This book is for the Spider Solitaire player who plays at the four-suit level, wins less than 40%% of their games and wants to improve their win ratio. It is assumed that the player plays a pure game, meaning they neither undo moves, nor restart games, nor reject games. However, one chapter explores how these three options might affect a player's win ratio.
The thrilling conclusion to the Rox Triad as a dangerous super-powered gang threatens NYC After too many disastrous raids and military embarrassments, the Nats order a full-out, no-holds-barred blitzkrieg against Bloat and his genetic outcasts. The mission is clear: destroy Ellis Island, no survivors. As the final battle rages, the Turtle throws in the towel, Modular Man switches sides, Reflector faces defeat, Legion “dies”—and assassins reach Bloat’s chamber. This is it, folks. The final days of the Rox. The Wild Cards series explodes into apocalyptic battle action, edited by #1 New York Times bestselling author George R. R. Martin and Melinda M. Snodgrass, featuring the writing talents of Edward W. Bryant, Stephen Leigh, John Jos. Miller, George R. R. Martin and Walter Jon Williams. The Wild Cards Universe The Original Triad #1 Wild Cards #2 Aces High #3 Jokers Wild The Puppetman Quartet #4: Aces Abroad #5: Down and Dirty #6: Ace in the Hole #7: Dead Man’s Hand The Rox Triad #8: One-Eyed Jacks #9: Jokertown Shuffle #10: Double Solitaire #11: Dealer's Choice #12: Turn of the Cards The Card Sharks Triad #13: Card Sharks #14: Marked Cards #15: Black Trump #16: Deuces Down #17: Death Draws Five The Committee Triad #18: Inside Straight #19: Busted Flush #20: Suicide Kings American Hero (ebook original) The Fort Freak Triad #21: Fort Freak #22: Lowball #23: High Stakes The American Triad #24: Mississippi Roll #25: Low Chicago #26: Texas Hold 'Em #27: Knaves Over Queens At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
A great how-to-play and strategy guide to 100 of the most classic, interesting, challenging and fun solitaire games. These are the 100 best and most enjoyable variations of America's most popular card game—solitaire! Loads of examples, diagrams, illustrations and strategies keep the writing lively, while showing you all sorts of fun ways to enjoy your favorite game. From straight-ahead solitaire to two-player games, readers will find all kinds of fantastic solitaire games—the classic ones, the new ones, those that require a lot of strategy, and the just plain fun ones. And because solitaire is perfect for playing when you’re on the road, the chapter on travel solitaire is essential. As a bonus, the authors have included solitaire games for two players.
"102 Combinatorial Problems" consists of carefully selected problems that have been used in the training and testing of the USA International Mathematical Olympiad (IMO) team. Key features: * Provides in-depth enrichment in the important areas of combinatorics by reorganizing and enhancing problem-solving tactics and strategies * Topics include: combinatorial arguments and identities, generating functions, graph theory, recursive relations, sums and products, probability, number theory, polynomials, theory of equations, complex numbers in geometry, algorithmic proofs, combinatorial and advanced geometry, functional equations and classical inequalities The book is systematically organized, gradually building combinatorial skills and techniques and broadening the student's view of mathematics. Aside from its practical use in training teachers and students engaged in mathematical competitions, it is a source of enrichment that is bound to stimulate interest in a variety of mathematical areas that are tangential to combinatorics.
"According to common wisdom, we all have a book inside of us. But how do you select and then write your most significant story--the one that helps you to evolve and invites pure creativity into your life, the one that people line up to read? In [this book], creative writing professor, sociologist, and popular fiction author Jessica Lourey guides you through the redemptive process of writing a healing novel that recycles and transforms your most precious resources--your own emotions and experiences"--Amazon.com.
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.