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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for 'myrioramas', the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. Traverse an enchanted landscape as you build a perpetual panorama inhabited by fire-breathing dragons, magical unicorns and sinister shadow figures. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you? There are over two quintillion storyscaping possibilities, and you can build a seamless panoramas stretching up to 170cm!
"Place your bets, place your bets . . ." From the muddy cowtowns of Montana to the posh parlors of Deadwood and Tombstone, past a succession of swinging batwing doors to the smoke-filled rooms in the back, some of the most colorful ladies in the Wild West also happened to be some of the shrewdest gamblers. With her inimitable instinct for a good story, Chris Enss points her pen toward fifteen of the most fascinating characters to ever flip a hole card or lace a corset. "Poker" Alice Ivers, for instance, checked and raised her way through some of the roughest mining towns in the West, while Lottie Deno, the prettiest faro dealer to ever turn a card, "bucked the tiger" all the way from Texas to Alaska. And who could ever bet against Eleanora Dumont, a twenty-one dealer known far and wide as "Madam Moustache"?
The world of bridge has winners and also-rans. What would you rather be? Winning might not be everything, but it is much better than finishing second or third, and way ahead of being out of place. This book examines the attributes and skills you need to be on the winner's dais more often--not only the personal qualities and psychological requirements, but also the methods you are using and the standard of card play required. This overview is a challenge full of tips and telling advice, which, if followed, will produce a positive lift to your game.
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 game is for two to four players and contains 28 cute and colourful dog dominoes. Have fun matching seven delightful pooches: Chihuahua, Dachshund, Dalmatian, Labrador, Poodle, Pug and German Shepherd. Get your last domino down first to win the game and become top dog! Playing dominoes with dogs is the best way to involve younger members of the family who do not feel so comfortable (or interested) playing with an abstract concept such as the number of dots on a square. Dogs will get the whole family playing!
Robot Memory Game gives an overview of the many areas robots appear in our society. All robot domains will get a description to explain the robot on the latest developments and reason they exist. The introduction faces the position of the robot in our human environment. All memory sets will contain two different examples.
The Ancients, age-old guardians of the arcane crystals, have long slumbered in their secret vaults. Rumoured to be invincible sentinels, they have defended their crystals unchallenged for eons. With the fall of the Empire, the most desperate bands of the Wildlands have joined forces to take them down and claim the crystals they protect. Wildlands: The Ancients introduces powerful creatures and new terrains that allow players to play Wildlands solo and cooperatively, as well as supporting play with up to six players. Requires a copy of Wildlands to play. At six players, requires a copy of Wildlands and either The Unquiet Dead or The Adventuring Party to play. Players: 1-6 Playing Time: 60 minutes Ages: 14+ Contents: 5 Unique Over-Sized Miniatures, Doubled-sided Playing Board, 100+ Cards, 5 Double-Sided Scenario Sheets, 80+ Counters, 10 Plastic Bases, 10 Crystals
Fifty brain-busting trivia questions about history, geography, pop culture, and more make for an unforgettable after-dinner duel between friends and family!
It's a little-known trivia fact, but you can actually play games with dominos instead of just lining them up and knocking them over. In fact, this double-six set of acrylic dominos by Brass Monkey includes everything you need* to play 15 different games (while getting uncomfortably competitive with your friends and family). *Smugness not included. * Includes 28 double-sided acrylic dominos. In other words, each side features a unique design so that you can play using either numbers or shapes. Psst: look at the pictures. * Features an instruction book that explains how to play 15 different games in detail (from Bergen to Matador - and everything in between). * Don't worry; even though they are double-sided, each face has a randomly different value, so you can't cheat (We're looking at you, grandma). * The outer box measures 9" by 4.25" by 2.5" deep. * Each domino measures 1" by 2" by .22" deep.
Improve your chess by studying the greatest games of all time, from Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world championship victories, and featuring a foreword by five-times World Champion Vishy Anand. This book is written by an all-star team of authors. Wesley So is the reigning Fischer Random World Champion, the 2017 US Champion and the winner of the 2016 Grand Chess Tour. Michael Adams has been the top British player for the last quarter of a century and was a finalist in the 2004 FIDE World Championship. Graham Burgess is the author of thirty books, a former champion of the Danish region of Funen, and holds the world record for marathon blitz chess playing. John Nunn is a three-time winner of both the World Solving Championship and the British Chess Federation Book of the Year Award. John Emms is an experienced chess coach and writer, who finished equal first in the 1997 British Championship and was chess columnist of the Young Telegraph. The 145 greatest chess games of all time, selected, analysed, re-evaluated and explained by a team of British and American experts and illustrated with over 1,100 chess diagrams. Join the authors in studying these games, the cream of two centuries of international chess, and develop your own chess-playing skills - whatever your current standard. Instructive points at the end of each game highlight the lessons to be learned. First published in 1998, a second edition of The Mammoth Book of the World's Greatest Chess Games in 2004 included an additional twelve games. Another new edition in 2010 included a further thirteen games as well as some significant revisions to the analysis and information regarding other games in earlier editions of the book, facilitated by the use of a variety of chess software. This 2021 edition, further updated and expanded, now includes 145 games. The authors have made full use of the new generation of chess analysis engines that apply neural-network based AI.
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.
This comprehensive chronological reference lists the results of men's chess competitions all over the world. From the famous to the lesser known, both individual and team matches from 1921 through 1930 are remembered here. Entries record location and, when available, the group that sponsored the event. Both 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 940 tournament cross tables and 210 match scores. It is indexed by events and players.
