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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Have you ever played the addictive card game SET? Have you ever wondered about the connections between games and mathematics? If the answer to either question is "yes," then The Joy of SET is the book for you! The Joy of SET takes readers on a fascinating journey into this seemingly simple card game and reveals its surprisingly deep and diverse mathematical dimensions. Absolutely no mathematical background is necessary to enjoy this book--all you need is a sense of curiosity and adventure! Originally invented in 1974 by Marsha Falco and officially released in 1991, SET has gained a widespread, loyal following. SET's eighty-one cards consist of one, two, or three symbols of different shapes (diamond, oval, squiggle), shadings (solid, striped, open), and colors (green, purple, red). In order to win, players must identify "sets" of three cards for which each characteristic is the same--or different--on all the cards. SET's strategic and unique design opens connections to a plethora of mathematical disciplines, including geometry, modular arithmetic, combinatorics, probability, linear algebra, and computer simulations. The Joy of SET looks at these areas as well as avenues for further mathematical exploration. As the authors show, the relationship between SET and mathematics runs in both directions--playing this game has generated new mathematics, and the math has led to new questions about the game itself. The first book devoted to the mathematics of one of today's most popular card games, The Joy of SET will entertain and enlighten the game enthusiast in all of us.
Whether you're an American Mah Jongg newbie or an intermediate player looking to gain an edge over your opponents, American Mah Jongg for Everyone is the perfect book to help you start practicing your game! Experienced international Mah Jongg instructors Gregg Swain and Toby Salk walk you through the basics of American Mah Jongg--introducing readers to the tiles, rituals, history, rules and winning strategies of the game. Using the humor, warmth and professional tips they share with their own students, this narrative-style instruction book offers an accessible way to learn this popular game. Topics include: Recognizing Mah Jongg tiles in different types of sets Building the walls and dealing the tiles Organizing your tiles and planning your play Understanding table rules and etiquette Winning strategies for various types of hands National Mah Jongg tournament director Gladys Grad contributes a foreword that explains why so many people love the game. Grad also has written a chapter that outlines the rules of Siamese Mah Jongg, a fun two-person game she created that you can't find in any other Mah Jongg book! This book comes with everything you need to get started playing, including: A timeless sample Mah Jongg scoring card A paper set to cut out and use while learning Easy-to-follow, step-by-step instructions Over 80 color illustrations Helpful practice exercises and quizzes that reinforce the lessons Access to a website that provides up to date information about the game A glossary of terms that every Mah Jongg player needs to know From the many different types of tiles and how to recognize them, personal stories about the game and historical trivia, American Mah Jongg for Everyone has something for anyone interested in this fascinating game.
SS2 features winning strategies and professional secrets from the world's best players including new advice from Doyle and the addition of no-limit legend Phil Helmuth, holder of the most world series championships ever. Other superstar contributors includr Daniel Negreanu, 4-time bracelet winner, 2004 Player of the Year, and author of three books including Hold'em Wisdsom for all Players; Lyle Berman, 3-time WSOP bracelet winner and founder of the World Poker Tour; Bobby Baldwin, 1978 World Champion; Johnny Chan, 2-timeWorld Champion and 10-time WSOP bracelet winner; the great Mike Caro, " Mad Genius of Poker"; Jennifer Harman, the world's top female player; Todd Brunson, winnerof more than 20 tournaments; and Crandell Addington, no-limit legend
Reproduction of a Civil War era poker deck of 55 cards with full-length, single-ended court figures. Box reproduced with original tax stamps showing hand cancellation on June 2, 1864.
A comprehensive and fun guide to Backgammon Backgammon is one of the oldest games in the world, the origins of which date back some 5000 years - and it's still going strong. It enjoyed a huge resurgence in the 1970s, and then again in the 1990s with the popularity of the Internet, where millions of people play tournaments online every day. Today, backgammon's following in the UK is huge, with a dedicated British Isles Backgammon Association, and hundreds of face-to-face tournaments taking place across the UK every year. In this book, backgammon expert Chris Bray walks you through the basics of setting up a board, opening strategies, middle and end-game tactics, and tips on when to make key moves. You'll also get to grips with basic probabilities, the doubling cube and the 25% rule. And if you want to take your gaming further, there's plenty of advice to get you started in tournament backgammon, as well as playing online. Suitable for both beginners and experienced player looking for more tips and techniques, "Backgammon For Dummies" includes coverage on: Starting and Playing the GameHandling the Middle GameBearing Off (The Last Lap)Varying the PlayAbout the author
The Red Dragon & The West Wind is the perfect introduction to this ancient game of strategy and subterfuge, covering all aspects of the two most common varieties, American and Chinese, along with an overview of other global approaches. The book begins with the history and origin and moves on to the rules of play and ways to win and avoid essential errors as well as the etiquette to follow. With everything from clear instructions on dealing, building, and distributing tiles to a look at the history and future of the game, this is the essential book for anyone who wants to have fun-and win-while playing mah-jongg.
