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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games
Whether you're an American Mah Jongg newbie or an intermediate player looking to gain an edge over your opponents, American Mah Jongg for Everyone is the perfect book to help you start practicing your game! Experienced international Mah Jongg instructors Gregg Swain and Toby Salk walk you through the basics of American Mah Jongg--introducing readers to the tiles, rituals, history, rules and winning strategies of the game. Using the humor, warmth and professional tips they share with their own students, this narrative-style instruction book offers an accessible way to learn this popular game. Topics include: Recognizing Mah Jongg tiles in different types of sets Building the walls and dealing the tiles Organizing your tiles and planning your play Understanding table rules and etiquette Winning strategies for various types of hands National Mah Jongg tournament director Gladys Grad contributes a foreword that explains why so many people love the game. Grad also has written a chapter that outlines the rules of Siamese Mah Jongg, a fun two-person game she created that you can't find in any other Mah Jongg book! This book comes with everything you need to get started playing, including: A timeless sample Mah Jongg scoring card A paper set to cut out and use while learning Easy-to-follow, step-by-step instructions Over 80 color illustrations Helpful practice exercises and quizzes that reinforce the lessons Access to a website that provides up to date information about the game A glossary of terms that every Mah Jongg player needs to know From the many different types of tiles and how to recognize them, personal stories about the game and historical trivia, American Mah Jongg for Everyone has something for anyone interested in this fascinating game.
Immerse yourself in a world of abstract equilibrium with 57 tiles inspired by the Modernist master Piet Mondrian. Arrange the tiles to create table-top compositions of perfect balance, large or small. Beautifully presented and with millions of possible arrangements, Make Your Own Mondrian will delight would-be Modernists of all ages.
In this unique deduction game of honest misdirection you are all
cryptozoologists, trying to be the first to discover definitive proof
of a cryptid in the wilds of North America. Each player will be given a
unique clue – one piece of crucial information about where the creature
lives. When combined, the clues identify a single space on the map –
the creature’s habitat.
From the first edition: "Just the right combination of fascination and brio"--Chess Life; "a real browsers delight"--San Francisco Chronicle; "arguably the best chess writer on the American scene...opulent"--Washington Times; "a wonderfully readable book...fascinating"--Boston Herald; "enjoyable"--British Chess Magazine. "[The author] is one of the most accomplished American chess players as well as a prolific chess writer and journalist"--James Henri. The best, the worst, the shortest, the oddest, the longest, the most deceitful, the most memorable, the most brilliant, the dumbest--of players, games, matches, tournaments, books, ideas, etc. The lists are replete with background detail and exact facts--this second edition of Soltiss classic 1984 book is altogether an essential part of any chess collection and a browsers delight. The new edition contains 25 percent more lists, games, diagrams and annotations. The majority of lists from the first edition have been updated or expanded--or both.
The Game of the Goose is one of the oldest printed board games, dating back 400 years. It has spawned thousands of derivatives: simple race games, played with dice, on themes that mirror much of human activity. Its legacy can be traced in games of education, advertising and polemic, as well as in those of amusement and gambling - and games on new themes are still being developed. This book, by the leading international collector of the genre, is devoted to showing why the Game of the Goose is special and why it can lay claim to being the most influential of any printed game in the cultural history of Europe. Detailed study of the games reveals their historical provenance and - reversing the process - gives unusual insights into the cultures which produced them. They therefore provide rich sources for the cultural historian. This book is beautifully illustrated with more than 90 illustrations, many in color, which are integrated throughout the text.
A technological milestone is not just a triumph, but a rare, pivotal watershed: Orville Wright's first flight, NASA's landing on the moonthe 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 International Chess Federation or World Chess Federation (FIDE, from the French acronym for Federation Internationale des Echecs) was founded on July 20, 1924 in Paris but only from 1950 began to award the first international titles. This work lists over 18,000 players who received international titles from 1950 up until December 2016. Information for each entry includes when available last name, first name, middle name, federation, date of birth, place of birth, date of death, place of death, title and year of award and, peak rating (month and year). A list of sources is included.
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.
This book is the definitive volume on the history of chess in Singapore. Covering 1945-1990, it covers the post-war emergence of a truly 'local' chess scene out of the colonial period, then taking the story up to the modern era. Contained within these pages are tributes to the modern founding fathers of Singapore chess. Also chronicled within are the careers of Singapore's top players and their achievements. This includes fine team performances (belying Singapore's seeming status in the chess world as a tiny red dot) and spectacular individual successes on the international stage.In documenting chess development in Singapore for the period in question, this book also provides glimpses of a wider social history. Personal stories (based on fresh interviews) are provided that give a sense of the chessplaying milieu of the time. Stalwarts in the chess scene, featured in this book, went on to be notable figures in the wider social and political landscape.A selection of 139 annotated games played by top Singapore-based players and Singapore masters between 1949 and 1990 is matched by a rich collection of more than 200 rare illustrations. This volume is a wonderful resource for chess aficionados, interested amateurs, collectors and historians.
