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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games
One of the main reasons the Sicilian is the most popular opening is that is it promotes such bold and aggressive chess. This work introduces, categorizes and analyses the 'Seven Deadly Sacrifices' White has at his disposal. It covers main lines of the Sicilian.
The Ruy Lopez is incredibly common at all levels of chess, and everyone who plays 1 e4 e5 as Black needs to have a reliable antidote to this powerful opening. In this book, Milos Pavlovic provides the answer, devising a sound and yet ambitious repertoire for Black, the basis of which is provided by the legendary and ever-popular Marshall Attack. The Marshall is a perfect weapon for Black, as it avoids passive positions and the so-called 'Spanish torture' of many other variations. In contrast, with the Marshall Black's objectives are clear-cut and often involve a direct mating attack against the white king!
The North African Campaign has begun. Take control of the British Army's Long Range Desert Group and operate behind enemy lines or command the formidable Italian forces opposing them. In this standalone sequel to Undaunted: Normandy, players will once again lead their sides through a varied series of missions. As casualties mount, wounded units leave the players' decks, forcing them to adapt in the face of changing tactical circumstances. Use your cards to strengthen your forces, deploy vehicles to advance rapidly across the battlefield, and seize the initiative as you determine the outcome of the North African Theatre. Ages: 14+ Players: 2 Playing Time: 45-60 minutes Contents: 88 cards, 22 large map tiles, 4 dice, tokens, campaign booklet
This beautifully illustrated bingo game features 64 breeds of dog from around the world. Spot all kinds of dogs - from the tiny chihuahua to the noble Great Dane, from the sleek Saluki to the dreadlocked Hungarian Puli, mark them off on your card and bingo! Dog Bingo brings a fun and educational twist to the traditional game as players learn the names and colourings of both their favourite breeds and weird and wonderful exotic dogs. Contains 64 superbly illustrated dog tokens, one board, 12 bingo cards and brightly coloured counters for you to mark up your card, as well as a leaflet containing basic information and a few quirky traits for all of the dogs featured.
There's something hiding among us: an elusive cryptid is prowling our city streets. The evidence is clear but, without definitive proof, the scientific community will never believe you. There's nothing else to be done - you must track down this cryptid yourself! Play as a determined Scientist manipulating heat, movement, and sonic sensors to scan the city, identify your quarry's true location, and capture them. Or take the role of a Cryptid, snaking your way through the shadows and back alleys of the metropolis that surrounds you, eliminating all evidence of your existence as you go, desperately avoiding capture. Emerging victorious in this high stakes cat-and-mouse chase, played out across a sprawling urban landscape, will require all your ingenuity and foresight. Cryptid: Urban Legends is a tense asymmetric game of competitive deductive reasoning for two players from the creators of Cryptid. Players: 2 Ages: 14+ Playing Time: 20-40 minutes Contents: 41 cards, 10 plastic cubes, 9 plastic discs
With 32 pegged chess pieces and a gamebook that a) teaches you how to play and b) makes you look smart, this chess set by Brass Monkey is perfect for newbies and experts alike. Bonus: everything stores away into the box (that is also the game board), so it's perfect for traveling. * Features unique 'peggable' style chess pieces that fit (and stay put) in the holes of the included chessboard. * Perfect for traveling (or playing during deep-sea fishing expeditions). * Includes a gamebook that teaches beginners how to play...and gives experts something to make fun of. * Everything (including the chessboard) packs away into the display-worthy box. * Box measures 7.8" square (by 2.8" deep if you're curious).
The computer has changed the way top players think about chess. The silicon mind has no psychological barriers. It is "willing" to check moves that most humans, including top players, consider absurd and reject instantly. Thus this brave, new computer era inevitably leads to a reassessment of old axioms, principles and evaluations. In this book the reader will discover the incredible power unconventional moves can have. These moves contradict the most fundamental principles of the "old chess", and yet most of them played by leading grandmasters. At first sight these moves look so strange that the reader can not avoid asking, "Was this grandmaster was inspired or drunk?" The answer will definitely surprise you.
