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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
This book describes the intense rivalry-and collaboration-of the four players who created the golden era when USSR chess players dominated the world. More than 200 annotated games are included, along with personal details-many for the first time in English. Mikhail Tal, the roguish, doomed Latvian who changed the way chess players think about attack and sacrifice; Tigran Petrosian, the brilliant, henpecked Armenian whose wife drove him to become the world's best player; Boris Spassky, the prodigy who survived near-starvation and later bouts of melancholia to succeed Petrosian-but is best remembered for losing to Bobby Fischer; and "Evil" Viktor Korchnoi, whose mixture of genius and jealousy helped him eventually surpass his three rivals (but fate denied him the title they achieved: world champion).
Bent Larsen was one of the most influential chess players of the 20th century. He was a four-time Candidate for the World Championship and the first westerner to seriously challenge the Soviet Union's post-war dominance of the game. Larsen was admired by fans for his creative and combative style. He was a risk-taker who always sought complex positions. He felt completely at home in defense and was an opportunistic attacker. While other grandmasters would shy away from offbeat openings, Larsen would embrace and develop them. In this book, former American Open Champion Cyrus Lakdawala studies his favourite Larsen games and examines Larsen's skills in the key areas of attack and defense, initiative, exploiting imbalances, accumulating advantages and endgame play. He demonstrates clearly how we can all improve by learning from Larsen's play. Move by Move provides an ideal platform to study chess. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practicing of vital skills just as much as the traditional assimilation of knowledge. Carefully selected questions and answers are designed to keep you actively involved and allow you to monitor your progress as you learn. This is an excellent way to improve your chess skills and knowledge. *Learn from the games of a chess legend*Important ideas absorbed by continued practice*Utilizes an ideal approach to chess study
Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.
Last Days: Zombie Apocalypse is a skirmish-scale miniatures game of survival horror. It pits players against each other in a nightmarish near-future where the dead have returned to life and are feasting on the living. Players build their own factions, representing desperate civilians, military personnel, or hardened survivors, and must explore, scavenge, and fight in order to survive another day. Rival gangs are only one of the dangers they face - mindless zombies wander the streets, driven by insatiable hunger and drawn by the sound of combat! A gang's ability to scavenge is as vital as their combat ability, and players must ensure that they have the resources to survive in this hostile world. Scenarios and campaigns allow you to develop your gang, gain experience and recruit new henchmen to build up your strength or replace the inevitable casualties of the zombie apocalypse.
The second supplement for Stargrave offers a host of new scenarios and rules for gaining political backing as you fight across the ravaged galaxy. The Dahlgren Belt was once a vast asteroid mining operation that supplied the entire sector with rare metals and various elemental fuels. However, the isolation of the last war caused the corporation to wither, and the various outposts and colonies were eventually left to look after themselves. Some became true collectives, or limited democracies, while others have fallen to the rule of gangsters, warlords, and despots. In all cases, the limited resources of air and organic material has made life difficult. In this supplement for Stargrave, the crews must travel from asteroid-to-asteroid, and even down to the system's single, barely inhabitable planet, searching for a man who claims to have discovered a 'big score'. During their journey, players will fight through numerous different environments - including asteroid mines, zero gravity, and even hellish jungle. Captains must curry favour with the various small political factions that hold power in the Belt. Only through a combination of wits, diplomacy, and weapons can players hope to reach the last prospector and gain a share of his claim...
The characters, villains, and starships of the Attack of the Swarm! Adventure Path come alive on your tabletop with this collection of more than 100 creature and starship pawns, designed for use with the Starfi nder Roleplaying Game or any tabletop science fantasy RPG. Printed on sturdy cardstock, each of these double-sided pawns slots into a size-appropriate plastic base from the Starfi nder Pawns Base Assortment, making them easy to mix with traditional metal or plastic miniatures. With dozens of distinct images, the Starfi nder Attack of the Swarm! Pawn Collection depicts the enemies and allies from all six adventures of the Attack of the Swarm! Adventure Path. * Fate of the Fifth * Huskworld * Hive of Minds * The Last Refuge * The Forever Reliquary * The God-Host Ascends
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.
