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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
This instructive book for competitive players, based on Edmar Mednis' classic Practical Endgame Lessons, provides the reader with a wealth of useful instruction in endgame play, reinforced by a a series of tests presented as simulations of tournament play. Explains the fundamental principles of endgame play . Deals with all standard types of endgame: pawn endings, bishop endings, rook endings, etc . Contains more that twenty test endings to help develop your skills . Uses many examples by the world's leading endgame exponents: Smyslov, Karpov, Korchnoi, etc. Grandmaster Edmar Mednis is one of the world's leading endgame exerts.He is a regular contributor to Chess Life magazine and is author of How to be a complete Tournament Player, From Opening to the Endgame and From the Middlegame into the Endgame. International Master Colin Crouch is one of England's most highly regarded analysts and writers.
Test tactical and positional chess skills with these quiz books
with a difference Two leading experts have carefully assembled an
abundance of chess puzzles to test players of all levels. At the
beginning of each chapter the puzzles are relatively easy, worth
five points for a correct solution. However as you move on they
become more and more difficult, soon becoming worth ten points and
eventually 15. If players get stuck, help is at hand Readers can
'ask a grandmaster' to obtain the guidance they need to help solve
the puzzles. However, they have to use this option carefully, as it
will cost them some of their hard-earned points. Either on their
own or with friends, this book will provide hours of brain-teasing
enjoyment. International Master and experienced chess teacher Angus Dunnington has carefully assembled an abundance of positional chess puzzles to test players of all levels.
From the medieval cobbles, through Dickensian iron and fog, to the neon lights and bustle of the twenty-first century, the ever-changing streets of London map out the vibrant stories, triumphs and struggles of everyone who ever called London home. From the Roman and Celts marching along the ancient Old Kent Road, to the rattling newspaper presses of Fleet Street, the game of Monopoly has painted London's story across cheerful coloured tiles. But those Monopoly streets live and breathe - they don't just illuminate our history. They open up whole new ways of thinking about it. The mobs have taken to our streets. The overlords have taken them back. Wars have spilled out into them. Lovers have snuck around them, and fires have raged through them. In a city of rags and riches, where folk hero Dick Whittington believed the streets were paved with gold, anything could happen - and everything has. You may think you know the history of London. You don't. Or at least, not entirely. This is the story of the capital as you've never, quite, heard it before.
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
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!
In the unusual Queen's Gambit, grandmaster Chris Ward covers three offbeat but nevertheless important defences to this ancient opening. The Chigorin Defence (1 d4 d5 2 c4 Nc6) creates dynamic imbalance in the position. White often ends up with a big centre but Black's active pieces can create havoc. The Albin Counter Gambit (1 d4 d5 2 c4 e5) is a tricky tactical line which can be deadly against an unprepared White player. The final variation (1 d4 d5 2 c4 Bf5) is an interesting way to try to sovle immediately the age old problem of how to develop the queen's bishop in the Queen's Gambit Declined. * Provides detailed coverage of unusual but dangerous counters to the Queen's Gambit * Full coverage of all recent developments
Hex: The Full Story is for anyone - hobbyist, professional, student, teacher - who enjoys board games, game theory, discrete math, computing, or history. hex was discovered twice, in 1942 by Piet Hein and again in 1949 by John F. nash. How did this happen? Who created the puzzle for Hein's Danish newspaper column? How are Martin Gardner, David Gale, Claude Shannon, and Claude Berge involved? What is the secret to playing Hex well? The answers are inside... Features New documents on Hein's creation of Hex, the complete set of Danish puzzles, and the identity of their composer Chapters on Gale's game Bridg-it, the game Rex, computer Hex, open Hex problems, and more Dozens of new puzzles and solutions Study guide for Hex players Supplemenetary text for a course in game theory, discrete math, computer science, or science history
Behold the moon in all its glory with this 54-card set of deluxe playing cards featuring phases of the moon as well as iconic Lunar modules.
