Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Mikhail Tal is a true legend of chess. He was the World Champion and also holds the world record for the longest unbeaten run in competitive chess. Tal is widely regarded to be the greatest attacking player of all time. Nicknamed 'the magician from Riga', Tal was a creative genius who made it look as though absolutely anything was possible over the chessboard. He excelled in confusing his opponents in chaotic positions, and even the best defenders of his time were unable to withstand his blistering attacks. Tal's many brilliant games have inspired generations of chess players who admire his play without ever being able to convincingly reproduce it. In this book, former American Open Champion Cyrus Lakdawala selects and examines his favourite Tal games, from the beginning to the end of his exceptional career. Lakdawala shows how we can all improve our chess by learning from Tal's masterpieces. Cyrus Lakdawala examines his favourite games of the chess legend Mikhail Tal, a World Champion who is widely regarded to be the greatest attacking player of all time. 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 World Champion * Important ideas absorbed by continued practice * Utilizes an ideal approach to chess study
Since the release of Dungeons & Dragons in 1974, role-playing games have spawned a vibrant industry and subculture whose origins, characteristics, cultures and player experiences have been well explored. Yet there has been little attention devoted to the meaningful ways RPGs have shaped society at large over the last four decades. RPGs were influential on video game design and have been widely represented in film, television and other media. They have made their mark on other areas of society, as well, including education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of role-playing games. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for ""serious"" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
FUN FOR THE WHOLE FAMILY - Pieces of two different sizes mean that puzzlers of different abilities can work on the same jigsaw at the same time. SPOT THE DOGS - In Melissa Lee Johnson's colourful illustration, dogs are having the best day ever! Whether ripping it up at the skate park, doing yoga, or paddling in a fountain, this is an epic dog day out. BIG PIECES FOR LITTLE HANDS, LITTLE PIECES FOR BIG HANDS - Features solid die-cut pieces and a poster to guide as you assemble. An innovative new format in which puzzle pieces of two different sizes enable people of different ages or abilities to work collaboratively on the same jigsaw puzzle. A self-contained scene with larger pieces slots alongside a bigger puzzle with smaller pieces. Parents or older siblings can enjoy the challenge of piecing the puzzle together while having the satisfaction of working together with a younger puzzler!
This supplement brings a new dimension to games of Frostgrave, allowing players to lead expeditions into the wilderness north of the city, searching for undiscovered ruins and facing the perils of the Wildwoods. For years, spellcasters have flocked to the Frozen City, braving the perils of its ruins in the hunt for relics and forgotten magic. While the city still holds many such secrets, newly arrived wizards must delve deeper and fight harder to make their mark. A few turn from the city, seeking instead the remote settlements that surrounded ancient Felstad. Such expeditions are not without their own dangers, however - in the vast forests of the Wildwoods, death lurks in the empty cookpot and torn waterskin, in the cold of night and the looming storm, and in the teeth and claws of the beast behind the next tree... This supplement for Frostgrave: Fantasy Wargames in the Frozen City takes players beyond the ruins with rules for running expeditions in search of secret places and forgotten treasures in the dark Wildwoods. New soldiers and magic items may improve wizards' chances of survival, but dwindling supplies, the hostile environment, and terrifying new creatures will push them to their limits in a range of scenarios set in these deep, foreboding forests.
This the second English language edition of the classic text, "A
Dictionary of Theatre Anthropology" subtly juxtaposes the visual
demonstrations of the performers craft, from a wealth of Oriental
and Occidental sources. Whereas most Western research is concerned
with naturalism and psychological realism in acting, the
"Dictionary "focuses on the performer's arduous and eclectic
craft.
A BRAND-NEW COLORING BOOK FEATURING ICONIC ART FROM THE COMIC BASED ON THE VIDEO GAME LIFE IS STRANGE. Color your way through the universe of the award-winning videogame Life is Strange, using stunning artwork by Claudia Leonardi from the bestselling comic series. Featuring eighty pages of stylish black and white linework from the story of Max Caulfield and Chloe Price, complemented by distinctive doodles from Max's journal. Bring new life to Arcadia Bay, create fresh t-shirt designs for the cast, and explore time-twisting new realities at the tips of your pencils and pens! What color will Chloe's hair be in your timeline?
