Verdy's Free Kriegspiel Including the Victorian Army's 1896 War Game


Book Description

Verdy's 1876 Free Kriegspiel launched a new generation of wargames. Using minimal rules and tables, the game aimed to produce realistic games based on military reality as decided by the umpire.This edition includes the Victorian Army's 1896 War Game Kriegspiel rules.




Handbook of Research on Serious Games as Educational, Business and Research Tools


Book Description

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.




A Simplified War Game


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Scouting on Two Continents


Book Description

All England cheered this modest American. He acquired his scouting lore warring against Apaches in Arizona. After hunting gold in the Northwest and the Klondike he rode deep into the savage territory of Africa to slay the M’Limo, treacherous Matabele high priest. During the Boer War he performed many thrilling exploits as chief of Scouts. He was honored in the friendship of Lord Roberts, Theodore Roosevelt, Cecil Rhodes, and Dr. Jameson and received the highest honors of the British Empire. In this book he tells in full detail the fascinating story of his thrilling and varied career. “In real life he is more interesting than any of my heroes of romance”—SIR RIDER HAGGARD “I have seldom been as much taken with a narrative”—REAR ADMIRAL WM. S. SIMS, U.S.N. “I have read it all with enthralled interest”—THEODORE ROOSEVELT “England was never made by her statesmen; England was made by her adventurers.”—GENERAL GORDON.




The Great Boer War


Book Description

The story of the battle for independence from the British Empire in South Africa by “a vivid chronicler of military forces, generals, and wars” (Kirkus Reviews). The Great Boer War (1899-1902), more properly known as the Great Anglo-Boer War, was one of the last romantic wars, pitting a sturdy, stubborn pioneer people fighting to establish the independence of their tiny nation against the British Empire at its peak of power and self-confidence. It was fought in the barren vastness of the South African veldt, and it produced in almost equal measure extraordinary feats of personal heroism, unbelievable examples of folly and stupidity, and many incidents of humor and tragedy. Byron Farwell traces the war’s origins; the slow mounting of the British efforts to overthrow the Afrikaners; the bungling and bickering of the British command; the remarkable series of bloody battles that almost consistently ended in victory for the Boers over the much more numerous British forces; political developments in London and Pretoria; the sieges of Ladysmith, Mafeking and Kimberley; the concentration camps into which Boer families were herded; and the exhausting guerrilla warfare of the last few years when the Boer armies were finally driven from the field. The Great Boer War is a definitive history of a dramatic conflict by the author of Queen Victoria’s Little Wars, “a leading popular military historian” (Publishers Weekly).




The Culture of the Copy


Book Description

A novel attempt to make sense of our preoccupation with copies of all kinds—from counterfeits to instant replay, from parrots to photocopies. The Culture of the Copy is a novel attempt to make sense of the Western fascination with replicas, duplicates, and twins. In a work that is breathtaking in its synthetic and critical achievements, Hillel Schwartz charts the repercussions of our entanglement with copies of all kinds, whose presence alternately sustains and overwhelms us. This updated edition takes notice of recent shifts in thought with regard to such issues as biological cloning, conjoined twins, copyright, digital reproduction, and multiple personality disorder. At once abbreviated and refined, it will be of interest to anyone concerned with problems of authenticity, identity, and originality. Through intriguing, and at times humorous, historical analysis and case studies in contemporary culture, Schwartz investigates a stunning array of simulacra: counterfeits, decoys, mannequins, and portraits; ditto marks, genetic cloning, war games, and camouflage; instant replays, digital imaging, parrots, and photocopies; wax museums, apes, and art forgeries—not to mention the very notion of the Real McCoy. Working through a range of theories on biological, mechanical, and electronic reproduction, Schwartz questions the modern esteem for authenticity and uniqueness. The Culture of the Copy shows how the ethical dilemmas central to so many fields of endeavor have become inseparable from our pursuit of copies—of the natural world, of our own creations, indeed of our very selves. The book is an innovative blend of microsociology, cultural history, and philosophical reflection, of interest to anyone concerned with problems of authenticity, identity, and originality. Praise for the first edition “[T]he author... brings his considerable synthetic powers to bear on our uneasy preoccupation with doubles, likenesses, facsimiles, replicas and re-enactments. I doubt that these cultural phenomena have ever been more comprehensively or more creatively chronicled.... [A] book that gets you to see the world anew, again.” —The New York Times “A sprightly and disconcerting piece of cultural history” —Terence Hawkes, London Review of Books “In The Culture of the Copy, [Schwartz] has written the perfect book: original and repetitive at once.” —Todd Gitlin, Los Angeles Times Book Review




The Art of Wargaming


Book Description

The author discusses fundamental principles and techniques governing the design and use of war games.




Class Wargames


Book Description

Why should radicals be interested in playing wargames? Surely the Left can have no interest in such militarist fantasies? Yet, Guy Debord - the leader of the Situationist International - placed such importance on his invention of The Game of War described it as his most significant of his accomplishment. Intrigued by this claim, a multinational group of artists, activists and academics formed Class Wargames to investigate the political and strategic lessons that could be learnt from playing his ludic experiment. While the ideas of the Situationists continue to be highly influential in the development of subversive art and politics, relatively little attention has been paid to their strategic orientation. Determined to correct this deficiency, Class Wargames is committed to exploring how Debord used the metaphor of the Napoleonic battlefield to propagate a Situationist analysis of modern culture and politics. Inspired by his example its members have also hacked other military simulations: H.G. Wells' Little Wars; Chris Peers' Reds versus Reds and Richard Borg's Commands & Colors. Playing wargames is not a diversion from politics: it is the training ground of tomorrow's communist insurgents. Fusing together historical research on avant-garde artists, political revolutionaries and military theorists with narratives of five years of public performances, Class Wargames provides a strategic and tactical manual for subverting the economic, political and ideological hierarchies of early-21st century neoliberal capitalism. The knowledge required to create a truly human civilisation is there to be discovered on the game board!




Words to Rhyme with


Book Description

An easy-to-use dictionary of over 80,000 rhyming words.




The American Kriegsspiel


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