![]() |
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
So you're good at the pub quiz ... you always have the right answer ... you're known for the depth and breadth of your knowledge ... well, why not put those skills to the test with Think You Know It All? Genius Edition. In this fiendish and at times infuriating book of general knowledge questions, you'll find a vast range of topics are covered, to give you a real challenge on subjects from maths to history, music to literature, cinema to sport. With all sorts of different types of question to keep you on your toes (and all the answers at the back for when you need them) this book will give you entertainment and be head-scratchingly annoying in equal measure ... ... But then that's the thing about knowledge: if you know the answer, it's easy!
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.
The Civil War affected the entire American landscape in ways not always given their due consideration. Not only did it determine the political future of a nation, it influenced the scientific and cultural development of the country as well. The war cost America many of its best and brightest in every venue. James A. Leonard was one such loss: a brilliant up-and-coming chess player in 1861-62 before he made the decision to serve his country during wartime. Born November 6, 1841, James A. Leonard was the son of a poor Irish immigrant - but even a poor child could play the game of kings. Leonard grew up in a time when interest in chess was experiencing a revival, and contemporaries such as Paul Morphy, Eugene Delmar and Leonard's mentor Philip Richardson captured the interest of a country. Leonard defeated a number of the country's notable chess players and was widely viewed as the ""New Morphy."" This biography discusses what little is known of Leonard's life and death but concentrates primarily on Leonard's ability and his sadly shortened career. Game scores and diagrams from 96 of Leonard's games are included, with detailed descriptions regarding place, date and opponents.
Adolf Albin, a Romanian-born chess master of German origins, was renowned in epoque for his originality, eccentric and dashing playing style, aggressiveness and edgy character. Through previously unpublished data, tournament reports, newspaper articles, consultation games this work covers Albin's brief but highly significant period spent in New York, 1893-1895, with details on his life and chess career.
10 metallic colored pencils feature foil-stamped labels for Red Planet
exploration and identification.
The Nimzo-Indian Defence (1 d4 Nf6 2 c4 e6 3 Nc3 Bb4) and the Queen's Indian Defence (1 d4 Nf6 2 c4 e6 3 Nf3 b6) are two classic systems for Black to meet 1 d4. They are popular at all levels and have been played by virtually every world champion. They enable Black to gain a firm foothold in the centre at an early stage and White is not permitted the easy space advantage that occurs with many other defences to 1 d4. Black does not seek to engage White in immediate battle but postpones conflict for the middlegame when an understanding of themes and plans will be paramount. In Opening Repertoire: The Nimzo-Indian and Queen's Indian Defences, highly experienced chess author and coach Nigel Davies guides the reader through the complexities of these two lines and carves out a repertoire for Black. He examines all aspects of these complex systems and provides the reader with well-researched, fresh, and innovative analysis. Each annotated game has valuable lessons on how to play the opening and contains instructive commentary on typical middlegame plans. * A complete repertoire for Black against 1 d4. * A question and answer approach provides an excellent study method.
Test your 90s knowledge with this awesome trivia card game! Welcome to the Best of the '90s, a fun trivia game that will take you on a sentimental journey through an exceptionally unforgettable decade! In this game you'll find 60 trivia cards with over 470 questions on the following subjects: Movies, Television, Music, Popular Culture, Politics, Sports, and Toys & Games. The questions probe topics ranging from Britney Spears to the Clinton years, from Pocahontas to Pokemon, and from eBay to Y2K. So, gather your Friends around, break out the Crystal Pepsi, open the Dunkaroos and take a Quantum Leap back to The Wonder Years!
This is a continuation of a series of comprehensive chronological reference work lists the results of men's chess competitions all over the world - individual and team matches. The present volume covers 1961 through 1963. Entries record location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardised for easy reference. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 938 tournament crosstables and 108 match scores. It is indexed by events and by players.
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 1968 through 1970. Entries record location and, when available, the group that sponsored the event. First and last names of players are included whenever possible and are standardised for easy reference. Compiled from contemporary sources such as newspapers, periodicals, tournament records and match books, this work contains 1,854 tournament crosstables and 161 match scores. It is indexed by events and by players.
The ideal gift for all word gamers! A bumper book of more than 250 puzzles for word game lovers. Based on techniques required for Scrabble, these challenges have been designed to put your word power to the ultimate test. All words used are from the official Scrabble word list, so you learn as you play. Suitable for the whole family. In this collection of word puzzles you will find: Word Slider - move tiles in the grid to create multiple words Scrabble (TM) Word - a variation of Wordle, solve the anagram from the clues given Seven Letters - solve the given clues to find the hidden 7-letter word Scrabble (TM) Score - try and make the maximum score from a given rack of tiles Wordsearch - ideal for word training Anagram Challenges - unscramble the letters from the racks Give me a clue - fill in the blank tiles to match the definition Word Wheel - find as many words as you can with a given length Scrabble (TM) Soup - find the highest-scoring word you can in the grid of letters Word Ladder - get from the top of the ladder to the bottom by exchanging one letter at a time Star Letter - find the word that can be formed using every letter once and the star letter twice Consonant Crosswords - complete the crossword, where all the vowels have already been placed (c)2022 Mattel. SCRABBLE (TM) and SCRABBLE tiles, including S1 tiles, are trademarks of Mattel
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.
