The Games Black Girls Play


Book Description

Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.




Play the Open Games as Black


Book Description

This book fills a gaping chasm in chess literature. For years, those who wish to take on the black side of the Ruy Lopez have had to muddle their way through against the variety of alternative openings at White's disposal, because there have been no good books to assist them. This is a detailed guide, written from Black's viewpoint, to facing such openings as the King's Gambit, Vienna, Scotch, Four Knights, Italian Game, Bishop's opening, and the variety of oddball gambits White can try.




Treacherous Play


Book Description

The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.




Play and Color in Black and White


Book Description

Activity meets creativity! Striking and stylish, sporting a uniquely sophisticated die-cut, flexi-plastic binding, Play and Color in Black and White is an activity book with a difference. The bold minimalist palette almost begs kids to decorate the 96 pages with bright color and whimsical imagination, using not only their crayons but also the more than 100 fluorescent neon stickers included with the book.




Black to Play!


Book Description

This book is the last in the series "Black to Play", which will accompany you on the way to Shodan, the first master rank. The level of difficulty of the problems is accordingly challenging. In addition, there is now a larger proportion of problems that involve the entire board of the game. Hence you do not train solving local problems only, but also apply various topics such as life, capturing races etc. in exemplary game situations.




Black to Play!


Book Description

For more than four thousand years people have been fascinated by the Asian strategy board game Go. It has always been regarded as a beneficial way to foster creative thinking. This exercise book is aimed at players who can't let go of this fascination and now want to work towards a better understanding of the game. The degree of difficulty of the tasks is thus beyond a beginner - here begins the training. The book contains challenging tasks from all the fundamental areas: opening, middle game, tesuji, life and death, and endgame. It is rounded off by three special sections dedicated to the topics of shape, reading and ko. Within each section, the tasks vary from easy to tricky.




Black Mamba


Book Description




Black Powder


Book Description

Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection. The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs. Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.




Just Let Me Play


Book Description

The first black golfer on the PGA tells of the consistent battles he has waged against bigotry in the exclusive world of golf and tells how his courage has opened the sport to a new generation of blacks.




Homey Don't Play That!


Book Description

“A fascinating inside look at the trailblazing series” (Entertainment Tonight)—discover the behind-the-scenes stories and lasting impact of the trailblazing sketch comedy show that upended television, launched the careers of some of our biggest stars, and changed the way we talk, think, and laugh about race: In Living Color. Few television shows revolutionized comedy as profoundly or have had such an enormous and continued impact on our culture as In Living Color. Inspired by Richard Pryor, Carol Burnett, and Eddie Murphy, Keenen Ivory Wayans created a television series unlike any that had come before it. Along the way, he introduced the world to Jamie Foxx, Jim Carrey, David Alan Grier, Rosie Perez, and Jennifer Lopez, not to mention his own brothers Damon, Marlon, and Shawn Wayans. In Living Color shaped American culture in ways both seen and unseen, and was part of a sea change that moved black comedy and hip-hop culture from the shadows into the spotlight. Now, the “in-depth, well-researched” (Library Journal, starred review) Homey Don’t Play That reveals the complete, captivating story of how In Living Color overcame enormous odds to become a major, zeitgeist-seizing hit. Through exclusive interviews with the cast, writers, producers, and network executives, this insightful and entertaining chronicle follows the show’s ups and downs, friendships and feuds, tragedies and triumphs, sketches and scandals, the famous and the infamous, unveiling a vital piece of history in the evolution of comedy, television, and black culture.