THIS NEW EDITION FEATURES THE LATEST RULES GOVERNING CHESS, INCLUDING:
• Guidelines for Internet chess and speed chess
• Information about the USCF’s national chess rating
• Explanations of all legal moves
• Guidelines for organizing and directing a tournament
• A new and improved index for quick reference
Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess.
It's not surprising that Go is one of the oldest games still being played today—it's also one of the most challenging, stimulating, and fascinating games around.
With its easy-to-follow instructions and over 600 diagrams showing examples of how to play, you'll be ready to enjoy this classic game right away. It starts by focusing on smaller 9 x 9 games, making it easier to understand and learn Go tactics and techniques, and introduces fundamental game-winning strategies and tips. It also explains Go's unique handicapping system, making every game even those between beginners and experts exciting.
Useful go strategies include: Invading Sacrificing Using ko Thinking territorially And many more!Go Basics also includes downloadable material developed by the American Go Association that will help you build your skills before testing them against other players.
Go is a two player-board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess.
This is the first comprehensive strategy guidebook in English to cover the entire game of Go by illustrating the nuances and finer points of Go strategy. Its 203 problems and their commented answers demonstrate to players of all level of skill not only successful moves, but also the incorrect moves and why they are wrong. This enables players to identify strengths and weaknesses in their games. From opening play to the endgame, Winning Go is an essential tool in helping serious players master the sophisticated sequence and flow of advanced Go play.
Useful Go strategies include: The opening (fuseki) The middle (chuban) The endgame (yose) Clever moves (tesuji) Life and death (shikatsu) Winning corner skirmishes (joseki) Accurate countingPlayers will learn about not only creating good shapes, but also how to avoid or take advantage of bad ones, along with the right and wrong order of moves. This makes Winning Go the ideal choice for a first problem book because it enables both players and teachers to improve upon their Go game. From opening play to endgame, Winning go is an essential tool in helping serious Go players master the sophisticated sequence and flow of advanced Go play.
Beginning Go is a clear, concise and thorough introduction to the intricacies of Go that is perfect for first time players. The straightforward, easy-to-follow instructions and detailed examples make it simple to understand how to play. Players will learn the rules, how to keep score, as well as effective winning strategies and tactics to make the game more competitive and fun.
By the time players finish the instructional sections, they'll have all the confidence, skill and techniques they'll need to enjoy playing this fascinating game. What's more, Go's unique handicapping system, which the book explains, allows even absolute beginners to play competitive games with experienced players.
The game of shogi is a chess-like game of strategy long played in Japan. This book is the ultimate strategy guide on shogi for beginners and experienced players alike. The step-by-step instructions an easy to follow diagrams lead the reader through the strategies and intricacies of one of Japan's most popular war games.
The book includes explanations of: The shogi board The moves of the different pieces The effective use of the various pieces in game situations The use of "paratroopers" (pieces captured from an opponent) Defenses against attacks The relative value of each of the pieces A sample game and commentary various possible openings and their results How to read a Japanese scoreThe books author, Trevor Leggett, head of Japanese-language broadcasts for the BBC, is an expert guide, holding a rank of fourth dan in shogi making him the ideal teacher for a Western audience.
Did you love Dan Brown's The Lost Symbol? Are youfascinated by secret codes and deciphering lost history?Cracking Codes and Cryptograms For Dummies shows you how tothink like a symbologist to uncover mysteries and history bysolving cryptograms and cracking codes that relate to Freemasonry,the Knights Templar, the Illuminati, and other secret societies andconspiracy theories.
You'll get easy-to-follow instructions for solving everythingfrom the simplest puzzles to fiendishly difficult ciphers usingsecret codes and lost symbols.Over 350 handcrafted cryptograms and ciphers of varyingtypesTips and tricks for cracking even the toughest codeSutherland is a syndicated puzzle author; Koltko-Rivera is anexpert on the major symbols and ceremonies of Freemasonry
With the helpful information in this friendly guide, you'll beunveiling mysteries and shedding light on history in no time!
Scientific research shows that your brain needs exercise just like the rest of your body. Solving simple, short challenges is an excellent way for everyone to help sharpen the mind, improve memory, and slow down the brain?s aging process.
