Popular Chess Variants


Book Description

I was able to play So I was contacted by the author David B. Pritchard who asked me to write a chapter about Makrook Thai. I declined because was not certain about one rule, which was the draw rule, so I asked Mr. Pritchard to contact Prajob Nimitiyongshul about that rule.




Chess Variants


Book Description




Chess Variations


Book Description

Learn the many varieties of chess the world over with this concise chess guide. Chess Variations is a must for all chess enthusiasts and an outstanding book which promises many hours of pleasurable entertainment for all others. With more than 40 variations of the popular board game, this book contains, among others, the oldest known form of chess (Chaturanga), the game created by Edgar Rice Burroughs and introduced in his Martian series (Jetan), as well as regional forms currently played in Korea, Malaya, Burma, Thailand, and Japan. For those games that require boards or pieces other than those issued in playing modern chess, the author presents guidelines on "The Construction of Sets." Also included in the book are charts, diagrams, and sample games played by the author and his friends. The excitement of playing these exotic chess variations increases with the knowledge of their historic beginnings as well as with the movements of such strange-sounding pieces as the Zarafah, Ashwa, and Firzan.




The Encyclopedia of Chess Variants


Book Description

A single comprehensive guide to chess and all its extended family of boardgames.




Chess Variants and Games


Book Description

Chess is a game of wits that calls for strategy, tactics and intuition. The game has a long history spanning several centuries and has been played the world over for it develops strategic thinking and tactical planning skills. Chess is intellectually stimulating and challenging - and offers limitless possibilities at every stage of play. The very nature of the game makes it amenable to systematic study and mastery over time. There are several variants of Chess which offer a level-playing field for amateurs who can think logically. This book is the outcome of the author's curiosity about new Chess variants which can be played on boards with different geometries, different sets of rules with different objectives. This entirely new look at Chess offers: Chess inspired games that reflect situations and events from daily life. Games inspired by popular sports such as squash, volleyball and cricket. Chess games as a motivational tool in education to help students develop interest and liking for their subjects and achieve better academic performance. Chess inspired puzzles. Chess as an outdoor sport and indoor team-game. A. V. Murali's engrossing book highlights the different perspectives of Chess - showcasing its broader applicability, not just for amusement, but for physical and intellectual development as well.




A World of Chess


Book Description

With more than 400 illustrations, and detailed maps, this immense and deeply researched account of the history of chess covers not only the modern international game, derived from Persian and Arab roots, but a broad spectrum of variants going back 1500 years, some of which are still played in various parts of the world. The evolution of strategic board games, especially in India, China and Japan, is discussed in detail. Many more recent chess variants (board sizes, new pieces, 3-D, etc.) are fully covered. Instructions for play are provided, with historical context, for every game presented.







BChess: Introducing a new variant of Chess


Book Description

BChess is a new variant of chess invented by the author and introduced for the first time in this book. Chess as a game is very popular throughout the world, that too for a very long time. Requiring both tactical skills and long term strategical thinking, playing at the top levels of chess is synonymous as indicators of genius. While a correspondence between true high intelligence and indicators of genius is debated, it is widely believed that visio-spatial intelligence skills can develop while playing chess. This new variant hopes to add on the strategy and increase the thrill of this brainy board game. This variant is planned to be implemented in a software based platform so that people can play this game throughout the world in real time. In the near future, the book is also planned to be released free of cost, in the electronic version.




Playing the Trompowsky


Book Description

If like most chess players you have a limited amount of time that you can spend studying, but you still want to push for an advantage with White, then the Trompowsky is a great choice. The Trompowsky, 1.d4 Nf6 2.Bg5, has not been as deeply investigated as many of the main lines, and it is an attacking opening that is tricky for Black to face.As well as providing an attacking repertoire for White with the ambitious Trompowsky Attack, the author also covers 2.Bg5 against the Dutch Defense, as well as the Pseudo-Tromp, 1.d4 d5 2.Bg5.




Entertainment Computing


Book Description

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.