The 125 greatest chess games of all time, selected, analysed, re-evaluated and explained by a team of British experts and illustrated with over 1,000 chess diagrams. Join the authors in studying these games, the cream of two centuries of international chess, and develop your own chess-playing skills - whatever your current standard. Instructive points at the end of each game highlight the lessons to be learned. First published in 1998, a second edition of The Mammoth Book of the World's Greatest Chess Games in 2004 included an additional 12 games. This edition includes a further 13 games as well as some significant revisions to the analysis and information regarding other games in earlier editions of the book, facilitated by the use of a variety of chess software.
This comprehensive chronological reference lists the results of men's chess competitions all over the world. From the famous to the lesser known, both individual and team matches from 1901 through 1930 are remembered here. Entries record location and, when available, the group that sponsored the event. Both 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 1790 tournament crosstables, 226 match crosstables and 396 match results. It is indexed by events and players.
Experts agree that regularly solving tactics is a vital component of chess training. However, it's also widely acknowledged that there is one drawback of traditional chess puzzleswhen solving them students know for sure that there is a genuine tactic in the position, whereas during a real game there is no such guarantee. In this workbook, Volker Schleputz and Grandmaster John Emms offer a unique framework to study chess tactics independent of themes, difficulty andmost importantlyeven the existence of an actual tactic in a given position. Analyzing carefully selected games, from beginner level through to club and tournament level, the reader assumes the role of a tactics detective, checking for mistakes and missed opportunities by both sides without the help of a chess engine. This training method resembles live play far more realistically than solving puzzles, because each move has to be analyzed with respect to tactical possibilitieswhether they exist or not. The same thinking processes used in the training can then be applied in real games. *A unique framework to practice chess tactics*Exercises resemble over-the-board situations*Ideal for beginners, intermediate and club players
First published in 1987 to overwhelming international acclaim, Jeremy Gaige's Chess Personalia has been called ?one of the most useful chess books ever published? (Edward Winter in New in Chess). The book is an invaluable resource for researchers and enthusiasts, and original copies are highly sought after by chess collectors. Long out of print, the original work is available here for the first time in a softcover format. This biobibliography contains around 14,000 worldwide entries, each entry offering full name, date and place of birth and death, FIDE title, country of citizenship and citations to mentions in the world's media. Variants in names are cross-referenced. Those knowledgeable in the chess world will recognize the author's name and be completely assured as to the comprehensiveness, accuracy, lack of bias, and sedulous research this extraordinary reference work represents.
Among the first books ever published was the 1474 translation of the Game and Playe of the Chesse. Over the next 400 years, significant chess books would appear, but the overwhelming number of titles on the subject appeared in the 20th century and continue unabated. By 2003, over 35,000 volumes on chess in a variety of languages had been published, with approximately 14,000 English language works published from 1960 onward. For the librarian, collector, or chess enthusiast, the immediate task comes in finding which of these many volumes are worthwhile. This work provides an objective and informative look at some of the best chess books published in the period 1901 through 2000?and gives numerous examples of the games, with diagrams that appear in them. Inclusion criteria were popularity, longevity, critical acclaim, influence, definitiveness, historical importance, authorship and reputation. All were published in English (or use figurine notation). Each entry includes bibliographic details followed by a description of the book, with information on the author or authors, why the book is important, and background information on the publication.
During the pandemic years, many people discovered the joy of walking. It is meditative, healing, uplifting, healthy, inspiring, and generally transformative, whether it’s your mood that needs changing or your whole outlook. Walking helps us to really see the things around us that we might otherwise take for granted, such as a flowering tree, a new coffee shop, or an unexpected view. This charming journal links the act of walking to the benefits of journaling, with a wellness perspective that encompasses body, mind, and spirit. Every spread offers thoughtful prompts and lots of space to capture what was special about your walk, from the route to the weather - and a gratitude moment. Fun sidebars capture your favourite routes, bucket-list walks for future travels, walking companions whose company you treasure, best photo-op destinations, city walks and country walks, fitness walks, and much more. Quotes from famous walkers over time ground your experience in history. Let this walking journal help you take your perambulations to a more transcendent place by capturing the meaningful moments along the way.
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.
Recognized by the "Guinness Book of World Records" as the most popular MMORPG (massively multiplayer online role-playing game) in videogame history, "World of Warcraft" is everywhere -- from episodes of "South Park" and "The Simpsons, " to online series like "Watch the Guild, " accolades and awards from game critics, and prime-time commercials with Mr. T. Inevitably, such a cultural phenomenon triggers deeper questions. When does an assumed identity become real? Does the Corrupted Blood epidemic warn us of future public health catastrophes? What are the dangers when real life is invaded by events in the game? What can our own world learn from Azeroth's blend of primitivism and high-tech? In these lively essays, a specially commissioned guild of philosophers, including Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen, tackles these and other complex questions arising from "WoW."
The strategic thinking skills, clarity, and patience required to win a game of chess can also be applied to the world of finance and investing. Thinking one step ahead and creating a detailed financial plan bring you closer to your ultimate goals of building your wealth. Like a pawn on the chessboard, navigating through many challenges and obstacles to achieve financial success, an investor must have a master plan and effective strategy. You need to be able to advance across the board while protecting your king (you and your family) from your opponents at the same time.
There is only one casino game in which players, if they play
perfectly, can gain a mathematical advantage over the house. That
game is blackjack. |
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