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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
The Soviet Union is history, but its influence on chess is still strong in the 21st century, as a glance at the rating list proves. The late Alexey Suetin was perfectly qualified to reveal the strategic secrets of the Soviet chess school. Suetin was a strong grandmaster and for many years one of the most respected coaches in Moscow - he guided the ultimate strategist, Tigran Petrosian, to the World Championship, and numbered Vassily Ivanchuk among his many other pupils. This is a collection of Suetin's finest writing. Suetin instructs the reader on all the key aspects of strategic play, including the centre, dynamism, accurate evaluation, attack and defence, and the relationship between strategy and tactics. It is not too late to become a pupil in the Soviet chess school!
Constructing a functional system of magic that helps readers suspend disbelief is a crucial part of worldbuilding in the fantasy genres. Yet creating a believable, compelling and original fictional universe can be daunting. To help inspire writers, this guide provides an overview of how magic has been understood in history and used in myth, legend and modern fiction. Different forms of magic are explored and a broad range of stories-from Nordic myths to modern novels-are described and referenced. Discussion explores how magic as a concept shapes, and is shaped by, fictional worlds and societies.
While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Slovakia, Croatia and Finland. Refight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for 'Bolt Action.'
Unleash the ultimate draconic compendium with The Book of Dragons for
Dungeons & Dragons! Delve into the awe-inspiring world of dragons,
lavishly illustrated with newly commissioned artworks and penned from
the perspectives of Tiamat and Bahamut, the mighty dragon gods
themselves.
Professional blackjack player Kevin Blackwood shares his million-dollar winning strategies for mastering the odds and consistently beating the house at their own game. Play Blackjack Like the Pros is the requisite introduction to the modern game of blackjack, including high and low stakes casino, shoe games (several decks shuffled together), online, and tournaments. Blackwood begins with the basic rules of play and then moves on to teach his proven card-counting method, broken-down into three levels: novice, recreational, and professional. He also covers camouflaging techniques (it's perfectly legal to count cards, but if the house catches you they will kick you out), money management, and team play. Blackwood includes many stories of his and other professionals' triumphs at the tables and keeps the highly technical language that bogs down most gaming books to an absolute minimum. Play Blackjack Like the Pros is written in the style of Phil Hellmuth's Play Poker Like the Pros using easy-to-understand lessons that all levels of players can quickly benefit from. Blackwood is one of the world's top card counters. He began with only a few hundred dollars and has won over a million playing blackjack. In Play Blackjack Like the Pros he demonstrates how to earn over $10,000 a month from just a few days work. Blackjack is set to balloon in popularity. Ben Mezrich's book on the MIT card counting team Bringing Down the House was on the New York Times bestseller list for weeks and is being made into a movie staring Kevin Spacey. Blackjack Tournaments are growing in popularity with many of the top casinos offering large prize pools. Online Blackjack is currently a multi-million dollar industry. Blackwood keeps the highly technical language that bogs down most gaming books to an absolute minimum. Foreword by Stanford Wong, author of Professional Blackjack and the master of modern card counting.
This is the perfect book for fans of Journal 29, and those who want to re-create an exciting escape-room experience in their own home! You are Adam Parkinson, an intrepid journalist who has recently been employed by the time-travelling Wexell Corporation. Adam is invited to an unusual art gallery, filled with objects and artworks donated by a mysterious figure. It will be up to you to help Adam unravel the mysteries of the Gallery, and you will travel from Ancient Egypt to Victorian England - and beyond - to do it. And, quite possibly, to save the world! Escape from the Gallery is an immersive escape-room experience that provides a visual feast as well as a tricky puzzle adventure. Featuring artworks ranging from Ancient Egyptian hieroglyphs to Mexican masterpieces, you will need to solve visual riddles and discover the hidden secrets that lie within the artworks if you want to figure out what is going on, and why this might be the most important visit to a gallery you have ever made.
