34 Vintage Card Games Explained
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Author | : Various |
Publisher | : Read Books Ltd |
Total Pages | : 109 |
Release | : 2017-09-21 |
Genre | : Games & Activities |
ISBN | : 1473342252 |
A fascinating work containing detailed playing instructions and explanations of 34 vintage card games dating from Victorian times and before. A treasure trove of card games many of which have been long forgotten. Many vintage books such as this are becoming increasingly scarce and expensive. We are republishing this book now in an affordable, high-quality, modern edition complete with a specially commissioned new introduction on the history of card games.
Author | : James McManus |
Publisher | : Farrar, Straus and Giroux |
Total Pages | : 529 |
Release | : 2009-10-27 |
Genre | : Games & Activities |
ISBN | : 1429990686 |
From James McManus, author of the bestselling Positively Fifth Street, comes the definitive story of the game that, more than any other, reflects who we are and how we operate. Cowboys Full is the story of poker, from its roots in China, the Middle East, and Europe to its ascent as a global—but especially an American—phenomenon. It describes how early Americans took a French parlor game and, with a few extra cards and an entrepreneurial spirit, turned it into a national craze by the time of the Civil War. From the kitchen-table games of ordinary citizens to its influence on generals and diplomats, poker has gone hand in hand with our national experience. Presidents from Abraham Lincoln to Barack Obama have deployed poker and its strategies to explain policy, to relax with friends, to negotiate treaties and crises, and as a political networking tool. The ways we all do battle and business are echoed by poker tactics: cheating and thwarting cheaters, leveraging uncertainty, bluffing and sussing out bluffers, managing risk and reward. Cowboys Full shows how what was once accurately called the cheater's game has become amostly honest contest of cunning, mathematical precision, and luck. It explains how poker, formerly dominated by cardsharps, is now the most popular card game in Europe, East Asia, Australia, South America, and cyberspace, as well as on television. It combines colorful history with firsthand experience from today's professional tour. And it examines poker's remarkable hold on American culture, from paintings by Frederic Remington to countless poker novels, movies, and plays. Braiding the thrill of individual hands with new ways of seeing poker's relevance to our military, diplomatic, business, and personal affairs, Cowboys Full is sure to become the classic account of America's favorite pastime.
Author | : Terry Taylor |
Publisher | : Lark Books |
Total Pages | : 152 |
Release | : 2004 |
Genre | : Crafts & Hobbies |
ISBN | : 9781579905507 |
Contains techniques for creating altered books, boxes, cards, and more.
Author | : Leo Damrosch |
Publisher | : Yale University Press |
Total Pages | : 455 |
Release | : 2022-05-24 |
Genre | : Biography & Autobiography |
ISBN | : 0300265085 |
A fast-paced narrative about the world-famous libertine Giacomo Casanova, from celebrated biographer Leo Damrosch “A nuanced, deftly contextualized biography of an adventurer, an opportunist, and a man of voracious appetites . . . another top-notch work from Damrosch.”—Kirkus Reviews (starred review) “An eye-opening and well-informed study of an ‘extraordinary character’ in all his darkness and brilliance.”—Publishers Weekly The life of the iconic libertine Giacomo Casanova (1725–1798) has never been told in the depth it deserves. An alluring representative of the Enlightenment’s shadowy underside, Casanova was an aspiring priest, an army officer, a fortune teller, a con man, a magus, a violinist, a mathematician, a Masonic master, an entrepreneur, a diplomat, a gambler, a spy—and the first to tell his own story. In his vivid autobiography Histoire de Ma Vie, he recorded at least a hundred and twenty love affairs, as well as dramatic sagas of duels, swindles, arrests, and escapes. He knew kings and an empress, Catherine the Great, and most of the famous writers of the time, including Voltaire and Benjamin Franklin. Drawing on seldom used materials, including the original French and Italian primary sources, and probing deeply into the psychology, self-conceptions, and self-deceptions of one of the world’s most famous con men and seducers, Leo Damrosch offers a gripping, mature, and devastating account of an Enlightenment man, freed from the bounds of moral convictions.
