Chess Explained: The Queen's Indian
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Chess Explained: The Queen's Indian

what a great book! relatively easy to read, and i'm learning a great deal about structures and middlegame plans. lots of explanations of ideas, manoevers, when you want to do something and when you don't, etc. i'd give it six stars if i could.

Building Bridge: New, Quick, & Easy Way to Learn America's Favorite Card Game
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Building Bridge: New, Quick, & Easy Way to Learn America's Favorite Card Game

Introduces the game of bridge, discusses bidding strategies, communication between partners, keeping score, overcalls, and penalty doubles, and answers common questions about strategy I learned bridge the way most people probably do-- some friends taught me how in college. After I'd been playing a year or two I bought this book which made the reasoning behind some of the rules I'd been following blindly and altered radically my own a...

Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made
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Getting Started with Dwarf Fortress

Dwarf Fortress is known as one of the most complex, detailed, confusing, interesting, painful, funny, amazing, awesome, hardest-game-to-learn computer game to exist. Which may make it the hardest game EVER. The amount of enjoyment one gets from playing a long game is a great reward ONCE you figure out HOW to play it. This book takes you step-by-step through the process of starting a game, explains the basics of Dwarf management and F...

Wheels, life, and other mathematical amusements
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Wheels, life, and other mathematical amusements

Gathers mathematical puzzles, problems, games, and anecdotes about mathematical and scientific discoveries. Wheels, Life and ... is an enthralling and thoroughly enjoyable book for anyone interesed in math brainteasers. It covers a wide range of intriguing topics, from simple word puzzles to complex mathematical ideas. Knotted threads and geometric fantasies mingle effortlessly with Zeno's paradox and the challenging game of life! I ...

The Cambridge Springs
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The Cambridge Springs

There is very little literature on the solid and yet trappy Cambridge Springs variation, a defense for black to the popular Queens Gambit. As a result of this book I have adopted the opening as black in some of my games, and have found my opponents are frequently surprised. As a bonus, there are some nasty pitfalls that white can fall for. During the 1985 world championship Kasparov sprang the Cambridge Springs on Karpov, and won in ...

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Ready Player Two : Women Gamers and Designed Identity

"Ready Player Two takes an important critical look at games designed for women, a market and area of games that have too long been overlooked in games scholarship. In this book, Shira Chess unpacks the assumptions made about women in how these games are designed and identifies the broader cultural and commercial impacts of these games."—Adrienne Shaw, author of Gaming at the Edge Chess' book is an insightful, important work that brin...

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Handbook of Research on Serious Games for Educational Applications

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. High...

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How Good Is Your Chess?

How good is your chess? Find out with this collection of 35 master games arranged and scored for self-quizzing. You can score a maximum of 50 points in any one game and by averaging your scores over a number of games, you can rate your skill on a scale from beginner to master. The games, selected by author Leonard Barden, are models of strategy and tactics.

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Learning, Education and Games: Volume One: Curricular and Design Considerations (Volume 1)

This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including Stem, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligni...