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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games
Chess - Crowood Sports Guides is the perfect tool for anyone wanting to improve their performance, from beginners learning the basic skills to more experienced participants working on advanced techniques. Standard chess rules and basic notation is covered as well as how to use each piece effectively; tactics and strategy; how to plan for success; the three phases - openings, middlegames and endgames; advanced techniques - analysing a position, opening repertoires, when to sacrifice, key endgame principles; hints and tips for developing chess further and finally using computers for analysis and preparation.
This guide charts the development of competitive "Scrabble" in North America and the control of the game exerted by Hasbro, Inc., the holder of the game's trademark. Through more than a hundred interviews, the evolution of "Scrabble" from the hustler-populated game rooms of New York City in the 1960s, before the organized game even existed, to the 2004 National Championship, where more than 800 players vied for $89,000 in prize money is detailed. Examining its origins, strategies, changes, and the business behind it all, this is a comprehensive look behind the game of Scrabble.
Die volledige skaakboek is geskik vir skaakspelers van alle vaardigheidsvlakke, asook dié wat skaak wil leer speel. Die boek se eenvoudige dog opwindende ontwerp word gekombineer met toeganklike en gebruikersvriendelike teks en verduidelikings, en is propvol kleurvolle illustrasies en foto’s.
Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.
This is a fictionalized account of the life and career of world chess champion Alexander Alekhine. Born into Russian nobility, Alekhine lost his family and nearly his life to the Bolsheviks before becoming the worlds most powerful chess player. The coming of World War II placed the chess master in a difficult position, forcing him to collaborate with the Nazis and to produce anti-Semitic materials. Desperate to win back his credibility after the war, Alekhine was preparing for the redemptive title match at the time of his sudden death. Alekhines life was marked by alcoholism, fits of depression, scandalous affairs, marriages of convenience, painful compromises, and his battle to become "the Greatest." The novel is told as fiction but is based on the actual people and events that were part of his triumphant career and troubled life.
Your quick and easy guide to chess Kings, queens, knights does chess seem like a royal pain to grasp? Taking the intimidation out of this age-old pastime, Chess For Dummies, 4th Edition is here to help beginners wrap their minds around the rules of the game, make sense of those puzzling pieces, and start playing chess like a champ. From using the correct chess terminology to engaging in the art of the attack, you'll get easy-to-follow, step-by-step explanations that demystify the game and give you an extra edge. Chess isn't a game you can master it's an activity that requires patience, strategy, and constant learning. But that's all part of the fun and challenge! Whether you're playing chess online, in a tournament, or with a family member or friend, this hands-on guide gets you familiar with the game and its components, giving you the know-how to put the principles of play into action from the opening to the endgame. * Grasp the principles of play and the nuances of each phase of the game * Familiarize yourself with the pieces and the board * Pick the perfect chess board and set * Know each of the pieces and their powers If you find yourself in a stalemate before you even begin a game, this friendly book helps you put your chess foot forward!
For over 100 years, the world's leading chess players and teachers have told their students to study the endgame. Now, for the first time, a revolutionary, richly instructive endgame book has been designed for players of all levels. This is the one and only endgame book youll need as you move up the ladder from beginner to tournament player and master. Designed to "speak" to a player in a very personal way, Silman's book teaches the student everything he or she needs to know at his or her current rating level, and builds on that knowledge for each subsequent phase of the players development. Starting at the beginners level, all basic mates are clearly and painstakingly explained. After that, the critical building blocks that form the endgame foundation for all tournament hopefuls and experienced tournament competitors are explored in detail. Finally, advanced endgame secrets, based on concepts rather than memorization, are presented in a way that makes them easy to master. The basic keys to a well-rounded endgame education -- Opposition, the Lucena and Philidor Positions, Cat and Mouse, Trebuchet, Fox in the Chicken Coup, Triangulation, Building a Box, Square of a Pawn, Outflanking, the Principle of Two Weaknesses -- are vital. But equally important is creating a love of the endgame, which is addressed at the end of the book with a look at chess tactics, minor piece domination, and a discussion of the five greatest endgame players of all time -- all things that every fan of chess at every level can enjoy. If you have found the endgame to be a mystery, if you have found that your confidence plummets once you reach an endgame, if you have searched for an instructive endgame book that will turn your weakest link -- your endgame -- into your personal field of power, your search is over. The book is the key to a world of essential ideas, startling beauty, and stunning creativity.