In Train the Brain, Dr. Gareth Moore has developed an enjoyable program of logic and reasoning exercises, simple math tests, and puzzles. Growing progressively more difficult as you work through the book, from beginner level to advanced, these entertaining exercises provide mental workouts to keep the brain at optimum health.
Mahjong or "Mah Jongg" is not called "The Game of a Thousand Intellingences" for nothing. It's relaxing, social, and allows people to focus on something completely unrelated to everyday concerns. And it's thrilling—there's nothing more exciting than when, with your heart racing, your adrenaline pumping, and your palms sweating, you call "Mahjong!"
Play American Mah Jongg! kit contains a complete deck of 152 full-color, durable Mahjong playing cards, along with the best-selling book A Beginner's Guide to American Mah Jongg by Elaine Sandberg.
The included full-color paperback book, A Beginner's Guide to American Mah Jongg features color text to clearly show various hands and tiles. It is the only book available which is specifically geared toward American Mahjong and follows the official National Mah Jongg League rules. It offers first-time players an easy-to-follow guide to this complex game. Play American Mah Jongg! kit is ideal for beginner and experienced players alike and can be enjoyed both at home and for travel.
This Mahjong kit contains: 96 page, full-color book Simple instructions and clear diagrams 152 Mahjong tiles
This is the first book to fully capture the story of the exotic and exciting game of Mahjong or "Mah Jongg", offering an intimate look at the history of the game as well as the visual beauty of the tiles. When authors Ann Israel and Gregg Swain began playing Mahjong, they were unaware of the vintage collections that existed not only in the United States but also across the globe. Slowly, they started to collect their own sets of Mahjong and as their collections grew, so did their appreciation of the history of, and interest in, the game.
Finding few references, Israel and Swain set out to create a book that chronicles the early beginnings of the game and documents Mahjong sets from the most basic, made simply of paper, to the most precious materials such as ivory and mother-of-pearl. Recognized and respected scholars and game experts have collaborated with Israel and Swain, contributing important chapters on the game's history and its pieces as well as technical information on the tiles. Lastly, great collectors from around the globe have shared their incredible sets and memories for the first time in one book for everyone to enjoy.
With hundreds of beautiful new images by renowned photographer Michel Arnaud, and including historical documentation and ephemera, Mah Jongg: The Art of the Game fills the void between the past's and today's game, providing vision, inspiration and resources. Anyone who has ever been intrigued by a Mahjong tile will find in these pages visually stunning photographs that will entice them into becoming an enthusiast of the timeless game of Mahjong.
Go is a game played by two contestants. The game is played with black and white "stones" on a checkered board. The players are usually classed as strong and weak, based upon degree of knowledge and skill. The stronger player takes the white stones and the weaker player takes the black stones. Handicaps are given to the weaker players by mutual agreement before commencement of the game. The game of Go may be one of the most difficult to learn, but this fact makes the game highly interesting. Once techniques are mastered, the beginner will find it difficult to put the game aside.
From the basic rules of play, the author leads beginner-level players in easy stages to the more advanced techniques and strategies of gameplay. Over one hundred diagrams, with twenty problems and answers, a glossary of terms as well as other resources for strategy, make this a complete introduction to one of the most fascinating and rewarding games in the world.
Throughout history, scientists have come up with theories and ideas that just don't seem to make sense. These we call paradoxes. The paradoxes Al-Khalili offers are drawn chiefly from physics and astronomy and represent those that have stumped some of the finest minds. For example, how can a cat be both dead and alive at the same time? Why will Achilles never beat a tortoise in a race, no matter how fast he runs? And how can a person be ten years older than his twin?
With elegant explanations that bring the reader inside the mind of those who've developed them, Al-Khalili helps us to see that, in fact, paradoxes can be solved if seen from the right angle. Just as surely as Al-Khalili narrates the enduring fascination of these classic paradoxes, he reveals their underlying logic. In doing so, he brings to life a select group of the most exciting concepts in human knowledge. Paradox is mind-expanding fun.
- how to balance a coin on the edge of a dollar bill
- pick a cup up with a balloon
- balance two forks and a matchstick on your fingertip
- separate two glasses without touching them
In explaining the bets, Wiseman also explains the science behind them making what at first seems mystifying as natural as the laws of gravity. Let YouTube sensation Richard Wiseman turn you into one of those smart people who can say "I'll bet I can..." and know that you'll never lose.
