Best Games - 2 Books
These colourful books, printed on thick card, contain everything you need to play ten board games, with double-sided boards and counters to punch out, a die to assemble, clear explanations of the rules and a note of how long each game takes to play. Age 8+ and not suitable for children under 3. The two titles included in this set are: The 10 Best Games of All Time (Read more...) The 10 Best Games in the World (Read more...)
University mathematicians and chess champions were invited to work at Bletchley Park during the Second World War but problem solvers were also sought amongst the general public, most famously through a competition to solve the Daily Telegraph crossword in under 12 minutes. That puzzle and over 100 other tests of lateral thinking are included in this book which also tells the story of how Station X recruited its talented staff.
Pit Your Wits Against the Japanese Puzzle Masters
In Japan, logic puzzles such as Sudoku are considered an art form and there is a community of creators who write their puzzles by hand with a view to aesthetic as well as mathematical beauty. This collection selects over 200 examples of their ingenious brainteasers and introduces more than 20 new types, including Shakashaka and Marupeke. Slightly off-mint.
Today Programme Puzzle Book
The Today programme’s puzzles have become something of an institution at the BBC. While sometimes fiendishly difficult, they tend to require logical thought rather than mathematical ability and general knowledge – making solving them all the more compelling. The 280 conundrums in this collection are designed to stretch mental agility, but when all else fails, the answers are at the back.
The Mindfulness Puzzle Book 2
Calibrated to provide the appropriate level of challenge for most adults, this puzzle collection is designed to inspire creativity, allow your brain to relax, and feel rewarded for achievement. The selection of 160 activities includes colour by number, word and number games, mazes and spatial puzzles.
Speedsolving the Cube
Easy-to-Follow, Step-by-Step Instructions for Many Popular 3-D Puzzles
With the world’s best reaching the solution in about 20 seconds, this guide aims to train Rubik's cube solvers to approach such times and also includes tips for solving the 4x4 and 5x5 versions of the puzzle.
How Do You Survive a Duel?
And Other Mathematical Diversions, Puzzles and Brainteasers
Offering a varied workout for the grey matter, these puzzles require skills of reasoning and lateral thinking rather than the mathematics learned in school. For extra challenge, a set of visual-spatial questions is provided, which can be used as a 30-minute test.
The Ultimate Bible Fact and Quiz Book
How much do you know about Bible stories? With more than 5,000 questions and facts, this book will challenge you whatever your level of scripture knowledge. ‘In which town was Jesus born?’ is easy enough; but who was Solomon’s mother and how many wings does a seraph have? The 15-question quizzes are organized under headings including War and Peace, Family Ties and Apocalypse Now.
Are You Sharp Enough to be a KGB Agent?
In a course that progresses from the level of junior operative to double agent, Spy School aims to sharpen your mind using techniques developed to train Russian intelligence agents. Following the story of a counter-intelligence operation, the book presents a series of documents and diary entries along with instruction on memory formation techniques, practical exercises, tasks and questions on the central plot. This Russian bestseller was translated by Svetlana Shcholokova.
Advice, Puzzles and Activities to Keep our Brains Active in Later Life
The acclaimed puzzle and brain training expert, author of The Ordnance Survey Puzzle Book and the BrainedUp.com website, Dr Gareth Moore has devised activities and puzzles to help ageing brains stay sharp and reduce the memory-related effects of getting older. After a simple introduction to how the brain works and how it changes, there are chapters on keeping your brain fit, and advice and exercises for memory, learning, staying positive and concentration.
A Puzzling Colour By Numbers Book
Beethoven, Che Guevara and Amy Winehouse are among 20 iconic figures portrayed in this book of Querkles; they are hidden in puzzles made up of hundreds of overlapping circles, the segments of which are numbered from 1 to 5. All you have to do is colour or shade the circles and segments, making 1s the darkest and 5s the lightest, to reveal your masterpiece.
A Puzzling Colour By Numbers Book
There are 20 portraits of cats in this book of Querkles; they are hidden in puzzles made up of hundreds of overlapping circles, the segments of which have been numbered 1–5. All you have to do is colour or shade the circles and segments, making 1s the darkest and 5s the lightest, to reveal your feline work of art. Off-mint.
King Arthur's Puzzle Quest
Puzzles Inspired by the Once and Future King and His Legendary Quest for the Holy Grail
Featuring all the characters of Arthurian legend, this collection of conundrums tells the tale of the once and future king from the reign of Uther Pendragon to the quest for the Grail, with a puzzle to accompany every stage of the story.
Extreme Maze Challenges to Complete and Color
With three inventive puzzle types – Bridge, Multi-floor, and Warp – these large and intricate mazes will challenge the most experienced solver, and in case you complete them in record time, these complex shapes can also be coloured in. Fortunately, there are solutions at the back of the book.