Formidable adversaries are arrayed against you. Your people stand ready. History beckons. In your hands lies the destiny of one of most storied peoples of history. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilisation to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilisations, you will compete to become the most dominant empire the world has ever seen. Imperium: Legends is a standalone game that contains the three most challenging civilisations in Imperium - the Arthurians, Utopians, and Atlantians - as well as the Egyptians, Mauryan, Minoan, Olmec, and Qin civilisations, each of which can be played against solo. It is fully compatible with Imperium: Classics for players wanting to expand their pool of civilisations even further. Players: 1-4 Ages: 14+ Playing Time: 40 mins per player Contents: 280+ cards, 150+ tokens
Grandmaster and renowned chess coach Zenon Franco provides a training course designed to help all aspiring players to improve their chess. During each lesson, you are invited to play a 'game' in which you try to find the best moves at all the important moments. Points are awarded for selecting the best moves - and are deducted for selecting blunders! At the end of each lesson there is a points scale to indicate how well you have 'played'. This means you are able to accurately measure your progress as you work through the book. Readers are tested in all aspects of chess: attack, defence, counterattack, tactics, structures, strategy, endgames and so on. Following this interactive course of lessons is an ideal way to improve your game. *A structured course of chess training *Includes 40 deeply annotated exercise games *Ideal for both chess students and trainers
More than a decade has passed since IBM's Deep Blue computer stunned the world by defeating Garry Kasparov, the world chess champion at that time. "Beyond Deep Blue" tells the continuing story of the chess engine and its steady improvement. The book provides analysis of the games alongside a detailed examination of the remarkable technological progress made by the engines - asking which one is best, how good is it, and how much better can it get. Features: presents a total of 118 games, played by 17 different chess engines, collected together for the first time in a single reference; details the processor speeds, memory sizes, and the number of processors used by each chess engine; includes games from 10 World Computer Chess Championships, and three computer chess tournaments of the Internet Chess Club; covers the man-machine matches between Fritz and Kramnik, and Kasparov and Deep Junior; describes three historical matches between leading engines - Hydra vs. Shredder, Junior vs. Fritz, and Zappa vs. Rybka.
The Mensa Riddles and Conundrums Pack explores some of the most fascinating areas of puzzling pleasure. As well as some really challenging lateral-thinking puzzles and brain-befuddling riddles, it contains a variety of ingenious games designed to challenge the most demanding mind. There are lateral-thinking problems of great cunning, ancient games from China and Siam, and a host of original puzzles that will stretch ingenuity to breaking point. It is rare to find such a diverse collection of puzzles and games in one place. They call for a wide variety of puzzling skills and will keep readers pleasurably engrossed for many, many hours! Contains more than 50 fiendishly difficult riddles and conundrums; double-sided game board with dice and counters; tangram set; pentominoes set; matchsticks; jailbreak game.
The rich history of Egypt has provided famous examples of board games played in antiquity. Each of these games provides evidence of contact between Egypt and its neighbours. From pre-dynastic rule to Arab and Ottoman invasions, Egypt's past is visible on game boards. This volume starts by introducing the reader to board games as well as instruments of chance and goes on to trace the history and distribution of ancient Egyptian games, looking particularly at how they show contact with other cultures and civilizations. Game practices, which were also part of Egyptian rituals and divination, travelled throughout the eastern Mediterranean. This book explores the role of Egypt in accepting and disseminating games during its long history. Over the last few years, the extent and the modes of contact have become better understood through museum and archival research projects as well as surveys of archaeological sites in Egypt and its surrounding regions. The results allow new insight into ancient Egypt's international relations and the role of board games research in understanding its extent. Written by three authors known internationally for their expertise on this topic, this will be the first volume on Ancient Egyptian games of its kind and a much-needed contribution to the field of both Egyptology and board games studies.
Game design expert Jesse Terrance Daniels teaches all the fundamentals of game design, from rule-setting to physical construction, along with original illustrations that capture the ethos and energy of the young, contemporary gaming community. Readers will learn the "building blocks" of game design, including game components, rules, and gameplay mechanics, and then how to craft a game, with a variety of examples and design prompts. After completing Make Your Own Board Game, readers are equipped with a broad understanding of game construction and flow and ready to create games that are playable and satisfying, while also expressing the makers' unique creativity and passions.