Go was invented some four thousand years ago in China, and is the oldest game in the world, still enjoyed today. Played with black and white stones, it is easy enough to be enjoyed by any beginner, yet sophisticated and complex enough to baffle an expert. Like chess, it is a game of skill, not chance; whereas chess is a battle.
Japanese go expert Mr. Kishikawa's easy-to-follow book explains the fundamental principles of the game for the Westerner. From the basic rules of play, the author leads the reader in easy stages to the more advanced subtleties of go. Over a hundred diagrams, with twenty problems and answers, make this a complete introduction to one of the most fascinating and rewarding games in the world.
Psychology is the study of mind and behavior: how and why people do absolutely everything that people do, from the most life-changing event such as choosing a partner, to the most humdrum, such as having an extra donut. Ben Ambridge takes these findings and invites the reader to test their knowledge of themselves, their friends, and their families through quizzes, jokes, and games. You’ll measure your personality, intelligence, moral values, skill at drawing, capacity for logical reasoning, and more—all of it adding up to a greater knowledge of yourself, a higher “Psy-Q”.
Lighthearted, fun, and accessible, this is the perfect introduction to psychology that can be fully enjoyed and appreciated by readers of all ages.
Take Dr. Ben’s quizzes to learn:
- If listening to Mozart makes you smarter
- Whether or not your boss is a psychopath
- How good you are at waiting for a reward (and why it matters)
- Why we find symmetrical faces more attractive
- What your taste in art says about you
With all the wit and charm that have delighted readers of his previous books, Smullyan transports us once again to that magical island where knights always tell the truth and knaves always lie. Here we meet a new and amazing array of characters, visitors to the island, seeking to determine the natives’ identities. Among them: the census-taker McGregor; a philosophical-logician in search of his flighty bird-wife, Oona; and a regiment of Reasoners (timid ones, normal ones, conceited, modest, and peculiar ones) armed with the rules of propositional logic (if X is true, then so is Y). By following the Reasoners through brain-tingling exercises and adventures—including journeys into the “other possible worlds” of Kripke semantics—even the most illogical of us come to understand Gödel’s two great theorems on incompleteness and undecidability, some of their philosophical and mathematical implications, and why we, like Gödel himself, must remain Forever Undecided!
This complete, easy-to-follow instructional Mahjong handbook includes over 150 full-color photographs and illustrations to introduce players to this captivating game. This is the first Mahjong book to cover the Cantonese or "old rules" game fully. It also includes all of the most popular variations, such as the Shanghai game, the 16-tile or Taiwanese game, and the 12-tile game. Included are the rules, tactics, techniques, strategy and the rituals only the most experienced players know.
This Mahjong book includes: Easy-to-follow instructions Full-color illustrations and photographs Instruction on: Authentic Chinese Mahjong playCantonese Mahjong playShanghai Mahjong playAmerican Mahjong playThe 12-tile versions of the gameThe Complete Book of Mah Jong is the perfect guide for all skill levels to learn the different styles of Mahjong—from Mahjong beginners to pros.
This latest book from the pop philosophy author of The Pig That Wants to Be Eaten tackles an endlessly fascinating area of popular debate-the faulty argument. Julian Baggini provides a rapid-fire selection of short, stimulating, and entertaining quotes from a wide range of famous people in politics, the media, and entertainment, including Donald Rumsfeld, Emma Thompson, Tony Blair, Bill Clinton, and Chris Martin. Each entry takes as its starting point an example of highly questionable-though oddly persuasive-reasoning from a broad variety of subjects. As Baggini teases out the logic in the illogical, armchair philosophers and aficionados of the absurd will find themselves nodding their heads as they laugh out loud. The Duck That Won the Lottery is perfect fodder for any cocktail party and pure pleasure for anyone who loves a good brain twister.
A former Wall Street Journal reporter and NPR regular, Stefan Fatsis recounts his remarkable rise through the ranks of elite Scrabble players while exploring the game’s strange, potent hold over them—and him.
