|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games
 |
Tree Bingo
(Game)
Tony Kirkham; Illustrated by Holly Exley
|
R633
Discovery Miles 6 330
|
Ships in 12 - 17 working days
|
|
FUN FOR THE WHOLE FAMILY - everyone will love this traditional game
featuring 64 of the world's best loved and fascinating trees PLAY
AND LEARN - this board game comes with a leaflet with interesting
information and quirky facts for all the trees featured in the
game. Learn about familiar trees such as the chestnut, oak,
magnolia, and ash, as well as lesser known species like the blue
quandong and dragon's blood GREAT GIFT - perfect for nature or
conservation lovers of all ages, for families who love playing
games, and for families who enjoy spending quality time together
SOMETHING TO TREASURE - this is a quality product made to last,
with beautiful illustrations and attractive packaging EXPLORE THE
ENTIRE SERIES - this game is part of the bestselling bingo series,
a collection of games for nature lovers and enthusiastic board
gamers. Other games in the series include Bug Bingo, Cat Bingo, Dog
Bingo, Monkey Bingo, Ocean Bingo and Royal Bingo Play bingo with 64
spectacular trees from around the world. Each player gets a game
card with 25 trees: be the first to get all the trees on your card
to win BINGO! The accompanying booklet notes the distinguishing
features of each tree, along with fascinating nuggets of
information about how humans and animals live alongside them.
Two of the most renowned chess trainers in the world, introduce and
explain the revolutionary ideas of their old friend and mentor,
Igor Platonov. Platonov was one of the most profound thinkers and
theoreticians in the old Soviet Union, which held a grip on the
world chess championship for decades, as the title passed from one
of its stars to another. For intermediate players to grandmasters,
Platonov's visionary insights, examined and explained here for the
first time, provide you with the keys to understanding the
foundational concepts of the game, strengthening your chess
understanding and giving you effective methods to help you find the
most powerful moves in the game.
Having learnt the basic moves, how exactly should a player
improve?In this much loved classic, Irving Chernev explains 33
complete games in detail, telling the reader the reason for every
single move. Playing through these games and explanations gives a
real insight into the power of the pieces and how to post them most
effectively.
This is a continuation of a series of comprehensive chronological
reference works listing the results of men's chess competitions all
over the world--individual and team matches. The present volume
covers 1975 through 1977. Entries record location and, when
available, the group that sponsored the event. First and last names
of players are included whenever possible and are standardized for
easy reference. Compiled from contemporary sources such as
newspapers, periodicals, tournament records and match books, this
work contains 872 tournament crosstables and 147 match scores. It
is indexed by events and by players.
An easy-to-understand guide to chess strategy -- conceptual
planning -- has always been the amateur's dream. This book makes
that dream a reality. This comprehensive guide in dictionary form,
the first of its kind, makes all aspects of chess strategy quick,
easy, and painlessly accessible to players of all degrees of
strength. Each strategic concept is listed alphabetically and
followed by a clear, easy-to-absorb explanation accompanied by
examples of how this strategy is used in practice. Such great World
Champions as Steinitz, Capablanca, Petrosian, Fischer, and Karpov
have used these strategies in virtually all of their games. Now you
can arm yourself with their weapons. As you incorporate these
weapons into your own play, they will enrich your appreciation of
the game and lead you to one beautiful victory after another.
A technological milestone is not just a triumph, but a rare, pivotal watershed: Orville Wright's first flight, NASA's landing on the moon¿the victory of a digital computer, Deep Blue, over world chess champion Garry Kasparov in 1997. "Deep Blue: An Artificial Intelligence Milestone" details the historic endeavor to develop a chess-playing computer that would outplay the best human player on Earth. The story tells of the super-talented team of scientists and engineers involved, how one of America's mightiest corporations nurtured that team, and how the team's hard work produced a machine that played epic battles against human beings before eventually proving victorious. Deep Blue's success raises many questions about our future relationship with the digital computer. Topics and features: * Offers a comprehensive record of Deep Blue's Development * Gives the reader insight into the ups and downs of the deep Blue team on its way to finally defeating Gary Kasparov * Includes appendices that completely record Deep Blue's matches * Provides many photographs of the participants involved in the journey * Analyzes Deep Blue's evolution from "hostile force" to "champion" in popular cartoons appearing in newspapers. The work provides a comprehensive and authoritative account of the creation, development, and actions of IBM's Deep Blue technology group and how their computer defeated the world chess champion. Specialists and nonspecialists in AI and computing will discover a fascinating story of one of the major technological milestones in the history of computer science, as well as science in general.
