"A genuine milestone in the literature of both games and mathematical recreations." — Martin Gardner, Scientific American
An authority on game history selects 38 of his all-time favorite amusements, including 22 of his own remarkable creations. Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper.
Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of pure skill and logic; Blue and Gray, an exciting variation of Checkers; Plank, an advanced version of Tic-Tac-Toe; Knight Chase, a form of hide-and-seek on the checkerboard; Last Word, in which players select letters to form words in two, three, or four directions; Crossings, a fast-paced battle in which pieces move forward in a group; and other challenging diversions. The author also presents brief reviews of more than 300 other games.
An authority on game history selects 38 of his all-time favorite amusements, including 22 of his own remarkable creations. Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper.
Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of pure skill and logic; Blue and Gray, an exciting variation of Checkers; Plank, an advanced version of Tic-Tac-Toe; Knight Chase, a form of hide-and-seek on the checkerboard; Last Word, in which players select letters to form words in two, three, or four directions; Crossings, a fast-paced battle in which pieces move forward in a group; and other challenging diversions. The author also presents brief reviews of more than 300 other games.