Historical Board Games
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📒A Book Of Historic Board Games ✍ Damian Gareth Walker
✏A Book of Historic Board Games Book Summary : Board games have been played throughout the world for thousands of years. Many times, in many different cultures, people have amused themselves by devising mock races, battles and hunts, played in miniature on a small surface. The rules and the level of sophistication have changed through the ages, but the general idea has remained the same. Some of the oldest games, like backgammon, chess and draughts, are still popular today. This book looks at twelve different games taken from various periods of history. Most will not be recognised by the general public, but deserve to be better known. They are pachisi, halma, agon, tab, fanorona, nine men's morris, wari, konane, xiang qi, tablut, asalto and renju. Each game has a whole chapter to itself, which includes a history, the rules, and a section on strategy and tactics. It is the author's intention that the reader will gain appreciation and enthusiasm for these wonderful old games, and be entertained by them for years to come.
📒Historical Board Games ✍ LLC Books
✏Historical Board Games Book Summary : Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 48. Chapters: Tigris and Euphrates, Civilization, The Pillars of the Earth, Chandragupta, Puerto Rico, Alhambra, Kingmaker, Civilization: The Boardgame, Caylus, Agricola, Dominion, Conquest of the Empire, Outrage!, Cartagena, Age of Empires III: The Age of Discovery, Afrikan t hti, Republic of Rome, L wenherz, Mare Nostrum, History of the World, Torres, Amun-Re, Buccaneer, Die Macher, Landslide, Granada, Thurn and Taxis, Shogun, Age of Renaissance, SPQR, El Grande, Le Havre, Eurocracy, Medina, Europa Universalis, Colosseum, Pirate's Cove, Border Reivers, 1960: The Making of the President, Inkan aarre, About Time, Source of the Nile, Advanced Civilization, Tikal, Through the Desert, Capitol, Fields of Fire, Broadsides and Boarding Parties, Key Largo, Kremlin, Armorica, Stonehenge, Medici, Cleopatra and the Society of Architects, Age of Steam, A World At War, Hammer of the Scots, Mexica, Louis XIV, Australia, Thunderstone, Parthenon: Rise of the Aegean, Around the World in 80 Days, Past Master, Stone Age, Mask Trilogy, Sword of Rome, Existensminimum, Cheops. Excerpt: The Pillars of the Earth is a historical novel by Ken Follett published in 1989 about the building of a cathedral in the fictional town of Kingsbridge, England. It is set in the middle of the 12th century, primarily during the Anarchy, between the time of the sinking of the White Ship and the murder of Thomas Becket. The book traces the development of Gothic architecture out of the preceding Romanesque architecture and the fortunes of the Kingsbridge priory against the backdrop of actual historical events of the time. Before this novel was published, Follett was known for writing in the thriller genre. The Pillars of the Earth became his best-selling work. The book was listed at no. 33 on the BBC's Big Read, a 2003 survey with the goal of finding the "nation's best-lov...
✏Board Games Throughout The History And Multidimensional Spaces Book Summary : In this richly illustrated book, Dr Jorma Kyppö explores the history of board games dating back to Ancient Egypt, Mesopotamia, India and China. He provides a description of the evolution and various interpretations of chess. Furthermore, the book offers the study of the old Celtic and Viking board games and the old Hawaiian board game Konane, as well as a new hypothesis about the interpretation of the famous Cretan Phaistos Disk. Descriptions of several chess variations, including some highlights of the game theory and tiling in different dimensions, are followed by a multidimensional symmetrical n-person strategy game model, based on chess. Final chapter (Concluding remarks) offers the new generalizations of the Euler-Poincare's Characteristic, Pi and Fibonacci sequence.
📒The History Of Chinese Board Games ✍ Zhi Dao
✏The History of Chinese Board Games Book Summary : The book provides highlights on the key concepts and trends of evolution in The History of Chinese Board Games, as one of the series of books of “China Classified Histories”.
