication year
- 2025
- Condition
- new
- Binding
- Paperback
- Language
- English
- ISBN 13
- 9798268889116
- Series
- Book 2 of 4: The Story of Civilization — A Journey Through Time
The Story of Fun and Games: A Journey Through Time
From Senet and the Royal Game of Ur to mahjong, Monopoly, Scrabble, and D&D—discover how play shaped culture, cognition, and community.
Spanning 5,000 years, this richly written, research-driven book traces how simple tools—dice, tiles, cards, boards, and character sheets—became engines of fairness, strategy, and storytelling. You’ll travel from ancient Egypt and Mesopotamia to the Silk Road, from the rise of chess to the industrial boom of mass-market classics, and into today’s cooperative and role-playing renaissance.
the-story-of-fun-and-games-a-jo…
Inside, you’ll find:
-
Clear timelines & vivid stories: Senet, the Royal Game of Ur, Go/Weiqi, chaturanga→shatranj→chess, pachisi & Snakes and Ladders, Mamluk playing cards→European suits, dominoes, mahjong, and modern icons like Monopoly, Clue, Scrabble, Catan, Pandemic, and Ticket to Ride.
-
Design made simple: how materials (wood, ivory, faience, paper, plastics) shaped rules—and how great component design teaches before a rule is read.
-
Chance & skill demystified: from knucklebones to probability, risk management, and how randomness can be engineered to feel fair.
-
Play with purpose: classroom-ready “Action Steps,” prompts for families and clubs, and insights for designers and educators.
-
Cultural meaning: games as moral storytelling, civic ritual, and tools for attention, negotiation, and cooperation.
Perfect for: curious readers, teachers, museum and library programs, tabletop fans, and game designers seeking timeless patterns.
What you’ll take away: a sweeping history you can use—a toolkit to “read” any game (scarcity, uncertainty, information flow, affordances), plus practical ideas to host better play and design clearer experiences.
Open the box. See how small rules created big worlds—and why play still organizes people, time, and possibility.
"Synopsis" may belong to another edition of this title.
Grand Eagle Retail
Bensenville, IL, U.S.A.
AbeBooks seller since October 12, 2005
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| Item | 6 to 14 business days | 6 to 16 business days |
|---|---|---|
| First item | £ 0.00 | £ 0.00 |
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APOLLO ONLINE CORP.
605 Geddes Street
Wilmington, DE U.S.A. 19805
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