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An historical guide to the card games of Europe and America. It surveys how the games originated and developed, and the rituals and etiquette which surround them.
Imported from the Mamluks of Egypt, card games first hit Europe around 1371 and within ten years had spread from Spain and Italy to France and Germany. By 1420, German and Swiss cardmakers were producing packs by the thousands (first by stencil, later by metal engraving) marked with a bewildering array of suits, including hounds, bears, parrots, roses, helmets, banners, and bells. Games proliferated as well, and by 1534, Rabelais could name 35 different card games in Chapter 22 of Gargantua. Today, of course, there are thousands of games, from the universally popular Poker and Contract Bridge, to national manias such as Swiss Jass, German Skat, and French Belote. This is a historical guide to cards in Europe and America. This is not primarily a book of rules or hints on how to play better, but a survey of where the games originated, how they have developed over time, and what their rituals and etiquette tell us about the people who play them.
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.
In Democracy in America, De Tocqueville observed that there is hardly a political question in the United States which does not sooner or later turn into a judicial one. Two hundred years of American history have certainly borne out the truth of this remark. Whether a controversy is political,economic, or social, whether it focuses on child labor, slavery, prayer in public schools, war powers, busing, abortion, business monopolies, or capital punishment, eventually the battle is taken to court. And the ultimate venue for these vital struggles is the Supreme Court. Indeed, the SupremeCourt is a prism through which the entire life of our nation is magnified and illuminated, and through which we have defined ourselves as a people. Now, in The Oxford Companion to the Supreme Court of the United States, readers have a rich source of information about one of the central institutions of American life. Everything one would want to know about the Supreme Court is here, in more than a thousand alphabetically arranged entries.There are biographies of every justice who ever sat on the Supreme Court (with pictures of each) as well as entries on rejected nominees and prominent judges (such as Learned Hand), on presidents who had an important impact on--or conflict with--the Court (including Thomas Jefferson, AbrahamLincoln, and Franklin Delano Roosevelt), and on other influential figures (from Alexander Hamilton to Cass Gilbert, the architect of the Supreme Court Building). More than four hundred entries examine every major case that the court has decided, from Marbury v. Madison (which established the Court'spower to declare federal laws unconstitutional) and Scott v. Sandford (the Dred Scott Case) to Brown v. Board of Education and Roe v. Wade. In addition, there are extended essays on the major issues that have confronted the Court (from slavery to national security, capital punishment to religion,from affirmative action to the Vietnam War), entries on judicial matters and legal terms (ranging from judicial review and separation of powers to amicus brief and habeas corpus), articles on all Amendments to the Constitution, and an extensive, four-part history of the Court. And as in all OxfordCompanions, the contributors combine scholarship with engaging insight, giving us a sense of the personality and the inner workings of the Court. They examine everything from the wanderings of the Supreme Court (the first session was held on the second floor of the Royal Exchange Building in NewYork City, and the Court at times has met in a Congressional committee room, a tavern, a rented house, and finally, in 1935, its own building), to the Jackson-Black Feud and the clouded resignation of Abe Fortas, to the Supreme Court's press room and the paintings and sculptures adorning the SupremeCourt building. The decisions of the Supreme Court have touched--and will continue to influence--every corner of American society. A comprehensive, authoritative guide to the Supreme Court, this volume is an essential reference source for everyone interested in the workings of this vital institution and inthe multitude of issues it has confronted over the course of its history.
Ranging from such classics as bridge, poker, whist, and rummy to the more familiar Cucumber, Pishti, Go Fish, and Spinado, this book provides clear and expert advice on the rules and playing strategies of virtually any card game popular in the Western world. Discover such historical favourites as hombre, piquet, and trappola, great national games, including belote (France), scopa (Italy), and skat (Germany), and all manner of patience and tarot games. Whether planning party games (Newmarket, Old Maid, and Oh Hell!), or a civilized card evening with friends, this will be an invaluable source of information and entertainment.
The Penguin Book of Card Games is the authoritative up-to-date compendium, describing an abundance of games to be played both for fun and by serious players. Auctions, trumpless hands, cross-ruffing and lurching: card players have a language all of their own. From games of high skill (Bridge) to games of high chance (Newmarket) to trick-taking (Whist) and banking (Pontoon), David Parlett, seasoned specialist in card games, takes us masterfully through the countless games to choose from. Not content to merely show us games with the conventional fifty-two card pack, Parlett covers many games played with other types of cards - are you brave enough to play with Tarot? With a 'working description' of each game, with the rules, variations and origins of each, as well as an appendix of games invented by the author himself, The Penguin Book of Card Games will delight, entertain and inform both the novice and the seasoned player.
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. "
Focuses on different families of traditional games and folk entertainments, with some discussion of rules and strategies.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
This practical introduction to word history investigates every aspect of where words come from and how they change. Philip Durkin, chief etymologist of the Oxford English Dictionary, shows how different types of evidence can shed light on the myriad ways in which words change in form and meaning. He considers how such changes can be part of wider linguistic processes, or be influenced by a complex mixture of social and cultural factors. He illustrates every point with a wide range of fascinating examples. Dr Durkin investigates folk etymology and other changes which words undergo in everyday use. He shows how language families are established, how words in different languages can have a common ancester, and the ways in which the latter can be distinguished from words introduced through language contact. He examines the etymologies of the names of people and places. His focus is on English but he draws many examples from languages such as French, German, and Latin which cast light on the pre-histories of English words. The Oxford Guide to Etymology is reliable, readable, instructive, and enjoyable. Everyone interested in the history of words will value this account of an endlessly fascinating subject.