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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Questions of Modern Chess Theory is the lost masterpiece of Soviet chess literature. It was written by a double Ukrainian Champion, and published in the Soviet Union in 1956. Russian experts say it is one of the most influential chess books of the 20th century, yet it was never published in English.It has been edited to make it useful for the 21st century and is now accessible for the first time to an English-speaking audience.
Time is the bane of all kings. Always does it march forward, bringing change and challenges, wars and disasters, invaders and internal rebellion. This supplement for Oathmark: Battles of the Lost Age, focuses on the passage of time and its effect on a players kingdom. While wars and battle still determine their ultimate fate, many other events can affect the armies of a kingdom. Plagues and blights can reduce access to soldiers from specific territories. Attempted coups can cost a king some of his best generals. On the other hand, unexpected alliances might give a kingdom access to unusual troops, or the birth of a new heir might bring wondrous presents. Along with the rules for the passing of years, this book also presents the option to train your units to fight in special formations, such as phalanxes, shield walls, and skirmish lines. These will allow players to use their existing armies to try out new strategies and tactics to swing their battle in their favour. This book also includes several new military expeditions, including numerous scenarios, to once again challenge a player's generalship.
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?
This book provides Bolt Action players with all of the information they need to field the military forces of the Soviet Union. From the bitter urban warfare of Stalingrad, through the Winter War against Finland and the final drive to Berlin, the detailed army lists provided in this supplement allow players to construct Soviet armies for any theatre and any year of the war.
The standard 52-playing card deck is a staple of game night - but what if it could be so much more!? Introducing the HECKADECK, a 160-card deck that not only includes the classic cards, but adds all-new ranks, suits, face cards, and other creative elements that open a whole range of exciting new play possibilities. Heck yeah the deck includes hearts through diamonds and Aces through Kings, but also acorns, clouds, and planets, zeroes and elevens, Beasts, Hunters and Travelers, arrows, an all-suited Watcher, and other delightfully illustrated new cards. The booklet inside offers twists on classic games (Crazier Eights, Hearts [and Clouds], Go Fish with Dynamite), plus rules for new games (Epic Match, Beast Hunt, Planetary Rule), guidance for inventing your own games, and even predicting the future with this unique family-friendly, heckafun card deck.
It's no secret why the London System is such a popular opening, especially at club level. White's development plan is very easy to learn, and it can be employed against virtually any defence. What's more, depending on mood, style or opponent, White can choose either to attack directly or to instigate a more positional strategy. Many players admit they hate facing the London System, which is surely another good reason to play it! In this book, Cyrus Lakdawala presents a reliable repertoire for White with the London System. Using illustrative games and drawing upon his vast experience in the opening, Lakdawala reveals all his secrets and explains in detail the typical plans and tactics for both sides. This book tells you everything you need to know about the London System. *A repertoire for White with the London System *Covers both the main lines and tricky sidelines *Includes game summaries with key points to remember
In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators - smugglers, relic hunters, freedom fighters, and mercenaries - roam the dead stars in small ships, scratching out a living any way they can. In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions - recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
Modern classic offers thorough, systematic analysis of the use of the queen, active king, exchanges, seven different uses of pawns, minority attackk, dynamic elements, much more. Analyses of 129 great games featuring Capablanca, Alekhine, Lasker, Botvinnik, Reshevsky, Bronstein, Smyslov, Spassky, other masters. Indexes of games and openings. 298 diagrams.
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios - from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types - spies, mercenaries, criminals, hackers, special forces, and many more - to recruit the best possible team for the job. Players may also choose to join a faction - powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
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
This is a fantastic compendium of the greatest card games from around the world, including the history, rules, and winning strategies for each game, with more than 400 illustrations. It covers everything from fun and simple games for beginners and family players, to professional tips and expert guidance for advanced play in serious games of chance. It is a comprehensive, practical guide to over 200 games, explaining how to play and win. It offers clear instructions make the book a useful one for players at all levels - beginners, intermediates and experts. It covers all the world's most popular games, including bridge, gin rummy, blackjack, poker, solitaire, piquet and cribbage. It details the rules of each game, with strategies for play, history and fascinating facts about famous players. This essential reference for card-game players brings together all the best card games, including canasta, bridge, rummy, blackjack, cribbage, whist, solitaire and poker. The book opens with a brief history of cards, with tutorials for beginners on general play, and a gold mine of tips for intermediate and advanced players. The practical heart of the book is divided into two sections covering trick-taking and non-trick taking games. Here are all the classics plus scores of lesser-known treats such as Thirty-One Rum and Spit. Whether you want to settle a dispute about rules or find a new game for the family, this is the only book you will ever need on the subject.
