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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
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!
FLAMES OF FREEDOM is an American Gothic horror tabletop role-playing game, Powered by ZWEIHAENDER RPG. It is the dawn of the American Revolutionary War of 1776. A tangled web of conspiracy spans North America. It does not matter what your creed, color, culture, faith or gender is-all stand together in the war for survival. Every Rebel patriot holds Thomas Paine's Common Sense aloft as they take up arms against the British Empire. The city of Boston is occupied by the Red Coats, surrounded by Rebel militias. But as the revolution has begun, something far more mysterious stirs. Agents of the occult entreat both the Continental Army and British Empire. Freemasons conspire in the City of Brotherly Love. Maryland is in the throes of a witch hunt by the Knights Templar. Amid the chaos, other grim fairy tales have emerged. Ghouls have been tunneling beneath Boston. There are sightings of witches in the Great Dismal Swamp. Indigenous sachem speak of devils who walk among the living. The Leeds Devil haunts the Pine Barrens of New Jersey. And worse still, a shadowy collective called "The Mandoag" seeks to consume all, Loyalists and Rebels alike. In this game, most people have either chosen to deny the supernatural or rationalize it away. A rare few accept it for what it is to act. You are among those heroes and destined for greatness... or death. This alternative history game includes most of what you need to play: a player's handbook, a game master's guide, a bestiary, and an introductory adventure set in Boston. All that's left are a few friends, pencils, and a handful of dice.
After the success of his award-winning book Keep it Simple 1.e4 International Master Christof Sielecki is back. His new repertoire based on 1.d4 has a similar profile: variations that are straightforward and easy to remember, and require little or no maintenance. Sielecki has created a reliable set of opening lines for chess players of almost all levels. The major objective is to dominate Black from the opening, by simple means. You dont need to sacrifice anything or memorize long tactical lines. His main concept is for White to play 1.d4, 2.Nf3, 3.g3, 4.Bg2, 5.0-0 and in most cases 6.c4. Sielecki developed this repertoire while working with students who were looking for something that was easy to understand and easy to learn. This new 1.d4 repertoire may be even easier to master than his 1.e4 recommendations, because it is such a coherent system. Sielecki always clearly explains the plans and counterplans and keeps you focussed on what the position requires. Ambitious players rated 1500 or higher will get great value out of studying this extremely accessible book.
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.
Genius in the Background introduces brilliant chess that will be unfamiliar to even well-read chessplayers. Twelve chess stars are profiled with examples of their greatest achievements, but these stars are not famous they are geniuses who stay in the background. For example, Pervakov and Afek are not household names but they compose chess studies and puzzles of such elegance and cleverness that they deserve to be famous. Top players such as Garry Kasparov and Veselin Topalov may be famous names to chess fans, but they did not become World Champions without great help two of their coaches are profiled in this book and provide insights into the education of a chess champion. A broad range of chess is covered by the twelve profiles from openings to endgames, puzzles to training. The common thread is beauty and brilliance that deserves to be better known.
Designed by some of Mensa's most cunning minds, this is a
brain-training interactive puzzle pack crammed full of games and
conundrums of many varieties, certain to challenge your linguistic and
numerical abilities.
From the late Revolutionary Wars and Egyptian campaign, to the battles of Austerlitz, Borodino, Leipzig, and Waterloo, Absolute Emperor is a mass battle wargame that provides all the rules needed to play during this period of grand armies and sweeping campaigns. Players' armies are composed of multiple corps, with command and control being of the utmost importance, all influenced by the elan of your general. Do you follow in the footsteps of Napoleon and be crowned the Absolute Emperor or stand against tyranny as Wellington and Blucher?