This large-format activity book contains a wealth of creative, mindful pursuits and puzzles to soothe the mind and enable you to park any worries and stresses and focus on the moment. Mindfulness is the practice of bringing our attention to the present moment without judgement or evaluation - which sounds as if it might be easy but isn't. Scientifically proven to reduce anxiety and depression, improve concentration, even improve the immune system, enabling us to fight off diseases, training our brain to live in the moment is crucially important to our mental and physical health and wellbeing. In The Mindfulness Activity Book Dr Gareth Moore presents creative challenges that will help you focus on yourself and live in the moment. Featuring over 120 fantastic puzzles, mazes, dot-to-dots, crosswords, spot the difference, hanjie, sudoku and more, as well as colouring pages, this book is perfect for any adult who loves a challenge but also craves a creative outlet that allows them to use their artistic and inventive side too. With the help of this book, you will find that taking time for yourself and concentrating on an activity has real therapeutic, mindful benefits, as it allows you to recharge your batteries and better cope with the stresses we all face every day. Take time for yourself, focus your thoughts and feel the proven benefits of being in the moment.
A Guide to Chess Improvement features the very best of Dan Heisman's multi-award winning chess column Novice Nook, which has run for the past ten years at the popular website ChessCafe.com. This book is full of valuable instruction, insight and practical advice on a wide range of key subjects: general improvement, thought processes, planning and strategy, tactics, endgame play, technique, time management and much more besides. Heisman has thoroughly revised, expanded and updated his work to produce an easy-to-navigate guide. He has also included brand new and exclusive columns. Any player from beginner to expert who is serious about improving their chess should read this book! *An essential guide to chess improvement *Covers in depth all the key areas of chess *Written by a distinguished chess instructor
In the first of a potential new series Florian Richter presents colour profile models of every ship on both sides in this epic battle. In a change to previous paper soldier titles, these ships can be cut straight out of the book to create the British, French and Spanish fleets.
Join the millions of people worldwide who have discovered the secrets of Bridge. This is a brilliant and original book. Three sections cover beginner, intermediate and advanced players. The tastiest morsels are to be found in the intermediate section where the author discusses how to remember vital principles in bidding and play. 'Bridge is the most entertaining and intelligent card game the wit of man has so far devised' W. Somerset Maugham
The Caro-Kann has always been one of the most widely played
openings among club and tournament players. This handy battle
manual deals with the critical main line positions after 1 e4 c6 d4
d5 3 Nc3 dxe4 4 Nxe4. Highly regarded author Grandmaster Neil
McDonald offers a comprehensive survey of the state of current
theory for both White and Black players, explaining the basic
elements, strategies and tactics for both sides. This guide covers
one of the most fashionable chess openings in current practice. It
is ideal for club and tournament players and it provides everything
you need to know to start playing the main line Caro-Kann
straightaway. (6 1/4 x 9 1/4, 144 pages, diagrams)
Tired of playing the same old openings? Bored with stuffy opening theory? A Ferocious Opening Repertoire provides a welcome antidote! Former American Open Champion Cyrus Lakdawala presents a range of vicious weapons for White in a repertoire which is perfect for those who have little time for study, but enjoy taking opponents out of their comfort zones and causing them problems from the very beginning. The repertoire's backbone is provided by the aggressive Veresov Opening (1 d4, 2 Nc3 and 3 Bg5) and this weapon is accompanied by equally hostile options against other Black tries such as the French, Caro-Kann, Dutch, Benoni, Pirc and Philidor. These weapons are ideal choices for those who revel in forcing opponents into chaotic, uncomfortable positions. Are you constantly struggling with the black pieces? Can't make up your mind which openings to play? Are you looking for something new: an all-in-one solution to your problems? Look no further! In Play 1..Nc6, a complete chess opening repertoire for Black, Christof Scheerer, who is renowned for his innovative and adventurous opening ideas, provides the reader with an ambitious and all-encompassing repertoire for Black against every main line opening that White can play, based on the initial move 1...Nc6. The principal components of this black repertoire are the uncompromising Chigorin Defence, a long-time favourite of the brilliant Russian Grandmaster Alexander Morozevich, and the equally tricky Nimzowitsch Defence, advocated by Britain's first ever Grandmaster, Tony Miles. Drawing upon his wealth of practical experience in this opening, which has produced a remarkable success rate and some notable Grandmaster scalps, Scheerer uncovers the secrets behind 1...Nc6 and divulges his findings to the reader.