The ChessCafe World Chess Champions Series Emanuel Lasker was a
great chess fighter, thinker and researcher. He was possessed of
gigantic playing strength, retaining the title of Worlds Number One
Chessplayer for 27(!) years. Even after losing his crown, he kept
his ability for a long time, as shown by his victories and
prize-winning finishes in immensely powerful international
tournaments when he was 54 (Moravska-Ostrava 1923), 55 (New York
1924), 56 (Moscow 1925), and even at 66 (Moscow 1935)! One of the
chief postulates of the Second World Champion was the battle of
honor. On the chessboard, lies and dishonesty have no place. These
words of Lasker could serve, even today, as an example to every
young chessplayer of how to relate to the Great Game. Emanuel
Lasker was the first in history to achieve a universal style. This
was a Style of the Future, which is why the Second World Champion
would not be understood by many of his contemporaries, who believed
that he had no style at all. Laskers games of chess, like his
entire chess legacy, will live forever! Join Russian chess
historians Isaak and Vladimir Linder as they take you on a journey
exploring the life and games of the great world champion Emanuel
Lasker.
The Civil War affected the entire American landscape in ways not
always given their due consideration. Not only did it determine the
political future of a nation, it influenced the scientific and
cultural development of the country as well. The war cost America
many of its best and brightest in every venue. James A. Leonard was
one such loss: a brilliant up-and-coming chess player in 1861-62
before he made the decision to serve his country during wartime.
Born November 6, 1841, James A. Leonard was the son of a poor Irish
immigrant - but even a poor child could play the game of kings.
Leonard grew up in a time when interest in chess was experiencing a
revival, and contemporaries such as Paul Morphy, Eugene Delmar and
Leonard's mentor Philip Richardson captured the interest of a
country. Leonard defeated a number of the country's notable chess
players and was widely viewed as the ""New Morphy."" This biography
discusses what little is known of Leonard's life and death but
concentrates primarily on Leonard's ability and his sadly shortened
career. Game scores and diagrams from 96 of Leonard's games are
included, with detailed descriptions regarding place, date and
opponents.
Should teenagers be given the vote? Should dangerous science be
banned? Should fun jobs get lower salaries? You are the President.
You decide. A SOCIAL BOARD GAME that'll have you debating hot
topics with your friends and family TACKLE ETHICAL DILEMMAS: will
you stick to your principles or chase power at all costs?
SCREEN-FREE FUN for 3-6 players The President has been assassinated
and you, the Senators, must vote on the issues facing your
fictional state - while keeping one eye on the presidency, of
course! Wrestle with political dilemmas of the past, present, and
future and navigate the election without damaging your image. As
you get closer to the top spot, find out how well you really know
your friends and discover who has what it takes to lead the
country.
Improve your chess by studying the greatest games of all time, from
Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world
championship victories, and featuring a foreword by five-times
World Champion Vishy Anand. This book is written by an all-star
team of authors. Wesley So is the reigning Fischer Random World
Champion, the 2017 US Champion and the winner of the 2016 Grand
Chess Tour. Michael Adams has been the top British player for the
last quarter of a century and was a finalist in the 2004 FIDE World
Championship. Graham Burgess is the author of thirty books, a
former champion of the Danish region of Funen, and holds the world
record for marathon blitz chess playing. John Nunn is a three-time
winner of both the World Solving Championship and the British Chess
Federation Book of the Year Award. John Emms is an experienced
chess coach and writer, who finished equal first in the 1997
British Championship and was chess columnist of the Young
Telegraph. The 145 greatest chess games of all time, selected,
analysed, re-evaluated and explained by a team of British and
American experts and illustrated with over 1,100 chess diagrams.
Join the authors in studying these games, the cream of two
centuries of international chess, and develop your own
chess-playing skills - whatever your current standard. Instructive
points at the end of each game highlight the lessons to be learned.
First published in 1998, a second edition of The Mammoth Book of
the World's Greatest Chess Games in 2004 included an additional
twelve games. Another new edition in 2010 included a further
thirteen games as well as some significant revisions to the
analysis and information regarding other games in earlier editions
of the book, facilitated by the use of a variety of chess software.
This 2021 edition, further updated and expanded, now includes 145
games. The authors have made full use of the new generation of
chess analysis engines that apply neural-network based AI.
'Move by Move' is a brand new series which provides an ideal
platform to study chess openings. By continually challenging the
reader to answer probing questions throughout the book, 'Move by
Move' greatly encourages the learning and practising of vital
skills just as much as the traditional assimilation of opening
knowledge. Carefully selected questions and answers are designed to
keep you actively involved, and allow you to monitor your progress
as you learn. This is an excellent way to study any chess opening
and at the same time improve your general opening skills and
knowledge. In this book, Grandmaster Neil McDonald studies one of
the most important openings of all, the Ruy Lopez, which is still
regarded as White's strongest choice after 1 e4 e5. Also known as
the Spanish Opening, the Ruy Lopez has a long and distinguished
history. It's sufficient to say that it has been played by
virtually every single great player! McDonald shares his experience
and knowledge, examines the opening from both sides of the board,
and offers answers to all the key questions. *Essential guidance
and training in the Ruy Lopez *Written by an opening expert and
renowned coach *Key ideas absorbed by continued practice
This book is a follow up to Board Game Education. However, unlike
many of the board games discussed in Board Game Education, this
book identifies and discusses five board games that each develop
critical educational skills in reasoning, problem-solving, language
arts, mathematics, social sciences and communication. They are the
"super foods" of the board game world. More Board Game Education
answers the questions unlikely to ever be ask: If I were stranded
on a desert island with only five board games and I wanted to
educate my kids, what board games would I choose. Each board game
discussed in this book is a complete educational tool that will
develop all of the critical educational skills that research has
shown to not only be crucial to educational success, but also
success in the workplace. As a bonus, these game are great to play,
easy to learn and, most importantly, affordable to own for any
family or teacher. (This is a very important point to remember;
this is not a list of the greatest board games ever or the very
best educational board games on the market. Rather, this book
discusses board games which every parent, teacher and/or school
program can realistically own, in multiple copies, and incorporate
as a learning tool).