The 19th century in America saw the evolution of a leisure society. Enjoying numerous technological advances, people had free time to indulge in a variety of pursuits. An assortment of board games flooded American homes. By the middle of the century, chess had surpassed all other games with its popularity. The author of three important chess texts, Thomas Frere was instrumental in the growth of chess as a significant American pastime. This work provides an historical and chronological look at the 19th century development of chess through the writings of Thomas Frere. His books, letters, chess columns and scrapbooks chronicles the ways chess evolved over the greater part of the 1800s, and illuminates important players of the time and their games. The main text is divided into four sections covering 1827-1900. The first section looks at the early years as chess moved from private to public venues, discussing the establishment of formal chess clubs such as Frere's 1856 Brooklyn Chess Club. The second section deals with the First American Chess Congress and the advent of Paul Morphy to the world of chess. The third section focuses on Frere's part in the first formal world chess championship, a role thoroughly documented in Frere's letters. The fourth section examines the last decade of the 1800s and the steps that led chess into the 20th century.
Learn when to hold 'em and when to fold 'em with Card Night, a collection of 52 classic card games, including rules and strategies. Featuring step-by-step, illustrated instructions, and two indexes that organize each game by difficulty and number of players needed, Card Night includes directions for playing all the most popular card games, including Hearts and Bridge, Rummy and Go Fish. In addition to providing the rules of standard game play, Card Night also details the fascinating stories and peculiarities behind some of the world's most famous card decks, some of which were used as currency, tools for propaganda, and even as a means for sending coded messages. Offering one game for each week of the year, Card Night is the go-to companion for weekly game nights, long car rides, and rainy days spent at home. Wow your friends and family with your game playing prowess and keep them entertained with fascinating details from playing card history.
This collection of the games, most annotated, features the United States Chess Federation's premiere invitational tournament, the Absolute Championship. Biographical details of the participants, opening statistics and yearly crosstables offer insight to the games. Features include statistical results of participants from 1976 to 2010, results of many opening variations as played in Absolutes, biographies of all winners and information on all participants, and indexes of players, opening variations and ECO codes.
An easy-to-understand guide to chess strategy -- conceptual planning -- has always been the amateur's dream. This book makes that dream a reality. This comprehensive guide in dictionary form, the first of its kind, makes all aspects of chess strategy quick, easy, and painlessly accessible to players of all degrees of strength. Each strategic concept is listed alphabetically and followed by a clear, easy-to-absorb explanation accompanied by examples of how this strategy is used in practice. Such great World Champions as Steinitz, Capablanca, Petrosian, Fischer, and Karpov have used these strategies in virtually all of their games. Now you can arm yourself with their weapons. As you incorporate these weapons into your own play, they will enrich your appreciation of the game and lead you to one beautiful victory after another.
Naughty Pictionary and Sex Toy Relays? It must be a CosmoBachelorette Party! Get your girls together because we're throwing your bride-to-be a night she'll never forget! Cosmo's 25 hilariously entertaining games will have you prepping for the most epic bachelorette party ever. Featuring fun (and frequently risque) activities by the #1 women's magazine in the world, this pack includes everything you never knew you needed. From phallic-inspired challenges, to classic games with a tawdry twist, to brand-new bachelorette adventures, this deck will bring you a party you'll never be able to talk about again. What happens at a bachelorette party stays at a bachelorette party, right?
Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a century by psychologists, there was until now no single volume summarizing psychological research into board games. This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience. It also briefly summarizes current research in artificial intelligence aiming at developing computers playing board games, and critically discusses how current theories of expertise fare with board games. Finally, it shows that the information provided by board game research, both data and theories, have a wider relevance for the understanding of human psychology in general.
Bridge is played around the world - and often regarded as the best of all card games. 'Many games provide fun, but Bridge grips you. It exercises your mind. Your mind can rust, you know, but Bridge prevents the rust from forming' Omar Sharif In this book David Bird builds on TEN WAYS TO IMPROVE YOUR BRIDGE and presents ten further ways to increase success at the bridge table. In the area of bidding, the Jacoby 2NT convention is described - the most popular way nowadays of showing a strong major-suit raise and investigating slam possibilities. When bidding slams, it is critical to identify the presence or otherwise of the six key cards (the four aces and the king-queen of trumps) Roman Key-card Blackwood allows you to do this. Two important variations (Kickback Blackwood and Exclusion Blackwood) are explained. The Lebensohl convention is covered also, both when partner's INT has been overcalled and when you are responding to a double of a weak-two bid. On defence, the important topic of disrupting declarer's communications is explained. The book will also show how you can become an 'awkward defender', the sort of player that no declarer likes to face. Finally, five important areas of declarer play are addressed: holding up in a suit contract, using the entries provided by the trump suit, how to block the defenders' suit at no-trumps, the various ways to avoid an adverse ruff or overruff and how to overcome a 4-1 trump break.
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a ""big idea"" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional. |
You may like...
Safeguarding Homeland Security…
Simon Hakim, Erwin A Blackstone
Hardcover
R2,815
Discovery Miles 28 150
Econophysics Approaches to Large-Scale…
Misako Takayasu, Tsutomu Watanabe, …
Hardcover
R4,048
Discovery Miles 40 480
Private Data and Public Value…
Holly Jarman, Luis F. Luna-Reyes
Hardcover
R3,316
Discovery Miles 33 160
|