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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Live out the wildest fantasies in the world of KonoSuba: God's Blessing on this Wonderful World with the TRPG developed under Natsume Akatsuki's full oversight. Whether it's playing as a luckless reincarnation or pursuing a quest as an all powerful magician, a life of hilarious adventures awaits!
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don t even have to take too much time thinking up a stimulating tactical situation and objectives. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games."
If you are aware of endgame patterns, you spot key moves quicker, analyse and calculate better, avoid making errors and memorise what you have studied more fully. Most of the patterns Jesus de la Villa presents in this new book are from the phase of the game just before a theoretical endgame turns up. Knowing these practical endgame fundamentals will enable you to fully reap the benefits of what you learned in De la Villas widely acclaimed classic 100 ENDGAMES YOU MUST KNOW. Studying patterns only makes sense if you are going to encounter them frequently. De la Villa presents those that have the greatest practical importance and explains and illustrates them with carefully selected examples. To show the patterns as clearly as possible, he mainly concentrates on positions in which both sides have just one piece. Presenting positions with more pieces risks blurring the picture and making motifs less straightforward. The fact that players think in patterns has an important side-effect: their endgame errors tend to repeat themselves. Thats why De la Villa has not just included examples from games of elite GMs but also of amateurs. Errors are always instructive and working with this book will seriously reduce the number of typical mistakes you are prone to make. The many practical exercises that De la Villa has selected will help you improve and retain what you have learned.
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!
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.
To dismantle negative stereotypes of fans, this book offers a media ethnography of the digital culture, conventions, and urban spaces associated with fandoms, arguing that fandom is an area of productive, creative, and subversive value. By examining the fandoms of Sherlock, Glee, Firefly, and other popular television-based franchises, the author appeals to fans and scholars alike in her empirically grounded methodology and insightful analysis of production hierarchies, gender, sexuality, play, and affect.
Every chess player wants to improve, but many, if not most, lack the tools or the discipline to study in a structured and effective way. With so much material on offer, the eternal question is: How can I study chess without wasting my time and energy? Davorin Kuljasevic provides the full and ultimate answer, as he presents a structured study approach that has long-term improvement value. He explains how to study and what to study, offers specific advice for the various stages of the game and points out how to integrate all elements in an actionable study plan. How do you optimize your learning process? How do you develop good study habits and get rid of useless ones? What study resources are appropriate for players of different levels? Many self-improvement guides are essentially little more than a collection of exercises. Davorin Kuljasevic reflects on learning techniques and priorities in a fundamental way. And although this is not an exercise book, it is full of instructive examples looked at from unusual angles. To provide a solid self-study framework, Kuljasevic categorizes lots of important aspects of chess study in a guide that is rich in illustrative tables, figures and bullet points. Anyone, from casual player to chess professional, will take away a multitude of original learning methods and valuable practical improvement ideas.
Practical, step-by-step tips for players of all levels From Snooker to Carom to good-old-fashioned 8- or 9-Ball, "Pool & Billiards For Dummies" reveals the tips, tricks, and rules of play, covering the variety of the ever-popular games that make up pool and billiards. This hands-on guide discusses everything from the rules and strategies of the games to how to set up a pool room to choosing the right equipment, and is accompanied by dozens of photos and line drawings.See how hard to hit the cue ball and where to hit it, the angle to hold the cue stick and how much chalk to use, how to use a bridge, and how to put spin on the ballIncludes advanced pool techniques and trick shots for the seasoned pool sharp With "Pool & Billiards For Dummies, "even a novice can play like a champion
Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres-from space exploration to jungle dungeon crawlers-everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you're new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.
'I adore Sydney's approach to play... good for our planet, and good for our souls too.' - Daisy Upton, author of Five Minute Mum 'For some serious playtime inspiration follow Sydney Piercey. She does it with zero fuss or show off. She is just brilliant'. - Clover Stroud Parenting blogger and mother-of-three, Sydney Piercey, gained traction online with her environmentally friendly DIY toys made entirely out of cardboard. Filled with 60+ creative, accessible and plastic-free projects and play ideas, Sustainable Play is packed with crafts and games to enjoy with your children on slow, rainy or drawbridge days at home. Sydney provides you with budget-friendly, easy-to-follow ideas to play and create in this handbook, inspired by her family's love of the simple things. From step-by-step projects to create magical toys from your leftover cereal boxes to joy-filled games using everyday objects from around your home, Sustainable Play will equip you with the inspiration you need to entertain your children in a creative, stimulating and sustainable way - being kind to the planet in the process.
