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В этом разделе вы можете найти различные книги: художественную литературу и беллетристику на иностранных языках, пособия и методички, учебную и справочную литературу по изучающему языку. К вашему вниманию художественная литература на немецком и английском языке. Словари и энциклопедии. А понравившиеся издания вы можете заказать с доставкой.

Books in English / Развлечения / Игры

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104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger Management, Self-Discovery, Coping Skills

2824.00 руб.*

Alanna Jones

104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger Management, Self-Discovery, Coping Skills

Alanna Jones is a Certified Therapeutic Recreation Specialist who has worked in a variety of settings using games for teaching and therapy. She has worked in psychiatric hospitals, as a church youth group leader, in therapeutic outdoor groups, and as a camp counselor with a variety of people. She has presented the popular TAG (Therapeutic Activities and Games) workshop in over 26 different cities across the country! Alanna found that when working in the field of Therapeutic Recreation there were few good books of useful, interactive games and activities for therapy. Most books were pen/pencil worksheets or outdoor oriented and required a large budget. This prompted her to write books that are useful, easy to use and full of fun, interactive therapeutic activities and games.
Chips Challenging Champions

1972.00 руб.*

Jonathan Schaeffer, H. J. Van Den Herik, J. Schaeffer, Jaap Van Den Herik

Chips Challenging Champions

One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the definitive source for material of high-performance game-playing programs.
Go for Beginners

1494.00 руб.*

Kaoru Iwamoto

Go for Beginners

Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations.
Graded Go Problems for Beginners, 30 Kyu to 25 Kyu

2374.00 руб.*

Kano Yoshinori

Graded Go Problems for Beginners, 30 Kyu to 25 Kyu

2 edition
Elements of Poker

3475.00 руб.*

Tommy Angelo

Elements of Poker

Beyond statistics, beyond whether to raise, call, or fold, Elements of Poker reveals a new world of profitability for your bankroll and your life. You know tilt costs you money, but do you know how to make it go away? You know position is important, but do you know how to cash in that knowledge? Elements of Poker will teach you all of this and much more. Tommy Angelo is a top tier poker coach, poker writer, and philosopher. Humorous and provocative, Elements of Poker turns conventional poker wisdom inside-out. Join professional, winning poker players like Ed Miller, Jay Rosenkrantz, and Lee Jones in reading what Al Schoonmaker calls "the most original poker book I've ever read."
Hold'em Wisdom for all Players

1337.00 руб.*

Daniel Negreanu

Hold'em Wisdom for all Players

For beginning and novice players who want to play and win at Texas hold?em?95% of the card-playing market?this is the perfect antidote. The book is designed for those players who want to learn ?right now? and enjoy instant success at the tables. Fifty quick sections focus on key winning concepts, making learning both easy and fast.
Fun Inc.: Why Games Are the 21st Century's Most Serious Business

520.00 руб.*

Tom Chatfield

Fun Inc.: Why Games Are the 21st Century's Most Serious Business

"Fun Inc." is a guide book to the gaming industry, written by one of the industry's leading analysts. In the United States in 2007, the gaming industry was worth over $18 billion, while the second-biggest consumer of computer games - Japan - added $7 billion to a global total of almost $50 billion. It's the fastest growing media business in the world, and one of the very few industries that seem destined to resist the credit crunch. It's a powerful and dynamic industry and, in commercial terms, one worth understanding given that the gaming industry's innovations present a great opportunity for businesses to better understand both their workers and their clients. Tom Chatfield's helpful and knowledgeable guide to the games industry can help us decide what is worth preserving, what we may wish to change, what to avoid and what we should really be afraid of.
X-Men Trading Card Game

2422.00 руб.*

Lambert M. Surhone, Miriam T. Timpledon, Susan F. Marseken

X-Men Trading Card Game

High Quality Content by WIKIPEDIA articles! Released by Wizards of the Coast in 2000, the X-Men Trading Card Game was a collectible card game (CCG) designed to coincide with the popularity of the first X-Men movie. This set featured character art similar to that of the movie, even for characters who did not appear in the movie, such as Angel or Bishop. The X-Men Trading Card Game was a joint release of Wizards of the Coast, Inc. (WotC), Marvel Entertainment (Marvel), and Twentieth Century Fox (Fox). All three companies involved with the game required that certain stipulations be met in the final product, which was more than slightly instrumental in the game's all-too-rapid demise. WotC, naturally, was responsible for the structural design of the game; Marvel was to provide artwork; and Fox determined the overall look of the characters depicted in the cards, to wit, the black leather outfits worn by the actors of Fox's 'X-Men' feature film. The game's only promotional cards even...
Beat the Dealer: A Winning Strategy for the Game of Twenty-One

1130.00 руб.*

Edward O. Thorp

Beat the Dealer: A Winning Strategy for the Game of Twenty-One

A winning strategy for the game of 21. The essentials, consolidated in simple charts, can be understood and memorized by the average player.
The Mathematics of Poker

3332.00 руб.*

Bill Chen, Jerrod Ankenman

The Mathematics of Poker

In the late 1970s and early 1980s, the bond an option markets were dominated by traders who had learned their craft by experience. They believed that there experience and intuition for trading were a renewable edge; this is, that they could make money just as they always had by continuing to trade as they always had. By the mid-1990s, a revolution in trading had occurred; the old school grizzled traders had been replaced by a new breed of quantitative analysts, applying mathematics to the "art" of trading and making of it a science. Similarly in poker, for decades, the highest level of pokers have been dominated by players who have learned the game by playing it, "road gamblers" who have cultivated intuition for the game and are adept at reading other players' hands from betting patterns and physical tells. Over the last five to ten years, a whole new breed has risen to prominence within the poker community. Applying the tools of computer science and mathematics to poker and sharing...

Books in English / Развлечения / Игры



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