Book picks similar to
The Ruy Lopez Main Line by Glenn Flear


chess
chess-library
chess-open-games
everyman-ebook-wishlist

Earth Tactics Advance: Volume 1


Scottie Futch - 2017
    Those who manage to survive the first day of the new world must survive in the wake of a new reality, life lived as a turn-based tactical role playing game. Feel the horror, and revel in the humor, as battles take place one turn at a time. Can one man survive a world gone tactical? Will he ever understand the need for background music and strange announcer voices? It's your turn... to find out!

Stormbringer: Fantasy Roleplaying in the World of Elric


Ken St. Andre - 1981
    

Game Theory: A Nontechnical Introduction


Morton D. Davis - 1970
    . . a most valuable contribution." — Douglas R. Hofstadter, author of Gödel, Escher, BachThe foundations of game theory were laid by John von Neumann, who in 1928 proved the basic minimax theorem, and with the 1944 publication of the Theory of Games and Economic Behavior, the field was established. Since then, game theory has become an enormously important discipline because of its novel mathematical properties and its many applications to social, economic, and political problems.Game theory has been used to make investment decisions, pick jurors, commit tanks to battle, allocate business expenses equitably — even to measure a senator's power, among many other uses. In this revised edition of his highly regarded work, Morton Davis begins with an overview of game theory, then discusses the two-person zero-sum game with equilibrium points; the general, two-person zero-sum game; utility theory; the two-person, non-zero-sum game; and the n-person game.A number of problems are posed at the start of each chapter and readers are given a chance to solve them before moving on. (Unlike most mathematical problems, many problems in game theory are easily understood by the lay reader.) At the end of the chapter, where solutions are discussed, readers can compare their "common sense" solutions with those of the author. Brimming with applications to an enormous variety of everyday situations, this book offers readers a fascinating, accessible introduction to one of the most fruitful and interesting intellectual systems of our time.

Shadows Over Innistrad


Kimberly J. Kreines - 2016
    

Chasing Moonlight


Brett Friedlander - 2009
    But what's the real story of Moonlight Graham? In Chasing Moonlight, the authors follow Graham's life from his youth spent with his younger brother, Frank Porter Graham, who became the president of the University of North Carolina and a United States Senator; through his career as a medical student in Baltimore and New York while he played baseball at the same time; through his minor league successes in Scranton, Pennsylvania; to his one and a half innings in a major league game. In Graham's Minnesota years, the authors reveal a man whose pioneering research on children's blood pressure is still used at institutions such as the Mayo Clinic and whose quiet philanthropy made him beloved in his community.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Anne Rice Trivia Book


Katherine Ramsland - 1994
    You've lost yourself in the hypnotic, sensual, dreamlike atmosphere that she creates in everything she writes. Now you can find out just how much you really know about the realm of Rice in a book that separates the true master from the mere mortal!

Homebrew


Xavier P. Hunter - 2018
     Gary Burns just wanted to create the greatest RPG campaign of his gaming career. But a freak magical accident sucks him into the very world he created—as himself. Surrounded by heroes who look and sound like his friends, Gary is forced to play out the story he wrote. Worthless in a fight, Gary must prove himself valuable even if it means feeding the team insider knowledge. Because he needs keep his friends close—and himself alive—until he can solve the puzzle he never designed: how to get everyone back home.

Moving Targets


C.L. Werner - 2013
    Amid the last refugees fleeing the advance, the duo is caught up in an assignment that will prove to be either their salvation or undoing.From the stinking mists of the Bloodsmeath Marsh to the back alleys of Five Fingers, Taryn & Rutger will do everything in their power to survive a game of Moving Targets.

The Colossal Book of Short Puzzles and Problems


Martin Gardner - 2005
    His yearly gatherings of short and inventive problems were easily his most anticipated math columns. Loyal readers would savor the wit and elegance of his explorations in physics, probability, topology, and chess, among others. Grouped by subject and arrayed from easiest to hardest, the puzzles gathered here, which complement the lengthier, more involved problems in The Colossal Book of Mathematics, have been selected by Gardner for their illuminating; and often bewildering; solutions. Filled with over 300 illustrations, this new volume even contains nine new mathematical gems that Gardner, now ninety, has been gathering for the last decade. No amateur or expert math lover should be without this indispensable volume; a capstone to Gardner's seventy-year career.

Phil Gordon's Little Blue Book: More Lessons and Hand Analysis in No Limit Texas Hold'em


Phil Gordon - 2006
    Now he shows players how to apply those theories to actual hands in order to make smart, confident decisions with every move. Gordon walks readers through hands that he's encountered in cash games; early, middle, and late tournament play; Sit & Gos; satellites and supersatellites; and the final table of the World Series of Poker, revealing not only what plays he made but also why he made them. He relates what goes through a pro's mind in every situation, whether it's a timely bluff or a questionable call, and helps players calculate their own best moves in the most pressure-fueled of situations. In analyzing specific hands, Gordon also imparts important lessons in key poker skills such as calculating odds, shorthanded play, and discovering tells. And he discusses memorable plays -- the good and the oh-so-bad -- explaining why certain moves were made and, in many cases, how the hands should have been played differently. Insightful, witty, and filled with real-life pro secrets, Phil Gordon's Little Blue Book is required reading for every player looking to make a profit and raise his game to the next level.

Classic Battletech: Total Warfare


Randall N. Bills - 2006
    As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact

Pokémon Omega Ruby & Pokémon Alpha Sapphire: The Official Hoenn Region Strategy Guide


Pokémon Company International - 2014
    Here’s what you’ll find inside: • A complete walkthrough of all the Gym battles, the Elite Four, becoming the Champion, and beyond! • More Mega Evolutions and the mysterious Primal Reversion! • All the new game features, including Super-Secret Bases, Pokémon Contest Spectaculars, and more! • List of TMs, HMs, items, Berries, and Mega Stones—including where to find them! • Helpful tips for getting the most out of communication features and online play! • A pullout map of the Hoenn region!

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

Invasion of the Space Invaders


Martin Amis - 1982
    Delving into the electric atmosphere of the arcades where he misspent his youth, he asks: Why did Space Invaders invade our hearts and minds? How much time, loose change and sex appeal did they cost us? And most importantly, which secret cheats and tactics must we master to reach the next level?Part cautionary tale, part celebration of a lifelong addiction, this is an essential manual for many a self-confessed cyber geek, computer nerd and joystick junkie.