An ambitious asymmetric area control game of tense negotiations and political intrigue. As the sun rises over the deserts, rivers, and oases of the Caliphate, a delicate balance has been upset. As one of many rival powers in the region, you now have the opportunity to alter the course of history and seize power for yourself. The ambitious Sultan sits in a golden palace, presiding over great works of architecture. The secretive Murshid works to covertly undermine the central authorities through an expansive network of agents. The wandering tribes of the Nomad aim to sow discord in order to secure employment for their experienced mercenary citizenry. The ravaging forces of the Warlord sweep across the land, chasing after promises of plunder. And, in the face of chaos and uncertainty, the Caliph aims to preserve order through military might. Will you successfully navigate this web of rivalries and rise to prominence, or will you squabble with your lesser adversaries and fade into obscurity? Crescent Moon is an area control game for four or five players. Take on the role of one of five radically asymmetric characters, each with their own objectives to fulfil, unique actions to utilise, and game-changing special powers to employ. Build symbiotic relationships with your allies, undermine your rivals, and choose your friends and enemies wisely in this cut-throat game of power and politics.
Number of players: 4-5
'A terrific work that is particularly suited for those from beginner to club player' JOHN WATSON, The Week in Chess The fully revised and updated award-winning, bestselling, classic chess book by FIDE Master and chess world-record holder, Graham Burgess. Comprehensive and clear, this fully revised and updated fourth edition of Graham Burgess's bestselling chess classic is an invaluable guide to help any player progress to good club level and better. It provides a complete guide to the main chess openings along with hundreds of test positions for players at every level. This new edition includes: Expanded and updated sections on playing online chess and using computers. A complete and detailed guide to all the main chess openings. Hundreds of new training exercises for players of all standards. Courses in tactics, attacking strategy, combinations and endgames. Analysis of some of the greatest games ever played. Information and advice on club, national, and international tournaments. A comprehensive A-Z glossary of chess terminology. Practical advice and information for further study. New sections on endgame studies and problems, with all examples from 2020 or 2021.
This family-friendly game is packed with ocean creatures for hours of bingo fun. Includes such favourites as the emperor penguin, sea otter, killer whale and Pacific seahorse as well as lesser known sea inhabitants like the yellow-bellied sea snake and the bioluminescent octopus. Boasting 64 weird, wonderful and beautiful species, Ocean Bingo is filled with fun facts and glorious illustrations that are guaranteed to delight aquatic afficionados. Mark each species off on your card as it’s called and be the first to shout BINGO!
Advance Chess: The Longitudinal Star Gate 14 (S. G. 14) Model. Edition 1. "Are we on the same page? Are we there yet?" Reminiscing through the quiet contemplations in the corners of my mind, like the gentle meandering streams of viscous channel flow, with its ever so fluid twists, turns and churns, along the seemingly endless river banks, where the streams erode the land, I cannot help but find my true self, in an endless barrage of possibilities and problematic probabilities, yet, while enjoying those inspirational moments in time while contemplating my next move, I cannot help but sigh, at the momentous capacity of knowing the seemingly endless, in-fathomable depths of my learning capacities. The game in question, yet, as you may surmise, without doubt, is not the conventional game of classical Chess, but rather, the beginnings of an exponential conglomerate of the space-age game of 3-Dimensional Chess, where the contenders are more likely to be closely human resembling programmable Robots or Androids that have human-like response, action-reaction behavioral inter-phases. It is without doubt, in order to be ahead of the curve of Advance Chess engagements, purchasing this book and the Board Game Model, which incidentally sells separately due to logistics problems of distribution, storage, marketing and advertising, as well as the supplemental Compact Disc (C.D.), does ignite an oasis of pragmatic knowledge gravitating towards and promoting upwards an individual's Advance Chess playing Skills. It is at this juncture, in reference to the connecting issues of Advance 3-D Chess and artificial Robotic Intelligence, I pose the following questions to you, the Reader, "Are we there yet?" and "How long does it take?"
PLAY AND LEARN: learn Shakespeare as you play this new board game for all the family SCREEN-FREE FUN for 2-5 players aged 8 and up SOMETHING TO TREASURE: this is a quality product made to last, with bespoke illustration and sleek and stylish packaging EXPLORE THE ENTIRE SERIES: this game is part of our bestselling Shakespeare range illustrated by Adam Simpson, including The World of Shakespeare: 1000-piece Jigsaw Puzzle and Shakespeare Playing Cards Journey from Stratford to London in the footsteps of the world's best loved playwright, collect characters and race round London's theatres to put on as many plays as you can before other playwrights steal your ideas, burn down your theatres or spread the plague! In this fun family board game, you will absorb details of Elizabethan England as well as learn loads of references to Shakespeare's plays. The winner is the player whose plays take the most money at the box office, and the fastest in the race to fame and glory. |
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