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The game of Dots-and-Boxes, the popular game in which two players take turns connecting an array of dots to form squares, or boxes has long been considered merely a child's game. In this book, however, the author reveals the surprising complexity of the game, along with advanced strategies that will allow the reader to win at any level of gamepla
DOTS, LINES AND BOXES is a pencil-and-paper game usually for two players. It was first published in 1889 by French mathematician Édouard Lucas. It has gone by many names including the game of dots, dot to dot grid, boxes, and pigs in a pen. It is a simple game with an objective: the one that "owns" most of the boxes at the end of the game wins. You and your opponent take turns drawing horizontal or vertical lines to connect and close the square boxes. When someone draws a line that completes a square, write your initial inside to win the box. Once all the points have been connected and all the boxes have been closed, you can count the boxes of each player and know the winner. This notebook has 50 pages with templates for building square boxes, 30 pages with templates for triangular boxes and 20 pages with templates for hexagonal boxes.
Play some Paper & Pencil Games -- Tic-Tac-Toe & Dots and Boxes (Noughts & Crosses or X's & O's)Simple Easy Fun for the Family -play together Paper & Pencil Games is a 2 player activity book filled fun games to play on the go. Pass Time on Journeys or Holiday Festive fun for adults and Kids. A great gift that will always be remembered. 8.5" X 11" 80 Pages Matte Cover High Quality White Paper Have time to kill while waiting for your food at a restaurant? Play some Paper & Pencil Games! Challenge your friends with the classic pencil and paper game.
Playing games is the best part of growing up. Help kids tap into their playful imaginations with 101 Games to Play Before You Grow Up, the ultimate handbook for kids that introduces tons of games to play by themselves or with friends and family! Offering an extensive list of games, from classic favorites such as H.O.R.S.E., Simon Says, and Handball to quirky card and board games such as Pandemic and Spoons, your children will get up, get outside, and never get bored. 101 Games to Play Before You Grow Up features both indoor and outdoor games for rainy or snowy days. With so many ways to play, kids will always have something new to do!
Differentiate problem solving in your classroom using effective, research-based strategies. The problem-solving mini-lesson guides teachers in how to teach differentiated lessons. The student activity sheet features a problem tiered at three levels.
Remember Blind Man's Bluff, Pin the Tail and Murder in the Dark? Making daisy chains and collecting conkers? And when rainy afternoons meant card games and battleships? Jam-packed with games and activities for all ages, 365 Family Games and Pastimes remembers all the classics we used to love, bringing them back for the entire family to enjoy. Full of inspiration and thrifty ideas, this is an indispensible collection for birthday parties, family holidays and everyday fun.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in July 2004. The 21 revised full papers presented together with one keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed include evaluation and learning, search, single-agent search and planning, and computer Go.