Endgame: Bobby Fischer's Remarkable Rise and Fall—From America's Brightest Prodigy to the Edge of Madness


Frank Brady - 2011
    and remarkable powers of concentration, Bobby memorized hundreds of chess books in several languages, and he was only 13 when he became the youngest chess master in U.S. history.   But his strange behavior started early.  In 1972, at the historic Cold War showdown in Reykjavik, Iceland, where he faced Soviet champion Boris Spassky, Fischer made headlines with hundreds of petty demands that nearly ended the competition.  It was merely a prelude to what was to come. Arriving back in the United States to a hero’s welcome, Bobby was mobbed wherever he went—a figure as exotic and improbable as any American pop culture had yet produced.  No player of a mere “board game” had ever ascended to such heights.  Commercial sponsorship offers poured in, ultimately topping $10 million—but Bobby demurred.  Instead, he began tithing his limited money to an apocalyptic religion and devouring anti-Semitic literature.   After years of poverty and a stint living on Los Angeles’ Skid Row, Bobby remerged in 1992 to play Spassky in a multi-million dollar rematch—but the experience only deepened a paranoia that had formed years earlier when he came to believe that the Soviets wanted him dead for taking away “their” title.  When the dust settled, Bobby was a wanted man—transformed into an international fugitive because of his decision to play in Montenegro despite U.S. sanctions.  Fearing for his life, traveling with bodyguards, and wearing a long leather coat to ward off knife attacks, Bobby lived the life of a celebrity fugitive – one drawn increasingly to the bizarre.  Mafiosi, Nazis, odd attempts to breed an heir who could perpetuate his chess-genius DNA—all are woven into his late-life tapestry.  And yet, as Brady shows, the most notable irony of Bobby Fischer’s strange descent – which had reached full plummet by 2005 when he turned down yet another multi-million dollar payday—is that despite his incomprehensible behavior, there were many who remained fiercely loyal to him.  Why that was so is at least partly the subject of this book—one that at last answers the question: “Who was Bobby Fischer?”

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Bobby Fischer Teaches Chess


Bobby Fischer - 1966
    The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.

Eurogames: The Design, Culture and Play of Modern European Board Games


Stewart Woods - 2012
    Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

The Immortal Game: A History of Chess, or How 32 Carved Pieces on a Board Illuminated Our Understanding of War, Art, Science and the Human Brain


David Shenk - 2006
    Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams. In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.From the Hardcover edition.

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Attacking Chess: Aggressive Strategies and Inside Moves from the U.S. Junior Chess Champion


Josh Waitzkin - 1995
    Now, for the first time, Waitzkin reveals the aggressive tactics and psychological techniques that have propelled him to the forefront of the chess world. His unique introduction to the game combines solid instruction with stories about his personal experiences that capture all the excitement and tension of playing chess at the championship level. Josh Waitzkin's Attacking Chess presents nineteen different offensive strategies, progressing from the most elementary, including forks, pins, skewers, and double threats, to the more advanced and sophisticated moves used by the world's best players. Chapters such as Minor Traps, The Seventh Rank and the Pig, Mating Nets, and Quiet Moves in Attack show how anyone can develop a more aggressive and creative style of play. Each strategy is illustrated with examples taken from actual games Waitzkin has played, described with all the gusto and competitive intensity this young master brings to his craft. You can feel the heat of battle throughout this action-packed manual -- it's guaranteed to entertain and inspire all students of chess who want to learn how to emerge victorious from the black and white jungle.

Searching for Bobby Fischer: The Father of a Prodigy Observes the World of Chess


Fred Waitzkin - 1988
    When Fisher disappeared from public view, Waitzkin's interest waned--until his own son Josh emerged as a chess prodigy.Searching for Bobby Fischer is the story of Fred Waitzkin and his son, from the moment six-year-old Josh first sits down at a chessboard until he competes for the national championship. Drawn into the insular, international network of chess, they must also navigate the difficult waters of their own relationship. All the while, Waitzskin searches for the elusive Bobby Fischer, whose myth still dominates the chess world and profoundly affects Waitzkin's dreams for his son.

