A. Kotov, "Think Like A Grandmaster: Algebraic Edition" Batsford ISBN / ASIN:0713478853 2003 192 pages Pdf 8.8 MB
A classic, now available in modern algebraic notation for the first time! Few books have had as much impact on chess literature as this: the first edition sold out within months, and it was immediately recognized as a masterpiece of chess instruction. Twenty years later, it remains a bestseller in the field and one of the best practical training manuals available.
Joe Gallagher: Starting Out: The King's Indian :: 2003 English Format: PDF Book 176 pages RAR 6,8 Mb size ISBN 1857442342 Publisher: Everyman Chess.
Book Description The King's Indian is one of the most exciting defenses in chess and is favored by ambitious and aggressive players. At the highest level it has been a major weapon for World Champions Bobby Fischer and Garry Kasparov. In this easy-to-read guide, Grandmaster Joe Gallagher goes back to the basics of the King's Indian, studying the key principles of its many variations. Throughout the book there are numerous notes, tips, warnings and exercises to help the improving player, while important strategies, ideas and tactics for both sides are clearly illustrated. (6 3/4 x 9 3/4, 176 pages, diagrams).
From back cover The King's Indian is one of the most exciting defenses in chess and is favored by ambitious and aggressive players. At the highest level it has been a major weapon for World Champions Bobby Fischer and Garry Kasparov. In this easy-to-read guide, Grandmaster Joe Gallagher goes back to the basics of the King's Indian, studying the key principles of its many variations. Throughout the book there are numerous notes, tips, warnings and exercises to help the improving player, while important strategies, ideas and tactics for both sides are clearly illustrated. (6 3/4 x 9 3/4, 176 pages, diagrams). Enjoy ;^)
Star Frontiers was my first game purchase. I shelled out ten bucks and had no idea exactly what I had bought. I knew it was a game, I knew it looked cool, but I had never played a role-playing game before and wasn??™t entirely certain what to expect. I opened the box when I got home and found two plastic odd- shaped dice, a white crayon (to fill in the engraved numbers on the plastic dice then wipe off the excess), a couple of books (one called ???Basic??? and one called ???Expanded??? rules), and a bunch of tactical maps and punch-out chits. My first game was a lot of fun, though I did just about everything wrong that I think is possible. The character??™s stats were all inflated, I kept increasing IM with each roll, adding over and over... You name it I did it wrong. But it was an amazing experience. After a few years, I had a lot of experience with role-playing. Friends got me into playing D&D and some others, and I learned the value of good story-telling. During all this time, I kept playing Star Frontiers. My human military specialist turned spy became very tough, able to handle just about any situation. He had enemies and friends all over the frontier, had an island on a remote world with a private military base and a small army to defend it. I played other characters, but Gavin Rove was always my favorite. The most amazing thing about all this... I never purchased another supplement. I played and played, never running out of ideas, imagination, adventures, enemies, and fun. One box is all I needed. Games just don??™t sell that way anymore. Any company that did that would be shooting itself in the foot financially. So that is why I have assembled all these rules here. You won??™t find too much modification to the original, I tried to keep it all true. Anything I added is shown as optional, and derived from some published TSR source or another (Dragon Magazine, adventure modules, etc.) I didn??™t add much in the way of house rules in order to remain true to the original game. All in all, I??™m hoping someone else gets their hands on this book and has years of fun and adventure, just like I did. Enjoy, Bill Logan Bill_Logan@MyWay.com Last Revision: 2.26.2007
Star Frontiers - Knight Hawks Format: PDF 6.1 Mb size
What good is science fiction without starships? The original Star Frontiers treated space travel as a means to an end, not a source of adventure itself. In the Alpha Dawn game, your characters booked passage on starliners and mining vessels, were dropped off and had an appointment to rendezvous at a later time. Your character may have known how to fix a skimmer, drive a ground cycle, or navigate around on a planet??™s surface, but when it came to space, you needed help. But now your character has been around, built his reputation and skills. You have a pile of credits obtained through various (sometimes nefarious!) means. You??™re tired of waiting two weeks at layovers, looking for passage on the next ship that leaves port. You want your own starship. That??™s what the Knight Hawks game is about. It??™s actually two games in one: First, it??™s a strategic board game complete with cardboard counters (you??™ll have to download these separately) and a game board (well ??“ you??™ll have to supply the hex map too...). Second, it??™s a campaign expansion that brings your advanced STAR FRONTIERS characters new options, equipment, skills to select, and let??™s not forget starships. Those alien planets just got closer! About the counters: you can download them from the same place you got this book. Print them to Avery project paper (you know, that full-page sticky paper) and peel & stick it on project board (not poster board, but that thicker stuff) and get out a ruler and an exacto knife. You??™ll have playing pieces in no time. About the game board: You can make your own by printing out the hex map you??™ll find towards the end of this book. Print to project paper, peel & stick on something permanent. Sure, it??™s white with black lines while space is mostly black... but use your imagination, man! Enjoy, Bill Logan Bill_Logan@MyWay.com Last Revision: 2.26.2007
Are You Ready To Be A Millionaire in Runescape? Or perhaps you already have a million or two and want a BILLION!
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Here is your first free tip. The best way to make money or gold is: A. To mine, smelt, craft, fish, or train some other skill B. To go Pking in the wilderness C. To trade items
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Timothy Taylor: How to Defeat the Smith-Morra Gambit 6...96 :: 1993 English Format: PDF Book 112 pages RAR 3,5 Mb size ISBN 0-945470-33-9 Publisher: Chess Enterprises.
The player who uses the Sicilian, as I do, as his main defense to 1.e4 must of necessity confront the Smith-Morra Gambit. It is important to take this gambit seriously: consider the well known case of Grandmaster and world Champion ship Candidate Svetozar Gligoric, who gave up a Gambit Accepted draw to the virtually unknow Pokojowczyk in 1971 (see the notes Game 2). Not wishing to share Gligoric's grief, I have seriously studied the black counters to the Gambit for twenty years. I believe my results speak for themselves: six wins, no draws, no losses. I defeated such opponents as current US Champion Patrick Wolff (though the game was played long before he won that title), IM Jim Rizzitano, and various amateur gambit specialist. Also, in a game specially played for this book, I defeated my Zarkov chess computer. If I learned one thing from these games, it is that black must attack. Passive play may allow White to work up adequate pressure for the pawn. Black must strive to take over the initiative at the earliest point. ~ Tim Taylor.
Led Zeppelin - Led Zeppelin I - Authentic Guitar-Tab Edition Alfred Publishing Company Format: PDF 129 Pages 22.9Mb
This book contains accurate guitar transcriptions from the band's first release, simply known as "Led Zeppelin I".
James Patrick "Jimmy" Page himself is credited as a forefather of heavy metal by not only turning up the accepted volume of the electric guitar but also with his anthemic riffs and meticulous studio production. Page is widely considered to be the first producer to truly create the "heavy" sound of rock music with the combination of new drum recording methods and revolutionary room
This book contains accurate guitar transcriptions from the band's first release, simply known as "Led Zeppelin I".
* Babe, I'm Gonna Leave You * Black Mountain Side * Communication Breakdown * Dazed And Confused * Good Times Bad Times * How Many More Times * I Can't Quit You Baby * You Shook Me * Your Time Is Gonna Come