At least thirty million American homes have a Scrabble set—but the game’s most talented competitors inhabit a sphere far removed from the masses of “living room players.” Theirs is a surprisingly diverse subculture whose stars include a vitamin-popping standup comic; a former bank teller whose intestinal troubles earned him the nickname “G.I. Joel”; a burly, unemployed African American from Baltimore’s inner city; the three-time national champion who plays according to Zen principles; and the author himself, who over the course of the book is transformed from a curious reporter to a confirmed Scrabble nut.
Fatsis begins by haunting the gritty corner of a Greenwich Village park where pickup Scrabble games can be found whenever weather permits. His curiosity soon morphs into compulsion, as he sets about memorizing thousands of obscure words and fills his evenings with solo Scrabble played on his living room floor. Before long he finds himself at tournaments, socializing—and competing—with Scrabble’s elite.
But this book is about more than hardcore Scrabblers, for the game yields insights into realms as disparate as linguistics, psychology, and mathematics. Word Freak extends its reach even farther, pondering the light Scrabble throws on such notions as brilliance, memory, competition, failure, and hope. It is a geography of obsession that celebrates the uncanny powers locked in all of us, “a can’t-put-it-down narrative that dances between memoir and reportage” (Los Angeles Times).
“Funny, thoughtful, character-rich, unchallengeably winning writing.” —The Atlantic Monthly
This edition includes a new afterword by the author.
The book actually presents, in simple terms, a lifetime of checker experience by one of the greatest players of all time. Individual chapters discuss the basic principles of the game, experts' shots and traps, how the beginner loses, standard openings, locating your best move, the end game, opening "blitzkrieg" moves, ways to draw when you are one man less than your opponent, two and three-move restrictions, and the standard rules of checkers. In other words, here is a book that treats checkers as a game of skill, not just as the casual recreation or "kid's" game most people feel it is.
Your questions are anticipated in more than 100 detailed questions and answers about both specific situations and general principles. A new Appendix, prepared specifically for this edition by the author, lists match, and tournament scores of recent years.
From mathematics to word puzzles, from logic to lateral thinking, veteran puzzle maker Derrick Niederman delights in tackling the trickiest brainteasers in a new way. Among the old chestnuts he cracks wide open are the following classics:
Knights and knaves
The monk and the mountain
The dominoes and the chessboard
The unexpected hanging
The Tower of Hanoi
Using real-world analogies, infectious humor, and a fresh approach, this deceptively simple volume will challenge, amuse, enlighten, and surprise even the most experienced puzzle solver.
-Would you rather watch a porn movie with your parents, or watch a porn movie starring your parents?
-Would you rather fight Mike Tyson, or talk like him?
-Would you rather live in a world where at the end of a rainbow, there really was a pot of gold, or where at the end of a rainbow there were 500 cases of Pabst Blue Ribbon?
The over 200 hilarious questions ask readers to look deep within themselves and choose between two equally undesirable—or desirable—options. Filled with twisted insights and hip pop culture references, Would You Rather... is brain candy to tempt the most finicky palate.
Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess.
Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.
Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.
Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.
Chinese chess, or "elephant chess," has intrigued the powerful and the quizzical for centuries. Although its rules are similar to the well-known Western game, subtle and fascinating variations must be mastered in order to understand the strategies it requires. A great way to learn Chinese Chess, this book is simple enough for Chess beginners but contains a wealth of information and tips that experienced players will find useful as well.
In Chinese Chess, author H.T. Lau explains the game's fundamentals—the rules, the board, and the basics with dozens of insightful diagrams. With the aid of 170 diagrams, Chinese Chess walks players through the board, the movement and values of the pieces, basic rules for capturing and defeating an opponent, techniques and game-winning tactics. Once he's covered the basics, Lau introduces advanced tactics, methods for escaping difficult positions, and cunning strategies for winning.
This book includes eighty mid- and end-game exercises designed to sharpen playing skills and strategy and concludes with two appendices devoted to the elegantly constructed games found in The Secret Inside the Orange and The Plum-Blossom Meter, two classic seventeenth-century works on Chinese chess.
The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Over forty? Getting forgetful? Having trouble learning new things—or remembering that actress’s name without reaching for your smartphone? Chances are, your brain needs a workout, and Neurobics—simple, unique brain exercises that can be done anywhere, anytime—are here to help.
In this little book, you’ll find 83 brain teasers and challenges that will keep your mind occupied, whether during work breaks or on your commute, at mealtimes or at the market. It’s a fun, effective way to keep your neuron pathways fit and functioning, now and as you age.