Hippie


Paulo Coelho - 2018
    In the Dam Square in Amsterdam, long-haired young people wearing vibrant clothes and burning incense could be found meditating, playing music and discussing sexual liberation, the expansion of consciousness and the search for an inner truth. They were a generation refusing to live the robotic and unquestioning life that their parents had known.At this time, Paulo is a young, skinny Brazilian with a goatee and long, flowing hair who wants to become a writer. He sets off on a journey in search of freedom and a deeper meaning for his life: first, with a girlfriend, on the famous “Death Train to Bolivia,” then on to Peru and later hitchhiking through Chile and Argentina.His travels take him further, to the famous square in Amsterdam, where Paulo meets Karla, a Dutch woman also in her 20s. She convinces Paulo to join her on a trip to Nepal, aboard the Magic Bus that travels across Europe and Central Asia to Kathmandu. They embark on a journey in the company of fascinating fellow travelers, each of whom has a story to tell, and each of whom will undergo a transformation, changing their priorities and values, along the way. As they travel together, Paulo and Karla explore their own relationship, an awakening on every level that brings each of them to a choice and a decision that sets the course for their lives thereafter.

The Prince


Niccolò Machiavelli
    Hence: Can Machiavelli, who makes the following observations, be Machiavellian as we understand the disparaging term? 1. So it is that to know the nature of a people, one need be a Prince; to know the nature of a Prince, one need to be of the people. 2. If a Prince is not given to vices that make him hated, it is unsusal for his subjects to show their affection for him. 3. Opportunity made Moses, Cyrus, Romulus, Theseus, and others; their virtue domi-nated the opportunity, making their homelands noble and happy. Armed prophets win; the disarmed lose. 4. Without faith and religion, man achieves power but not glory. 5. Prominent citizens want to command and oppress; the populace only wants to be free of oppression. 6. A Prince needs a friendly populace; otherwise in diversity there is no hope. 7. A Prince, who rules as a man of valor, avoids disasters, 8. Nations based on mercenary forces will never be solid or secure. 9. Mercenaries are dangerous because of their cowardice 10. There are two ways to fight: one with laws, the other with force. The first is rightly man’s way; the second, the way of beasts.

Boardgames That Tell Stories


Ignacy Trzewiczek - 2014
    Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.

Thinking Basketball


Ben Taylor - 2016
    Explore how certain myths arose while using our own cognition as a window into the game's popular narratives. New basketball concepts are introduced, such as power plays, portability and why the best player shouldn't always shoot. Discover how the box score can be misleading, why "closers" are overrated and how the outcome of a game fundamentally alters our memory. Behavioral economics, traffic paradoxes and other metaphors highlight this thought-provoking insight into the NBA and our own thinking. A must-read for any basketball fan -- you'll never view the sport, and maybe the world, the same again.

Oil and Marble: A Novel of Leonardo and Michelangelo


Stephanie Storey - 2016
    Leonardo was a charming, handsome fifty year-old at the peak of his career. Michelangelo was a temperamental sculptor in his mid-twenties, desperate to make a name for himself.Michelangelo is a virtual unknown when he returns to Florence and wins the commission to carve what will become one of the most famous sculptures of all time: David. Even though his impoverished family shuns him for being an artist, he is desperate to support them. Living at the foot of his misshapen block of marble, Michelangelo struggles until the stone finally begins to speak. Working against an impossible deadline, he begins his feverish carving.Meanwhile, Leonardo’s life is falling apart: he loses the hoped-for David commission; he can’t seem to finish any project; he is obsessed with his ungainly flying machine; he almost dies in war; his engineering designs disastrously fail; and he is haunted by a woman he has seen in the market—a merchant’s wife, whom he is finally commissioned to paint. Her name is Lisa, and she becomes his muse.Leonardo despises Michelangelo for his youth and lack of sophistication. Michelangelo both loathes and worships Leonardo’s genius.Oil and Marble is the story of their nearly forgotten rivalry. Storey brings early 16th-century Florence alive, and has entered with extraordinary empathy into the minds and souls of two Renaissance masters. The book is an art history thriller.

The Turk: The Life and Times of the Famous Eighteenth-Century Chess-Playing Machine


Tom Standage - 2002
    Created by a Hungarian nobleman, the machine-man known as The Turk traveled Europe and America, made the acquaintance of Benjamin Franklin, Catherine the Great, Napoleon Bonaparte, and Edgar Allan Poe.

Little Wars


H.G. Wells - 1913
    It can be played by boys of every age from twelve to one hundred and fifty - and even later if the limbs remain sufficiently supple - by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist.