The comprehensive book has the complete rules of your favourite card games and many you have never even heard of. To learn a new game, to play old favourites better or to settle any question that comes up, this is an authorative reference for any home or card room. A must for anyone who wants to play a card game and play correctly.
"A must for anyone who wants to play a game and play it correctly." Charles H. Goren Whether you play card games, dice games, parlor games, word games, chess, checker, backgammon, or solitaire games, here is a comprehensive, up-to-date book with the complete rules of your favorite games of skill and chance. ACCORDING TO HOYLE gives not only the rules but expert advice on winning, too.
Here's a chance to learn the 200 real rules of poker, including descriptions of the characters, the right food (pizza, cold cuts) and the wrong food to serve; betting strategies that keep the player from losing to much too early; dealing, talking; and the dos and don'ts of a minimal standard of behavior.
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.
The scientific life of Fred Hoyle (1915–2001) was truly unparalleled. During his career he wrote groundbreaking scientific papers and caused bitter disputes in the scientific community with his revolutionary theories. Hoyle is best known for showing that we are all, literally, made of stardust in his paper explaining how carbon, and then all the heavier elements, were created by nuclear reactions inside stars. However, he constantly courted controversy and two years later he followed this with his 'steady state' theory of the universe. This challenged another model of the universe, which Hoyle called the 'big bang' theory. Fred Hoyle was also famous amongst the general public. He popularised his research through radio and television broadcasts and wrote best-selling novels. Written from personal accounts and interviews with Hoyle's contemporaries, this book gives valuable personal insights into Fred Hoyle and his unforgettable life.
This is a different kind of book about cosmology, a field of major interest to professional astronomers, physicists, and the general public. All research in cosmology adopts one model of the universe, the hot big bang model. But Fred Hoyle, Geoffrey Burbidge and Jayant Narlikar take a different approach. Starting with the beginnings of modern cosmology, they then conduct a wide ranging and deep review of the observations made from 1945 to the present day. Here they challenge many conventional interpretations. The latter part of the book presents the authors' own account of the present status of observations and how they should be explained. The controversial theme is that the dependency on the hot big bang model has led to an unwarranted rejection of alternative cosmological models. Writing from the heart, with passion and punch, these three cosmologists make a powerful case for viewing the universe in a different light.
Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, and parents are struck by the quality of engagement that stands in stark contrast to children's usual interest in school homework and other activities. Whereas most research efforts have concentrated on discussing the effects of game playing, this book takes a different stance. It takes a close look at games as a context for learning by placing children in the roles of producers rather than consumers of games. Kafai presents a constructionist vision of computer-based learning activities in schools. She follows a class of sixteen fourth-grade students from an inner-city public elementary school as they were programming games in Logo to teach fractions to third graders. The children transformed their classroom into a game design studio for six months, learning programming, writing stories and dialogues, constructing representations of fractions, creating package designs and advertisements, considering interface design issues, and devising teaching strategies. In this context, programming became a medium for children's personal and creative expression; in the design of their games children engaged their fantasies and built relationships with other pockets of reality that went beyond traditional school approaches. The ideas and discussions presented in this book address educators, researchers, and software and curriculum designers interested in children's learning and thinking with educational technologies.