FUN FOR THE WHOLE FAMILY - Pieces of two different sizes mean that
puzzlers of different abilities can work on the same jigsaw at the
same time. SPOT THE DOGS - In Melissa Lee Johnson's colourful
illustration, dogs are having the best day ever! Whether ripping it
up at the skate park, doing yoga, or paddling in a fountain, this
is an epic dog day out. BIG PIECES FOR LITTLE HANDS, LITTLE PIECES
FOR BIG HANDS - Features solid die-cut pieces and a poster to guide
as you assemble. An innovative new format in which puzzle pieces of
two different sizes enable people of different ages or abilities to
work collaboratively on the same jigsaw puzzle. A self-contained
scene with larger pieces slots alongside a bigger puzzle with
smaller pieces. Parents or older siblings can enjoy the challenge
of piecing the puzzle together while having the satisfaction of
working together with a younger puzzler!
New (4th) and improved edition of an all-time classic. The good
news about endgames is: there are relatively few endings you should
know by heart. Once you know these endings, that's it. Your
knowledge never goes out of date! The bad news is that, all the
same, the endgame technique of most players is deficient. Modern
time-controls make matters worse: there is simply not enough time
to delve deep into the position. Jesus de la Vila debunks the myth
that endgame theory is complex and he teaches you to steer the game
into a position you are familiar with. This book contains only
those endgames that: show up most frequently are easy to learn
contain ideas that are useful in more difficult positions. Your
performance will improve dramatically because this book brings you:
simple rules detailed and lively explanations many diagrams clear
summaries of the most important themes dozens of tests.
'I love playing the King's Indian, but no-one ever allows me to
reach my favourite opening!' Does this sound like an all too
familiar complaint? The answer to this problem lies here.The truth
is you will reach your favourite opening in barely half the games
you play against 1 d4, and that's why this book is a godsend to
those players fed up with blindly searching for the right way to
play against these annoying White systems designed to avoid the
main lines: the Trompowsky; the London System; the Torre Attack;
the Barry Attack; the Colle System; the Veresov; the
Blackmar-Diemer Gambit - the list goes on and on!Yelena Dembo, who
as a hardened King's Indian and Grunfeld player has considerable
experience facing these irritating openings, deals with them in no
uncertain terms, in each case offering Black a no-nonsense solution
that enables you to face the future with confidence. *Covers all of
White's possibilities*Also includes King's Indian and Grunfeld
solutions to 1 Nf3 and 1 c4*Written by an renowned opening expert
Yelena Dembo is an International Master from Greece with numerous
tournament successes to her name, including the bronze medal at the
2005 European Women's Championship and one Grandmaster norm. She's
a renowned chess coach, who has taught students from over 30
countries. She's also an experienced chess writer and a regular
contributor to the quality publication "Chess Informant," This is
her second book for Everyman Chess, a follow-up to "Play the
Grunfeld,"
An investigation of the main reasons why chess players sometimes go
astray - the seven deadly chess sins: Drifting (losing the plot);
Perfectionism (leading to time trouble); Egoism (overestimating
your chances); Failure to spot the critical moment; Deafness
(failure to listen to intuition); Dogmatism (failure to think
creatively or dynamically); and Attachment (to particular ideas).
This is a thought-provoking look at the psychological errors that
lead chess-players to disaster and keep them from reaching their
full potential.
All top chess players agree that to keep your tactical muscles in
shape it's imperative to continue training, and the easiest and
most fun way to do this is by performing tactical exercises. Even
solving a few puzzles for ten minutes each day can be of utmost
benefit for the aspiring player. But where can one find the
required number of suitable puzzles to satisfy this demand?
Look no further than "The Complete Chess Workout. "In this book,
tactics expert Richard Palliser presents the reader with a massive
1500 puzzles, all checked for accuracy by the latest computer
engines. There is something for players of all levels here: many
basic tactics - forks, pins, skewers and checkmates - to appeal to
beginners and improvers, and a considerable number of brain-teasers
that will tax even the strongest of players. Palliser has
meticulously collected puzzles from practical play in recent years
- a large percentage of the exercises here will be completely new
to most readers. All the important tactical themes are covered,
while there are special sections on opening traps and endgames.
Work your way through this book, and your opponents will soon be on
the receiving end of your increased tactical powers!
*A comprehensive training manual for chess tactics
*Ideal for all levels of player
*All puzzles checked by computer engines
|
|