Book picks similar to
Starting Out: the Grünfeld by Jacob Aagaard
chess
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Clanbook: Ravnos Revised
Deird're Brooks - 2001
A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
How to Beat Your Dad at Chess
Murray Chandler - 1998
Each mating motif is carefully and simply explained, and several illustrative examples are given. A final test enables the reader to grade his pattern recognition abilities, and the last chapter explains what to do if your Dad is Garry Kasparov. Fun, instructive - and guaranteed to improve your game.
Game: How To Meet, Attract, And Date Attractive Women
Roosh Valizadeh - 2018
It will help you achieve casual or monogamous relationships while safeguarding you from sexual harassment and rape accusations that have increased due to the spread of social justice and hashtag activism. Game was written after the author's 17-year obsessive journey into the art of seducing women.The book begins with...-The 8 beliefs you must internalize to attract women without conscious effort -How to maximize your physical appearance so that most of a seduction is complete before you even begin talking -The hygiene and body flaws that turn women off without you realizing it -8 attraction triggers that cause a woman to be deeply drawn into a man -3 destroyers of attraction that turn off just about all women in their physical primeThe biggest chapter is on approaching. Even if you don't have a large social circle, or any friends at all, Game teaches you how to have pleasant face-to-face interactions with women. You'll learn...-How to walk out your front door and casually meet women during the day in a way that won't make you anxious -How to meet girls at night in bars, clubs, or on the street -Dozens of word-for-word examples of how to approach women and converse with them -The best way to know that a girl likes you and will show up on a first date -The number one sign that a girl is ready to be kissed so that you never have to worry about being physically "rejected" -How to move things to the bedroom on the same day or night you meet a girlIf you're not a fan of casual hook-ups, the book has you covered with a traditional dating program. You'll learn...-How to contact a girl using a text messaging script that gets right to the point of scheduling a date -6 fun date questions to ask that help reveal if she's worth a long-term relationship -6 conversational guidelines that prevent you from running out of things to say -How to "qualify" and tease a girl so that she always sees you as a high-value man -The smoothest way to move things to a private home when she's ready for intimacy -A safe progression to having consensual sex that won't get you in trouble with the lawOnce you start dating a girl you like, you'll enjoy the chapter on relationships. You'll learn...-How to lovingly mold a girl into your ideal partner while resisting her efforts to train you into a beta male slave -The most important standards you must uphold to maintain the integrity of the relationship -How to regain attraction after your girlfriend becomes distant -6 warning signs that tell you a girl is not worth marriage -How to know if your girlfriend is cheating on youYou'll also find two large appendices. They share...-The best way to enter social circles where women will see you as the apex male -How to get intimate with a girl in your social circle so that things don't get weird or awkward -An easy trick to identify which foreign cities contain women that will be most receptive to your look and personality -How to plan for trips that maximize the chance you'll get lucky with foreign womenThe above only scratches the surface of what Game contains. It is seminal work of a hyper-sexualized man who dedicated tens of thousands of hours into understanding women and attracting them while fending off defamatory attacks from mainstream feminists and fake news journalists who want to criminalize healthy masculinity. Whether your goal is to have fun in a big city with lots of women or fall in love with only one before getting married, Game will help you accomplish your goals in a way that keeps you safe from degrading cultural winds that continue to divide men and wom
Dark Ages Vampire
Mark Rein-Hagen - 2002
The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.
The Complete Book of Gnomes & Halflings
Douglas Niles - 1993
Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
Scavenger Hunt
Michaelbrent Collings - 2019
As for me... you can call me Mr. Do-Good.”Five strangers have woken up in a white room. A room with no doors, no windows. A room with no hope.Because these strangers have been kidnapped, drugged... and brought here as the newest contestants in the world’s most high-stakes scavenger hunt. Run by a madman named Mr. Do-Good, the game offers only two options: win or die. All they have to do to survive is... complete every task... on time... and not break any of Do-Good’s rules.Playing the game will bring the players to their breaking point and beyond. But play they will, because Do-Good has plans for these strangers, and their only chance to live through the night is to discover what's really behind his Scavenger Hunt.
The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games
Peter Leigh - 2018
Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.
