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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
This book is aimed at someone who knows little to nothing about the
game of Go. Perhaps you've seen glimpses of it in popular media or
maybe you have a friend who is a Go enthusiast, and would just like
to learn more about how he or she spends their Thursday evenings.
This publication will not only take you through the basics of the
rules and strategy, but also you can learn a lot about the culture
surrounding this game and its 4000 year old history.
The 2007 Video Game Price Guide has been completely updated with
the newest pricing information for home console systems. It
contains values for over 13,000 different games and pieces of
hardware. The book covers 48 video game systems which span from the
original platforms produced in the 1970s to modern day systems.
Games which are unreleased as of press time are listed as well.
Whether you are a dedicated classic system collector, or wanting to
know how much the games that you have for your newest system are
really worth to the video game store, you'll find it here.
Backgammon is a very interesting game to play with brothers and
friends because this skill has two sides; first side, makes you
feel very happy in your time like Superman when you become the
winner. Second side, makes you feel in a disappointed situation and
makes you unlucky when you lose. However, before the game finishes,
maybe every thing changes like after a storm comes calm. Nobody
knows the dice rules in the game. Indeed, it needs to have good
manners from every player to keep his friend playing repeatedly.
Whatever, It is a funny game by conflict without weapon in a good
time on the table. The players' wisdom says, "If you are the loser
in Backgammon's game, you are the winner in love."
Dive deep into the history of the world's most popular fantasy RPG
livestream with the cast of Critical Role in this definitive guide
featuring never-before-seen illustrations and photos. From its
unassuming beginnings as a casual home game between friends to the
role-playing phenomenon it is today, Critical Role has become the
stuff of legend. These pages chronicle how a circle of friends who
all happen to be talented voice actors built the most-watched
tabletop role-playing livestream of all time. Discover dazzling new
illustrations and richly written insights into the locations,
characters, and adventures featured in the hundreds of episodes
across Critical Role's two campaigns, Vox Machina and the Mighty
Nein. Go behind the scenes with archival photos and exclusive
interviews with Dungeon Master Matt Mercer and the entire Critical
Role cast as they explore their characters' most triumphant moments
and darkest hours. And celebrate the massive community of Critters
who support and expand the show's world through a highlighted tour
of the crafts, cosplay, and art they create every day. Featuring a
foreword from the cast, lush illustrations, and the inside story
you won't find anywhere else, this book is your indispensable guide
to Critical Role. The adventure begins!
The Second Book Of Go takes the reader who has learned the rules
and rudiments of strategy and introduces him or her to the
fundamental ideas required to get to the 12 kyu level.
Calling all players, beginners and experts alike! Here are the plays you can't afford to miss: 800 puzzles to sharpen your thinking and hone your crossword skills, specially designed and selected by SCRABBLE superstar Joe Edley, the only two-time winner of the National SCRABBLE® Championship and coauthor of Everything SCRABBLE®. Learn how to: - "Read the board" and see where you can score the most points -- and where you can't.
- Increase your word game skills with 97 must-know two-letter words
- Build knockout numbers with bonus squares, two-letter words and parallel plays
- Score with the high-point tiles: J, Q, X, and Z
- Balance your rack by playing off weak three-, four-, and five-tile combinations
- Find the key to success with bingos and seven-letter plays
- Find the Ideal Play -- eight questions to ask yourself, plus the Ideal Play on computer
- Win at SCRABBLE -- six key factors
- Find the best play in real game action -- fifty actual games re-created in this book, complete with the author's analysis and computer simulation results.
National champion Joe Edley aims to enhance your SCRABBLE-playing skills. Discover tips, shortcuts, and special plays in actual game situations, and a battery of increasingly complex puzzles as you learn to play with the pros.
The Way of the Moving Horse is the second volume of the
award-winning Learn to Play Go series. Covers fundamentals of good
play, including opening theory, enclosures and approaches, bases
and extensions, invasion and reduction, attack and defense,
capturing races, ko, life and death, contact fighting, and endgame.
Shows the Korean school's strength vs. speed model to choose
between six basic moves. Includes self-test and Internet Go
section.
Instructions, over 300 illustrations for creating boards and playing pieces for 39 games-many over 5,000 years old. Directions for Pachisi, Alquerque, Solitaire, Queen's Guard, 35 others. Lexicon of game terminology, rules of gamesmanship, suggested strategies, list of tools and supplies, more.
This memo-game is based on a very special concept: the colors
follow the format used in Johannes Itten's color theory: red for a
square, blue for a circle, yellow for a triangle, orange for a
trapezium, green for aspherical triangle, and purple for an
ellipse. The colors are shown with the corresponding form, which
increases their specific impression. Futhermore, each color is
present in six different nuances; this increases the perception of
the color tones and supports the creative process of finding the
new names to specify the individual forms. As the cards are turned
over new color contrasts are revealed; these can also be used to
intensity knowledge of color theory. Thus, these cards must not
just be used for playing the memo-game, they can also be used for
inspiration and for experimenting with different color
combinations, series and tones.
"How we should think about board games, and what do they do to us
as we play them?" Writer and critic Eric Thurm digs deep into his
own experience as a board game enthusiast to explore the emotional
and social rules that games create and reveal, telling a series of
stories about a pastime that is also about relationships. From the
outdated gender roles in Life and Mystery Date to the cutthroat,
capitalist priorities of Monopoly and its socialist counterpart,
Class Struggle, Thurm thinks through his ongoing rivalries with his
siblings and ponders the ways games both upset and enforce
hierarchies and relationships-from the familial to the
geopolitical. Like sitting down at the table for family game night,
Board Games is an engaging book of twists and turns, trivia, and
nostalgia. Avidly Reads is a series of short books about how
culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah
Mesle, Avidly-an online magazine supported by the Los Angeles
Review of Books-specializes in short-form critical essays devoted
to thinking and feeling. Avidly Reads is an exciting new series
featuring books that are part memoir, part cultural criticism, each
bringing to life the author's emotional relationship to a cultural
artifact or experience. Avidly Reads invites us to explore the
surprising pleasures and obstacles of everyday life.
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