A Book Of Historic Board Games
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Author | : Damian Gareth Walker |
Publisher | : Lulu.com |
Total Pages | : 235 |
Release | : 2014 |
Genre | : Crafts & Hobbies |
ISBN | : 1326066951 |
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 has 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, tâb, 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.
Author | : Jorma Kyppo |
Publisher | : World Scientific |
Total Pages | : 345 |
Release | : 2019-07-08 |
Genre | : Mathematics |
ISBN | : 9813233540 |
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.
Author | : David Parlett |
Publisher | : Oxford University Press, USA |
Total Pages | : 410 |
Release | : 1999 |
Genre | : Games & Activities |
ISBN | : |
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 - asvital 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 organicallythrough 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 of certain 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, itis an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.
Author | : Maurice W. Suckling |
Publisher | : Taylor & Francis |
Total Pages | : 335 |
Release | : 2024-08-14 |
Genre | : Games & Activities |
ISBN | : 1040100376 |
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Author | : Albrecht Classen |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 766 |
Release | : 2019-08-05 |
Genre | : History |
ISBN | : 3110623072 |
Jan Huizinga and Roger Caillois have already taught us to realize how important games and play have been for pre-modern civilization. Recent research has begun to acknowledge the fundamental importance of these aspects in cultural, religious, philosophical, and literary terms. This volume expands on the traditional approach still very much focused on the materiality of game (toys, cards, dice, falcons, dolls, etc.) and acknowledges that game constituted also a form of coming to terms with human existence in an unstable and volatile world determined by universal randomness and fortune. Whether considering blessings or horse fighting, falconry or card games, playing with dice or dolls, we can gain a much deeper understanding of medieval and early modern society when we consider how people pursued pleasure and how they structured their leisure time. The contributions examine a wide gamut of approaches to pleasure, considering health issues, eroticism, tournaments, playing music, reading and listening, drinking alcohol, gambling and throwing dice. This large issue was also relevant, of course, in non-Christian societies, and constitutes a critical concern both for the past and the present because we are all homines ludentes.
Author | : Asterie Baker Provenzo |
Publisher | : Courier Corporation |
Total Pages | : 258 |
Release | : 1990-01-01 |
Genre | : Games & Activities |
ISBN | : 0486264106 |
Instructions, over 300 illustrations for creating boards and playing pieces for 39 games: Pachisi, Alquerque, Solitaire, Queen's Guard, 35 others. Lexicon, supply list, more.
Author | : Zhi Dao |
Publisher | : DeepLogic |
Total Pages | : 107 |
Release | : |
Genre | : History |
ISBN | : |
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”.
Author | : Sylvia M. Vardell |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 361 |
Release | : 2019-06-14 |
Genre | : Language Arts & Disciplines |
ISBN | : 1440867798 |
This practitioner-oriented introduction to literature for children ages 5–12 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. The third edition of Children's Literature in Action provides an activity-oriented survey of children's literature for undergraduate and graduate students seeking licensure and degrees that will lead to careers working with children in schools and public libraries. Author Sylvia M. Vardell draws on her 30 years of university teaching and extensive familiarity with the major textbooks in the area of children's literature to deliver something different: a book that focuses specifically on the perspective and needs of the librarian, with emphasis on practical action and library applications. Its contents address seven major genres: picture books, traditional tales, poetry, contemporary realistic fiction, historical fiction, fantasy, and informational books. Each chapter includes practical applications for the educator who shares books with children and who develops literature-based instruction. Chapters are enriched by author comments, collaborative activities, featured books, special topics, and activities including selected awards and celebrations, historical connections, recommended resources, issues for discussion, and assignment suggestions. This new edition incorporates the 2018 AASL National School Library Standards.
Author | : Sean Price |
Publisher | : Scholastic Inc. |
Total Pages | : 86 |
Release | : 2000-08 |
Genre | : Education |
ISBN | : 9780439059190 |
Presents more than twenty activities to teach children in grades 4-8 about ancient Greece, including its history, daily life, culture, and government.
Author | : Ian Livingstone |
Publisher | : Penguin |
Total Pages | : 178 |
Release | : 2019-09-17 |
Genre | : Games & Activities |
ISBN | : 1465498710 |
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.