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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Offers a look at the Anti-Sicilians. This book concentrates on
fresh variations, and selects various options for both colours. It
is intended for ambitious and adventurous players.
All Possible defences to 1e4 and 1d4 are covered --- Written by
renowned openings experts ------ Tired of playing the same old
openings? Worried about having to learn too much theory? Then these
are the books that you are looking. Brought together for the first
time in one volume, International Master Angus Dunnington presents
you with an all-new and attacking repertoire based on the move 1d4
while Grandmaster John Emms offers a new arsenal of opening weapons
with which to attack your unsuspecting opponents. Dunnington
concentrates on constructing easy-to-learn systems against all of
Black's possible defences, choosing lines that are fun to play,
easy to learn and will pose your opponents with lots of problems.
In each case learning ideas is more important than memorising long
variations, so these repertoires should be ideal for players who
don't have the luxury of being able to spend countless hours
studying theory.
In 2006, Chef Aliza Green published Starting with Ingredients, a
1000-page collection of hundreds of recipes, ingredient tips, and
food history designed to be a master class for the home cook.
Fifteen years later, Starting with Ingredients is reinvented in a
convenient magnetic-closure format with 50 recipe cards and an
88-page booklet chock-full of ingredient history. Aliza's
chef-tested and approved recipes are easily navigated with brightly
colored illustrations, sorted by main ingredient, giving you a
starting place when you have lots of lemons, or are craving a meal
with beef. The deck is the perfect gift (or self-purchase) for
anyone who finds pleasure in a homemade meal.
With the Axis Powers ejected from North Africa, the Western Allies
look to take the fight across the Mediterranean and into
Mussolini's Italy. This supplement for Bolt Action focuses on
Operation Husky, the airborne and naval invasion of Sicily, the
hard-fought battles in the villages and rugged mountain passes of
that island, and the advance up the Italian Peninsula towards Rome.
With a host of scenarios, new units, special rules, and Theatre
Selectors this book contains everything players need to refight
these important battles in defence of the Regno d'Italia or to
strike at the underbelly of Axis-controlled Europe.
The Superteam Handbook puts the focus on the heroes and their team,
with details for players and gamemasters alike to make their team
cohesive, dramatic, and fun! Heroes can work closer together than
ever before with new, team-focused powers, advantages, and attack
options. Eight pre-made hero teams-ranging from PL 5 to PL 12-serve
as campaign-kickstarters, with guidelines, resources, and advice
for running a variety of heroic campaigns, along with background
and statblocks for their members to use as player characters,
rivals, or villains. Will you save the planet as part of the
globe-hopping UNIQUE, battle to keep the streets safe as one of the
street-brawling Ferroburg Four, or take on ancient aliens from the
cockpit of your own giant robot as a member of MagnaForce? Whatever
you choose, be stronger than the sum of yourparts!
The Modern Defence is not a solid opening. In fact, on some level
maybe it's not an opening at all. It's the Wild West of chess
opening theory, a safe haven for true chess lovers who are just
spoiling for a fight. The structures that can result are almost
unlimited in their variety and the potential for dynamic piece play
is also huge. You need real passion to play it, and also the
ability to work hard at the board. But it's also played at the very
top: even the names Carlsen and Kramnik occur sometimes in these
pages! This book is primarily intended for players who want to play
the position after 1.e4 g6 2. d4 Bg7 for Black. However, and
inevitably for the computer age, there is also a strong focus on
chess truth. That means there are also some recommendations for
White that are not yet well-known in mainstream opening theory, and
that the book has something to offer everyone.
Fire your imagination with these fun storytelling cards. Reviving
the Victorian craze for 'myrioramas', the twenty picture cards can
be placed in any order to create seamless scenes. Almost infinite
combinations of cards provide endless storyscaping possibilities.
Follow the corridor through a mysterious country house and build a
perpetual panorama with its inhabitants and their secrets. Find
sinister suits of armour and the aftermaths of strange accidents,
butlers with a grudge and glamorous couples where revenge is never
far from the surface. 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?
