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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
How Women Can Crack The Seemingly Closed Brotherhood Of Poker; Men do it. Boys do it. Even brothers and cousins and fathers do it. But for many women, it remains a mystery, a closed brotherhood of codes. Much has been written about poker, but this is the first book that focuses on the needs of women. This is a book for women, by women, who want to claim their seat at the poker table - and win The information in Playing With The Big Boys comes in an easy-to-follow, lively and practical presentation. Everything from the origins and basics of the game, to the variations, to strategies, and to the ways women can participate in tournaments is included. Readers will be led through the chapters by 'Laura, ' the card shark heroine: How did Laura get started? How did she become her local winner? What advice can she give to other women for their home games or for possible casino ventures? And how can women contend with husbands, boyfriends, Big Boys - and take their money Beyond the fundamentals of 5 and 7 card stud, blackjack, draw games, and Texas hold 'em, the authors investigate the unusual variants such as Chicago, Indian Poker, baseball, lowball, hi-lo, and Anaconda. hold them, and when to fold them. Bluffing gets its own separate treatment, as does the age old problem of how to manage a losing streak - or a winning streak
Buckle up! A vast armada of starship pawns blast their way onto your tabletop in the latest Starfinder Pawns collection! The Starfinder Pawns: Starship Operations Manual Pawn Collection presents more than 100 stunning full-color images of starships, from agile interceptors to enormous dreadnoughts. Printed on sturdy cardstock, each double-sided pawn slots into a 1-inch plastic base from the Starfinder Pawns Base Assortment, making them easy to mix with traditional metal or plastic miniatures. With so many starship options, the Starfinder Pawns: Starship Operations Manual Pawn Collection ensures you're set to run simple duels, vast armada clashes, and everything in between! The Starfinder Starship Operations Manual Pawn Collection includes pawns suitable for starships ranging from racing ships to ultranoughts, as well as starship fleets! All starship pawns use medium bases, from the tiniest fighter to the largest warship. Inside this set, you'll find: Large (and Smaller) Starships AAC Dyad (4) Aeon, Alinoisos (3) ATech Resolute (4) Brevak Vermelance (3) Dashadz Griffon (4) Dashadz Wayfarer (4) Death's Head Charon (4) Derelict Shade (3) Hivonyx Ambassador (4) Idaran Keris (4) Idaran Peregrinasi (4) Idaran Thunderbolt (4) Infernex Justiciar (4) Infernex Unshakable (4) Inheritorworks Javelin (4) Inheritorworks Truestrike (4) KC K-51 Sky Fisher (4) Multifold G7 Autohauler (4) Nebulor Skymedic (3) Norikama Defrex (4) Opulos Opulence (3) Redshift Revolution X-62 (4) Sanjaval Redsun (4) Sov-El Korinath (3) Star-Nambulance Void-Eater (3) Starfinder Society Drake (4) Starfinder Society Gorgon (4) Starfinder Society Pegasus (4) Terminator Slingshot (4) UC Librama (3) UIE Petaltail (4) Ulrikka RC-HPR (4) Huge (and Larger) Starships AAC Hoardmaster (2) BMC Devastator (2) BMC Dmolangari (2) Cerebrex Citadel Zirval CompEnt Those Who Are Driftmaven Idaran Saga (2) Inheritorworks Redeemer (2) KC Golarion-Class Battleship (2) Norikama Valkyrie (2) Pyre spike Station Ringworks Peacebringer Ringworks Specter (2) Shalar Sovereign Dominator Starhive Vespiar (2) Vanguard Exsanguinator (2) Zoaphorix (2) Starship Fleets Hellknight Destroyer Fleet (8) Iomedean Destroyer Fleet (7) Kasathan Fighter Fleet (7) Pact Worlds Capital Fleet (7) Skyfire Legion Fighter Fleet (8) Veskarium Capital Fleet (8)
Viktor Moskalenko is one of the leading chess instructors of our time. Not only has he coached Masters and Grandmasters, including Ukrainian star Vassily Ivanchuk, he has also taught hundreds of classes for amateurs and his best-selling books have inspired thousands of ambitious club players all over the world. Moskalenkos previous and highly popular chess opening books were mainly written for the Black pieces. Now he presents an extremely powerful set of lines for White. The guiding principle of his 1.d4 repertoire is: be bold and put pressure on your opponent as early as possible. Moskalenko does not shower you with long computer-generated variations but has a keen eye for the essence of positions. His talent to find new resources in well-known lines results in a host of novelties, daring recommendations and cunning tricks. When you play his lines and follow his recommendations you will frequently surprise your opponent and build up positions full of swing. Studying An Attacking Repertoire for White with 1.d4 is a delight because this is a typical Moskalenko book: practical, accessible, original, entertaining and inspiring. Viktor Moskalenko (1960) is an International Grandmaster and a FIDE Senior Trainer. The former Ukrainian champions recent books include The Even More Flexible French, The Wonderful Winawer, Training with Moska and The Fabulous Budapest Gambit.
