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This book fills a gaping chasm in chess literature. For years, those who wish to take on the black side of the Ruy Lopez have had to muddle their way through against the variety of alternative openings at White's disposal, because there have been no good books to assist them. This is a detailed guide, written from Black's viewpoint, to facing such openings as the King's Gambit, Vienna, Scotch, Four Knights, Italian Game, Bishop's opening, and the variety of oddball gambits White can try.
If like most chess players you have a limited amount of time that you can spend studying, but you still want to push for an advantage with White, then the Trompowsky is a great choice. The Trompowsky, 1.d4 Nf6 2.Bg5, has not been as deeply investigated as many of the main lines, and it is an attacking opening that is tricky for Black to face.As well as providing an attacking repertoire for White with the ambitious Trompowsky Attack, the author also covers 2.Bg5 against the Dutch Defense, as well as the Pseudo-Tromp, 1.d4 d5 2.Bg5.
Netflix’s most watched limited series to date! The thrilling novel of one young woman’s journey through the worlds of chess and drug addiction.​ When eight-year-old Beth Harmon’s parents are killed in an automobile accident, she’s placed in an orphanage in Mount Sterling, Kentucky. Plain and shy, Beth learns to play chess from the janitor in the basement and discovers she is a prodigy. Though penniless, she is desperate to learn more—and steals a chess magazine and enough money to enter a tournament. Beth also steals some of her foster mother’s tranquilizers to which she is becoming addicted. At thirteen, Beth wins the chess tournament. By the age of sixteen she is competing in the US Open Championship and, like Fast Eddie in The Hustler, she hates to lose. By eighteen she is the US champion—and Russia awaits . . . Fast-paced and elegantly written, The Queen’s Gambit is a thriller masquerading as a chess novel—one that’s sure to keep you on the edge of your seat. “The Queen’s Gambit is sheer entertainment. It is a book I reread every few years—for the pure pleasure and skill of it.” —Michael Ondaatje, Man Booker Prize–winning author of The English Patient
Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.
Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection. The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs. Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Shows you how to start your chess games as dynamically and accurately as the greatest grandmasters in the world.
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
This book would bring something new into your chess library. In computer era focus is usually on openings. Watching broadcasts new generations rather choose games with favorite opening played seeking for some interesting idea or even brilliant novelty. I offer and recommend different concept, based on famous Soviet chess school. Focus should be on understanding strategy concepts, principles and inner logic. Fashionable opening lines will be forgotten (or re-evaluated) sooner or later, but understanding cannot be lost and can be only upgraded. It is sad to see some player well equipped with opening lines, unable to realize big positional advantage in deep endgame. So, our advice is to learn about Strategy and Logic. The book is highly recommended for club players, advanced players and masters, although even higher rated players can find a lot of useful things for themselves. There is no doubt lower rated players will learn a lot about thinking process and making decisions, while some logical principles can be good advice for strong players also.