The Great Games Book Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of The Great Games Book book. This book definitely worth reading, it is an incredibly well-written.
For nearly a century the two most powerful nations on earth - Victorian Britain and Tsarist Russia - fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized in Kipling's Kim. When play firstbegan the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India.This book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horsetraders, they mapped secret passes, gathered intelligence, and sought the allegiance of powerful khans. Some neverreturned.
The struggle between Russia and Great Britain over Central Asia in the nineteenth century was the original "great game." But in the past quarter century, a new "great game" has emerged, pitting America against a newly aggressive Russia and a resource-hungry China, all struggling for influence over one of the volatile areas in the world: the long border region stretching from Iran through Pakistan to Kashmir. In Great Games, Local Rules, Alexander Cooley, one of America's most respected Central Asia experts, explores the dynamics of the new competition over the region since 9/11. All three great powers are pursuing important goals: basing rights for the US, access to natural resources for the Chinese, and increased political influence for the Russians. But Central Asian governments have proven themselves powerful forces in their own right, establishing local rules that serve to fend off foreign involvement, enrich themselves and reinforce their sovereign authority. Cooley's careful and surprising explanation of how small states interact with great powers in this vital region greatly advances our understanding of how world politics actually works in this contemporary era.
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
Great Book of Games in the Fairy World by Anna LANG Pdf
The best-loved children's stories become the background for some of the most famous board games. Pull out and fold the markers, find a friend to spend some time with and play 'The Goose Game', 'Chinese checkers', 'Ludo', 'Snakes and Ladders', and many other traditional and well-loved board games that will involve children of all ages in the fun. What is even more interesting is that, while playing, the young players will discover the masterpieces of children's literature, thanks to the large format illustrations inspired by well-known books such as The Wizard of Oz, The Jungle Book, Peter Pan, Pinocchio, Alice in Wonderland, and The Little Prince. AGES: 5 and up AUTHOR: Anna Lang, a Hungarian graphic designer and illustrator, currently lives and works in Milan. In 2011, after graduating as a graphic designer, she worked for three years in an advertising agency; in the same period, she worked with the National Theatre of Budapest and undertook her first children's illustrations. Since then she has collaborated with the magazine "Dragonfly". In 2013 she won the prize of the city of Bekescsaba at the Hungarian Biennial of Graphic Design with the Shakespeare Poster Series. She currently works for 6.14 Creative Licensing Agency in Milan. For White Star she illustrated the book "Play Yoga: Have Fun and Grow Healthy and Happy!".
The Mammoth Book of the World's Greatest Chess Games . by Wesley So,Michael Adams,Graham Burgess,John Nunn,John Emms Pdf
Improve your chess by studying the greatest games of all time, from Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world championship victories, and featuring a foreword by five-times World Champion Vishy Anand. This book is written by an all-star team of authors. Wesley So is the reigning Fischer Random World Champion, the 2017 US Champion and the winner of the 2016 Grand Chess Tour. Michael Adams has been the top British player for the last quarter of a century and was a finalist in the 2004 FIDE World Championship. Graham Burgess is the author of thirty books, a former champion of the Danish region of Funen, and holds the world record for marathon blitz chess playing. John Nunn is a three-time winner of both the World Solving Championship and the British Chess Federation Book of the Year Award. John Emms is an experienced chess coach and writer, who finished equal first in the 1997 British Championship and was chess columnist of the Young Telegraph. The 145 greatest chess games of all time, selected, analysed, re-evaluated and explained by a team of British and American experts and illustrated with over 1,100 chess diagrams. Join the authors in studying these games, the cream of two centuries of international chess, and develop your own chess-playing skills - whatever your current standard. Instructive points at the end of each game highlight the lessons to be learned. First published in 1998, a second edition of The Mammoth Book of the World's Greatest Chess Games in 2004 included an additional twelve games. Another new edition in 2010 included a further thirteen games as well as some significant revisions to the analysis and information regarding other games in earlier editions of the book, facilitated by the use of a variety of chess software. This 2021 edition, further updated and expanded, now includes 145 games. The authors have made full use of the new generation of chess analysis engines that apply neural-network based AI.
Classic and comprehensive, this guide to over 350 games is sure to appeal to all ages. From Bridge to Poker and Solitaireto Hearts, card games are a beloved source of entertainment and competition (and they are recession proof!). This authoritative book is ideal for every household, college dorm, family cabin, or neighborhood bar that has a pack of cards. Designed in the style of the popular Ultimate Bar Book, this essential resource provides the rules to dozensof variations of your favorite games, and a few you've probably never heard of (Bezique, anyone?). With simple instructions and clear illustrations to guide the way, this volume will be a welcome addition to any gamer's library.