New (4th) and improved edition of an all-time classic. The good
news about endgames is: there are relatively few endings you should
know by heart. Once you know these endings, that's it. Your
knowledge never goes out of date! The bad news is that, all the
same, the endgame technique of most players is deficient. Modern
time-controls make matters worse: there is simply not enough time
to delve deep into the position. Jesus de la Vila debunks the myth
that endgame theory is complex and he teaches you to steer the game
into a position you are familiar with. This book contains only
those endgames that: show up most frequently are easy to learn
contain ideas that are useful in more difficult positions. Your
performance will improve dramatically because this book brings you:
simple rules detailed and lively explanations many diagrams clear
summaries of the most important themes dozens of tests.
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?
An expanded edition of the Origins Award-nominated Lion Rampant,
featuring new rules, scenarios, and sample armies. Take to the
battlefield as Richard the Lionheart, Joan of Arc or William
Wallace - or forge your own legend - with Lion Rampant: Second
Edition. From the Dark Ages to the Hundred Years' War, raids,
skirmishes, and clashes between small retinues were a crucial part
of warfare, and these dramatic small-scale battles are at the heart
of this easy-to-learn but tactically rewarding wargame. Lion
Rampant: Second Edition is a new, updated version of the hit Osprey
Wargames series title, and retains the core gameplay while also
incorporating a wealth of new rules and updates from several years'
worth of player feedback and development. Whether they are looking
to recreate historical encounters or tell their own stories, the
varied scenarios, unit types, and sample retinue lists found in
this volume provide everything players need to face each other in
quick, exciting, and, above all, fun tabletop battles.
The c3 Sicilian has been one of the most widely played openings
among club and tournament players for more than a decade. It leads
to dynamic play in which the better prepared player invariably
comes out on top. In this handy battle manual, highly-regarded
author Grandmaster Joe Gallagher offers a comprehensive survey of
the state of current theory for both White and Black players,
explaining the basic elements, strategies and tactics for both
sides. (6 1/8' x 9 1/8', 176 pages, illustrations)
The King's Indian is an exciting, challenging opening which is very
popular at all levels of chess. It is favoured by ambitious and
aggressive players such as the two chess legends Bobby Fischer and
Garry Kasparov who perfected the King's Indian into an opening
weapon to be feared throughout the chess world. In recent years,
however, White players, led by World Champion Vladimir Kramnik,
have hit back hard with many important new ideas. Most experts
agree that the Classical Variation is the critical test of the
King's Indian. Pulling no punches, White questions Black's entire
strategy and seeks nothing less than a direct refutation; it could
be said that the reputation of the King's Indian rests entirely on
the assessments of this hotly debated subject. In The Classical
King's Indian Uncovered, Krzysztof Panczyk and Jacek Ilczuk,
theoreticians renowned for their original analysis, uncover the
secrets behind this contentious opening and share their discoveries
with the reader. Using illustrative games, they study both the
fashionable main lines and the tricky sidelines, and provide a
thorough grounding in the key tactical and positional ideas for
both White and Black.
This three-staged memory game invites you to observe masterpieces
closely. Historically, a masterpiece was a work of a very high
standard, produced in order to obtain membership of a guild or
academy. Since the author never went to art school, her untrained
eye wondered: "How should I look at art in order to fully
appreciate it?" Trying to answer this question, she decided to
design a system of observation based on different steps: games and
activities following a set scheme that triggers the player to look
at a masterpiece on a different scale. Pixel-Art Game allows you to
zoom into these Dutch Masterpieces. Match the original image with
its pixelated copies by zooming into Vermeer's famous The Milkmaid.
The painter's colour and use of light are emphasised through the
pixels of the digitalised image, taking art into our contemporary
digital language. With light packaging, perfect to take along with
you, the Pixel-Art Game offers several games in one set. Each of
these 3 games is a step towards understanding the artwork better,
and they can be played with multiple players.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
Two great books from the Everyman Chess Library, French Classical
by Byron Jacobs and French Winawer by Neil McDonald, brought
together in one volume. In French Classical International Master
Byron Jacobs offers a fresh look at the Classical variation of the
French Defence, which has been popular for nearly a century and is
championed by such fighting players as Victor Korchnoi and
Alexander Morozevich. All of the important variations are
considered in detail with particular emphasis on those which are
most fashionable. A modern look at the highly fashionable French
Winawer, which remains the sharpest variation of the French
Defence. It leads to the kind of dynamic positions in which the
better prepared and more aggressive player will invariably prevail.
Leading expert Neil McDonald explains the strategy and tactics of
this exciting opening in a clear and concise manner.
