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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
The definitive work on practical endgame tactics
The Open Ruy Lopez (also known as the Open Spanish) has always been
a popular choice both at club level and at grandmaster level, where
it has withstood the test of time after decades of close scrutiny.
It offers both sides the opportunity for a sharp clash of forces in
which the better prepared player will often come out on top. It is
therefore no surprise that such fighting players as Victor Korchnoi
and Jan Timman have always used the Open Ruy Lopez as an important
weapon in their armory. Written by leading author Grandmaster Glenn
Flear, this book explains the basic elements, strategies and
tactics for both sides and offers an accessible, digestible blend
of explanatory and theoretical material. (6 1/4 x 9 1/4, 160 pages,
b&w illustrations)
The Grunfeld Defence is is a combative reply to 1 d4 which has been
favoured by many world champions including those two legends of the
game, Bobby Fischer and Garry Kasparov. It is an opening in the
hypermodern style, in that Black generally allows White to build a
strong centre early on in the expectation of being able to
undermine it in the middlegame play. Opening Repetoire: The
Grunfeld Defence book cuts through the dense theory that surrounds
this opening and establishes a straightforward repertoire is based
around consistent strategies and concepts. It has all the
information necessary to enable the reader to begin playing the
Grunfeld with confidence. There are also "Grunfeld-type"
suggestions to counter White systems based on the English and Reti
openings. In Opening Repertoire: The Grunfeld Defence, Nigel Davies
guides the reader through the complexities of the Grunfeld and
carves out a repertoire for Black. He examines all aspects of this
highly complex opening and provides the reader with
well-researched, fresh, and innovative analysis. Each annotated
game has valuable lessons on how to play the opening and contains
instructive commentary on typical middlegame plans. * A complete
repertoire for Black against 1 d4. * A question and answer approach
provides an excellent study method.
Players: 2-4
Ages: 14+
Playing Time: 30-60 minutes
Contents: Double-Sided Playing Board
Travel into the further reaches of the Wildlands with this new set of
maps. Introduce further wrinkles to your game via magical portals which
help you rush around the map, or fissures which will slow your
progress. Players will have to adapt to their new surroundings if they
ever hope to get ahead.
This map expansion for Wildlands adds a new double-sided board to the
game, featuring new opportunities and obstacles, and can be used in
conjunction with the faction expansions.
This map pack requires a copy of Wildlands to play.
A set of wargames rules covering heroic adventure and dastardly
villains during the early 20th Century. Enter a world of perilous
adventure and explore steaming jungles, desert canyons, and arctic
wastes! Brave the perils of nature and discover lost ruins, ancient
treasures, and the secrets of forgotten civilizations! Race against
rival adventurers and face off against diabolical villains! Take to
the city streets and fight back against gangsters, spies, and
sinister cults! Pulp! is a scenario-driven skirmish wargame set
during the interwar years of the early 20th Century. Players build
teams of bold explorers, daring archaeologists, hardboiled
detectives, and costumed avengers - or criminal masterminds and
evil geniuses - and dive into a world of fortune, glory... and
menace. Pulp! contains all the rules needed to game globetrotting
escapades in this rip-roaring era.
This book explores video games as important cultural artifacts and
as sources of powerful, compelling storytelling. It begins by
considering the fundamental structures of video games-including
immersion and player agency-and deepens the exploration of such
elements by considering how each plays a role in storytelling. The
book moves from the theoretical to the practical by considering
numerous modern games and the stories they tell through careful,
considered analysis of each title's story. Games considered at
length include the Mass Effect series, BioShock, The Last of Us and
many more. The book also explores genres like the visual novel,
which are less frequently considered in video game study. What
emerges from this book, which appeals to academics, game
enthusiasts, and the general public, is the importance of
considering video games as serious and important sources of
storytelling exploring complex thematic subjects like identity,
morality, and the impact of player choice.