This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you'll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: * Determine your character's basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)* Figure out your character's secondary characteristics* Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)* Optimize your points by using talents* Select your skills based on functional area or the campaign setting* Enhance your character with spells, magic items, magic staves, and powerstones* Strategically purchase equipment for different characters, tech levels, and campaign types* Create and manage a character sheet, write a character background, keep a character log, and more-all with samples* Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There's even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:* Create your very own GURPS universe for your campaign, whether it's dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type* Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations* Create an electronic combat grid, a battle log, a tactical map, and more-with samples* Do mapping, planning, and plotting* Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That's important whether you're saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease...fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Old Masters Memory Game collects the most famous and beloved portrait painters from the 16th and 17th centuries in one game that is fun to play, educational, and a feast for the eyes. The task, as always, is to collect two cards that make one set: in this case, two portrait paintings by the same painter. The sets are clearly recognizable by the posture of the figure, facial expression, the style of painting, and attributes like clothes and hairstyle. To help, there is always the brochure with all the paintings in pairs and a little explanation on the painters. This is a wonderful gift item for gift shops and all museums that collect the old masters. The game consists of 50 cards of 25 sets featuring world-famous portraits by the likes of Rembrandt van Rijn, Johannes Vermeer, Leonardo da Vinci, Sandro Botticello, Titian, Frans Hals, Albrecht Durer, Goya, and many others.
Discover all kinds of delicious foods from around the world - from sourdough to bagels and croissants to crumpets. Mark them off on your game card and... BINGO! Contains 48 superbly illustrated food chips, one game board, 8 double-sided game cards and 150 brightly coloured counters, as well as a leaflet containing fun trivia and games for the baked goods featured.
This book is the first in a series examining the cutting edge of opening theory. The idea is to identify the most important theoretical battlegrounds of the moment and then analyse as deeply as possible in search of improvements. Thus the reader will be ahead of the current state-of-the-art, rather than lagging behind trying to memorise old games.
Following on from the long success of one of the most important chess books ever written, Bobby Fischer: My 60 Memorable Games, renowned chess writer Andrew Soltis delivers a book on today's blockbuster chess player Magnus Carlsen. Magnus Carlsen has been the world's number one player for more than a decade, has won more super-tournaments than anyone ever and is still in his prime. He is the only player to repeatedly win the world championships in classical, speed and blitz chess formats. This book details his remarkable rise and how he acquired the crucial skills of 21st-century grandmaster chess He will defend his world championship title this autumn and if he wins, it will set a record of five championship match victories. This book take you through how he wins by analysing 60 of the games that made him who he is, describing the intricacies behind his and his opponent's strategies, the tactical justification of moves and the psychological battle in each one. This book is essential for chess enthusiasts, competitors and professionals of all skill sets.
Do you need to be a genius to be good at chess? What does it take to become a Grandmaster? Can computer programmes beat human intuition in gameplay? The Psychology of Chess is an insightful overview of the roles of intelligence, expertise, and human intuition in playing this complex and ancient game. The book explores the idea of 'practice makes perfect', alongside accounts of why men perform better than women in international rankings, and why chess has become synonymous with extreme intelligence as well as madness. When artificial intelligence researchers are increasingly studying chess to develop machine learning, The Psychology of Chess shows us how much it has already taught us about the human mind.
A deck of 52 beautiful cards featuring simple, self-care rituals and bite-sized tips to help you incorporate them into your daily life. The box also includes a booklet on how to practise daily rituals and a stand for displaying the cards. You don't need to set aside hours of your day to feel the benefits of daily rituals. There are so many little moments when you can pause, be present and find calm. Whether you would like to feel more positive or perhaps spend more time on self-care, the journey begins with this box. Alongside a booklet covering the essentials of rituals and how to incorporate them into your daily life, this box contains a set of 52 beautifully designed cards, each with a ritual on one side and a tip on the reverse. Each card can be displayed individually using the wooden stand, allowing you to bring tranquil inspiration to any shelf, windowsill, desk or side table. This is the perfect gift for anyone looking to instil calm and self-care in their day.
Board games are flat out fun! They continue to fascinate players and collectors alike, long after their lives on toy store shelves, and their appeal is rapidly growing. Demand for games has only increased worldwide with the growth of the Internet fueling the collector market. From Monopoly to Battleship, Annie Oakley to Magilla Gorilla, this completely new book presents over 1,000 color photographs of board games, from current favorites to great classics dating back to the 1920s. It includes an informative text, vintage advertisements, and current market prices. There is a special chapter on Remco Industries, which had a small but sought after output of games in the 1950s and 1960s. More Board Games** continues where the author's first book, Board Games**, left off. It is sure to satisfy the game-playing appetites of collectors, dealers, and enthusiasts everywhere.
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). |
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