Author : Frank C Zagare Publisher : University of Michigan Press Page : 225 pages File Size : 42,5 Mb Release : 2011-03-03 Category : History ISBN : 9780472051168
'A terrific work that is particularly suited for those from beginner to club player' JOHN WATSON, The Week in Chess The fully revised and updated award-winning, bestselling, classic chess book by FIDE Master and chess world-record holder, Graham Burgess. Comprehensive and clear, this fully revised and updated fourth edition of Graham Burgess's bestselling chess classic is an invaluable guide to help any player progress to good club level and better. It provides a complete guide to the main chess openings along with hundreds of test positions for players at every level. This new edition includes: Expanded and updated sections on playing online chess and using computers. A complete and detailed guide to all the main chess openings. Hundreds of new training exercises for players of all standards. Courses in tactics, attacking strategy, combinations and endgames. Analysis of some of the greatest games ever played. Information and advice on club, national, and international tournaments. A comprehensive A-Z glossary of chess terminology. Practical advice and information for further study. New sections on endgame studies and problems, with all examples from 2020 or 2021.
'Essential reading for players, fans and coaches' - Steven Gerrard 'A cracking read' - Chris Evans 'I couldn't put it down' - Joey Barton What are the greatest games ever played? From Jurgen Klopp to Gary Neville, Xavi to David Beckham, Jamie Carragher speaks with teammates, rivals, managers and legends of the sport to identify and analyse football's greatest encounters. As Carra and his contributors take you into the dressing rooms and out onto the pitches of the world's most celebrated stadiums, they relive some of the defining moments of their playing careers as well as many more from the greatest football matches ever played - from title deciders and cup finals to against-all-odds comebacks, tactical masterclasses and old school classics. Packed full of hilarious stories, exclusive anecdotes and refreshing appraisals, in The Greatest Games Jamie Carragher takes you into the heart of these matches, revealing new insights into the teams, players and coaches that have shaped football.
Eric Walberg’s POSTMODERN IMPERIALISM: Geopolitics and the Great Game is a riveting and radically new analysis of the imperialist onslaught which first engulfed the world in successive waves in the 19th–20th centuries and is today hurtling into its endgame. The term “Great Game” was coined in the nineteenth century, reflecting the flippancy of statesmen (and historians) personally untouched by the havoc that they wreaked. What it purported to describe was the rivalry between Russia and Britain over interests in India. But Britain was playing its deadly game across all of Eurasia, from the Balkans and Palestine to China and southeast Asia, alternately undermining and carving up “premodern” states, disrupting the lives of hundreds of millions, with consequences that endure today. With roots in the European enlightenment, shaped by Christian and Jewish cultures, and given economic rationale by industrial capitalism, the inter-imperialist competition turned the entire world into a conflict zone, leaving no territory neutral. The first “game” was brought to a close by the cataclysm of World War I. But that did not mark the end of it. Walberg resurrects the forbidden “i” word to scrutinize an imperialism now in denial, but following the same logic and with equally horrendous human costs. What he terms Great Game II then began, with America eventually uniting its former imperial rivals in an even more deadly game to destroy their common revolutionary antagonist and potential nemesis-communism. Having “won” this game, America and the new player Israel-offspring of the early games-have sought to entrench what Walberg terms “empire and a half” on a now global playing field-using a neoliberal agenda backed by shock and awe. With swift, sure strokes, Walberg paints the struggle between domination and resistance on a global canvas, as imperialism engages its two great challengers-communism and Islam, its secular and religious antidotes. Paul Atwood (War and Empire: The American Way of Life) calls it an “epic corrective”. It is a “carefully argued-and most of all, cliche-smashing-road map” according to Pepe Escobar (journalist Asia Times). Rigorously documented, it is “a valuable resource for all those interested in how imperialism works, and sure to spark discussion about the theory of imperialism”, according to John Bell (Capitalism and the Dialectic).
Author : Oliver Roeder Publisher : W. W. Norton & Company Page : 326 pages File Size : 40,6 Mb Release : 2022-01-25 Category : History ISBN : 9781324003786
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Great Group Games by Susan Ragsdale,Ann Saylor Pdf
Suggests solutions for keeping young people upbeat, engaged, and unified. Offering icebreakers, "straight-up" games, and reflection activities, this book provides instructions for staging meaningful, fun interactions that encourage participants to think. The games are organised in sections identifying various stages of group-building.
If you were to imagine your ideal guide to a book of word games, who would you picture? Does an urbane, witty writer come to mind? How about a widely recognized authority and historian of games? Perhaps you'd want someone who successfully creates games himself and has written extensively on a wide variety of games? And oh what the heck let's make him British to add a bit of extra charm. Well, if that sounds like the ideal game guide, look no further. David Parlett is an internationally recognized master of games. The author of many books, including the Oxford History of Board Games and The Penguin Book of Card Games, he has also created many games including Hare & Tortoise, which has sold over 3 million copies. In "The Book of Word Games" Parlett presents a practical and entertaining guide to word games and how to play them. He offers clear and witty introductions to over 150 word games, indicating degree of difficulty, appropriate number of players, and age range (many of the games are great for the classroom or to give your kids some fun while improving their language skills). Parlett also gives a wealth of interesting etymological knowledge, including word origins, phonetic facts and interesting tidbits like the longest word in the English language. There is something for everyone, from new readers to sophisticated word connoisseurs. From well-known favorites such as Boggle and Consequences to lesser-known but equally enjoyable games such as Bacronyms and Aesop's Mission, "The Book of Word Games" presents a wide-ranging collection of word games for verbivores of all ages. "