This humorous, laid-back guide to poker rules, strategies, techniques, and lingo will take your game to the next level. Do you know what it takes to play the game? At the poker table, just like in the ocean, baitfish get gobbled up by sharks. To help you ascend to the top of the poker food chain, Pick Up Your Poker Game answers all the game's most important questions with over 50 tips and strategies to give you the upper hand. So whether you're a seasoned pro or a bare-bones beginner, this handy, information-packed guide will take your poker game to the next level by helping you discover: Winning strategies when you don't have a winning hand Bluffing techniques and when to use them What players to choose or avoid as your opponent How to help determine your opponent's hand How to capitalize on your opponent's weaknesses and your strengths
What is a video game? What makes a video game "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new video games and new developments in the gaming world, questions about video game criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of essays puts on display the variety and ambiguity of video games. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of video games.
Jan Timman is one of the greatest chess players never to win the world title. For many years the Best of the West belonged to the chess elite, collecting quite a few super tournament victories. Three times Timman was a Candidate for the World Championship and his peak in the world rankings was second place, in 1982. For this definitive collection, Timman has revisited his career and subjected his finest efforts to fresh analysis supported by modern technology. The result is startling and fascinating. From the games that he chose for his Timmans Selected Games (1994, also published as Chess the Adventurous Way), only 10(!) made the cut. Some games that he had been proud of turned out to be flawed, others that he remembered as messy were actually well played. Timmans Triumphs includes wins against great players such as Karpov, Kasparov, Kortchnoi, Smyslov, Tal, Spassky, Bronstein, Larsen and Topalov. The annotations are in the authors trademark lucid style, a happy mix of colourful background information and sharp, crystal-clear explanations. Once again Jan Timman shows that he is not only one of the best players the game has seen, but also as one of the best chess analysts and writers.
Over the last forty years, Cousin Sal has made bets with doctors, lawyers, teachers, agents, bookies, writers, comedians, radio DJs, tv producers, baseball players, front office executives, bandleaders, movie stars, publicists, weed lab owners, hedge fund operators, and even professional wrestlers. From his early days growing up in Brooklyn and Long Island flipping baseball cards to now hosting podcasts and TV shows and managing several offshore accounts we don't talk about, Cousin Sal has truly become the average American sports fan's go to source for gambling tips. So here's how not to do it . . . With hilarious tales of love and loss, winning and (a lot) of losing, crazy family and fatherhood, and a life saga that inspired the Phil Collins' song, "Against All Odds," Cousin Sal has now written THE Vegas super-system, MIT-algorithmic, sharp-approved book for how to gamble like a pro -- or at least not how not to go broke and lose your kids to Child Protective Services.
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.
Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the European Theatre of Operations. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.
The Queen's Gambit is one of the great classical openings. All the world champions and elite players have played this opening - most of them for both sides. In this book the highly experienced coach international master Andrew Martin explains the basic ideas behind all the different variations you can encounter after 1 d4 d5 2 c4. This includes the classical defences (such as the Orthodox, the Lasker and the Slav) as well as the weird and wonderful (such as the Albin Counter-Gambit, the Hennig-Schara Gambit and Marshall's Defence). First Steps is a new opening series and is ideal for improving players who want simple and straightforward explanations. First Steps emphasizes: *the basic principles*the basic strategies*the key tricks and traps First Steps books are based around carefully selected instructive games which demonstrate exactly what both sides are trying to achieve. There is enough theory to enable the improving player to get to grips with the opening without feeling overwhelmed. If you want to take up a new opening, First Steps is the ideal place to start.
The Four Knights has the distinction of being one of the oldest
openings in the history of chess. In a kings pawn opening, both
players bring out their knights before contemplating further
development. Despite its deceptively peaceful appearance, the Four
Knights can lead to wild gambit play as well as calmer positional
waters, while adherents include the renowned tactician from Latvia,
Alexei Shirov. |
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