This is a chess book for everyone, from eight to eighty, beginner to master. In a clear, easy-to-follow format it explains how the best way to beat a stronger opponent in the opening stage of the game. Delightful and instructive games of famous players are used to show the 50 most effective opening traps that chess masters use to win their games.
Thirty-six masterpieces are up for auction. Are they bargains to be snapped up or over-hyped drains on your finances? You'll never know unless you bid! In this board game for up to six players, you travel the world as an art collector scouring the auction houses, visiting art fairs, and making private deals in search of elusive artworks to complete your collection. The winner is the player with the most valuable collection and the most cash in hand at the end of the game.
The Ancients, age-old guardians of the arcane crystals, have long slumbered in their secret vaults. Rumoured to be invincible sentinels, they have defended their crystals unchallenged for eons. With the fall of the Empire, the most desperate bands of the Wildlands have joined forces to take them down and claim the crystals they protect. Wildlands: The Ancients introduces powerful creatures and new terrains that allow players to play Wildlands solo and cooperatively, as well as supporting play with up to six players. Requires a copy of Wildlands to play. At six players, requires a copy of Wildlands and either The Unquiet Dead or The Adventuring Party to play. Players: 1-6 Playing Time: 60 minutes Ages: 14+ Contents: 5 Unique Over-Sized Miniatures, Doubled-sided Playing Board, 100+ Cards, 5 Double-Sided Scenario Sheets, 80+ Counters, 10 Plastic Bases, 10 Crystals
For 70 years the U.S. Chess Federation has held the U.S. Junior Open, featuring young players under 21. This book is the first to focus the formative years of these juniors, who later became many of the outstanding masters of the Unites States. Each chapter contains an annotated game of the winner of the championship and brief identifications of the notable players. Crosstables are included where available.
An International Master's to essential tactical strategies and positions in chess. A comprehensive book from the Swedish International Master Thomas Engqvist for understanding the most important tactical chess positions in the opening of a game, the middle game and the endgame. It cuts to the chase on the must useful tactical positions at each stage of the game. Knowing the positions is one thing but this experienced coach shows you how to create them, even out of nothing, in the spirit of Tal and Alekhine. It covers other important facets of tactical play, including calculation (how to calculate with the help of stepping stones), attacking play such as defence and counter attack, and even psychological tactics. It focuses on the most important tactical devices to give you the edge, all explored in depth through real players games. An essential strategy book by a Swedish International Master.
Details 59 brilliant games from the career of a correspondence world champion with his own notes, and provides insights into the processes of analysis and decision-making, as well as abundant study material. Packed with general chess wisdom and pertinent quotes from the great masters of chess.
This comprehensive reference work presents detailed bibliographical information about chess publications - books, bulletins and programs - covering competitions held around the world from 1971 through 2010. It catalogs 3,895 entries tracked through 5,381 items with many cross-references. Information for each entry includes year and country of publication, sponsors, publisher, editors, language, alternate titles, mergers and source. An index of competitions is included.
A graphic novel biography following the life of Bobby Fischer, from chess wunderkind and national hero to his eventual spiral into madness and infamyThe life of Bobby Fischer (1943–2008) had many unexpected moves—from his solitary childhood to his stratospheric accomplishments in the world of competitive chess, and eventually, his decent into mental illness and disgrace. Black and White begins in Brooklyn, where Fischer was born and raised by a single mother. By the time he was a teen, he had established himself as a loner and dropped out of school. But none of that mattered; he had found his true calling—chess.In 1972, at age 13, Fischer played what many consider “the game of the century” against the Soviet Union’s chess champion Boris Spassky at the height of the Cold War. A year later, Fischer became the youngest-ever US Chess Champion, and at 15, the game’s youngest grandmaster. Never before had chess received such international attention. Fischer, whose sole focus in life up until then was chess, reached the Olympus of chess at 29, and then . . . he disappeared. Suffering from mental illness, the chess genius became increasingly paranoid, lost in anti-Semitic conspiracy theories—despite the fact that he himself was Jewish—and died as a fugitive in Iceland. With Black and White, author Julian Voloj and illustrator William Wagner have crafted a beautiful and fascinating work that reveals Fischer’s history while also contextualizing his lasting impact on pop culture. Black and White is the first-ever graphic novel to tell Fischer’s story and examine the legacy he left behind.
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