Board Games Books
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Used price: $3.49

Not what I thought it would beReview Date: 2001-10-03
Used price: $0.01

A decent collection of 16 strategy games for children.Review Date: 1999-05-22

Used price: $5.95

It is kind of text bookReview Date: 2006-07-31
Because I just want to know vocabulary for Toefel.
However this book gives a lot of questions ,then select the answers. It is kind of text book to use for school(ESL).
I am looking for vocablary for Toefel, not test book.


Miffy Likes ToReview Date: 2001-06-27
Used price: $81.03

Interesting History, but it won't improve your game!Review Date: 2004-03-04
Indeed, the book appeared to be mis-titled as the author seemed to digress away from Rithmomachia and onto Medieval and Renaissance European reaction to Boethian mathematics via the Philosopher's Game.
Anicius Manlius Severinus Boethius (d. 524 A.D.) whose two major texts, the ARITHMETIC (a loose translation of writings by the second century scholar Nicomachus of Gerosa); and the DE MUSICA (which was heavily based on the "Pythagoreo-Platonic concept of numerical ratios of the musical scale"); were the main text sources for the Quadrivium, the curriculum of monastic schools, cathedral schools, and somewhat in the newly formed universities (studia generalia). It is Dr. Moyer's contention that "rithmomachia had arisen with the promotion of the quadrivium in 11th century-education, so the game's disappearance helps mark the end of this long era of European learning and culture". (p. 123)
Yet a few problems of consistency arose within THE PHILOSOPHER'S GAME which impaired her thesis; as Dr. Moyer stated in her proem that "Rithmomachia was played as long as Boethius's ARITHMETIC was taught; the game and the curriculum disappeared together" (p. 13) which contrasted sharply with her observation of Renaissance Italy where "Boethius's ARITHMETIC did not hold there the place it had held traditionally in northern Europe ... Boethian influence remained as only one aspect among many of mathematics and related studies." (p. 123)
The Renaissance Italians, first exposed to Rithmomachia in Florence "in the social gatherings at the Racellai gardens" (p. 115), were entirely ignorant of Boethian proportions and his text, the ARITHMETIC; and felt "the key to correct proportion is Pythagora's system of musical harmony." (Wittkower, 'Architectural Principles' p. 33). Rithmomachia was played in Italy (and England) as the 'Pythagora's Game', and Francesco Barrozi (c. 1560), modified the rules by Boissiere by totally eliminating Boethian proportion to expedite the beginner to the game. Obviously, in contrast to the author's assertion that the game was played as long as the ARITHMETIC was taught, it is apparent that Rithmomachia was sometimes played in total ignorance of the ARITHMETIC, or independently of Boethian mathematics, and well beyond the life of the Quadrivium curricula.
Depending heavily on a secondary source, Arno Borst, to claim that Rithmomachia, the 'battle of numbers' was invented c. 1030 in a German monastic school by a monk named Asilo, who "made use of Gerbert's SCHOLION on Boethius's ARITHMETIC in comprising his rithmomachia" (p. 20), Dr. Moyer made no effort to document another possible inventor, Herman Contractus, simply understating his contribution. With Dr. Moyer's emphasis of the interest also taken in chess, she took no consideration of the indigenous games of Northern Europe and their possible influence on Rithmomachia. For example, the Viking game 'Halatafl' (fox & geese) dating back to before 400 A.D. and played until the 17th century, where the geese are to capture the fox by surrounding him on all sides so it cannot move, is 'a fortiori' reminiscent of 'Ambuscade' found in the Philosopher's Game!
Therefore the book THE PHILOSOPHER'S GAME is not a definitive work, and contained a number of non-sequiturs, unreferenced claims, foot-noted digressions, 'cum hoc' fallacies, a resort to determinism, and internal inconsistencies. Despite the large number of useful sources, the author would have made her work more rigorous if she included in her bibliograhy translated copies of her secondary sources along with William Fulke's manual.
A work which should be read in conjunction with Professor Ann Moyer is: ARCHITECTURAL PRINCIPLES IN THE AGE OF HUMANISM (1962, 1971) by Rudolf Wittkower, where in chapter four is found a scholarly in-depth treatise of Renaissance Italy's dependence on Plato's 'Timaeus'; Pythagorean number theory; and Plato's musical scales, for the practical application of Renaissance architectural ratio and proportion, without Boethius's ARITHMETIC; while, unintentionally, providing clear and precise explanations of the ratio formulas and proportions found in the rules of Rithmomachia.
This good work: THE PHILOSOPHER'S GAME by Dr. Ann Moyer, is useful to anyone studying the historical influence which the Boethian text, ARITHMETIC, had on a Quadrivium education; but (at $65.00 and 205 pages) might disappoint the serious player of Rithmomachia.