📒The Oxford History Of Board Games ✍ David Sidney Parlett
✏The Oxford History of Board Games Book Summary : For thousands of years, people have been planning attacks, captures, chases, and conquests - on a variety of different boards designed for an astonishing diversity of games. Today the compelling mix of strategy, skill, and chance is as strong as ever; new board games are invented almost daily, while the perennial favourites continue to attract new devotees and reveal new possibilities. The Oxford History of Board Games investigates the principles of board games throughout the ages and across the world, exploring the fascinating similarities and differences that give each its unique appeal, and drawing out the significance of game-playing as a central part of human experience - as vital to a culture as its music, dance, and tales. Beautifully illustrated and with diagrams to show the finer points of the games, this is a fascinating and accessible guide to a richly rewarding subject. In his trade-mark accessible, entertaining style, David Parlett looks at the different families of games: games based on configuration or connection, races or chases, wars or hunts, capture or blockade. He focuses mainly on traditional games, the folk entertainments that have grown up organically through the centuries, and which exhibit endless local variations, although he discusses also the commercial products that have tried, with varying degrees of success, to match their astonishing popularity. This is not primarily a how-to book, although the rules and strategies ofcertain games are discussed in detail, neither does it offer sure-fire tips for success, although with a fuller understanding of a game the reader will undoubtedly become a better-informed, if not better, player. Rather, it is an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.
📒Children S Literature In Action A Librarian S Guide 2nd Edition ✍ Sylvia M. Vardell
✏Children s Literature in Action A Librarian s Guide 2nd Edition Book Summary : Looking for a practitioner-oriented intro to literature for children ages 5–12? This book covers the latest trends, titles, and tools for choosing the best books and materials as well as for planning fun and effective programs and activities. • Includes recommendations and evaluations of digital eBooks, apps, and audiobooks as well as print titles, providing full coverage of the range of materials for children today • Features short essays by top authors and practitioners in the field to give readers expert opinions and guidance • Provides author comments, collaborative activities, featured books, special topics and programs, selected awards and celebrations, historical connections, recommended resources, issues for discussion, relevant professional standards, and assignment suggestions within each chapter • Addresses the most recent professional and curricular standards for elementary school students—a key element of today's education assessment standards
📒History Of Everyday Life In Medieval Scotland ✍ Edward J Cowan
✏History of Everyday Life in Medieval Scotland Book Summary : This book examines the ordinary, routine, daily behaviour, experiences and beliefs of people in Scotland from the earliest times to 1600.
📒A History Of Chess ✍ H.J.R. Murray
✏A History of Chess Book Summary : An epic work that took more than a decade to complete, A History of Chess, originally published in 1913, is a historic undertaking that shattered preconceptions about the game upon publication. Over a century later, Murray’s research and conclusions, in which he argues that chess originated in India, are still widely accepted by most chess historians. Undertaking such a pioneering task, the scope of which has never been attempted before or since, Murray taught himself to read Arabic in order to decipher historical manuscripts on the game and its beginnings. His study unravels the history of the game as it evolved from its Asiatic beginnings, through the role chess played in Europe during the Middle Ages, and up until the nineteenth century with the arrival of modern chess as we know it. A History of Chess includes transcribed diagrams of important games, as well as some of the more famous historical chess figurines, such as the Lewis chessmen. No single work on the game of chess has become close to touching Murray’s in breadth or significance.
📒A Key To Dutch History ✍ Commissie Ontwikkeling Nederlandse Canon
✏A Key to Dutch History Book Summary : Many think they know the legends behind tulipmania and the legacy of the Dutch East India Tea Company, but what basic knowledge of Dutch history and culture should be passed on to future generations? A Key to Dutch History and its resulting overview of historical highlights, assembled by a number of specialists in consultation with the Dutch general public, provides a thought-provoking and timely answer. The democratic process behind the volume is reminiscent of the way in which the Netherlands has succeeded for centuries at collective craftsmanship, and says as much about the Netherlands as does the outcome of the opinions voiced.
📒Characteristics Of Games ✍ George Skaff Elias
✏Characteristics of Games Book Summary : Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.