Play Winning Chess is an enthusiastic introduction to chess that
will transform you into a veritable gladiator of the chessboard.
Seirawan begins by explaining piece movement, chess notation, the
rules of play and basic tactics. His examples, question-and-answer
sections, psychological hints, and lively sample games help you
learn strategies and play aggressively while having fun.
Discovering how to engage in clever attacks and subtle defenses
will take you beyond the thrill of competition into the realm of
creative art. Play Winning Chess is exuberant and conversational,
enlivened by personal anecdotes and fascinating historical
details.
This original Bob Ross-themed card game will challenge your memory skills in matching painting to painting, quote to quote, squirrel to squirrel, and more. - Memory card game: Includes 50 full-color printed cards to match 25 sets of Bob Ross-themed pairs, including words of wisdom, artwork, woodland creatures, and more - Book included: An accompanying book offers play instruction and some of Bob's most inspirational messages, with full-color photos and art throughout - Great solo or in a group: This game works for solo play as well as groups of 2, 3, or more - Gift box: Card deck and book set packaged in a sturdy full-color printed box - Perfect gift: A unique gift for fans of Bob Ross - Officially Licensed: Authentic Bob Ross collectible
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
If you're a Dungeons & Dragons fan, you've surely thought of becoming a Dungeon Master. Learning to be a DM isn't as hard as you might think, especially if you have "Dungeon Master 4th Edition For Dummies" tucked into your bag of tricks From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreementsRecognize all the common codes, tables, and spellsUnderstand the parts of a D&D adventure and how to create dungeon maps and craft monstersShape storylines and write your own adventuresFind your style as a DM and develop a game style that plays to your strengthsScript an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure)Decide whether to use published adventuresUse and follow the official "Dungeon Master's Guide"Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you're getting the urge to lead the charge in a D&D game of your own, "Dungeon Master 4th Edition For Dummies" will introduce you to the DM's many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you'll be on your way
Designed to revive The Art of Conversation(R), TAOC(R) is a fabulous way to make all get-togethers of families and friends memorable. This All Ages Edition is fun and easy to use, and as with all TAOC(R) games, all that's required is your own life experience, interests and ideas. Contains over 300 communication development areas distributed over 104 business-sized playing cards, plus instruction booklet. TAOC(R) is a simple yet effective way to have balanced, interesting and meaningful communications between two or more people of all age groups, promoting the development of stronger relationships and improving communication skills. TAOC(R) works well in a variety of settings on various levels, encouraging individual development and insight into oneself as well as others. TAOC(R) also teaches that differences need not create conflicts, and helps clear pathways and emotional blocks to learning and understanding.
This book explores the rise and increased acceptance of gambling in America, particularly the growth of the game of poker, as a means for examining changes to the American Dream and the risk society. Poker both critiques and reinterprets the myth of the American Dream, putting greater emphasis on the importance of luck and risk management while deemphasizing the importance of honesty and hard work. Duncan discusses the history of gambling in America, changes to the rhetoric surrounding gambling, the depiction of poker in the Wild West as portrayed in film, its recent rise in popularity on television, its current place in post-modern America on the internet, and future implications.
Fulfill your oath! When the armies of the Whispering Tyrant marched on Lastwall, the keeps and cities may have fallen, but its people and their spirit did not falter! Lost Omens Knights of Lastwall takes a detailed look at the knights that took up arms to continue the fight against the undead hordes and evils that roam the world. This book presents information on the Knights of Lastwall organization, from joining the ranks, to knightly training, to the missions to protect the innocent and defeat evil. The book also features new rules content including new equipment, magic items, spells, and support for Knights of Lastwall archetypes for players who want to play a knight in their campaigns!
This container of dice holds endless inspiration for every yoga lover! Seven wooden dice (one for each chakra) represent different types of poses-seated, standing, balancing, twists and more-that, when rolled together in the hand or using the container itself, generate a variety of yoga practices for practitioners of all levels.
