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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
This book contains a list of 86 7-letter Bingo stem words for Scrabble. Each 7-letter stem word has at least 30 bingos that can be made with an eighth "floating" letter on the board.
Taking Sides is a book describing five new innovative board games.
New World Disorder is the easy-to-learn, miniatures-based tabletop
game that takes place in a very near and very dystopian future.
This Expanded Edition also includes rules for Cybernetics and
Zombies.
"Backgammon is a contest in mathematics. Throughout the progress of a game, the laws of mathematical chances, probabilities, permutations, etc., operate inexorably in the long run. The one who wins is he who most intelligently employs the law of averages, and the loser is he who finds the probabilities working against him because he does not understand them." First published in 1931 (and reprinted in 1940), Complete Backgammon offers strategies for both the beginner and advanced player.
Discusses strategies and tactics for winning at Scrabble. Included are basic words for playing Scrabble, including all words between 2 and 7 letters in length that contain a J, Q, X or Z. It also has 2-, 3- and 4-letter words. It uses the Collins Official Scrabble Words Dictionary as a reference source.
In The Inferno of Checkers, W. R. Fraser discusses how to play in "Two-Move," "Three-Move" and "Go As You Please" checkers. The former involve pre-arranged (but randomly assigned) moves for the first two or three turns of the game, which is intended to keep play fresh. Fraser colorfully utilizes the metaphor of Dante's Inferno to describe the heavenly ease of free-play checkers, the purgatory of Two-Move, and the hell of Three-Move checkers.
Champion checkers player Millard Hopper wrote this informative guide to another popular board game, backgammon. Hopper covers game play, strategies, and tactics simply but in detail (and with plenty of illustrations). He notes: "Backgammon, while holding a wealth of strategy and skill does not require the exacting concentration of chess and checkers. While luck plays a great part in the results of the game where players are evenly matched, still, a skillful player when paired against a haphazard one, will far excel his inexperienced adversary." Hopper gives the student of backgammon the tools needed to increase his skill on the board.
Rambles with the Switcher is a brief but entertaining treatise on an opening move in checkers, showing how it plays out to advantage, including some of the common variations. This booklet was first published in 1916. William Timothy Call (1856-1917) was a game enthusiast and popular writer in the field, with publications on checkers, solitaire, and kboo (mancala).
Many books have been written about Monopoly, the world's most popular game. Now for the first time a 35-year internationally known Monopoly tournament player shares secret game strategies and tactics previously known and practiced by only a handful of top competitive Monopoly tournament players and coaches.
Winner of the 2012 Origins Award Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The "Kobold Guide to Board Game Design" gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
This guide, first published in 1936, focuses on the play that follows the most popular "three move" openings, or first three moves played on one side at the start of a game. This booklet was written by checkers expert (and State Senator in Illinois) John T. Denvir (1859-1943).
Set out on a journey of unlimited adventure FABLED LANDS is an epic interactive gamebook series with the scope of a massively multiplayer game world. You can choose to be an explorer, merchant, priest, scholar or soldier of fortune. You can buy a ship or a townhouse, join a temple, undertake desperate adventures in the wilderness or embroil yourself in court intrigues and the sudden violence of city backstreets. You can undertake missions that will earn you allies and enemies, or you can remain a free agent. With thousands of numbered sections to explore, the choices are all yours. At the Court of Hidden Faces, no one is who they seem. The sinister lords of the Uttakin go masked to hide their treachery. The secret police of the god Ebron kill those who flout their fanatical codes. In this tyrannical realm of betrayal and assassination, life is cheap. But rich rewards await the adventurer courageous enough to penetrate this hostile land. Will you uncover the secrets of the High King's citadel, where no mortal has trod for ten generations? Or wrest the holy sword from the crypt of Kizil Irmak, the Harbinger of War? Or find the key that unlocks the greatest secret of all - the means to open the gate of Time and travel back into the past? Your fate is in your own hands. You choose your skills, your goals, where you will venture and what you will do. The only limit is your imagination. The choices are all yours. And success will give you the powers to venture ever deeper into the amazing role-playing world that is Fabled Lands.
Champion checkers player William F. Ryan (1907-1954), known as "The Bronx Comet," provides strategies and tips for successful checkers game play in this informative book. Ryan won the American Championship in 1946, the World Championship in 1949, and the world's first blindfold tournament. Checkers is an easy game to learn, but holds its rightful place as one of the oldest and intellectually challenging board games in the world.
