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基本説明
The authors examine Games played in Clubs, giving xase studies for coin and paper-and-pencil games, such as Dots-and-Boxes and Nimstring.
Full Description
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 3, the authors examine Games played in Clubs, giving case studies for coin and paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From the Table of Contents: - Turn and Turn About - Chips and Strips - Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money - The King and the Consumer - Fox and Geese; Hare and Hounds - Lines and Squares
Contents
Games in Clubs! 14 Turn and Turn About 15 Chips and Strips 16 Dots-and-Boxes 17 Spots and Sprouts 18 The Emperor and His Money 19 The King and the Consumer 20 Fox and Geese 21 Hare and Hounds 22 Lines and Squares