It’s about giving the world, mainly average chess players, unwritten rules and tips that will drastically enhance their chess game, causing them to be more focused and methodical and to understand why they are moving a certain piece. Ultimately, giving them a real strategy—something that, I’m sure, millions of chess players lack, which causes them to be defeated. Th ese unwritten rules and tips will change the face of the game of chess- in regards to how it’s commonly misinterpreted and viewed by the world and how the game is to be played.
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.
Winning Chess is a truly classic chess book, beloved of chess-mad teenagers since it was first published in 1970, updated and repackaged in algebraic format. Written in lively, conversational style by two prolific and popular chess authors, it is aimed at players who have gone past the beginner stage and want to take their game to a whole new level. Its imaginative themes and instructional method are timeless, and the whole book is shot through with fun and humour.
Chess in the Fast Lane! Can anyone play a decent game of chess in one minute? Surprisingly, the answer is "Yes" as this unique book reveals. "Bullet” chess, where each player has one minute for the entire game, has attracted thousands of followers since it was popularized on the internet a decade ago. In this book the authors discuss the relationship between the position on the board and time on the clock, the techniques and dangers of "pre-moving,” bullet openings, the importance of the initiative and consistent strategy, and how endings are different in bullet chess. The authors also explore the psychology of bullet chess and the most common causes of tactical oversights and blunders. The many examples illustrate the principles of bullet chess and how they may even apply to blitz chess and time scrambles in standard chess. Most of all, bullet chess is shown to be entertaining and addictive, and not at all as random as it first appears.
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
"Chess gets a hold of some people, like a virus or a drug," writes Robert Desjarlais in this absorbing book. Drawing on his lifelong fascination with the game, Desjarlais guides readers into the world of twenty-first-century chess to help us understand its unique pleasures and challenges, and to advance a new "anthropology of passion." Immersing us directly in chess’s intricate culture, he interweaves small dramas, closely observed details, illuminating insights, colorful anecdotes, and unforgettable biographical sketches to elucidate the game and to reveal what goes on in the minds of experienced players when they face off over the board. Counterplay offers a compelling take on the intrigues of chess and shows how themes of play, beauty, competition, addiction, fanciful cognition, and intersubjective engagement shape the lives of those who take up this most captivating of games.
The correct use of the pawns is one of the most difficult aspects of chess strategy, but GM Sam Shankland breaks down the principles of Pawn Play to basic, easily understandable guidelines every chess player should know. He starts with extremely simple examples, but then lifts the level, showing how grandmasters could have made better decisions by using the book's guidelines.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Jose Raul Capablanca is renowned for his exquisite positional play and flawless endgame technique. But The Chess Machine was also a master of that other way to deliver mate: the attack on the enemy king.In this groundbreaking work, award-winning chess coach and author Frisco Del Rosario shines a long-overdue light on this neglected aspect of Capablanca's record. He illustrates how the Cuban genius used positional concepts to build up irresistible king hunts, embodying the principles of good play advocated by the unequaled teacher, C.J.S. Purdy. The author also identifies an overlooked checkmate pattern - Capablanca's Mate - that aspiring attackers can add to the standard catalogue in Renaud and Kahn's The Art of the Checkmate. As Del Rosario shows, Capablanca has inspired not only generations of players, but also many of the classics of chess literature.Easy to read but chock-full of advice for study and practical play, Capablanca: A Primer of Checkmate fills a gaping hole in our understanding of the third World Champion.
She can be anyone you want her to be. Vivian was raised with one purpose in life: to exact revenge on behalf of her mother. Manipulative and cruel, Mother has deprived Vivian not only of a childhood, but of an original identity. With an endless arsenal of enticing personalities at her disposal, Vivian is a veritable weapon of deception. And she can destroy anyone. When it’s time to strike, she enrolls in a boarding school on the English moors, where she will zero in on her target: sweet and innocent Ben, the son of the man who broke Mother’s heart twenty years ago. Anyone…except for the woman who created her. With every secret she uncovers, Vivian comes one step closer to learning who she really is. But the more she learns about herself, the more dangerous this cat and mouse game becomes. Because Mother will stop at nothing to make sure the truth dies with her.