How to Reassess Your Chess is the popular step-by-step course that will create a marked improvement in anyone's game. In clear, direct language, Silman shows how to dissect a position, recognize its individual parts and ultimately find the move that conforms to the needs of that particular situation. By explaining the thought processes that go into a master's choice of move, the author presents a system of thought that makes advanced strategies seem clear, logical and at times even obvious. How to Reassess Your Chess offers invaluable knowledge and insight that cannot be found in any other book.
From the first edition: "Just the right combination of fascination and brio"--Chess Life; "a real browsers delight"--San Francisco Chronicle; "arguably the best chess writer on the American scene...opulent"--Washington Times; "a wonderfully readable book...fascinating"--Boston Herald; "enjoyable"--British Chess Magazine. "[The author] is one of the most accomplished American chess players as well as a prolific chess writer and journalist"--James Henri. The best, the worst, the shortest, the oddest, the longest, the most deceitful, the most memorable, the most brilliant, the dumbest--of players, games, matches, tournaments, books, ideas, etc. The lists are replete with background detail and exact facts--this second edition of Soltiss classic 1984 book is altogether an essential part of any chess collection and a browsers delight. The new edition contains 25 percent more lists, games, diagrams and annotations. The majority of lists from the first edition have been updated or expanded--or both.
The Assassin's Creed Escape Room Puzzle Book is an exciting journey through history in which you must solve a series of puzzles and mysteries to save humanity. You are Joey, a museum worker who comes across a mysterious blade that sets in motion a chain of events that completely upends your life. Drawn into the world of the Assassins, you must tour through time and space - from 5th century BCE Greece to the catacombs of medieval Venice - in order to foil a malevolent Isu plot. Featuring characters and locations familiar to fans of the Assassin's Creed franchise and written by an experienced real-life escape-room creator, this immersive escape-room experience is both visually exciting and a difficult puzzle quest. Can you solve the conundrums and reveal the Isu plan in time to save the world?
Introducing Pendleton Games! Pendleton brings its rich heritage to classic games in handsome travel-ready formats.
In this easy-to-learn puzzle game, 2-4 players strategically place pyramid tiles in order to gather and rescue as many adorable cats as possible. The player who quickly rescues the most royal cats wins! Minimal pieces this make game ideal for on-the-go play, and included expansions offer new twists to the game for endlessly engaging feline fun.
Drawing on an eclectic range of primary and secondary sources Chaplin examines the development of darts in the context of English society in the early twentieth century. He reveals how darts was transformed during the interwar years to become one of the most popular recreations in England, not just amongst working class men and, to a lesser extent, working class women but even (to some extent) among the middle and upper classes. This book assesses the social, economic and cultural forces behind this transformation. This work also considers the growth of the darts manufacturing industry and assesses the overall effect the growing popularity of darts had on interwar society and popular culture, with particular reference to the changing culture and form of the English public house. This original study will be of interest to sports historians, social historians, business historians, sociologists and sports scientists. -- .
A beautiful set of playing cards featuring illustrations of Shakespeare's most famous characters. Play your favourite card games with Romeo and Juliet as King and Queen of Hearts, Lady Macbeth as Ace Villain, and let Adam Simpson's artwork bring Shakespeare's plays to life. Arranged in four suits - with hearts = lovers, clubs = fools, diamonds = heroes and heroines, and spades = villains, plus two jokers, of course - this artist-illustrated deck of playing cards features 54 of Shakespeare's most famous characters. It includes a booklet with text about each character and their place in literary history.
* CARD PAIRING GAME: Includes 100 full-color printed cards to match 50 sets of great music + boozy beverage pairings * RECIPE BOOK: 88-page book provides information on the music and full instruction for 50 amazing cocktails * DISCOVER YOUR OWN PAIRINGS: Book includes space to create your own unique music and drink combinations * ENTERTAIN LIKE A PRO: This game works for solo play as well as groups of 2, 3, or more * INSPIRED BY BEST-SELLING BOOK: Game based on Booze & Vinyl, the original guide to pairing cocktails with excellent music
"Ringbearers" collects together essays by established and
leading figures within Game Studies, each focused on different
aspects of the Massively Multiplayer Online game "The Lord of the
Rings Online."