The Drift Crisis continues! In crumbling Alluvion, the goddess Triune's city domain within the Drift, the heroes are thrust into the center of tensions between anxious factions at the heart of the Drift Crisis catastrophe! By agreeing to aid a desperate android priest of Casandalee, the heroes can start to help healing these divides. But first, they must curry the favor of a community of ysoki scrappers outside of the Dark, a neighborhood where technology doesn't work that hasn't been touched by light for decades. Exploring those murky streets, they confront undead menaces and otherworldly spirits of hatred and anger, eventually restoring light and power to the cursed region, and shining further illumination as to the origin of the Drift Crisis! "A Light in the Dark" is a Starfinder adventure for four 7th-level characters, launching the 3-volume Drift Hackers Adventure Path. Drift Hackers is the exciting conclusion of the Drift Crisis, an event taking place across the entire Starfinder game line, in which faster-than-light travel breaks down and the galaxy is thrown into chaos. In addition to the adventure itself, this book includes a player's guide filled with character creation advice and new gear designed just for Drift Hackers players, along with an Adventure Toolbox filled with new rule options and strange alien creatures. Each bi-monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!
In this stimulating book for players of all ages, Garry Kasparov selects the best chess combination from recent grandmaster play and presents them in a test-yourself format that everyone will enjoy. Whether you are a beginner discovering chess tactics for the first time or a master seeking to brush up on your skills, this book is sure to be a useful addition to your chess armoury. The cream of recent chess combinations . Dozens of fascinating chess positions . Suitable for novice and master alike. Written by the world's finest attacking player Since defeatingAnatoly Karpov for the world championship in 1985 Garry Kasparov has successfully defended his title on no less than five occasions, thereby establishing himself as the greatest player of all his generation, if not of all time.
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.
Two compelling titles now brought together in one volume! ----- Beating Unusual Chess Defences: 1 e4: Dealing with the Scandinavian, Pirc, Modern, Alekhine and other tricky lines by Andrew Greet. ----- Anyone who plays 1 e4 as White must be prepared not only for Black's main defences but also an assortment of less popular lines. These, when taken together, represent a significant percentage of the replies you can expect to meet when opening 1 e4. Dealing with these slightly offbeat variations is often a daunting task, especially since your opponents are likely to be specialists in these lines and therefore know them inside out. ----- Beating Unusual Chess Defences provides the perfect solution. International Master Andrew Greet gets to grips with each of these tricky openings. He identifies how to exploit their weaknesses whilst avoiding their strengths, thus constructing a practical and dependable repertoire for White. This book covers everything a 1 e4 player needs to know about facing these defences. ----- Beating Unusual Chess Openings: Dealing with the English, Reti, King's Indian Attack and other annoying systems by Richard Palliser ----- Beating Unusual Chess Openings is a godsend to those chess players fed up with struggling against all opening moves other than White's main two: 1 e4 and 1 d4. From the respectable (English Opening, Reti and King's Indian Attack) through to theoffbeat (Nimzo-Larsen Attack, Bird's Opening) and the totally bizarre (Orang-utan, Grob); everything Black needs to know about facing unusual openings is covered within these pages. Richard Palliser gets to grips with all of White's possibilities, examining their strengths and weaknesses and in turn organizing a reliable and practical repertoire for Black.