Games for All Occasions. Planning a party? Indoors or outdoors? No problem--if you avail yourself of the 297 indoor and outdoor games clearly and simply described in Games for All Occasions by Ken Anderson and Morry Carlson. There are icebreakers. . .quiz games. . .written games. . .picnic games. . .musical games. . .waterfront games. . .games for lawn parties. . .the latest games. . .action games. . .stunts. . .thought games. . .for children--adults--group leaders--party hosts--teachers--parents--the young in heart--for all who want to entertain or be entertained. No matter what the occasion, there is bound to be an appropriate game in this handy, indexed collection assembled for you fun and recreation!
A multinational array of top grandmasters explain the difference in thinking between professional and amateur chess players, and how the amateur can bridge the gap. It usually takes at least a decade of sustained effort for even the most talented player to reach the grandmaster level this book cannot guarantee to make the reader a chess grandmaster, but it is certainly a healthy nudge in the right direction. The editors, ex-British Champion GM Jacob Aagaard and three-time Scottish Champion GM John Shaw, have recruited a line-up of strong grandmasters to share their wisdom.
2093, Neo York. A dystopian technological marvel, where concrete high-rises brim with holographic neon, as gilded mob bosses, flashy CEOs, and famous vid-stars all strive to consolidate their power over the masses. And while the rain reflects the neon, it never washes away the grime and filth of the streets. Welcome to a world of synth-jazz and cybernetics, where the status quo grinds down the hard-working man and vat-grown clone alike. Whether you're the redemption-seeking gangster, the one good cop in a corrupt system, or the gene-modded musician trying to make it big, you'll be trying to get by in a city that just doesn't care. Epic fight scenes take centre stage in this game of stylised, high-octane bloodshed. Jump straight into the action with a unique ruleset designed to deliver a cinematic, neon-noir experience, as the spotlight focuses on the brutal showdowns that will define you - or leave you face-down in the dirt. So get ready to give them hell, as the sultry notes of the saxophone build into a crescendo of violence.
Jose Raul Capablanca was a chess legend, world champion and quite simply one of the greatest players in the history of the game. His achievements and seemingly effortless style of play won many admirers, and his legacy includes a treasure of instructive games. Studying Capablanca's play is a must for any aspiring chess player. For Cyrus Lakdawala, it was a key factor in his chess development and improvement, and in this book he revisits many of his favourite Capablanca games. Lakdawala examines Capablanca's skills in the key areas of attack, defence, counter-attack, exploiting imbalances, accumulating advantages and, of course, his legendary endgame 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 practising 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
In 'Supreme Chess Understanding: Statics & Dynamics', GM Moranda meticulously explains rules governing the physics of the game, focusing in particular on the interplay between static and dynamic factors. In today's dog-eat-dog chess world it is namely not enough to know the general principles, but rather to grasp when, how and why can these be bent... or even broken. Thanks to the knowledge gained by studying this work, navigating through the maze of positional transformations is going to become a piece of cake!
From Simon & Schuster, Chess Traps is I.A. Horowitz's exploration of chess' pitfalls and swindes-both how to set them and how to avoid them. This is a rich storehouse of Chess 'crimes.' Sometimes the villain is thwarted: more often he gets away with his nefarious deeds. But, in either event, the tales, and their telling, will prove to be instructive and vastly entertaining.
It's been said that "tactics are 99% of chess." This third volume of the Comprehensive Chess Course teaches you the basic tools of winning chess with instructive and memorable examples. Grandmasters Alburt and Palatnik thoroughly explain hundreds of key positions arranged by difficulty and designed to sharpen tactical recognition and vision in your own games. Nothing is left to chance in this work. All materials have already shown their worth in Russian chess instruction. GM Alburt's Comprehensive Chess Course brings English readers the once strictly guarded and time-tested Russian training methods, the key to the 50-year Russian dominance of world chess. Comprehensive Chess Course takes you from beginner to master.