A supplement for Jackals, introducing new rites, talents, and
virtues for players as well as an exploration of the history and
cultures of the Zaharets. Jackals: Travellers on the War Road is a
supplement exploring the regions of the Zaharets and the cultures
established in Jackals. It expands the lore for each of the four
cultures introduced in the core book - Luathi, Gerwa, Melkoni, and
Trauj - describing their various tribes, clans, and city-states,
their beliefs, strongholds, and day-to-day lives, adding more
nuance and depth to the world and giving players more ways to
personalize their characters. New rites, virtues, and talents
provide further customization options, while adventure hooks
scattered throughout the book hint at new menaces to be battled,
new challenges to be overcome... and new glories to be won!
If you grew up in the 80s or 90s there's a good chance you've
played Super Mario Bros. for the Nintendo Entertainment System.
More than 30 years after its release in 1985 the side-scrolling
platformer remains one of the best-selling video games of all time.
Maybe you can hum the theme song, and you've found the secret warp
pipe in World 1-2, but have you ever actually beaten the game? If
so, how long did it take you? Hours? Days? Weeks? In late 2016, an
American gamer known online as "darbian" rescued the Princess Peach
in 4 minutes and 56 seconds. This is video game "speedrunning" and
darbian is one of the best speedrunners around. Speedrunners use
their knowledge of the game and quick reflexes in an attempt to
complete video games in the fastest time possible. In this book
you'll learn about the history of speedrunning, the techniques
involved, and what it takes to play games fast in ten interviews
with star speedrunners like darbian.
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
An insightful new book that is perfect for newcomers to chess
inspired by Netflix's Queen's Gambit. Written by one of the best
chess communicators in the business, chess master and chess
journalist Andy Soltis divulges practical advice and explains
technical terms that chess books often overlook. From
learning how to train your mind with chess information to choosing
the best chess opening, dip in and out of this invaluable guide to
improve your chess in a minutes. Chess questions answered in
this book include: Is there a best way to study chess? How do I
know if I have a natural talent? How important is chess memory and
how can I train mine? How long should I think before choosing a
move? Is there a proper way to think? Can I think like a
chess computer? How do I develop chess intuition? Don't try
to swallow too much information in one sitting. Dip in and out of
these great chess questions to better understand the game and let
the improvement happen incrementally.Â
In the unusual Queen's Gambit, grandmaster Chris Ward covers three
offbeat but nevertheless important defences to this ancient
opening. The Chigorin Defence (1 d4 d5 2 c4 Nc6) creates dynamic
imbalance in the position. White often ends up with a big centre
but Black's active pieces can create havoc. The Albin Counter
Gambit (1 d4 d5 2 c4 e5) is a tricky tactical line which can be
deadly against an unprepared White player. The final variation (1
d4 d5 2 c4 Bf5) is an interesting way to try to sovle immediately
the age old problem of how to develop the queen's bishop in the
Queen's Gambit Declined. * Provides detailed coverage of unusual
but dangerous counters to the Queen's Gambit * Full coverage of all
recent developments
With more than 400 illustrations, and detailed maps, this immense
and deeply researched account of the history of chess covers not
only the Persian and Arab game familiar to most Westerners for the
past 500 years, but also variants going back 1500 years that are
still being played in some parts of the world. The evolution of
strategic board games, especially in India, China and Japan, is
discussed in detail. The many more recent chess variants (board
sizes, new pieces, 3-D etc.) are fully covered. Instructions for
play are provided, with historical context, for every form of the
game.
Take the fight to the enemy with this new theatre book for Bolt
Action. From the D-Day landings to the final battle for Berlin,
this volume gives players everything they need to focus their
gaming on these final campaigns in the European Theatre of
Operations. Scenarios and special rules offer something for all
Bolt Action players, regardless of the armies they collect.
Fortnite has re-emerged from the black hole for Chapter 2! The 100%
Unofficial Fortnite Annual 2021 is the perfect Christmas gift for
gamers. It includes the best skins, emotes and accessories, as well
as a round-up of the most impressive vehicles, the best sports mini
games, builds and escape rooms in Creative, plus tips for the best
attack and defence strategies and much more.
Hex: The Full Story is for anyone - hobbyist, professional,
student, teacher - who enjoys board games, game theory, discrete
math, computing, or history. hex was discovered twice, in 1942 by
Piet Hein and again in 1949 by John F. nash. How did this happen?