“Maintaining brain health involves physical and mental exercise, stress management, and a healthy diet. Doing the Neurobics in Keep Your Brain Alive is essential to fortifying these strategies and maintaining a healthy brain.” —Gary Small, MD, coauthor of The Alzheimer’s Prevention Program
Did you know that different parts of your brain control different functions, and that with exercise, you can make each part of your brain stronger?
In The Total Brain Workout you'll find 450 fun, challenging and absorbing puzzles designed to specifically target the core parts of your brain that control language, logic, memory, reasoning and visual perception. Each set of puzzles ranges from easy to challenging, and is presented with information on the area of your brain being targeted and the functions it controls, so you can customize your own workout to the specific areas you want to improve.
In the first part of the book, he transports us once again to that wonderful realm where knights, knaves, twin sisters, quadruplet brothers, gods, demons, and mortals either always tell the truth or always lie, and where truth-seekers are set a variety of fascinating problems. The section culminates in an enchanting and profound metapuzzle (a puzzle about a puzzle), in which Inspector Craig of Scotland Yard gets involved in a search of the Fountain of Youth on the Island of Knights and Knaves.
In the second and larger section, we accompany the Inspector on a summer-long adventure into the field of combinatory logic (a branch of logic that plays an important role in computer science and artificial intelligence). His adventure, which includes enchanted forests, talking birds, bird sociologists, and a classic quest, provides for us along the way the pleasure of solving puzzles of increasing complexity until we reach the Master Forest and—thanks to Gödel’s famous theorem—the final revelation.
To Mock a Mockingbird will delight all puzzle lovers—the curious neophytes as well as the serious students of logic, mathematics, or computer science.
If you answered yes to any of those questions, then you need to sharpen your mental reflexes, fire those synapses, and give your brain a good, hard, and fun workout! 10-Minute Brain Teasers provides practical and necessary advice on how to keep your brain in tip-top shape. From logic tests to word squares to Kakuro puzzles, this book has the essential brain teasers for keeping your gray matter healthy. If you are looking to be able to focus during those long meetings or you just want to keep your mind sharp, these puzzles will be sure to increase your brain efficiency while providing a ten-minute workout for your cognitive lobes. Like any workout, the brain teasers in this book start off slow and become increasingly challenging as you progress from simple memory tests to verbal-reasoning exercises. In the end, you’ll have a stronger, fitter mind—and you’ll have had fun in the process.
Tastier than a twizzler yet more protein-packed than a spinach smoothie, Brain Candy is guaranteed to entertain your brain—even as it reveals hundreds of secrets behind what’s driving that electric noodle inside your skull.
These delicious and nutritious pages are packed with bits of bite-sized goodness swiped from the bleeding edge of brain science (including the reason why reading these words is changing your hippocampus at this very moment!) Shelved alongside these succulent neurological nuggets are challenging puzzles and paradoxes, eye-opening perception tests and hacks, fiendish personality quizzes and genius testers, and a grab bag of recurring treats including Eye Hacks, Algebraic Eight Ball, iDread, Wild Kingdom, and Logic of Illogic.
Should you look between these covers and inhale the deliciously cherry-flavored scents of knowledge within, you will grow your grey matter while discovering:
• Why you should be writing bad poetry
• The simple keys to brain training
• What trust smells like
• The origins of human morality
• Why expensive wine always tastes better
• The truth about brain sweat
• How your diet might be making you dumb
• The secrets of game theory
• Why economists hate psychology
• The mental benefits of coffee and cigarettes
• How to really spot a liar
• Why you can’t make me eat pie
• The benefits of daydreaming
• Four simple secrets to persuasion
• Why your barin’s fzzuy ligoc alowls you to raed this
• How to brainwash friends and family
• The science of body language
• What pigeons know about art
…And much, much more.
From the Trade Paperback edition.
As you progress from one numbered dot to the next, you clear your mind of other thoughts, much like you would during a meditation exercise. Packed with artistic, hand-drawn patterns, Calming Dot to Dot offers an enjoyable way to achieve a state of mindfulness and reduce stress.