Improve your memory - challenge your gameplay skills! Thought to have been invented in the 17th century, cribbage remains one of the oldest and most popular card games for two or more players. The book is in two parts, the first introducing the game to those who have never played it before, and the second, much larger, part explaining the intricacies of the game to more experienced players and giving guidance to improve the chances of winning. Both the original five-card game and the more modern six-card variety are described in detail, and the authors demonstrate how to gain the maximum advantage from any of the countless card combinations possible during play. Numerous examples are included to illustrate the subtleties of each stage of the game, written in easily understood tabular form and checked by computer programs.
Fred Reinfeld-his name is known to almost every chess player in the United States. But his accomplishments? These are not so well known. Reinfeld was one of the strongest players of his time, ranking just below Reuben Fine and Sammy Reshevsky (against whom he had a plus score). He was an accomplished author of some of the best chess books of the thirties and forties. Fred Reinfeld was a respected numismatist, still recognized as a pioneer in the field sixty years later. He was an editor or major contributor to almost every major chess magazine of the thirties through the forties-Chess Review, Chess Correspondent, and Chess Life. This book is the first book on this remarkable man whose works have contributed more to chess than any other author. Many of Reinfeld's comments, ideas, and thoughts are quoted in their original context. Known his own time for the strength of his annotations, many are preserved here for the modern reader. Reinfeld lives!]
As we progress as chess players we quickly learn a set of guidelines which help us to formulate plans, develop typical strategies and recognize key tactics. However, chess is not an easy game, with fixed 'rules' that can be applied to every single position. In fact, blindly following such rules proves to be counterproductive and prevents a player from moving on to the next level, whereas knowing when to 'break' these rules is precisely the skill which separates the best from the rest. In this instructive book, Grandmaster Neil McDonald studies in depth the key components of successful rule-breaking in chess. Drawing upon his own experience and using illuminating examples from modern grandmaster chess, McDonald examines how to avoid stereotypical thinking, how to exploit typical thinking patterns, and how to confuse and beat opponents with surprising ideas. *Enhance your chess strategy and creativity *Recognize and exploit typical thinking processes *Covers opening, middlegame and endgame play
Start every game with confidence
Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for 'myrioramas', the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. London, 1900. A brilliant scientist leaves the world above to create his own world below, determined to prove his radical theory - that gravity is a geometric property of spacetime. What happens when time is bent, space is collapsed and dimensions overlap? Descend into the shadow world to find out. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you?
Unlock the mysteries and magic within League of Legends, one of the world's most popular video games, in this encyclopedic and collectible companion book that explores the game's epic lore. Embark on a journey through the realms of Runeterra in this first-ever collectible companion book, published to celebrate the game's tenth anniversary. Spanning the farthest reaches of this universe and venturing into uncharted territory, this encyclopedic compendium connects players to the rich storytelling that inspires all the action. Inside, you'll find: - An expedition through eleven regions, chronicling conflicts, entrenched rivalries, and covert alliances - Hundreds of illustrations, including never-before-seen maps and artwork - Insights into the heroes, flora, fauna, architecture, politics, and technologies from all corners of this world - Original narratives that bring the cultures of Runeterra to life League of Legends is an online game played by millions of people around the world, offering endless engagement with an expanding roster of champions, frequent updates, and a thriving esports scene. This volume is an essential reference for fans everywhere.
An instructional book about the crucial questions that masters ask themselves before committing to a move - a checklist for all players to ask themselves before making their own moves.Beginners learn to ask themselves the key questions. As they improve, they ask more sophisticated questions: 'What did my opponent's last move allow me to do?", 'Where is his position weakest?", 'Should I take an irrevocable step now or wait?', 'What does my opponent want me to do?'. For chess master players these are almost subconscious checklist. Andy Soltis runs through the checklist of things to ask before making a move with fascinating and illuminating examples of real chess games, from Karpov to Judith Polgar, from Magnus Carlsen to Fabiano Caruana. A key to improving is to ask all of these questions and find the right answers, for players looking to improve. The advice of Chess Masters is good advice for all chess players and the best way to take your play to the next level.
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