Volume IV of the award-winning Learn to Play Go series. Covers essential principles of fighting in the middle game, including invasion and reduction, attack and defense, life and death, capturing races, and ko fighting. Includes test yourself section and index.
"G.A.M.E.S." offers a fun and interactive way to improve students'
social and literacy skills. The "G.A.M.E.S." system consists of
originally created, hands-on activities that provide useful
practice in the development of language proficiency skills for
English Language Learners (ELLs); however, any student needing
extra assistance in reading can also benefit from these interactive
learning activities. More importantly, every child can achieve
success while playing these "G.A.M.E.S.," as the activities cover a
full range of readers from beginners to advanced learners.
The Dragon Style is the third volume in the popular Learn to Play Go series. Topics include seven deadly Go sins and eight secrets of winning play. Real games - even, high, and low handicap - are analyzed in depth. Includes a self-testing section and an extensive glossary of Go terminology.
The Palace of Memory is the fifth volume of the award-winning Learn to Play Go series. Covers some principles of the opening and the endgame and of something called "shape." Good shape is an intersection between tactics and strategy. Shows some of the templates of basic shape and thier use in fighting. Contains guides to the opening. Shows how to calculate the size of endgame moves. Includes self-test section.
David A. Mitchell helped popularize chess and checkers in the early 1900s, edited game magazines, and wrote several books and numerous articles on the subject. In Checkers, he offers clear and simple instructions for playing the game, and a number of checkers problems that can be used for practice by the student.
This is a book for players of the Oriental game of Go from grade 20 kyu to 10 kyu. Lacking the privilege of guidance in correct technique that many beginners in the Far east benefit from, those in the West often develop bad habits. This book aims to identify and correct many of these shortcomings, using positions from genuine Internet Go games as illustration. The book breaks with tradition and shows only one move per diagram. This allows easy assimilation of the ideas presented, the reader free from the burden of finding numbered moves and mentally removing and reapplying them.
You've heard about the books, listened to the fanboys rant. Now you can explore and roleplay in the world of the books. As the author of the Ruin Mist books and the creator of Battle for Ruin Mist: The Roleplaying Game(tm), Robert Stanek developed this gaming system for gamers and readers of his popular Ruin Mist books. Growing up in Wisconsin just a few miles from Lake Geneva, Robert was there when Dungeons & Dragons was born and was an active gamer throughout his youth as well as an early player and tester of games like Boot Hill and Gamma World and one of the first to play and test the World of Greyhawk.In this 300-page rulebook for the core roleplaying game, Robert introduces the Visual RPG concepts he's developed over a lifetime as an active gamer and RPG fan including Player Battle System, Campaign Battle System, Active Cooperative Adventuring, Active Player-vs-Player Combat, Active Campaign Combat, Dynamic Magic System, d100 System, and Percentile Gaming System -- all of which are trademarks or registered trademarks of Reagent Press.This handy roleplaying guide features a special introductory price. Visual gaming begins here and you can be a part of fine-tuning and expanding the roleplaying system being introduced with this core rulebook.
Richard L. Fortman's classic 3-move checkers textbook revolutionized tournament and match play, and is still a standard reference for the serious player three decades later. This special reissue corrects typos in the original, using modern typesetting tools not available to Mr. Fortman in his day to achieve a clean and readable presentation.
Go is a game that two people play with a Go board and Go stones. The players take turns putting black and white stones on the board to surround area, or territory. Whoever has more territory at the end of the game is the winner. No one can say really what Go is, how you should play it, what it ought to mean to you. That can only be a personal discovery, perhaps with the aid of a native guide pointing out the features of the terrain. Learn to play Go. It is simple, but it is not easy. It is worth the time you spend on it. This is to be expected of the best kind of game.
Want to dominate the Checkerboard and astound your opponent with every move? Then you have to know how to find alternative solutions to problems, break down complex situations, and keep control of your long term strategy. And here's the best way to learn just how to do that. As you go move by move through puzzles and an entire game, you'll absorb all the tricks and techniques that turn an ordinary checkers player into a champion. Start with the basic moves that put you on the winning track. Protect your pieces, get kings and use them well, and thwart your opponent at every point. Fight for control of the center of the board. Set up multiple jumps, and avoid the "doghole." You'll even discover how to play computer checkers-so you can go on the Internet and pit yourself against "Chinook," the world computer checkers champion. |
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