...MORE THAN BOOKS!
The Norwich Bookstore is a special place for people and ideas to meet up. It is a community center, and a quiet celebration of what makes the Upper Valley a unique home.
The booksellers who work here come from all over the region, and from many different walks of life, to offer you the knowledgeable customer service you have come to expect.
Whether you request “that book that was on the radio last week” or “something special for my daughter’s best friend’s birthday party,” we strive to be of help. We truly enjoy connecting books and readers.
To complement our selection of books, we offer an eclectic array of traditional and unique toys and games. We have a wide range of greeting cards and gift wrapfor all seasons. We enjoy the challenge of seeking out unique greeting cards, toys, and games - many of which are locally made from sustainable materials. Unlike the books, most of these items are not available for on-line purchase, though we will happily ship directly from our store if you call 802-649-1114 or email firstname.lastname@example.org.
The natural canvas Schulz Library book tote from The Center for Cartoon Studies in White River Junction, Vermont, features the Schulz Library logo on the front and an illustration of lovable Peanuts character Linus Van Pelt on the back
The Center for Cartoon Studies became an affiliate of the Norwich Bookstore in 2012. They offer a two year course of study that centers on the creation and dissemination of comics, graphic novels and other manifestations of the visual narrative.
Visit there website
A Scrabble-like game without the board -- much like Pick Two!, but without the letter values.
Using a selection of 144 plastic letter tiles in the English edition, each player works independently to create their own 'crossword'. When a player uses up all their letters, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
There are also variants included in the rules, and the game is suitable for solo play.
Quiddler® is a beautiful word game with naturally smooth game play that plays fast. These are essentials for a successful game that few word games have. Using special cards, Quiddler® draws on one's ability to combine letters into words. Players must combine their entire hand into words trying to use the highest point value letters. Quiddler® challenges you to do this first with three cards (round one), then with four, on up to ten cards in the last round. A bonus is given for both, the longest word, and the most words made by a player in each round. The average game takes 20-40 minutes.
Although it may appear that the person who knows the most words would consistently win, this is not the case when playing Quiddler®. There is a visual perception aspect that draws on combining the cards with the highest points into the words rather than the first words a player recognizes. There is also an element of strategy. Players who win often, don't go out at their first opportunity; on the other hand, sometimes they go out as soon as possible. Their actions are aimed at increasing their odds of getting either the longest word or the most words bonus.
The game works well for both, beginning readers and accomplished word game players. Youngsters can enjoy Quiddler® because players can win using short words. This results from the bonus for getting the most words in any round, which, of course, is obtained using short words i.e., zoo, is, of. On the other hand, accomplished word lovers are challenged because of the bonus given for the longest word in any round, as well as the aspects noted above.
The solitaire rules included with Quiddler® result in endless hours of word challenges for the single player. Although each game is quick to play (about 15-20 minutes), people have tended to play game after game.
Set is a real-time card game designed by Marsha Falco in 1974 and published by Set Enterprises in 1991
The deck consists of 81 cards varying in four features: number (one, two, or three); symbol (diamond, squiggle, oval); shading (solid, striped, or open); and color (red, green, or purple). Each possible combination of features (e.g., a card with three striped green diamonds) appears precisely once in the deck.
Five Crowns® is a card game for the whole family. It has original game play, but uses skills that you have obtained from playing your old favorites like Hearts, Spades and Rummy. Because Five Crowns has five Royal Families -- the Stars, the Clubs, the Hearts, the Spades and the Diamonds -- yes, five suits in the old usage, it allows a more equal chance of making a book or a run, effectively giving each player more possibilities to readjust their hand so as to go out.
The play starts with three cards and the 3s are wild; the next hand has four cards and the 4s are wild.... working up to the last hand when the Kings are wild. Each of the Royal Families is portrayed in original art and has its own colors. Five Crowns® is a fast paced, ingenious new game in eleven rounds.
Ages 8 & up
Fun for the whole family
Takes 40-60 minutes to play
Anomia: [uh-NO-mee-uh] - Noun - 1) A problem with word finding or recall. 2) Chaos. 3) The game where common knowledge becomes uncommonly fun!
Anomia plays off the fact that our minds are positively brimming with all sorts of random information; things to eat, pop songs, websites, etc... Sure, under normal circumstances, it's easy enough to give an example of a frozen food, or a dog breed; but you will find that your brain works a little differently under pressure!
The directions are simple. Draw a card from the center pile and flip it over. Does the symbol on your card match one on another player's card? If so, you must quickly face-off with the other player by giving an example of the person, place, or thing on their card before they can do the same for yours. If you blurt a correct answer out first, you win their card and drawing continues. Sounds simple, right? Wrong!
Wild cards allow unlike symbols to match, increasing the number of things you must pay attention to. Cascading face-offs can occur when you hand over a lost card revealing a new top card on your play pile. All this adds up to a high-energy, hilarious play experience where everyone is involved at all times.
Easy to learn, fun to play over and over again, Anomia will have any group of friends, family, even perfect strangers, shouting and laughing out loud as they try to beat each other to the punch.