Used price: $0.35

For SB16 only!Review Date: 1997-12-05
Used price: $5.35

Toxic Precision: The English OpeningReview Date: 2000-07-10
The title says there will be commentary, and there is. The editor comments on how deadly Kasparov is while either playing or playing against the English opening. The editor comments about the lack of up-to-date scholarly analysis of the English opening. The editor includes a response to an article (and the original article itself) that states the above. All of this is very interesting, don't get me wrong, but I got the book to help me learn the English opening. What I was expecting when the title said commentary was annotations and comments about the various moves in the games themselves, and that I didn't get. In the editor's defense he was very up front about this and about why he didn't include them, unfortunately that was in the introduction. It is difficult to read a book's introduction when you are buying it on line.
So am I happy with the book? Overall, yes. Do I find the book helpful? Again, yes. Is it for the casual chess player? Well, for the novice and the casual player, there are probably much better books to start with. If you are interested in studying some interesting games using the English opening, you could do a lot worse then this book.
Used price: $10.56

A limited appeal to a limited audienceReview Date: 1999-09-28

Used price: $22.30

A book of miniatures / card game stat blocksReview Date: 2008-10-01
The tactics are clearly laid out. While the stat blocks are interesting in keeping the players on their toes the creatures themselves are more like video game automatons with push button type functions (much like the player characters). Not recommended for those who love interesting juicy monster books. Considering the thickness of this volume most of the space is consumed by stat blocks making this volume a snore to enjoy outside of DMing sessions.
no longer D&DReview Date: 2008-09-08
Try again WOC rolled a 1 on this oneReview Date: 2008-08-31
The best of the 4e core books, but still leaves me feeling a bit sourReview Date: 2008-08-13
First the good. In the tradition of the 1st edition AD&D Monster Manual, this book dispenses with lengthy descriptions of monsters and instead focuses on stats. Only in rare circumstances do we get lengthy prose regarding a monster's motivations outside of being fodder for the adventurers to beat up on. Filling in the details is left to the DM. The new stat blocks are straightforward and much easier to use than their 3.5 counterparts. Special abilities are in the stat block rather than hidden amongst the monster's descriptive text. That's a welcome change indeed. Also, one of my favorite things from the last two 3.5 MM's is carried over: knowledge checks to see what our heroes might know about their current foe. All in all, this is a very easy to use book.
Then there's the bad news. There are a lot of monsters missing from this book when compared to its 3.5 counterpart. Yes, some of the new core monsters were pulled from books other than the first MM, but leaving out monsters as classic as metallic dragons reeks of a mandate from marketing. Just like with the PHB, things many veteran players expect have been left out for the sole reason of saving them for another book to sell. You want your metallic dragons and the rest of the giants? Buy `Monster Manual II'. Then there's the artwork. A friend and I spent about 10 minutes playing `spot the recycled art' with this book. Roughly 10-15%, maybe more, is culled from 3.5 books. Were the contracted artists unable to meet their deadline for new artwork, or did someone at Wizards decide to cut the budget? You be the judge.
So what we're left with is a very well designed Monster Manual that's easy to use, but missing a significant number of iconic monsters and wholly original artwork. That's good for a 3 in my book.
Like the new monster design, but...Review Date: 2008-08-09
The good:
The new mechanics focus on the "screen time" devoted to each monster and keeps things simpler. Most entries provide knowledge check info with DCs and useful info. Book is colorful and includes lots of creatures and variations
The bad:
Other than the DC check knowledge, background info on the creatures is really sparse. In some cases variations in a entry don't even have a phsyical description of how they are different. Templates would be better served in here than in the DMG (though that's a minor quibble).
Overall, still well worth the money if you are going to run a game.

Used price: $2.93

Perfect for Elementary KidsReview Date: 2007-02-20
Can Something For Kids Be Better Written On Tactacis?Review Date: 2005-06-20
Well here I go, one,two, three (I hope you give me a good review for being telling you as a 5th grader about writting a review because I am doing this review because I am in a summer scool class),
Number One Thing:
It does not tell almost every time were the person who made a mistake made it. I want this so I will not make the same mistake.
Number Two Thing:
I ran out of things to learn much. I wanted to see more stuff and things. The book is SKIPPY. It doesn't expain WHY!!!!
I want a book that TEACHES ME TACTICS, ESPECIALLY WHEN I START A GAME IN THE OPENINGS WHERE TRAPS ARE USED.
Something Else - Very SparceReview Date: 2006-04-22
Number One - I found some mistakes in it that no writter or publisher should miss,
Number two - There isn't enough actual stuff in it. It will take someone in my grade who has learned to play no time to go through it and be bored stiff if he has been playing chess in the club at there school.
Number three - Overgrown sizes of diagrams just take up space. This book look like the company that published it got the material and had to make it BIG to make it into a book instead of a booklet.
Number four - Judge this book by its cover and you will not want it! I gave it away to a friend so I can beat him. Maybe not so nice, but this book actually teaches you some incorrect stuff!!! My other book by the David MaKay Library by another writer was very good, just not this one. So don't judge a book by its publisher, but by its author is my advice.
Excellent Explanations and Examples of Basic TacticsReview Date: 2006-07-25
and want to move on to the next level of chess. Another excellent work for that purpose is grandmaster Daniel King's book How To Win At Chess, The Ten Golden Rules.
Not pleased with the quality or quantity of the material in itReview Date: 2006-09-09
I found that there was not enough examples of problems to make this book worth while. There explanations are not very good and not as clear as my other two chess books on tactics and traps in the opening (they all had a lot more material too). I felt that the diagrams were much bigger than they needed to be and that a lot of space was wasted on the pages. I have looked at the McKay Chess Library for Kids and they don't seem to have anything beyond super beginner stuff that is the same style.
Related Subjects: Play Groups Resources Computer Aides Developers and Publishers Print and Play Abstract Animals and Evolution Auction Bluffing and Betting Citybuilding Economy and Trading Educational Exploration and Travel Fantasy Historical Horror Murder-Mystery and Deduction Racing Railroad Games Science Fiction Sports War and Politics Words and Trivia
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