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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
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