Mermaids, sword fights, and adventures through Neverland are all fun and exciting-until you're staring down the mouth of a crocodile big enough to topple a castle. Journey into the world of Peter Pan and its mysterious inhabitants in Neverland: A Fantasy Role-Playing Setting. EXPLORE THE ISLE OF MISCHIEF & MYSTERY Many have heard of the island of Neverland. Stories of pirates, mermaids and Peter Pan are told by parents around the world to send their children off to a happy, dreaming sleep. But, it's been a long time since the Darlings first flew to Neverland and a new story is about to be told. Your own. Take a journey into the world of Peter Pan and its mysterious inhabitants in Neverland: A Fantasy RPG Setting. The book is a feature-length hex crawl campaign, intended for sandbox exploration. Created by Andrew Kolb, you'll find endless adventure inside, lovingly adapted from the tales of Peter Pan and tailored for an older audience. Each hex is self-contained, brimming with lore from Peter Pan and the Darlings' escapades. It's time to tell your own stories of pirates, mermaids and children who can fly. For use with the fifth edition of the world's oldest role-playing game.
One of the most important chess books ever written, reissued in celebration of a chess genius, Bobby Fischer. The American takes the reader through 60 of his games, describing his thoughts, the intricacies behind his and his opponent's strategies, the tactical justification of moves and the psychological battle in each one. You''ll find beautifully simple positional play next to out-of-this-world combinations that are just breathtaking. Fischer played nearly all of these games as a grandmaster so they are at the very highest level, but his lucid commentary makes every move and idea both accessible and understandable. Every player will learn huge amounts from this book. It is essential for each chess enthusiast, competitor and professional. The controversial alterations that were made to Bobby Fischer's words in the last edition have been omitted in this book, so only the author's own words are expressed, giving a true insight into one of the most gifted, troubled and controversial minds of the 20th century.
A technological milestone is not just a triumph, but a rare, pivotal watershed: Orville Wright's first flight, NASA's landing on the moon¿the victory of a digital computer, Deep Blue, over world chess champion Garry Kasparov in 1997. "Deep Blue: An Artificial Intelligence Milestone" details the historic endeavor to develop a chess-playing computer that would outplay the best human player on Earth. The story tells of the super-talented team of scientists and engineers involved, how one of America's mightiest corporations nurtured that team, and how the team's hard work produced a machine that played epic battles against human beings before eventually proving victorious. Deep Blue's success raises many questions about our future relationship with the digital computer. Topics and features: * Offers a comprehensive record of Deep Blue's Development * Gives the reader insight into the ups and downs of the deep Blue team on its way to finally defeating Gary Kasparov * Includes appendices that completely record Deep Blue's matches * Provides many photographs of the participants involved in the journey * Analyzes Deep Blue's evolution from "hostile force" to "champion" in popular cartoons appearing in newspapers. The work provides a comprehensive and authoritative account of the creation, development, and actions of IBM's Deep Blue technology group and how their computer defeated the world chess champion. Specialists and nonspecialists in AI and computing will discover a fascinating story of one of the major technological milestones in the history of computer science, as well as science in general.
A roleplaying game of fantastical inventions and Machiavellian politics in Renaissance Italy. It is the Year of Our Lord 1510, and one has to wonder how differently history could have played out if Niccolo Machiavelli, the military commissioner of the Republic of Florence, had not understood the true scale of Leonardo da Vinci's genius. In such a world, the visionary might simply have wasted his time painting portraits of women and doodling in a sketchbook. Instead, he unleashed a technological revolution where primitive computers, decorated with delicately painted cupids, run on water clocks; spring-powered tanks whir across the battlefield, cannons thundering from their flanks; and gliders flit across perfectly blue Tuscan skies. Gran Meccanismo is a roleplaying game of swashbuckling adventure in a Renaissance Italy where Florence's winding alleys play host to spies, scholars, and sell-swords alike. Players are nobles, mercenaries, inventors, and artisans who may find themselves crossing wits with Machiavelli, avoiding the dangerous charms of Lucretia Borgia, or hearing Christopher Columbus telling tales of the new world he has discovered...
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