The classic World War II board game returns in this stunning, award-winning deluxe edition from Osprey Games Colditz Castle - World War II. An impregnable fortress. An inescapable prison. Until now. Designed by Major Pat Reid, one of only a handful of prisoners-of-war to escape Colditz Castle, and screenwriter Brian Degas, Escape From Colditz is the iconic game of careful planning and nerves of steel. Become Allied escape officers - assemble your equipment, plot your escape routes, and coordinate your efforts to avoid the guards. Become the German security officer - maintain control through guile, ruthlessness, and careful observation despite limited numbers. This deluxe edition of the classic game for 2 to 6 players includes both original and updated rules, new hand-painted artwork, an oversized board, 56 wooden playing pieces, 100 fully illustrated cards, a 32-page history book, and unique replicas of artefacts from the prison.
The ancient game of Go is one of the less obvious candidates for mathematical analysis. With the development of new concepts in combinatorial game theory, the authors have been able to analyze Go games and find solutions to real endgame problems that have stumped professional Go players. Go players with an interest in mathematics and mathematicians who work in game theory will not want to miss this book because it describes substantial connections between the two subjects that have been, until now, largely unrecognized.
Chris Moorman is known as the most successful online poker player of all time. His focused determination and ferocious will to win have led him to achieve record-breaking accomplishments in the poker world including: ----- * $17 million in online and live tournament winnings --- * 27 World Series of Poker cashes --- * 25 PocketFives Triple Crowns --- * Winner of British Poker Awards best online player 2010-2015 ----- Following on from his best-selling first book, "Moorman's Book of Poker", Chris decided to mix it up for his second book, Moorman, analyzing his own hands as well as sharing the fascinating story of how he achieved his phenomenal success. Chris discusses life growing up, how he got into poker and documents the highs and lows of his career so far. He takes you straight into the world of million dollar wins and even bigger losses. ----- Naturally, Chris's story is built around his successes at the poker table. Chris discusses numerous key hands from throughout his career and explains in depth how he arrived at his decisions and analyzes whether they were right or wrong. Studying the hand analysis and though processes of the most successful online player ever will undoubtedly take your game to the next level. ----- Furthermore, numerous world class pros, including Daniel Negreanu, Liv Boeree and Fedor Holz, share their insights into Chris's play. ----- Moorman will allow you to understand what it is really like to think and act like the pros.
Players: 2-4 Ages: 14+ Playing Time: 30-60 minutes Contents: 20 Unique Miniatures, 20 Character Cards, 120 Action Cards, 42 Battlefield Cards, Double-Sided Playing Board, Counters & Tokens The great Darkness has fallen, and the Empire with it. The arcane crystals which once powered entire cities were shattered, and the darkness was destroyed by the magics unleashed. All that remains are the lawless ruins known as the Wildlands, and the shards of the crystals that have been strewn across them. Now a few souls, the brave and the desperate, seek the shards to harness their power for their own ends. Take control of one of four factions, from the spell-slinging Mages' Guild or the nimble Gnomads to the versatile Lawbringers or the hard-hitting Pit Fighters. Each brings their own playstyle, with unique decks of action cards determining their abilities on the battlefield, so plan your tactics carefully. Dash through the ruins to grab the crystals you so desperately desire or focus your efforts on taking out the opposition - but take care, danger may be lurking in the darkness... In the Wildlands, opportunity awaits... if you fight for it.
Because of television, the game of choice for most new poker players is no-limit Hold'em. This has led to changes in the game. With so many players trying to emulate their TV heroes, they tend to play too many weak hands, call too many bets with marginal to poor holdings, and try to make too many big bluffs. Today's skilled player must learn to adapt to these changes in this complex game. This book covers all aspects of the smaller, fixed buy-in, no-limit hold'em games from understanding your opponents to learning about pot odds. Included are topics seldom written about such as finding the proper amount to bet, how to manage your mental game, bankroll considerations, and how to beat the rake. Also introduced is "The Matrix Theory: " a unique tool for understanding just what hands you should play and how they should be played depending on a matrix of considerations few think about. If you are looking for the most comprehensive guide to fixed buy-in cash games, you need this book!
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.
