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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
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).
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.
"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.
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.
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.
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.
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.
"Learn Go" teaches beginners the Ancient Oriental game of Go. It is a board game comparable to Chess, but with a longer history. Unlike most Go books, "Learn Go" teaches using a territorial approach, and shows only one move per board diagram. This makes understanding easy. "Learn Go" takes the beginner through small board to full sized board play, with fully commented examples games as illustration. Reference information gives guidance as you get stronger. This 3rd edition has a more elegant introduction to the rules with more 'sparkle', in response to earlier feedback.
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.
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.
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.
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."
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:
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. |
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