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Cover of The Great Book of World Games

Emre Doğan

The Great Book of World Games

63 Games from 5,000 Years of Human Play — Rules, Boards and Stories from 42 Cultures, Ready to Play Tonight

A Valice Press publication

A reference book you play from.

The Great Book of World Games sets out sixty-three traditional games from forty-two cultures, from the royal graves of Ur to a Zulu playground, so that you can play them tonight.

Read the full description

  • 63 Games
  • 42 Cultures
  • Seven Families of Play
  • A Quick-Play Box for Every Game
  • Reconstructions Marked
  • Free Companion Pack
$9.99
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  • Yours to keep — never locked
  • Watermarked PDF, no DRM
  • 14-day refund before download
Pages
258 pages
Language
English

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What arrives when you buy the Valice edition

  • A watermarked PDF — all 258 pages of the print interior, exactly as it is set
  • No DRM — it opens in any reader, on every device you own, with nothing to activate and no account to keep
  • A permanent library — the book stays in your account at valicepress.com; we do not expire it and we do not take it back
  • Unlimited re-downloads — lost the file, changed laptops, four years later — download it again
  • Read it in the browser — the online reader remembers where you stopped, so a phone in a queue picks up from the same page
  • The free companion — printable sheets for The Great Book of World Games, free to anyone, no email required

Each copy carries a quiet line naming the reader it was sold to. That is the whole of our copy protection: we would rather trust you and sign the book than lock it.

Preview

Look inside

Pictures from the book’s own A+ page, then a complete game entry: provenance, rules and the board diagram you play from.

About the book

A reference book you play from.

The Great Book of World Games sets out sixty-three traditional games from forty-two cultures, from the royal graves of Ur to a Zulu playground, so that you can play them tonight. Every entry gives a quick-play box (players, time, age, difficulty, what you need and the goal); where the game comes from, and how we know; what to use instead of what — buttons, coins, dried beans, an egg box; numbered rules, one action to a line, with a board diagram drawn from the rules; the disputes every table has — a draw, a blocked player, an illegal move — settled; a worked turn, played out from a stated position; a simpler first game, and variants; and the sources: the work and the pages the rules were read from.

The games are sorted by how they work, not by where they are from: seven families — the sowing games, the hunt and the siege, the race home, the line and the territory, the war board, chance and scoring, and games without a board. Put that way, the mancala games of Ghana, Sri Lanka and Buganda sit together, and six cultures solve the problem of chess six different ways.

Where a game's record is incomplete — senet, the Royal Game of Ur, the Roman game of twelve lines — the entry says what the sources give and what has been reconstructed, and whose reconstruction it follows. Where no source settles a question, the book makes a ruling and marks it as its own, so you can overrule it. A section at the back lists game origin stories that are widely repeated and are not true.

At the back: full-size boards for twenty-two of the games, drawn at playing size for the photocopier (print editions); a list of what to gather for a games kit; a glossary, the sources by work, an index of every game under every name it goes by, and indexes by culture, age and difficulty. A free companion pack online adds printable boards for the other games, a card for every game and score sheets.

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