Adventure is just down the Yellow Brick Road... The award-winning author and illustrator of Neverland returns with another beautiful RPG setting book, in OZ: A Fantasy Role-Playing Game. While many have traveled with Dorothy Gale to the world of OZ, there is so much more to explore! But know this: there is more to the land and its inhabitants than the rumors might suggest. Appearances can be deceiving and like any good metal smith will tell you, the only way to tell a gold bar from a yellow brick is to hit it with a hammer. So begins Andrew Kolb's OZ: A Fantasy Role-Playing Game. While 5th Edition compatible like its predecessor, Neverland, OZ uses an urban setting pointcrawl instead of a hexcrawl, full of secrets to discover via underground trains and a monorail that loops around all four districts of OZ. With different neighborhoods to explore, factions to join, and questions to ask (what happened to The Slippers, anyway?) players can escape to the Emerald City for hours on end.
This inquiry concerns the cultural history of the chess-player. It takes as its premise the idea that the chess-player has become a fragmented collection of images, underpinned by challenges to, and confirmations of, chess's status as an intellectually-superior and socially-useful game, particularly since the medieval period. Yet, the chess-player is an understudied figure. No previous work has shone a light on the chess-player itself. Increasingly, chess-histories have retreated into tidy consensus. This work aspires to a novel reading of the figure as both a flickering beacon of reason and a sign of monstrosity. To this end, this book, utilising a wide range of sources, including newspapers, periodicals, detective novels, science-fiction, and comic-books, is underpinned by the idea that the chess-player is a pluralistic subject used to articulate a number of anxieties pertaining to themes of mind, machine, and monster. -- .
This series provides an ideal platform to study chess openings. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practicing of vital skills just as much as the traditional assimilation of opening 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 study any chess opening and at the same time improve your general chess skills and knowledge. Bird's Opening, 1 f4, is an ideal choice for freethinking chess players who prefer to rely on their general chess knowledge and intuition rather than having to memorize and keep up to date with mainline opening theory. Bird's Opening is essentially the Dutch Defense with an extra move, and White can choose between a number of different set-ups, including the reversed Leningrad, Classical and Stonewall variations, depending on mood and opponents' responses. In this book, International Master Cyrus Lakdawala examines all the important variations of Bird's Opening, including the sharp From's Gambit. Using illustrative games, he explains the main positional and tactical ideas for both sides, provides answers to all the key questions and tells you everything you need to know about successfully playing 1 f4. *Essential guidance and training with 1 f4*Provides a repertoire options for White*Utilizes an ideal approach to chess study
Beauty is in the eye of the Beholder with this officially licensed miniature figurine. * FIGURINE WITH LIGHT: A one-of-a-kind 3-inch figurine of the popular monster: the Beholder with a glowing eye * BOOK INCLUDED: Learn more about this iconic monster in this fully illustrated 32-page miniature book * PERFECT GIFT FOR D&D FANS: Display on a shelf, desk, or bookcase and show off your love of Dungeons & Dragons * OFFICIALLY LICENSED: Authentic Dungeons & Dragons collectible
10 metallic colored pencils feature foil-stamped labels for Red Planet
exploration and identification.
The year is 1940, and the German invasion of Britain has begun. With this new campaign book for Bolt Action, players can fight the battles of World War II's greatest 'what if' scenario. Defend the cliffs of Dover and the beaches of Kent from wave after wave of German landing craft. Parachute into the Home Counties in a surgical strike to capture Winston Churchill. Rally the Home Guard in a last, desperate attempt to keep England free of the Nazi invaders! Containing new rules, scenarios, and unit types covering all of the unique features of this alternate history campaign, it offers a chance for all Bolt Action players to truly rewrite the history of World War II.
This book contains a dramatic and revealing translation of this ancient classic into English. The Chinese original is set side-by-side with the translation. Two things set this translation apart from all previous ones. First, archeological findings are used to uncover the meaning of passages obscured for thousands of years. Second, it preserves the flavor of the orignal in a poetic rendition. An introductory part of this book provides the historical and philosophical background to the I Ching. The story is told of the ancient Chinese civilization, pointing out events and figures mentioned in the I Ching. The undisguised face of the I Ching will appeal to the modern reader, who will read it in his or her own individual way, as poetry, as discoverer of self, or as soothsayer. It is in the grand tradition of the I Ching for different people to see different things. To Confucius, who was born in 550 B.C., it was a source of ethics.; To Leibnitz, the eighteenth-century inventor of calculus, it was the essence of binary mathematics.; To Jung Freud's rival in psychology, it was an explorer of the unconscious.; To some Wall Streeters, it predicts the stock market.; As a companion to this book, a computer software, Huang's I Ching offers computerized consultations of the I Ching. In the court of Zhou, they used to do this by counting stalks of the yarrow reed. Results of the court would indicate what passages to read. In later ages, yarrow-counting was replaced by coin-tossing, as a ritual closer to people's lifestyle. And now, the I Ching is ready for the future. |
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