This new Fast Fact Finder provides memory-aids for use in bidding and play. It also gives the key numerical Rules which guide players in specific bidding and play situations, an example being the Rule of Eleven used in card play after an opening lead. This Flipper has a very wide appeal and should have a considerable continuing sale to bridge players.
Better Bridge with a Better Memory 'goes beyond ... wide-ranging advice ... and investigates one specific technique in detail. The method demonstrated is mnemonics, and the author shows how that approach, already widely in use in naming agreements and providing clues to their details, can be applied to every phase of the game. As is often the case in Klinger productions, many examples used to demonstrate the case at hand have unrelated interesting points, and the discussions thus provide a welcome variety of topics.' - The Bridge World.
This is a book for the three million 'social' bridge players (in the UK alone) who know the rules and can play a reasonable hand, but want to refine their skills and improve their understanding of the game. The 121 bridge tips range from simple to more advanced and all offer solid advice on how best to deal with a variety of situations. Tips are clearly explained and are followed by an example hand and a reader's test. There is no simpler way to improve your bridge.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!
"The following pages were written by request. They claim to give an accurate and impartial narrative of my four years' life while a cadet at West Point, as well as a general idea of the institution there. They are almost an exact transcription of notes taken at various times during those four years."
Many bridge errors arise from a poor memory, and those who learn to improve their memories will automatically improve their games. This book covers beginner, intermediate, and advanced players; rather than just a course of memory lessons, it helps one learn and remember what is important to bridge players.
This unique fast fact finder enables players to rapidly check important points in bidding and play. Acol Bridge Flipper is aimed at the vast number of people who already play and who want to improve.