Capturing Games Books
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Exhort word fans to partake!Review Date: 2006-02-18
Royalty fanaticReview Date: 2007-03-05
In Royalty a player can either play a word from his hand, capture an opponents word by adding cards to form a completely different word, or do both on any one turn. Like Scrabble a player can choose to return cards to the remaining deck. However in Royalty a player must return his entire hand and receive 7 new cards.
Royalty is a an excellent test of vocabulary and mental agility. You will thoroughly enjoy this game.
A great gameReview Date: 2007-06-17
My wife and I play it regularly, for fun, without keeping score.
I am ordering a new deck because my wife gave her's to her sister.
The quality of the cards is good and the package includes a plastic case and instructions.
This game is suitable for ages ten and up. I am 51 and enjoy the game.
Play it for fun, as I do, or for keeps. It is easy enough for fun and complex enough for real competetion. A first rate card game.


Capturing Stones Sacrifice TechniquesReview Date: 2002-03-07
This volume focuses on sacrifice plays. Two kinds of them in particular. One is the art of crisscrossing sacrifices that is called 'playing under the stones' and the other is using sacrifices to force one's opponent to take on eye space shapes that cannot be maintained. These are some of the most exquisite tactical plays in Go, often involving a lot of reading of the stones, and are devastatingly effective when the opportunity arises.
Finding those opportunities is what this book is about. Using a problem/explanation approach it teaches the player what to look for in play. The technique involved is not all that difficult. But seeing the shapes involved and taking advantage of them takes more practice in reading than most players ever see. This is the frustrating part of getting stronger at the game. In the 91 problems in this book is the experience of a lifetime of playing for most of us.
Many of the problems are well within the grasp of the average amateur. I was able to work most of them out on my board. Which means that Wu Dingyuan and Yu Xing have written the book just as it should be written for the player most likely to benefit from it's contents. Well worth buying.


Carving the human faceReview Date: 2008-01-13
Good IntroReview Date: 2007-01-10
Limited!Review Date: 2003-12-16
Invaluable "how to" reference for woodcarvers & sculptors.Review Date: 2000-04-04
A great book fo learning to carve the human face.Review Date: 1999-10-28

Used price: $11.72

Seeing the LightReview Date: 2008-04-29
- J.S.
luz y color Review Date: 2007-07-18
I've Been Looking for this Book!Review Date: 2006-05-31
Bring Your Paintings to LifeReview Date: 2007-03-30
Very well presentedReview Date: 2005-10-13

Used price: $0.02

Great little bookReview Date: 1999-11-07

Used price: $11.24

Hare-BrainedReview Date: 2004-03-26
Creativity from one who knows the sourceReview Date: 2007-02-11
CREATIVE PROCESS DEMYSTIFIEDReview Date: 2000-11-15
Unleash Your CreativityReview Date: 2003-09-07
The forty-eight games in the book are based on Epstein's Generativity Theory. His ideas about the creative process grew out of his laboratory research. In addition to refuting popular myths about the creative process, Epstein identifies four core competencies that help individuals express their creativity (plus four more competencies to nurture creativity in others):
1. Capturing new ideas
2. Challenging yourself so that new ideas emerge
3. Broadening your base of knowledge and experience
4. Surrounding yourself with an environment -- both physical and social -- that encourages new ideas
Despite the fact that the book is grounded in theory and research, the information it contains is practical and easily accessible. The book is written in lay terms, and the information is as easy to understand as the juvenile format leads you to expect it to be.
The games are categorized by purpose (such as "convincing people that they're creative") and by core competency. It is easy, therefore, to find games to fit a particular need. Epstein devotes about three pages to each game, providing a summary of the game, its objective, the time required (ranging from 5 to 90 minutes), the materials needed (generally readily available), the procedure, and discussion questions. The discussion questions are indeed a key feature of the book, for the games are intended not only to boost creativity but also to demonstrate creativity's basic principles.
Epstein places a high premium on failure. He says that failure causes us to recall past methods of dealing with a problem -- and often discover a new solution. Without failure, creativity is not needed (remember the Apollo 13 mission). Many games involving the second competency, Challenging, deal with managing the frustration and other negative emotions that often accompany failure.
In addition, the book includes an abridged version of Epstein's Creativity Competencies Inventory for Individuals (ECCI-i) along with a self-scorer. These tools are effective for evaluating a person's overall creativity and each of the four competencies. It is easy, then, for a person to see which areas would benefit from development.
Disappointed InnovatorReview Date: 2004-03-06

Used price: $8.25
Related Subjects: Checkers Diamonds Gess Lasca Terrace Corx Zertz
More Pages: 1 2