No "Old Maids" here! This thoroughly modern twist on the classic card game has players of all ages racing to end up as the awesome Cat Lady. Match a cute collection of feline friends, like Fluffer Nutter, Aaron Purr, and Chip. The player with the Cat Lady card at the end wins! Easy to play and packed with gorgeous illustrations, this game is excellent for casual gamers and cat lovers alike. - For 2-6 players, all ages - Includes 52 cards, instructions for play
Sixty-two masterly demonstrations of the basic strategies of winning at chess, featuring games by the greatest chess masters-Capablanca, Tarrasch, Fischer, Alekhine, Lasker, Petrosian among them-compiled and annotated by one of chess literature's most brilliant authors. Each game selected offers a classic example of a fundamental problem and its best resolution, described and diagramed in the clearest possible manner for players of every level of skill. 146 illustrations. Introduction. Table of Contents. Index of Players.
Eddie Kantar's various beginner books have sold hundreds of thousands of copies in ten different languages, not least because of his unique style and the humor that he introduces into the learning process. Modern Bridge Defense is intended to cover the basic concepts of bridge defense, and will undoubtedly be a standard teaching tool and reference work for the next quarter-century. The topics covered here (leads, signaling, second- and third-hand play, and discarding) are handled so thoroughly that even more advanced players will benefit from studying this book. Designed to be used by bridge teachers, or by students learning on their own, this book contains a host of features that help the student to grasp the material: clearly laid-out concepts, margin notes, practice hands, chapter-end quizzes, key-point summaries at regular intervals, and an index. It is intended to be read before the companion volume, Eddie Kantar Teaches Advanced Bridge Defense.
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
"Secrets of Sit'n'gos" is the ULTIMATE GUIDE to one of the most popular forms of poker. Sit'n'go tournaments are single table events usually starting with nine or ten players and paying prizes for the top three finishers. ALL serious poker websites and casinos offer Sit'n'gos - a fun and profitable way to get started in poker without having to risk a lot of money or make many difficult decisions. This book will teach you everything you need to know whether you are a beginner or an experienced poker player, including: * how to go from being a novice to a winner using basic all-in or fold strategies * how to apply more advanced Sit'n'go concepts such as ICM to become an expert player * how to use computer programs effectively in making critical decisions * how to play optimally when heads-up (one-on-one) with high blinds * how to buiild a $200 bankroll to $100,000 in one year purely in Sit'n'go events Phil Shaw will guide you through the early, middle and late stages of play, with clear explanations of the strategies required for success at each.
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).
It's not always what you know, but who you know! The heroes of the Age of Lost Omens forge their path through an uncertain world, but that world has been shaped by many others who came before or who now stand beside them! Lost Omens: Legends provides details on 42 of the Inner Sea region's biggest personalities, from queens and kings that rule the present to distant figures from Golarion's past. Uncover details from the inner lives of movers and shakers from all around the globe, as well as the secret techniques, items, and knowledge PCs might gain from encountering these larger-than-life figures! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
Death is not the end! In a world filled with undead, resurrection, and beings from beyond the mortal plane, long-dead mistakes can still cause problems for the living-or provide opportunity. Pathfinder Player Companion: Haunted Heroes Handbook takes aim at possessing forces of all sorts, from worldly magic to spirits of the dead, and provides you with options to rid yourself of that influence, take back control, or profit by cunning bargains with forces in need of a mortal vessel. This handbook also provides valuable information on the places, organizations, and faiths especially concerned with spirits, hauntings, and possession, and how any of these can affect your outlook and abilities. Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume's theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.