Featuring detailed illustrations of:
Japanese Chess: The Game of Shogi is the ultimate strategy guidebook for players of any skill level to improve their game and winning strategies. Played by millions around the world, Shogi is the uniquely Japanese variant of chess. It is the only version in which an opponent's captured piece can be dropped back onto the board as one's own. This makes for extremely exciting, dynamic gameplay in which momentum can quickly shift back and forth between players.
Trevor Legett, expert player and longtime resident of Japan, gives you all the information you need to play the game, form its basic rules to winning tactics.
Also included in this book are: Sample game and commentary Discussion of various opening strategies and game positions Explanation of how to read a Japanese score Fold-out Shogi board Sturdy paper playing piecesJapanese Chess features everything you need to get started playing this challenging and fun game!
Scheherazade, we find, has gotten back into hot water with the king, and is once more in danger of losing her head at down. But, thinking quickly, she tempts the king to stay her execution by posing him the most delightfully devious mathematical and logic puzzle ever invented. They keep him guessing for many more nights until the fatal hour has passed, and she keeps her head.
The Riddle of Scheherazade includes several wonderful old chestnuts and many fiendishly original puzzles, 225 in all. There are logic tricks and number games, metapuzzles (puzzles about puzzles), liar/truth-teller exercises, Gödelian brian twisters, baffling paradoxes, and an excursion, under Scheherazade’s expert guidance, into an amusing new field invented by Smullyan, called “coercive” logic, in which the answer to a problem can actually change the fate of the puzzler!
An absolute must for all puzzle fans—from the middle-school whiz to the sophisticated mathematician or computer scientist.
Through vividly illustrated game play, Monopoly, Money, and You shows you how to manage real-life financial challenges using lessons from the iconic board game. You'll improve the critical skills it takes to succeed fi nancially, including:
CASH MANAGEMENT * DIVERSIFICATION * NEGOTIATING * DEAL-MAKING * ANALYZING OPPORTUNITIES * CREATING A BUDGET * REDUCING DEBT * MAKING THE BEST OF LIMITED CHOICES * KEEPING YOUR COOL IN TOUGH TIMES
This enhanced eBook contains bonus features, including:More than 20 minutes of video content Footage from the Monopoly Documentary “Under the Boardwalk” that give you an exclusive behind the scenes look at the game Interviews and tips from Winners of the Games and people mentioned in the book Advice from the author on personal finances and negotiating skills
Praise for Monoloy, Money, and You
"[Orbanes] reveals tips and life lessons that are useful to everyone, from high schoolers getting their first credit cards to Wall Street traders looking for an edge in their next negotiation." -- KEVIN TOSTADO, producer and director of Under the Boardwalk: The Monopoly Story
"Monopoly became a part of my life the moment my father, Robert Barton--then president of Parker Brothers--acquired the game in 1935. Now, all these years later, Philip Orbanes reveals what we've all sensed since then--the game is replete with solid financial lessons." -- RANDOLPH P. BARTON, former president of Parker Brothers
"As Philip Orbanes says, Monopoly teaches you two N's: numbers and negotiation. Numbers are vital to financial success, be it in your business, career, or personal life. And negotiation is really the acquired skill of selling effectively, a skill you rely on daily." -- BOB REISS, founder of 16 start-ups and author of Low Risk, High Reward
Extreme Brain Workout is a series of puzzles designed to engage the core parts of your brain that are responsible for verbal ability, logical thinking and even your IQ. Each group of puzzles progresses from simple to complex so that they are accessible and challenging for everyone, from the very beginner to the dedicated puzzle master. With each set of puzzles you'll also find information about the specific part of your brain being worked out so that you can choose what areas to focus on.
The Complete Idiot's Guide® to Self-Testing Your IQ provides readers with tests that can be used to estimate a realistic IQ score, as well as games, puzzles, and more for an engaging and exciting workout for the mind. Using an amusement-based approach, IQ expert Dr. Jean Cirillo presents fun questions and answers that are rooted in standard IQ testing.
?Tests and games included are designed to measure cognitive skills, reasoning abilities, problem-solving capabilities, verbal abilities, mathematics and calculation skills, short- and long-term memory, and much more
?Because the tests are separated by area, this book has a strong "flip-through" factor, offering readers tests to be completed in one sitting for a comprehensive score, or as many or as few per sitting as time permits