Who created the puzzle for Hein's Danish newspaper column? How are
Martin Gardner, David Gale, Claude Shannon, and Claude Berge
involved? What is the secret to playing Hex well? The answers are
inside... Features New documents on Hein's creation of Hex, the
complete set of Danish puzzles, and the identity of their composer
Chapters on Gale's game Bridg-it, the game Rex, computer Hex, open
Hex problems, and more Dozens of new puzzles and solutions Study
guide for Hex players Supplemenetary text for a course in game
theory, discrete math, computer science, or science history
The 125 greatest chess games of all time, selected, analysed,
re-evaluated and explained by a team of British experts and
illustrated with over 1,000 chess diagrams. Join the authors in
studying these games, the cream of two centuries of international
chess, and develop your own chess-playing skills - whatever your
current standard. Instructive points at the end of each game
highlight the lessons to be learned. First published in 1998, a
second edition of The Mammoth Book of the World's Greatest Chess
Games in 2004 included an additional 12 games. This edition
includes a further 13 games as well as some significant revisions
to the analysis and information regarding other games in earlier
editions of the book, facilitated by the use of a variety of chess
software.
For those needing to grasp the fundamentals of sound bidding and
play, Ron Klinger's BASIC BRIDGE is the answer. GUIDE TO BETTER
ACOL BRIDGE is intended for the large majority who are ready to
advance beyond the basics. While GUIDE TO BETTER ACOL BRIDGE
emphasises better bidding, each chapter contains examples of play,
which highlight areas of winning declarer technique and defence. At
the end of each section, a revision test enables the reader to
measure the rate of progress. The book can be used by teachers
conducting courses, or as a self-teacher.
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Stargrave: Hope Eternal
(Paperback)
Joseph A. McCullough; Illustrated by Biagio D'alessandro, Helge C Balzer, Michele Giorgi
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R564
R505
Discovery Miles 5 050
Save R59 (10%)
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Ships in 9 - 17 working days
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Take on the pirate fleets in this campaign for Stargrave, featuring
full rules for playing the game solo or cooperatively. Since the
end of the Last War, the great pirate fleets have roamed the ruins
of the galaxy, pillaging, extorting, and enslaving. No one has had
the power to stand against them, and the desperate few who have
tried, have been quickly and brutally crushed. However, when the
independent crews are hired for a simple hostage rescue, it leads
to a dangerous opportunity to strike a blow against tyranny. Two of
the largest and most vicious pirate fleets are meeting for a parlay
near the ruins of an ancient research station... one that once
experimented with 'supernova-level events'. If the crews can locate
the station, slip past the pirates, and infiltrate the facility, it
might be possible to release such an event just as the fleets have
gathered... Hope Eternal is a solo and cooperative expansion for
Stargrave. Along with full rules for playing the game in this new
style, the book contains an intricate campaign of connected
scenarios. Whether you brave the perils of the campaign alone, or
enlist the aid of another independent crew, this is your chance to
bring back a little hope to the ravaged galaxy!
This instructive book for competitive players, based on Edmar
Mednis' classic Practical Endgame Lessons, provides the reader with
a wealth of useful instruction in endgame play, reinforced by a a
series of tests presented as simulations of tournament play.
Explains the fundamental principles of endgame play . Deals with
all standard types of endgame: pawn endings, bishop endings, rook
endings, etc . Contains more that twenty test endings to help
develop your skills . Uses many examples by the world's leading
endgame exponents: Smyslov, Karpov, Korchnoi, etc. Grandmaster
Edmar Mednis is one of the world's leading endgame exerts.He is a
regular contributor to Chess Life magazine and is author of How to
be a complete Tournament Player, From Opening to the Endgame and
From the Middlegame into the Endgame. International Master Colin
Crouch is one of England's most highly regarded analysts and
writers.
Robot Memory Game gives an overview of the many areas robots appear
in our society. All robot domains will get a description to explain
the robot on the latest developments and reason they exist. The
introduction faces the position of the robot in our human
environment. All memory sets will contain two different examples.
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