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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Focusing on the recovery of chess in Spain and Europe after World War II, this book traces the development of the International Chess Tournaments in Gijon from 1944 to 1965. The author covers the decline of world champion Alekhine and the rise of the child prodigy Arturo Pomar, along with the great chess of Euwe, Rossolimo, Prins, Medina, Larsen and others. Drawing on primary sources and testimonies of former players and organizers, chapters feature the tournament tables, winner's biographies, historical commentaries and 213 of the best games. Appendices with biographical notes and tables of participants for each year are included.
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the players sense of self and makes recommendations of terminology for future identity researchers. Features 15 photographs of videogame screens, bibliography, and an appendix of sample videogame transcription data.
These slot-together building cards are creative fun for all the family Turrets, ramparts, portcullises, arrow-slit windows, walls, roofs, flags and more - create your own medieval masterpiece. Each box contains 64 cards (105 x 69 mm) in a variety of graphic designs. Clever paper engineering allows you to slot the cards together, building up and out in whichever way you like! Also included is a short booklet, with information on the architecture of castles and suggestions of card building methods. The instructions tell you how to build a castle, or you can let your imagination run riot and design your own! Renowned illustrator Paul Farrell has designed these cards in a cool, graphic style - turning the image of a castle into a work of art.
This hilarious collection of over 300 puns, one-liners, and classic jokes dedicated to the fun of RPGs is perfect for you share with your fellow gaming compatriots! Why don't dragons like to eat paladins? They taste lawful. Laugh out loud at over 300 zingy one-liners and eye-rolling puns with this collection of tabletop-based humor, dedicated to the fun of RPGs like Dungeons and Dragons, Pathfinder, and more! A Dragon Walks into a Bar gives you hours of funny content that will keep you smiling. Whether you use them as inspiration for your level 20 comedian bard to crack wise during battle or if you just want a giggle in between turns, this book has everything you've been looking for.
Journalist and poker fanatic Andy Bellin takes readers on a raucous journey into the shut-up-and-deal world of professional poker. From basement games to the World Series of Poker in Las Vegas, you'll look over his shoulder as he learns to count cards, read a legendary player's body language, hang in there when the chips are down, and take his beatings like a man. Even if you don't know the difference between a flop and a river card, Bellin keeps you in the game with his portraits of the colorful players, dreamers, hustlers, and eccentrics who populate this strange subculture. Along with learning what goes on behind the scenes in illegal poker clubs, you'll get great advice on how to play Texas Hold'em, today's game of choice for big-money players.
Since its first publication twenty years ago, The Biggest Game in Town has become a cult classic. Al Alvarez delves into the murky and compelling world of high-stakes Vegas poker, where ‘the next best thing to playing and winning is playing and losing’. Deftly capturing the skewed psyches and peculiar rites of professional poker players who descend every year for the World Series of Poker, an exotic world is uncovered, a world that seems too eccentric, too amazing, too extravagant to be true.
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
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 world's greatest and most celebrated magicians, conjurers and illusionists can make us believe the unbelievable, the impossible possible. But, of course, just like everybody else these conjurors had to start at a beginning. They too had to learn simple (but effective) card tricks, easy (but imaginative) coin tricks and basic (but still mind boggling) sleight-of-hand tricks before advancing to more innovative and radical skills and techniques. Amazing Magic Tricks is a cool compendium of diverse tricks to inspire all aspiring magicians to pick up a wand and impress their friends and family! Full of trivia as well as simple illusions to practice, perfect and perform at home, Amazing Magic Tricks will guide you on your way to becoming a master magician quicker than you can say 'Ta-Dah!'.
The pen is mightier than the sword, but whose pen is the mightiest of them all? Who was more prolific, Charlotte Brontë or Fyodor Dostoyevsky? Who created more memorable characters, Jane Austen or William Shakespeare? Whose life was more eventful, Cervantes or Byron? Pit 32 of the greatest writers of all time against each other with these illustrated cards.
The world of tournament bridge does not stand still. Styles change, new ideas come forward, more effective methods are developed. This text was first published in 1995, but even in the short time since then there have been a number of improved strategies and conventions which can help the reader to win more often. This edition contains the standard methods which have proved successful in the past as well as the recent developments, how they work, when they apply and why their adoption should lead to better scores.