Through classroom activities, wizard rock concerts and organizations like the Harry Potter Alliance, Harry Potter fans are using creativity to positively impact the world. This collection of essays and interviews examines how playful fandom - from fanfiction to Muggle quidditch, cosplay, role-playing games and even Harry Potter burlesque - not only re-imagines the canon but also challenges consumerism, questions notions of identity and fosters participatory culture. The contributors explore issues applicable to fan studies and performance studies at large, such as the role of performance, the nature of community, and questions of representation and ownership in the digital age. Presented in three sections, the essays discuss discrepancies between sanctioned versions of Harry Potter and fan creations, the reenactment and reinterpretation of the original narrative in fan performance, and collaborative and participatory performances that break down the boundaries between actors and audiences.
Ronnie is snooker's most written and talked about player, and its greatest showman. His supreme talent and style have made him the People's Champion and, as one commentator put it, 'the question is not how much does Ronnie O'Sullivan need snooker, but how much does snooker need Ronnie O'Sullivan?' A honest and candid account of his extraordinary life, Ronnie tells of the infant who was introduced to legendary snooker clubs at an impossibly early age; of the boy who frightened off the bookies aged just 12; of the teenager whose life was decimated when his father and mentor was sent to prison for life; and of the man dubbed the 'genius' of the modern game who regularly threatened to quit the sport to pursue other interests at the grand old age of 28. 'A fine autobiography ... compelling' - Independent 'O'Sullivan is as frank about his spell in the Priory clinic as he is about his father's murder conviction. His accounts of snooker tournaments and sketches of the sport's personalities will fascinate fans, but even snooker haters will be rooting for Ronnie in the game of life' - OK!
The Ghost Archipelago has returned. A vast island chain, covered in the ruins of ancient civilizations, the Archipelago appears every few centuries, far out in the southern ocean. At such times, pirates, adventurers, wizards, and legendary heroes all descend upon the islands in the hopes of finding lost treasures and powerful artefacts. A few, drawn by the blood of their ancestors, search for the fabled Crystal Pool, whose waters grant abilities far beyond those of normal men. It is only the bravest, however, who venture into the islands, for they are filled with numerous deadly threats. Cannibal tribes, sorcerous snake-men, and poisonous water-beasts all inhabit the island ruins, guarding their treasure hordes and setting traps for the unwary. In this new wargame, set in the world of Frostgrave, players take on the role of Heritors, mighty warriors whose ancestors drank from the Crystal Pool. These Heritors lead their small, handpicked teams of spellcasters, rogues, and treasure hunters into the ever-shifting labyrinth of the Ghost Archipelago. Using the same rules system as Frostgrave, this standalone wargame focuses on heroes who draw on the power in their blood to perform nigh-impossible feats of strength and agility. This game also includes 30 spells drawn from five schools of magic, a host of soldier types, challenging scenarios, treasure tables, and a full bestiary of the most common creatures that inhabit the Lost Isles.
One of the great classics of bridge, this book explains how one of the most successful teams ever known achieved its remarkable results A storehouse of extremely interesting hands, this book sets down the most outstanding hands played by the Blue Team, the astonishingly successful Italian team which achieved a record number of victories in world-class championships, a feat unlikely to be equalled. The 140 chosen hands are first set out in single dummy form so that the reader can make their own decisions about playing the hand before reading the analysis provided. Sections at the end of the book give a summary of the bidding systems.
This ethnography of a live action role-playing (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.
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