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Agony and Ecstasy
(Paperback)
Michael Larrimore; Contributions by Pete Nash, Lawrence Whitaker
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R217
Discovery Miles 2 170
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Ships in 12 - 17 working days
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For the past fifty years, Monday afternoons in New Haven have
always been the same: Roz, Rhoda, Bea, Jackie and Bette - the
Bridge Ladies. A card table with four folding chairs (and one dummy
seat). A plate of homemade cookies or brownies on the kitchen
counter somewhere, largely untouched. And once they begin the game,
hours of silence, punctuated only by the sound of cards being
plucked up or snapped down. As a child, Betsy Lerner thought the
Bridge Ladies were fascinatingly chic, with their frosted hair-dos
and shiny nylons. To the teenage Betsy, they seemed hopelessly
square. As an adult, working in New York City, they were a relic of
her past. But when her husband accepted a job in New Haven, she
found herself right back where she started. Suddenly, the Bridge
Ladies came hurtling back, their Monday lunch and Bridge Club still
ongoing. They had accepted their lot in life and were, mostly,
grateful. They didn't talk about their problems, much less those
involving sex, relationships, or their children. On paper, they
were unremarkable, even dull. But once Betsy started really looking
at them, she realized that they were anything but. Wildly
perceptive and, in turns, hilarious and fearlessly vulnerable,
Lerner's memoir is required reading for anyone who has ever had a
mother. And it teaches us an important lesson: Facebook may connect
us across the world, but social media can't deliver a pot roast and
it won't dry your tears.
Do you have a child who is interested in chess, but you're not sure
how to help? In Survival Guide for Chess Parents, Tanya Jones
concentrates on the numerous aspects of being a 'chess parent' and
answers the many questions facing those with chess-playing
children. There's certainly more to this than meets the eye.
Problems are as diverse as 'How can I help in the very early
stages?', 'How do I find suitable clubs and tournaments?', 'Should
I watch when he or she is playing?' and 'How do I find a good chess
coach?'
Jones also tackles aspects such as chess and education, plus the
ever-increasing role of computers and the Internet. Whether your
child is just starting out in the game or is a budding prodigy,
this book is essential reading.
This is a complete guide for the chess parent and explains the
intricacies of tournament rules while tackling the subjects of
rating and grades.
It's the first day of spring, and there's only one thing on
everyone's mind - the Village Green of the Year competition! In
just a few months, the judges of this prestigious contest will be
visiting, and the village council have finally put you in charge of
the preparations. With your newfound authority, you can show those
snobs from Lower Aynesmore just what a properly orchestrated floral
arrangement looks like! In Village Green you are rival gardeners,
tasked by your respective communities with arranging flowers,
planting trees, commissioning statues, and building ponds. You must
place each element carefully - time is tight and the stakes
couldn't be higher! Split your days between acquiring and
installing new features for your green and nominating it for one of
the competition's many awards. Will your village green become the
local laughing stock, or make the neighbouring villages green with
envy? Players: 1-5 Playing Time: 30 minutes Ages: 14+ Contents: 96
cards
A graphic novel biography following the life of Bobby Fischer, from
chess wunderkind and national hero to his eventual spiral into
madness and infamyThe life of Bobby Fischer (1943–2008) had many
unexpected moves—from his solitary childhood to his stratospheric
accomplishments in the world of competitive chess, and eventually,
his decent into mental illness and disgrace. Black and White begins
in Brooklyn, where Fischer was born and raised by a single mother.
By the time he was a teen, he had established himself as a loner
and dropped out of school. But none of that mattered; he had found
his true calling—chess.In 1972, at age 13, Fischer played what
many consider “the game of the century” against the Soviet
Union’s chess champion Boris Spassky at the height of the Cold
War. A year later, Fischer became the youngest-ever US Chess
Champion, and at 15, the game’s youngest grandmaster. Never
before had chess received such international attention. Fischer,
whose sole focus in life up until then was chess, reached the
Olympus of chess at 29, and then . . . he disappeared. Suffering
from mental illness, the chess genius became increasingly paranoid,
lost in anti-Semitic conspiracy theories—despite the fact that he
himself was Jewish—and died as a fugitive in Iceland. With Black
and White, author Julian Voloj and illustrator William Wagner have
crafted a beautiful and fascinating work that reveals Fischer’s
history while also contextualizing his lasting impact on pop
culture. Black and White is the first-ever graphic novel to tell
Fischer’s story and examine the legacy he left behind.
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