My Best Games of Chess, 1908-1937
Alexander Alekhine - 1939
Edward Lasker rates him the game’s supreme inventive genius; Euwe considers him the all-time greatest attacking player. A master of all phases of chess, his games were richly conceived and immensely complex. As Bobby Fischer observes in his writings, “He played gigantic conceptions, full of outrageous and unprecedented ideas.”This unequaled collection reproduces Alekhine’s 220 best games, his own personal accounts of the dazzling victories that made him a legend. Spanning almost thirty years of tournament play, it includes historic matches against Capablanca, Euwe, and Bogoljubov, and chronicles his brilliant ascent to world mastery, his surprising defeat in 1935, and his dramatic return two years later — the first deposed champion to regain his crown.Between 1927 and 1936 his successes in tournaments were unsurpassed by any master at any time in the history of chess. At San Remo 1930 and Bled 1931, in competitions that featured many of the world’s greatest players, Alekhine so outdistanced the field that he was indisputably in a class by himself. In a career including some seventy tournaments, he won first prize forty-one times, tying for first on nine occasions. He won or shared second prize fourteen times.Chess was Alekhine’s life; he lived for it alone. And although the final chapter of his career and his life were tragic, his achievements at the chessboard rank him as one of the game’s true artists. Filled with Alekhine’s own penetrating commentary on strategy and tactics, and enhanced by a revealing memoir, My Best Games is grandmaster chess at its most sublime. This volume belongs in the library of every serious student of the game.
The Best I Could
Subhas Anandan - 2008
From taking on the sensational cases of Took Leng How, Anthony Ler and Ah Long San to his views on mandatory death sentences and police entrapment , Subhas Anandan has become the face of criminal defence in Singapore. But why does he choose to represent clients who are to all intents and purposes guilty? And are the criminals who he represents really the monsters they are made out to be? Has he ever felt sorry for the clients he represents? What are his views on the death penalty, and which parts of the legal system does he think need reforming?
Chess Mysteries of Sherlock Holmes: Fifty Tantalizing Problems of Chess Detection
Raymond M. Smullyan - 1994
The progressively more difficult puzzles include a double murder.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Behind Deep Blue: Building the Computer That Defeated the World Chess Champion
Feng-Hsiung Hsu - 2002
Written by the man who started the adventure, Behind Deep Blue reveals the inside story of what happened behind the scenes at the two historic Deep Blue vs. Kasparov matches. This is also the story behind the quest to create the mother of all chess machines. The book unveils how a modest student project eventually produced a multimillion dollar supercomputer, from the development of the scientific ideas through technical setbacks, rivalry in the race to develop the ultimate chess machine, and wild controversies to the final triumph over the world's greatest human player.In nontechnical, conversational prose, Feng-hsiung Hsu, the system architect of Deep Blue, tells us how he and a small team of fellow researchers forged ahead at IBM with a project they'd begun as students at Carnegie Mellon in the mid-1980s: the search for one of the oldest holy grails in artificial intelligence--a machine that could beat any human chess player in a bona fide match. Back in 1949 science had conceived the foundations of modern chess computers but not until almost fifty years later--until Deep Blue--would the quest be realized.Hsu refutes Kasparov's controversial claim that only human intervention could have allowed Deep Blue to make its decisive, "uncomputerlike" moves. In riveting detail he describes the heightening tension in this war of brains and nerves, the "smoldering fire" in Kasparov's eyes. Behind Deep Blue is not just another tale of man versus machine. This fascinating book tells us how man as genius was given an ultimate, unforgettable run for his mind, no, not by the genius of a computer, but of man as toolmaker.
Lasker's Manual of Chess
Emanuel Lasker - 1925
Certainly no man has ever held the world championship longer — 28 years — or kept his powers so long. In his sixties, Lasker began what amounted to a fresh career in chess by playing his first serious game in ten years, and defeating Max Euwe, the man who was the following year to become world champion. The secret behind his extraordinary abilities may perhaps be found in Lasker’s wide knowledge of every phase of the game, and his ability to be independent of schools or fashions.This knowledge is reflected in the Manual of Chess, making it one of the great studies of the game, acclaimed by the chess world almost from the day it appeared. The book is one of the most thorough studies ever written, and though its main appeal is to the intermediate to skilled player, it begins its explanations at a level that can be understood by the beginner. Lasker analyzes basic methods of gaining advantages, exchange value of pieces, combinations, position play, the aesthetics of chess, and almost every other important aspect of the game. He examines dozens of different openings, including the Petroff Defense, the Hungarian Defense, King’s Bishop, Ponziani, Giuoco Piano, and Four Knights’ Game. He constantly illustrates his discussions with games played by the great modern masters. Lasker is always delightful reading, revealing a mind as quick to entertain and philosophize as it is to explain.One of the most rewarding features of the book is Lasker’s illumination and elaboration of the theories of William Steinitz. An interesting sidelight is that although Lasker always thought of himself as a disciple of Steinitz, he was actually an original, more versatile player, inclined to take calculated risks. His exposition of Steinitz’s thought and maxims, his principles of attack and evaluation, however, cannot help but be profitable to any chess player.
Gemini's Crossing
Arlo Adams - 2019
The catch: The only current VR with the capability to receive him is the unreleased video game, Enora Online, and Gemini must survive until level ten or be completely wiped from the servers… and existence. Welcome to Enora Online, where virtual is reality.