The King is dead. The kingdom is divided. Three factions – the
Scottish, the Welsh, and the English – vie for control and, across the
sea, foreign invaders prepare to take advantage of the chaos. Players
must marshal their limited resources to influence this power struggle,
while ensuring that the faction that rises to dominate the realm
favours them above all other claimants to the throne.
Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.
Take your game to the next level with the new book from the world's biggest football YouTubers, the F2. We're the F2 and in our brand new book we're going to show you how to take your football skills to the next level. In these pages we turn the spotlight on the greatest players, the biggest teams, and most jaw-dropping moments from across the football world, and teach you the skills and the tekkers it takes to be the best! Want step-overs like Sanchez? Or a piledriver like Ibrahimovic? Or quick-feet like Messi? We show you how. Our book is filled with tips and hacks, as well as the inside track on your favourite stars: Pogba, Suarez, Aguero and the rest. There's even a free app that brings the book to life and shows you how to turbo-charge your tekkers! There's not a moment to lose - open, read, learn, download and get out on the pitch and practise. Love, peace and tekkers.
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
Jazz up your card games with the top talent of four fantastic music genres: Pop = Hearts; Rock 'n' Roll = Spades; Folk & Country = Diamonds; Soul, Blues & R&B = Clubs. Includes 52 playing cards featuring illustrations of all the big names - including Madonna and Prince in Pop, Kurt Cobain and Jimi Hendrix in Rock, Johnny Cash and Bob Dylan in Folk, and Nina Simone and Amy Winehouse in Blues - plus two jokers (Bjoerk and David Bowie).
This new edition of the multi-award-winning fantasy skirmish wargame offers improved rules based on years of player feedback, a revised spell list, and a host of brand-new scenarios. It remains fully compatible with all previously published Frostgrave supplements, allowing players to revisit past adventures as well as face new challenges. Choose a wizard from one of ten schools of magic, and select from a list of eighty spells. Hire a warband filled with soldiers, from lowly thugs and thieves to mighty knights and barbarians, then lead your men into the frozen ruins of the magic city of Frostgrave on the hunt for ancient treasures and the secrets of lost magic. Be warned - it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. Do you dare enter the Frozen City one more time?
Welcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the Dungeon walls. Something BIG has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which happens every fifty years and features every monster's favourite sport: Goreball! The Dungeon Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash (a forbidden human, secretly disguised as a minotaur), is no stranger to impossible odds. Just a few weeks ago, Zelli and her crew, the Danger Club, came face-to-face with a maniacal necromancer and his army of undead! If this wasn't enough to raise scales Zelli's reoccurring nightmare of a dark entity annihilating her world may be more than just a bad dream. Something sinister is lurking in the halls of the academy, and only Zelli seems to notice. But when Zelli uncovers a dark past hidden beneath Dungeon Academy, she unlocks something that will concern everyone at school, every dragon at Waterdeep, and everything within the Forgotten Realms. Get ready for humor, heart, magic, and adventure as middle graders and beyond learn to embrace who they are, accept others' differences, and discover the hidden secrets that dwell deep within themselves, and within Dungeon Academy!
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. This is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe.
Stop negative thoughts, assuage anxiety, and live in the moment with these fun, easy games from improv expert Clay Drinko. If you've been feeling lost lately, you're not alone! Even before the Covid-19 pandemic, Americans were experiencing record levels of loneliness and anxiety. And in our current political turmoil, it's safe to say that people are looking for new tools to help them feel more present, positive, and in sync with the world. So what better way to get there than play? In Play Your Way Sane, Dr. Clay Drinko offers 120 low-key, accessible activities that draw on the popular principles of improv comedy to help you tackle your everyday stress and reconnect with the people around you. Divided into twelve fun sections, including "Killing Debbie Downer" and "Thou Shalt Not Be Judgy," the games emphasize openness, reciprocation, and active listening as the keys to a mindful and satisfying life. Whether you're looking to improve your personal relationships, find new meaning at work, or just survive our trying times, Play Your Way Sane offers serious self-help with a side of Second City sass.
Be inspired by nature and play the card game suited for all. Team up the component parts of a tree - from the leaf, flower and fruit plus the tree itself to form a tree family! Discover eleven of the most beautiful flowering, fruiting trees with Ryuto Miyake's stunning, detailed illustrations and text about each tree written by the Head of the Arboretum at the Royal Botanic Gardens at Kew. See which of your friends knows the most about nature! Take the time to learn the different components and see if you can identify the trees next time you're outside! Based on Happy Families, this game will inspire you take in nature's surroundings and understand all the elements that make up the worlds beautiful trees.UNIQUE: A beautifully boxed card game for 2-5 players based on Happy FamiliesBEAUTIFULLY DESIGNED: Collect all four components of tree families across 44 beautifully illustrated cards. Keep this safe within the wonderfully illustrated box measuring 115 x 90 x 35mmFUN & COLOURFUL: Each card has been illustrated by Ryuto Miyake, illustrator of Animal Mah-jongHIGHEST QUALITY: These educational cards have been carefully considered and written by the Head of Arborteum at the Royal Botanic Garden at Kew.GIFT: If you're looking for the perfect family gift, Tree Families is the ultimate for learning and having fun!Other similar Laurence King Publishing titles include: Fashion Families, Flower Families, Super Happy Families and Wonder Women
What separates the greatest chess players from mere mortals? Grandmaster Danny Gormally believes that understanding, preparation and will to win are three crucial factors. In Play Chess Like the Pros he examines these key aspects and attempts to bridge the gap between the best and the rest. He believes that a player's capacity to improve is limitless, and in this age of computer-assisted learning the opportunity to do so is greater than ever before. But are you prepared to stretch yourself, to take yourself out of the comfort zone? However, this is more than a self-improvement book. Nearly 15 years of experience as a chess professional makes the author ideally placed to tell the stories, not just behind the moves but also the characters who play them, giving the reader an insider's view of professional chess in the modern age.
All chess players know the impact of a surprising move in a game of
chess. The victim is disoriented and often blunders in reply, while
the player landing the surprise feels invigorated, lusting for the
battle ahead. It is thus quite a surprise in itself that this is
the first book devoted to this important practical aspect of chess
psychology. Avni, a highly experienced and respected chess writer,
provides a detailed understanding of the many ways of surprising
the opponent. This is far more than a list of tips for how to find
startling moves. Avni explains a whole theory of surprise, which
the reader can absorb and make a fundamental part of his approach
to chess. The book includes games where surprise played a major
role, annotated by Grandmasters Ronen Har-Zvi, Gad Rechlis, Eran
Liss, Ilan Manor, Ram Soffer and International master Artur Kogan.
FIDE Master Amatzia Avni is a psychologist. He has written several
acclaimed works on chess, including 'Creative Chess' and 'Danger in
Chess, ' both published by Cadogan. (5 11/16' X 8 1/4', 112 pages,
index, illustrations)
Thaw of the Lich Lord is a complete campaign for Frostgrave that will challenge both new and veteran players. Through a series of linked scenarios, players discover the existence of a new power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall. Warbands will confront the Lich Lord's minions, race against his agents to seize possession of mysterious artefacts, and brave the perils of Frostgrave in search of his lair. Eventually, they will need to muster all their courage to venture into the depths of the city and face the Lich Lord himself. Not all wizards will seek to stop the Lich Lord, however, and full rules for giving into his corruption and following the dark road to becoming an undead lich are presented for those who crave power and immortality above all else. While the campaign presents many new threats against which wizards and their warbands must test themselves, including an expanded bestiary, it also offers additional resources, such as new henchmen that can be recruited and unique magical treasures that can spell the difference between survival and oblivion. |
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