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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Cribbage, Knockout Whist, Rummy and Klondike are among the multitude of games and variations packed into this simple companion to essential entertainment. With scoring systems and tips and tricks to amaze your friends and keep you sharp you'll find this new book an invaluable part of your leisure time, a sociable break from mobiles and TV screens.
The ChessCafe World Chess Champions Series Emanuel Lasker was a great chess fighter, thinker and researcher. He was possessed of gigantic playing strength, retaining the title of Worlds Number One Chessplayer for 27(!) years. Even after losing his crown, he kept his ability for a long time, as shown by his victories and prize-winning finishes in immensely powerful international tournaments when he was 54 (Moravska-Ostrava 1923), 55 (New York 1924), 56 (Moscow 1925), and even at 66 (Moscow 1935)! One of the chief postulates of the Second World Champion was the battle of honor. On the chessboard, lies and dishonesty have no place. These words of Lasker could serve, even today, as an example to every young chessplayer of how to relate to the Great Game. Emanuel Lasker was the first in history to achieve a universal style. This was a Style of the Future, which is why the Second World Champion would not be understood by many of his contemporaries, who believed that he had no style at all. Laskers games of chess, like his entire chess legacy, will live forever! Join Russian chess historians Isaak and Vladimir Linder as they take you on a journey exploring the life and games of the great world champion Emanuel Lasker.
Few video game companies have a history as long and impressive as Sega Enterprises. Long before it took the home video game console market by storm, Sega was already an arcade powerhouse that successfully transferred its experience making coin-operated amusement machines into the video game boom of the late `70s and early `80s. The combined efforts of Sega's American, European, and Japanese branches revolutionized the arcade industry in ways that are still widely felt today. Thanks to their work, Sega has continued to innovate and lead the industry in design and quality for more than 40 years, producing some of the most famous arcade titles in history. Based on interviews with former Western and Japanese developers, as well as hundreds of English and Japanese documents, this book follows the rise of Sega in the video game industry, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries and the rise of its world-famous AM Studios, and finalizing with its merger with Sammy Corporation in 2003. 62 of Sega's most popular and ground-breaking games are explored in detail.
Jacob Aagaard digs deep into the most complex area of chess thinking. The games and exercises in this book transcend regular chess skills, such as pattern recognition, calculation and positional analysis. Building on the two previous books in the Grandmaster Preparation series, this book challenges the reader to explore the complexities of chess, offering clarity and understanding through Aagaards straightforward approach.
Garry Kasparov on Garry Kasparov: Part III is the final volume in a major three-volume series made unique by the fact that it records the greatest chess battles played by the greatest chessplayer of all-time. Kasparov's series of historical volumes have received great critical and public acclaim for their rigorous analysis and comprehensive detail regarding the developments in chess that occurred both on and off the board. The first two volumes in this series saw Kasparov emerging as a huge talent, toppling his great rival Anatoly Karpov and then defending the World Championship title on three occasions. This third volume focuses on the final 12 years of Kasparov's career up until his retirement from full-time chess in 2005. This period witnessed three further World Championship matches: wins against Short (London 1993) and Anand (New York 1995) before the loss against Kramnik (London 2000) which finally ended Kasparov's 15-year tenure as world champion. This period also saw Kasparov achieve a colossal 2851 rating (1999), a record which stood until 2013. Despite loss of the World Championship, Kasparov continued to be ranked as the world number one and dominated the elite tournament circuit. He won the Linares super-tournament for four consecutive years (1999-2002) with the fourth of these victories in 2002 concluding an unprecedented run of ten straight wins in the world's elite events (Linares 4, Wijk aan Zee 3, Sarajevo 2 and Astana 1). The games in this volume feature many masterpieces of controlled aggression played against the world's absolute best.
Another title in the best-selling '25' series, using the same popular format. Over the last fifteen or so years, the 2/1 Game Forcing bidding method has gained substantial popularity, but for various reasons it is not taught in beginner classes. This book is therefore designed for players who are familiar with Standard bidding and are interested in switching to the 2/1 method. It covers basic concepts as well as the differences between 2/1 and Standard auctions, and includes a discussion of more advanced ideas and conventions that fit particularly well with 2/1 methods. Existing books on this topic (notably by Max Hardy and Mike Lawrence) are too advanced and/or too technical for this level of player.
Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy and engagement. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.
The Four Knights has the distinction of being one of the oldest
openings in the history of chess. In a kings pawn opening, both
players bring out their knights before contemplating further
development. Despite its deceptively peaceful appearance, the Four
Knights can lead to wild gambit play as well as calmer positional
waters, while adherents include the renowned tactician from Latvia,
Alexei Shirov.
67 sure-fire mental feats to delight and mystify: mind reading with cards, instant ESP, identify the owners of objects given to you in random order, number prediction, magically reproduce drawings on slates, book tests, handwriting tricks, mind-reading done from a room away, much more. 73 illustrations.
A huge amount was published about chess in the United Kingdom before the First World War. The growing popularity of chess in Victorian Britain was reflected in an increasingly competitive market of books and periodicals aimed at players from beginner to expert. The author combines new information about the early history of the game with advice for researchers into chess history and traces the further development of chess literature well into the 20th century. Topics include today's leading chess libraries and the use of digitized chess texts and research on the Web. Special attention is given to the columns that appeared in newspapers (national and provincial) and magazines from 1813 onwards. These articles, usually weekly, provide a wealth of information on early chess, much of which is not to be found elsewhere. The lengthy first appendix, an A to Z of almost 600 chess columns, constitutes a detailed research aid. Other appendices include corrections and supplements to standard works of reference on chess.
Having doubled the opponents, you now have to find the best way of enforcing your call. Are the odds so close that defeating the contract is the over-riding priority? But if the opponents' intention were to deprive you of a certain game you should be looking to inflict severe penalties. These are the sort of questions that will face you in this quiz book of bridge problems. The deals have been chosen from major national and international championships. In almost every case you have the chance to do better than the defenders did at the table. As long as you tackle the problems with zeal and determination, your own defence is bound to improve, even if you do not find the best answer every time.
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.
Designed to revive The Art of Conversation(R), TAOC(R) is a fabulous way to have balanced, interesting and meaningful communications. This Travel Edition follows on from the success of the original TAOC(R) games, offering new avenues to think, and talk, about the world. Included is an instruction booklet, as well as over 300 areas of discussion from topics on geography, history, languages, anthropology, philosophy, architecture, politics, and much more. TAOC(R) Travel enables us to gain new perspectives and broaden our view of the world in a fun and easy to use format. Best of all, your own life experiences, interests and ideas are all that's required to enjoy and reap the full benefits of TAOC(R) Travel. TAOC(R) Travel is an excellent learning tool for students of any age, as it works well regardless of actual travel experience; facilitating healthy debates and discussions, as well as being a useful tool for research topics, interactive tours and lesson plans. With TAOC(R) Travel, a myriad of world journeys await you, and can be experienced right in you very own home!
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
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.
The opponents have doubled your contract and you have to decide how best to play the hand. Are you aiming to make your doubled contract? Is there a possibility of doubled overtricks? These are attractive objectives, but often they are not realistic. Should you accept that you will not make your contract and limit your losses as best you can? Obviously it is better to go one down than three or four down and it is important not to panic just because of the double. If you have sacrificed against the opponents' game or slam, which would have made, it is vital that your loss does not exceed the value of their contract. This quiz book contains problems taken from major national and international championships. In most cases you have the opportunity to outperform the actual declarers. No matter how you do, seeing the logic and technique behind the right play will no doubt improve your own standard.
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.
The Tarrasch variation of the French Defense is reached after 1.e4 e6 2.d4 d5 3.Nd2. This is one of the most positional treatments White has available. Using his typical funny and dynamic writing style, David shows that it is possible to play solidly but also remain with the dynamic elements Black has available. He recommends several creative lines, even a bit off the beaten track, but which he has very carefully worked out over the several years of his own practice. Again, Miedema and his love for the French Defense shines through his second volume, the third and final being available at the end of this year.
Be guided and inspired by the world's richest and most powerful people with this creative set of oracle cards. Need to get your cash flow moving? Angela Merkel's guidance is at hand. Stuck in your search for the next big idea? Steve Jobs might have your answer. Pick a card and let 50 gurus of material success guide you through any life, career and business dilemma.
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. |
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