Author: Various
Publisher: Read Books Ltd
ISBN: 1473390591
Category : Sports & Recreation
Languages : en
Pages : 94
Book Description
This book contains classic material dating back to the 1900s and before. The content has been carefully selected for its interest and relevance to a modern audience. Carefully selecting the best articles from our collection we have compiled a series of historical and informative publications on the subjects of games and puzzles. The titles in this range include "25 Puzzles with Cards" "The Game of Gin Rummy" "The Game of Patience" and many more. Each publication has been professionally curated and includes all details on the original source material. This particular instalment, "The Game of Dominoes" contains information on the rules and strategies of dominoes. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.
The Game of Dominoes - A Collection of Historical Articles on the Rules and Strategies of Dominoes
Author: Various
Publisher: Read Books Ltd
ISBN: 1473390591
Category : Sports & Recreation
Languages : en
Pages : 94
Book Description
This book contains classic material dating back to the 1900s and before. The content has been carefully selected for its interest and relevance to a modern audience. Carefully selecting the best articles from our collection we have compiled a series of historical and informative publications on the subjects of games and puzzles. The titles in this range include "25 Puzzles with Cards" "The Game of Gin Rummy" "The Game of Patience" and many more. Each publication has been professionally curated and includes all details on the original source material. This particular instalment, "The Game of Dominoes" contains information on the rules and strategies of dominoes. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.
Publisher: Read Books Ltd
ISBN: 1473390591
Category : Sports & Recreation
Languages : en
Pages : 94
Book Description
This book contains classic material dating back to the 1900s and before. The content has been carefully selected for its interest and relevance to a modern audience. Carefully selecting the best articles from our collection we have compiled a series of historical and informative publications on the subjects of games and puzzles. The titles in this range include "25 Puzzles with Cards" "The Game of Gin Rummy" "The Game of Patience" and many more. Each publication has been professionally curated and includes all details on the original source material. This particular instalment, "The Game of Dominoes" contains information on the rules and strategies of dominoes. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.
The Oxford History of Board Games
Author: David Parlett
Publisher: Oxford University Press, USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 410
Book Description
For thousands of years, people have been planning attacks, captures, chases, and conquests - on a variety of different boards designed for an astonishing diversity of games. Today the compelling mix of strategy, skill, and chance is as strong as ever; new board games are invented almost daily,while the perennial favourites continue to attract new devotees and reveal new possibilities. The Oxford History of Board Games investigates the principles of board games throughout the ages and across the world, exploring the fascinating similarities and differences that give each its unique appeal, and drawing out the significance of game-playing as a central part of human experience - asvital to a culture as its music, dance, and tales. Beautifully illustrated and with diagrams to show the finer points of the games, this is a fascinating and accessible guide to a richly rewarding subject. In his trade-mark accessible, entertaining style, David Parlett looks at the different families of games: games based on configuration or connection, races or chases, wars or hunts, capture or blockade. He focuses mainly on traditional games, the folk entertainments that have grown up organicallythrough the centuries, and which exhibit endless local variations, although he discusses also the commercial products that have tried, with varying degrees of success, to match their astonishing popularity. This is not primarily a how-to book, although the rules and strategies of certain games are discussed in detail, neither does it offer sure-fire tips for success, although with a fuller understanding of a game the reader will undoubtedly become a better-informed, if not better, player. Rather, itis an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.
Publisher: Oxford University Press, USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 410
Book Description
For thousands of years, people have been planning attacks, captures, chases, and conquests - on a variety of different boards designed for an astonishing diversity of games. Today the compelling mix of strategy, skill, and chance is as strong as ever; new board games are invented almost daily,while the perennial favourites continue to attract new devotees and reveal new possibilities. The Oxford History of Board Games investigates the principles of board games throughout the ages and across the world, exploring the fascinating similarities and differences that give each its unique appeal, and drawing out the significance of game-playing as a central part of human experience - asvital to a culture as its music, dance, and tales. Beautifully illustrated and with diagrams to show the finer points of the games, this is a fascinating and accessible guide to a richly rewarding subject. In his trade-mark accessible, entertaining style, David Parlett looks at the different families of games: games based on configuration or connection, races or chases, wars or hunts, capture or blockade. He focuses mainly on traditional games, the folk entertainments that have grown up organicallythrough the centuries, and which exhibit endless local variations, although he discusses also the commercial products that have tried, with varying degrees of success, to match their astonishing popularity. This is not primarily a how-to book, although the rules and strategies of certain games are discussed in detail, neither does it offer sure-fire tips for success, although with a fuller understanding of a game the reader will undoubtedly become a better-informed, if not better, player. Rather, itis an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.
Illustrated Catalogue of Books, Standard and Holiday
Author: McClurg, Firm, Booksellers, Chicago
Publisher:
ISBN:
Category :
Languages : en
Pages : 1050
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1050
Book Description
Board and Table Games from Many Civilizations
Author: R. C. Bell
Publisher: Courier Corporation
ISBN: 0486145573
Category : Games & Activities
Languages : en
Pages : 474
Book Description
This encyclopedic volume provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (Go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings.
Publisher: Courier Corporation
ISBN: 0486145573
Category : Games & Activities
Languages : en
Pages : 474
Book Description
This encyclopedic volume provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (Go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings.
Ancient Board Games
Author: Irving Finkel
Publisher:
ISBN: 9781566490726
Category : Board games
Languages : en
Pages : 0
Book Description
Here are four board games -- the Royal Game of Ur; Mehen, the Game of the Snake; Hounds and Jackals; and the Egyptian Game of Senet -- which were popular in the days of the pharaohs in ancient Egypt and in nearby countries from about 5,000 years ago, chosen and recreated by Dr. Irving Finkel of the British Museum. Everything you need to play them is here: the playing boards recreated in sumptuous colors, playing pieces, and full instructions including variations and other possibilities you may like to try.
Publisher:
ISBN: 9781566490726
Category : Board games
Languages : en
Pages : 0
Book Description
Here are four board games -- the Royal Game of Ur; Mehen, the Game of the Snake; Hounds and Jackals; and the Egyptian Game of Senet -- which were popular in the days of the pharaohs in ancient Egypt and in nearby countries from about 5,000 years ago, chosen and recreated by Dr. Irving Finkel of the British Museum. Everything you need to play them is here: the playing boards recreated in sumptuous colors, playing pieces, and full instructions including variations and other possibilities you may like to try.
American Chess Bulletin
Author: Hartwig Cassell
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 402
Book Description
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 402
Book Description
A History of Chess
Author: Harold James Ruthven Murray
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 966
Book Description
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 966
Book Description
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Man vs. Machine
Author: Karsten Müller
Publisher: SCB Distributors
ISBN: 1941270972
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion
Publisher: SCB Distributors
ISBN: 1941270972
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion
A Gamut of Games
Author: Sid Sackson
Publisher: Courier Corporation
ISBN: 0486273474
Category : Games & Activities
Languages : en
Pages : 242
Book Description
An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.
Publisher: Courier Corporation
ISBN: 0486273474
Category : Games & Activities
Languages : en
Pages : 242
Book Description
An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.