This offers a complete fighting repertoire for White against the Sicilian with 1.e4 c5 2.d4 cxd4 3.c3. The Morra Gambit is a popular weapon at club level, but can it be effective at GM level? Marc Esserman believes so and he has 2700-rated scalps to back up his view. Esserman is the world's leading expert on the Morra Gambit and he shares all his secrets and many novelties in a lively witty style. The Morra leads to exciting gambit play, so some players decline the offer with 3...Nf6 - Esserman also shows how White can attack this cautious defence. Don't be afraid of the Sicilian - unleash Mayhem in the Morra!
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
Ireland is awash with would-be kings, power-hungry pretenders, and
self-professed rulers. The provinces are in disarray, and the common
folk are paying the price. The land needs a leader. In Brian Boru,
players will strive to unite Ireland under their domain, securing
control through might, cunning, and matrimony. Join forces to fend off
Viking invaders, build monasteries to extend your influence, and gather
support in towns and villages throughout the land. To become High King
of all Ireland, you will need to navigate a web of shifting alliances,
outmanoeuvre your enemies, and grab history by the reins. Includes
rules in English and German. Number of players: 3-5 Ages: 14+ Play
time: 60-90 minutes Components: Board, 46 cards, 139 tokens, 125 wooden
discs
How to Reassess Your Chess is the popular step-by-step course that will create a marked improvement in anyone's game. In clear, direct language, Silman shows how to dissect a position, recognize its individual parts and ultimately find the move that conforms to the needs of that particular situation. By explaining the thought processes that go into a master's choice of move, the author presents a system of thought that makes advanced strategies seem clear, logical and at times even obvious. How to Reassess Your Chess offers invaluable knowledge and insight that cannot be found in any other book.
The games of Mikhail Botvinnik, world chess champion from 1948 to 1963, have been studied by players around the world for decades. But little has been written about Botvinnik himself. This book explores his unusual dual career--as a highly regarded scientist as well as the first truly professional chess player--as well as his complex relations with Soviet leaders, including Josef Stalin, his bitter rivalries, and his doomed effort to create the perfect chess-playing computer program. The book has more than 85 games, 127 diagrams, twelve photographs, a chronology of his life and career, a bibliography, an index of openings, an index of opponents, and a general index.
This reference work continues a comprehensive series chronicling men's chess competitions. Listed in this volume are the results of chess competitions from all over the world-including individual and team matches-from 1986 through 1990. 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 1,419 tournament crosstables and 194 match scores, and is indexed by events and by players.
Throughout its hundred-year history, the game Jetan has influenced many writers and game designers. Invented by author Edgar Rice Burroughs for his 1922 novel The Chessmen of Mars, Jetan has been played by enthusiastic fans and serious gamers alike. This first-ever book on Jetan explores the game's rules in depth and provides new interpretations based on up-to-date research. It chronicles the game's history, explores tactics and variants and provides a complete standard for notating games. Also included are three annotated Jetan playthroughs and several practice exercises. Over 80 diagrams and photographs are used as illustrations, and an essay about Edgar Rice Burroughs' lifelong interest in sports and games further contextualizes the game.
A tense, economic eurogame for one to four players, charting the rise
and fall of the 12th Century's greatest city.
This reference work continues a comprehensive series chronicling men's chess competitions. Listed in this volume are the results of chess competitions from all over the world-including individual and team matches-from 1981 through 1985. 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 1,508 tournament crosstables and 205 match scores, and is indexed by events and by players.
One of the greatest chess legends of all time, Aron Nimzowitsch (1886-1935), is best known for founding the Hypermodernism school of chess, which emerged after World War I to challenge the chess ideologies of traditional central European masters. This first full-scale biography of Nimzowitsch chronicles his early life in Denmark, his family and education, and his fascination with the game that would become the focus of his life. Also included are explorations of his tournament games and records, his dispute with influential chess teacher Siegbert Tarrasch, and his role in the development of Hypermodern Chess. With detailed accounts of nearly 450 games and the only narrative of Nimzowitsch from 1914 to 1924, a period formerly cloaked in mystery, this volume offers the most thorough profile available of one of chess's greatest innovators.
Match the cats and kittens of 25 breeds from around the world in this beautifully illustrated memory game. To play, simply place the cards face down and see if you can remember where the mother cat and her kitten are located. Collect more pairs than your opponent to win! With all kinds of breeds included – from the British Shorthair to the Siamese, and from the Maine Coon to the hairless Sphynx – this fun and educational game will appeal to cat lovers everywhere. |
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