Edgar Allen Poe's Puzzles from Beyond the Grave
Cryptic Conundrums from the World and Works of the Gothic Genius
Taking abridged versions of 'The Raven' and six of Poe's stories as their starting point, this is a collection of 89 ingenious enigmas, riddles, ciphers and logic problems. Some are from the mind of the master himself – such as the cryptic question ‘What must you do to a tea table to make it fit to consume?’ – while others are inspired by situations found in his stories of detection and Gothic horror. Solutions are provided in case human ingenuity fails.
Solve it Like Sherlock
Test Your Powers of Reasoning Against Those of the World's Most Famous Detective
Stewart Ross invites readers to test their powers of reasoning against those of the world’s most famous detective. The first part of the book sets out the stories of 25 ‘newly discovered’ cases and, from the evidence they contain, we must unravel the mystery; the second part explains how Holmes correctly interpreted the facts to solve 24 of the 25 cases.
Spock's Logic Puzzle Box
The USS Enterprise's Science Officer, Spock, was known for his prodigious powers of intellect and this game set encourages players to apply his relentless logic to a series of Star Trek-themed problems and brain-teasers. The set includes 120 puzzle cards, set at different levels of difficulty, a player’s score pad, a ‘gravity-powered continuum designator’ (egg timer) and a book containing rules and solutions.
How Do You Get an Egg into a Bottle?
Bizarre, Weird and Wonderful Puzzles with Science
The egg problem is one of the 60 weird and wonderful science puzzles in this set of question and answer cards. You can challenge yourself or friends to work out why boomerangs come back or how to drive on ice: the solution of each problem is explained on the reverse of the card.
Mensa Riddles and Conundrums
Over 100 Games and Puzzles to Sharpen Your Wits and Challenge Your Intelligence
Devised by Mensa, the high IQ society, this set contains the boards and pieces for chess and solitaire, tangram, pentominoes, the matchstick game and jailbreak, as well as a 72-page book of brain benders, cryptic crosswords and rules for the games. This diverse collection of over 100 puzzles and games will exercise your brain for weeks, but you don’t need a massive IQ: we are assured that logical thinking and persistence will prevail. Boxed set.
Mensa Logic Brainteasers
Over 150 Diverse Logic Puzzles
Logic puzzles require no specialist knowledge, just the ability to follow a line of reasoning, step by step, to its ultimate conclusion. This selection of more than 150 brain-teasers ranges from verbal and mathematical riddles to visual conundrums that test your spatial reasoning as well as your powers of logic.
The Great Houdini's Puzzle Vault
A Collection of Mystifying Puzzles Inspired by The Astounding Escapologist
The great Hungarian-American magician Harry Houdini won his reputation for making seemingly impossible escapes and undertaking baffling feats of endurance or agility. This illustrated puzzle book presents conundrums and teasers inspired by his work, and describes many of his most famous tricks (such as the flooded tank escape, the bullet catch and the milk-can escape), providing explanations of how he did them in the solutions section.
Crack the Code
In four progressively more difficult chapters – Amusements, Diversions, Challenges and Enigmas – Dr Gareth Moore presents over 200 puzzles, including codes to break, conundrums, several types of Sudoku and unusual vocabulary games. The puzzles range from simple to mystifying, but there is another twist – the instructions range from explicit to mere suggestions of how to proceed. Solutions are at the back.
The Alan Turing Codebreaker's Puzzle Book
This collection of unusual puzzles challenges the reader not only to find solutions but, in the spirit of computing pioneer Alan Turing’s methodology, to tease out the rules of the puzzles themselves. The puzzles, which mainly involve words and letters, increase in difficulty as the book progresses, but cryptic titles and numerous optional hints (listed in a separate section) lead codebreakers step by step to solutions catalogued at the back.
The Puzzler's Dilemma
From the Lighthouse of Alexandria to Monty Hall, a Fresh Look at Classic Conundrums of Logic, Mathematics, and Life
‘A man is found hanging in a locked room with no furniture and a puddle of water under his feet. What happened?’ From ancient Greek paradoxes to the role of probability in television game shows (via the Rubik’s Cube, chess problems and crosswords) this entertaining book illustrates eleven classic types of logic puzzle, tells the stories behind their creation and shows how to go about solving them.
The World's Most Difficult Quiz 2
More King William's College General Knowledge Papers
What garden evokes manual pallor? Where does the gold fin not wink? Who or what is pit-pit? Since 1904, pupils of King William's College on the Isle of Man have been sent home for the Christmas holidays with a fiendish quiz. Its popularity led to its publication first in The Times and, from 1951, in the Guardian. This book presents 30 sets of 180 questions dating from the 1920s to 1980s (pre-Google!).