In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 3, the authors examine
Games played in Clubs, giving case studies for coin and
paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From
the Table of Contents: - Turn and Turn About - Chips and Strips -
Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money -
The King and the Consumer - Fox and Geese; Hare and Hounds - Lines
and Squares
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