Nine lesson plans based on five card major openings.
This series provides an ideal platform to study chess openings. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practising of vital skills just as much as the traditional assimilation of opening 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 study any chess opening and at the same time improve your general chess skills and knowledge. The Winawer is a very popular choice amongst French Defence players. It enjoys a sound reputation and reaches positions rich in possibilities for both players. It offers Black the opportunity to enter sharp, dynamic lines, such as the notorious Poisoned Pawn Variation, as well as lines which are more strategic in nature. In this book, FIDE Master Steve Giddins invites you to join him in studying the French Winawer, an opening which he has played for over 25 years, and its many variations. He examines instructive games, covers the most important lines and provides answers to all the key questions.
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.
Improve your memory, improve your game! The aim is to encourage players to improve their bridge by solving the puzzles This challenging book of puzzles will help you to improve your game by concentrating on defensive play. By the time you have solved the last puzzle, your astonished partners will be well advised to secure copies for themselves. Whatever the situation, this splendid selection of defensive play puzzles will test your skills - and you will learn from the detailed explanation that Ron Klinger gives on the page following each puzzle.
A pocket guide to bridge, written by two internationally regarded writers and players For every bridge player who wants to be sure of the best bid, lead, or play, this book is designed as a quick reference. It includes what players need to know for opening bids, responses, and rebids. There is also guidance on hand evaluation, competitive bidding strategy, opening leads, declarer play, and defense so that the reader will have all the basic essentials of good play within easy reach.
Many players are attracted to the Dragon Sicilian, but are put off by the fierce mating attacks that White can launch. In the Accelerated Dragon, Black aims for an improved version, saving a move with his queen's pawn. If White tries to ignore the difference, Black's instant detonation of the centre will come as an unwelcome cold shower! The authors show that White's main reply, the Maroczy Bind, is not so fearsome as was once thought Black has many ways to break out, while quite often it is possible to manoeuvre around White's 'binding pawns' and show that they imprison White's pieces as much as they do Black's.
Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game, determining the rules and inventing the signature 20-sided dice. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
Joe Navarro is a former counterintelligence officer specializing in nonverbal communications and behavioral analysis with nine-time World Series of Poker Champion. Phil Hellmuth presents the next evolution in poker strategy - becoming a human lie detector at the tables. Success in poker is part luck, part maths, and part subterfuge. While the maths of poker has been refined over the past twenty years, the ability to read other players and keep your own "tells" in check has until now been mostly learned by instinct and practice. However by using Navarro's techniques illustrated with Hellmuth's examples, you will be able to decode and interpret other players nonverbal communication while concealing your own. You will essentially become a human lie detector and a feared player.
In this book, the pompous and self-important Abbot spots a chance to take part in that Holy Grail of Bridge - the Bermuda Bowl world championships. Casting all ethics aside, he pursues this dream. Partnered by the Parrot, with the Witchdoctor, Mbozi, Mrs Okoku and Miss Nabooba as team-mates, he travels to India's Chennai and faces many of the world's real-life players. Regular followers of David Bird's work will know what to expect - a first-rate mixture of amazing bridge, entertaining characters and sparkling dialogue.
Instant Guides are packed with essential information and useful facts covering a wide variety of subjects from survival skills to stargazing. Portable, easy to use and durable they contain all the basics whether you're studying the subject or just interested. For practical topics such as Bicycle maintenance they offer expert advice, to-the-point instructions and tips from insiders. Booklets on more educational topics such as The Human Body provide colourful diagrams and straightforward information.
Boris Spassky is a true chess legend, a World Champion who, thanks
to his monumental battles with Bobby Fischer, raised the popularity
of the game to a level that had never been seen before. Although at
the height of his powers many saw Spassky as a complete and
universal player, adept at outplaying his opponents in any type of
position, it is no secret that from an early age he thrived on
sharp, attacking play. He was a superb practical player, and with
the initiative at his hands he could conjure up wonderful
combinations and deadly attacks.
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 |
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