Author | : Mark Frauenfelder |
Publisher | : Apress |
Total Pages | : 368 |
Release | : 2019-11-11 |
Genre | : Computers |
ISBN | : 1484251539 |
Learn to configure a Raspberry Pi into multiple different devices capable of playing retro games. Beyond theory, this book focuses heavily on projects—such as making a console to attach to a TV or computer display and making a tabletop arcade machine. It also teaches you how to install and use the Kodi media center on your retro game player. tart with the big-picture of the Raspberry Pi retro-gaming landscape and the wide range of exciting project opportunities that exist. You'll then discover the various retro-gaming emulation platforms, such as RetroPie and Recalbox, and how to work with ROM files. This book even goes a step further and teaches you how to create game ROMs from your old cartridges! You’ll also study the types of game playing equipment people have made using Raspberry Pis and how to set up a Raspberry Pi with those devices. Retro-gaming enthusiasts are using the Pi to make a dizzying variety of game playing hardware. There are players that fit in an Altoids mint tin, players that look like classic systems, and players that let you choose from over 20,000 game titles. And there are emulators for every platform imaginable, and many models available online to download and make on a 3D printer or laser cutter. Raspberry Pi Retro Gaming includes everything you need to know about playing retro games on a Raspberry Pi and making cool machines that play thousands of retrogames. What You'll Learn Use Tinkercad to design your own cases Get your case 3D printed if you don’t have a 3D printer Design parts for laser cutting or jigsaw cutting Solder and use electronics components, batteries, and power supplies Select and set up different kinds of displays Who This Book Is For Anyone interested in playing retrocomputer games and making their own retro-game players.
Author | : Matt Barton |
Publisher | : CRC Press |
Total Pages | : 374 |
Release | : 2019-05-08 |
Genre | : Computers |
ISBN | : 1000000923 |
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Author | : Maurice Rickards |
Publisher | : |
Total Pages | : 72 |
Release | : 1977 |
Genre | : Antiques & Collectibles |
ISBN | : |
"Ephemera: "printed or handwritten items, produced for short-term use and, generally, for disposal," are tickets, labels, calling cards, trade cards, menus, posters, billheads, packages, throwaways of all kinds. Colorful, various, rich in nostalgia, they are irresistible to collectors, in part because as "collectibles" they are a novelty and can be had practically free for the picking up. This book, the first general guide to ephemera for the American collector, shows a variety of types, tells where to find ephemera, how to collect, what's good and what's bad ephemera, what ephemera may be worth. A delightful and unique introduction to a fascinating field."--Page 4 of cover.
Author | : |
Publisher | : |
Total Pages | : 308 |
Release | : 1947-11 |
Genre | : |
ISBN | : |
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.
Author | : Thadious M. Davis |
Publisher | : Duke University Press |
Total Pages | : 353 |
Release | : 2003-07-07 |
Genre | : Literary Criticism |
ISBN | : 0822384450 |
In Games of Property, distinguished critic Thadious M. Davis provides a dazzling new interpretation of William Faulkner’s Go Down, Moses. Davis argues that in its unrelenting attention to issues related to the ownership of land and people, Go Down, Moses ranks among Faulkner’s finest and most accomplished works. Bringing together law, social history, game theory, and feminist critiques, she shows that the book is unified by games—fox hunting, gambling with cards and dice, racing—and, like the law, games are rule-dependent forms of social control and commentary. She illuminates the dual focus in Go Down, Moses on property and ownership on the one hand and on masculine sport and social ritual on the other. Games of Property is a masterful contribution to understandings of Faulkner’s fiction and the power and scope of property law.
Author | : Steven L. Kent |
Publisher | : Crown |
Total Pages | : 592 |
Release | : 2021-08-24 |
Genre | : Social Science |
ISBN | : 1984825437 |
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.