Are you tired of playing the same old openings time and time again? Perhaps it's time for a change, but you cannot decide between the numerous options available? Here's the answer: choose "Dangerous Weapons" and amaze your opponents with new and exciting opening ideas!In this book," "four renowned opening experts get together to take a revolutionary look at the Benoni, the Benko and all their associated variations. Instead of travelling down well-trodden and analysed paths, they concentrate on fresh or little-explored variations, selecting a wealth of 'dangerous' options for both colours. Whether playing White or Black, a study of this book will leave you confident and fully-armed, and your opponents running for cover!"Dangerous Weapons" is a series of opening books which supply the reader with an abundance of hard-hitting ideas to revitalize his or her opening repertoire. Many of the carefully chosen weapons are innovative, visually shocking, incredibly tricky, or have been unfairly discarded; they are guaranteed to throw even your most experienced opponent off balance. *The Benoni and Benko in a whole new light*Packed with original ideas and analysis*Ideal lines to shock your opponents
It's hard to believe that it's been over a decade since One Jump Ahead: Challenging Human Supremacy at Checkers was published. I'm delighted to have the oppor- nity to update and expand the book. The ?rst edition ended on a sad note and that was re?ected in the writing. It is now eleven years later and the project has come to a satisfying conclusion. Since its inception, the checkers project has consumed eighteen years of my life- twenty if you count the pre-CHINOOK and post-solving work. It's hard for me to believe that I actually stuck with it for that long. My wife, Steph, would probably have something witty to say about my obsessive behavior. Rereading the book after a decade was dif?cult for me. When I originally wrote One Jump Ahead, I vowed to be candid in my telling of the story. That meant being honest about what went right and what went wrong. I have been criticized for being hard on some of the characters. That may be so, but I hope everyone will agree that the person receiving the most criticism was, justi?ably, me. I tried to be balanced in the storytelling, re?ecting things as they really happened and not as some sanitized everyone-lived-happily-ever-after tale.
In your hands lies the destiny of one of history's great civilisations.
Under constant threat of attack, you must conquer new lands, oversee
dramatic scientific and cultural advances, and lead your people into
the era of empire. Expand too rapidly, and unrest will bring your
civilization to its knees; build up too slowly, however, and you might
find yourself a mere footnote of history. As one of eight radically
asymmetric civilisations, you will compete to become the most dominant
empire the world has ever seen.
Formidable adversaries are arrayed against you. Your people stand ready. History beckons. In your hands lies the destiny of one of most storied peoples of history. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilisation to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilisations, you will compete to become the most dominant empire the world has ever seen. Imperium: Legends is a standalone game that contains the three most challenging civilisations in Imperium - the Arthurians, Utopians, and Atlantians - as well as the Egyptians, Mauryan, Minoan, Olmec, and Qin civilisations, each of which can be played against solo. It is fully compatible with Imperium: Classics for players wanting to expand their pool of civilisations even further. Players: 1-4 Ages: 14+ Playing Time: 40 mins per player Contents: 280+ cards, 150+ tokens
Chess is an easy game to learn, but a difficult one to master. A
study of tactical play and some practical experience can get a
player to a standard where they are skilful enough to prevent both
checkmate and material loss. However, to advance from here to a
higher level it is necessary to tackle positional play. This can
appear daunting. However, once the principal strategic ideas are
recognized, then everything becomes clearer and the game becomes
simpler. In this book Grandmaster and experienced chess writer John
Emms provides the improving player with the fundamental knowledge
required to enter very game with confidence.This book offers a
complete introduction to chess strategy, important positional ideas
and is ideal for club and tournament players. (6 x 9, 144 pages,
diagrams)
If you are aware of endgame patterns, you spot key moves quicker, analyse and calculate better, avoid making errors and memorise what you have studied more fully. Most of the patterns Jesus de la Villa presents in this new book are from the phase of the game just before a theoretical endgame turns up. Knowing these practical endgame fundamentals will enable you to fully reap the benefits of what you learned in De la Villas widely acclaimed classic 100 ENDGAMES YOU MUST KNOW. Studying patterns only makes sense if you are going to encounter them frequently. De la Villa presents those that have the greatest practical importance and explains and illustrates them with carefully selected examples. To show the patterns as clearly as possible, he mainly concentrates on positions in which both sides have just one piece. Presenting positions with more pieces risks blurring the picture and making motifs less straightforward. The fact that players think in patterns has an important side-effect: their endgame errors tend to repeat themselves. Thats why De la Villa has not just included examples from games of elite GMs but also of amateurs. Errors are always instructive and working with this book will seriously reduce the number of typical mistakes you are prone to make. The many practical exercises that De la Villa has selected will help you improve and retain what you have learned.
Normandy, 6 June 1944. The Allies undertake the largest and most ambitious amphibious landings in history to return the fight to Western Europe. This new Campaign Book for Bolt Action allows players to take command of both Allied forces assaulting the beaches and inland defences and those of the axis manning such fortifications. New, linked scenarios, rules, troop types, and Theatre Selectors provide plenty of options for novice and veteran players alike. |
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