Kakuro is a puzzle type in which sums are given and solvers must deduce the numbers in the individual boxes. This title is suitable for hardcore kakuro devotees.
A vibrant picture book celebrating the strength of community and the tastes of summer from Latin Grammy-winning musician Lucky Diaz and celebrated artist Micah Player. Ring! Ring! Ring! Can you hear his call? Paletas for one! Paletas for all! What’s the best way to cool off on a hot summer day? Run quick and find Paletero José! Follow along with our narrator as he passes through his busy neighborhood in search of the Paletero Man. But when he finally catches up with him, our narrator’s pockets are empty. Oh no! What happened to his dinero? It will take the help of the entire community to get the tasty treat now. Full of musicality, generosity, kindness, and ice pops, this book is sure to satisfy fans of Thank You, Omu! and Carmela Full of Wishes. Includes Spanish words and phrases throughout, an author’s note from Lucky Diaz, and a link to a live version of the Lucky Band’s popular song that inspired the book. A Junior Library Guild Selection!
What could be more appealing to Mensa members--or anyone who enjoys a good challenge--than a cunning test of intelligence and logic? That's exactly what these 250 puzzles provide. The trick to kakuro is in making it all add up: the game begins with a grid that looks like a crossword, except that some squares contain small numbers in the corner. Fill in all the empty boxes using the numbers 1 to 9 without repeats so that the sum of each horizontal set of digits equals the number in the black triangle to its left, and the sum of each vertical set of digits equals the number in the triangle above it. The kakuro puzzles start out simple...and get more difficult as the book progresses.
In his travels to Japan, author Alex Bellos set out to uncover the world's brightest puzzle inventors, puzzle masters, and origami experts so he could bring a new batch of logic puzzles for anyone hankering for something beyond Sudoku. In Puzzle Ninja he presents more than 200 puzzles to solve—rated easy to excruciating—including 20 new types of original, hand-crafted puzzles, like Shakashaka and Marupeke. With clear instructions, helpful tips, and anecdotes about the puzzles and their creators, this is an entertaining read and an exciting collection of the newest, best, and most addictive Japanese logic puzzles.
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Solve logic puzzles AND play sleuth at the same time! This thoroughly unique book--written by the former editor of Games magazine--offers the immersive pleasure of a novel as it follows a group of friends who meet regularly to play murder-mystery games at the island home of a wealthy couple. As you go about completing the puzzles, you'll learn more about the guests, the house, and the island . . . and uncover a secret about the mansion itself. Maps of the island throughout enhance the atmosphere and draw solvers deeper into the story.
Packed with more than a hundred color illustrations and a wide variety of puzzles and brainteasers, Taking Sudoku Seriously uses this popular craze as the starting point for a fun-filled introduction to higher mathematics. How many Sudoku solution squares are there? What shapes other than three-by-three blocks can serve as acceptable Sudoku regions? What is the fewest number of starting clues a sound Sudoku puzzle can have? Does solving Sudoku require mathematics? Jason Rosenhouse and Laura Taalman show that answering these questions opens the door to a wealth of interesting mathematics. Indeed, they show that Sudoku puzzles and their variants are a gateway into mathematical thinking generally. Among many topics, the authors look at the notion of a Latin square--an object of long-standing interest to mathematicians--of which Sudoku squares are a special case; discuss how one finds interesting Sudoku puzzles; explore the connections between Sudoku, graph theory, and polynomials; and consider Sudoku extremes, including puzzles with the maximal number of vacant regions, with the minimal number of starting clues, and numerous others. The book concludes with a gallery of novel Sudoku variations--just pure solving fun! Most of the puzzles are original to this volume, and all solutions to the puzzles appear in the back of the book or in the text itself. A math book and a puzzle book, Taking Sudoku Seriously will change the way readers look at Sudoku and mathematics, serving both as an introduction to mathematics for puzzle fans and as an exploration of the intricacies of Sudoku for mathematics buffs.
Need to spice up your solving? Try the pure puzzling pleasure of cryptic crosswords, where each clue offers double the dose of wordplay. To find the answer, it's necessary to do additional deciphering--recognizing a homophone or working out a charade. And these cryptics have something more: along with the extra wordplay, every puzzle includes a theme that can bend the rules. Special instructions help solvers find their way through the trickery.
When you buy this book you get an electronic version (PDF file) of the interior of this book. King-Sized Kakuro Deluxe bundles the biggest and baddest Kakuro puzzles ever. Your brain will work overtime on these colossal logic math puzzles. Kakuro is a fun way for kids and adults to practice addition facts. Once you pick up this book, you won't be able to put it back down. You have been warned! Only 1 Kakuro puzzle per page, with lots of white space for scribbling. King-Sized Kakuro Mixed Grids is a collection of 153 puzzles: 54 Kakuro 19x19 puzzles 54 Kakuro 20x20 puzzles 54 Kakuro 21x21 puzzles 54 Kakuro 22x22 puzzles 54 extra logic puzzles The goal of Kakuro is to insert numbers into the white cells. Possible numbers are always 1 to 9. The sum of each horizontal block must equal the clue on its left. The sum of each vertical block must equal the clue above it. You can only use a number once in each horizontal or vertical block. I guarantee that every logic puzzle in this Kakuro puzzle book has been carefully checked to ensure that each puzzle has only 1 solution. None of the puzzles in this book will appear in any of the other PuzzleBooks.net books. Kakuro is also known as Cross Sums, Kakro, Kakkuro and Cross Addition. Kakuro is also quite often misspelled as Kakura.
The papers in this volume are the refereed technical papers presented at AI-2008, the Twenty-eighth SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence, held in Cambridge in December 2008. They present new and innovative developments in the field, divided into sections on CBR and Classification, AI Techniques, Argumentation and Negotiation, Intelligent Systems, From Machine Learning To E-Learning and Decision Making. The volume also includes the text of short papers presented as posters at the conference. This is the twenty-fifth volume in the Research and Development series. The series is essential reading for those who wish to keep up to date with developments in this important field. The Application Stream papers are published as a companion volume under the title Applications and Innovations in Intelligent Systems XVI.