Using the same format as The Pocket Guide to Bridge, this book will provide a handy pocket summary of the popular 2/1 bidding system. In a concise but readable manner, it goes over the basic ideas for Standard players who want to make the switch. The contents are based on Thurston's 25 Steps to Learning 2./1 which was the American Bridge Teachers Association Book of the Year in 2003.
Have nothing but a deck of cards? With this book you'll soon be
dealing out playful poker, and four-ace tricks that will make
everyone say: "How did you do that?" If you can shuffle a deck, you
can perform "jacks be nimble," "about face," "number nonsense," and
dozens more. Clear illustrations demonstrate how to execute each
move precisely. A chart gauges the difficulty of each trick.
A JIGSAW WITH A TWIST. In this new series of geometrically shaped puzzles, traditional jigsaw pieces go out the window! A TOTALLY DIFFERENT PUZZLING CHALLENGE. Using the seven basic geometric shapes known as tetrominos, you must reconstruct Peter Judson's geometric cityscape. HOURS OF MADDENING FUN. Each shape is repeated dozens of times: can you figure out where each piece goes? AMAZING ARTWORK. Peter Judson's intricate cityscape is filled with minute detail Finished puzzle 660 x 510 mm
'I love playing the King's Indian, but no-one ever allows me to reach my favourite opening!' Does this sound like an all too familiar complaint? The answer to this problem lies here.The truth is you will reach your favourite opening in barely half the games you play against 1 d4, and that's why this book is a godsend to those players fed up with blindly searching for the right way to play against these annoying White systems designed to avoid the main lines: the Trompowsky; the London System; the Torre Attack; the Barry Attack; the Colle System; the Veresov; the Blackmar-Diemer Gambit - the list goes on and on!Yelena Dembo, who as a hardened King's Indian and Grunfeld player has considerable experience facing these irritating openings, deals with them in no uncertain terms, in each case offering Black a no-nonsense solution that enables you to face the future with confidence. *Covers all of White's possibilities*Also includes King's Indian and Grunfeld solutions to 1 Nf3 and 1 c4*Written by an renowned opening expert Yelena Dembo is an International Master from Greece with numerous tournament successes to her name, including the bronze medal at the 2005 European Women's Championship and one Grandmaster norm. She's a renowned chess coach, who has taught students from over 30 countries. She's also an experienced chess writer and a regular contributor to the quality publication "Chess Informant," This is her second book for Everyman Chess, a follow-up to "Play the Grunfeld,"
Level up your Game Master skills with these fun, interactive prompts and activities to help your worldbuilding from RPG expert James D'Amato. Make your next campaign truly unique with the help of this interactive guide to world building! From RPG expert James D'Amato comes a fun new guide that teaches beginner and experienced gamers alike how to build and create their own game elements for customizing existing adventures or creating new stories from scratch. The Ultimate RPG Game Master's Worldbuilding Guide includes dozens of activities for a wide range of genres from fantasy and sci-fi to horror and x-punk. This lively and interactive book helps Game Masters create dynamic destinations, powerful items, shadowy organizations, compelling villains, and more. Make the most of your gaming experience with these unique and personalized ideas for your gaming group's next adventures!
How can you improve at chess? This is the eternal question asked by players of all levels. Which part of the game should you focus on? How often should you play? Should you change your opening repertoire? What's the best way to learn from your defeats? So many questions ...and yet direct answers are hard to find. It's no wonder aspiring players are left bewildered and in need of direction. In this book grandmaster Nigel Davies provides that direction. He examines the methods used by a number of players who were looking to improve their game, and how they went about achieving their goal. He has drawn heavily on the games and thoughts of players who have been his students over the years and experienced a clear improvement in their play. Finding the path towards improvement can prove difficult without the right guidance. This book will demonstrate the route to take. *A major study of chess improvement *Written by a renowned chess trainer *Tackles all areas of the game
This is a continuation of a series of comprehensive chronological reference works listing the results of men's chess competitions all over the world--individual and team matches. The present volume covers 1975 through 1977. Entries record location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardized for easy reference. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 872 tournament crosstables and 147 match scores. It is indexed by events and by players. |
You may like...
Contre le Chaos - Sept scenarios d'epee…
Tom Griffith, Keane Peterson, …
Paperback
R667
Discovery Miles 6 670
|