- Dutch
- Hodler, Ferdinand
- Brown, George Mackay
- Transport
- Maine
- Yellowstone
- Structural Dynamics
- Pathophysiology
- California
- Bubley, Esther
- Parr, Delia
- General
- Pilcher, Rosamunde
- Kosher
- Cutts, David
- Anchorage
- Paperback
- Wisconsin
- Sutherland, Graham
- Springer, Nancy
- Paperback
- Customs & Traditions
- Regimental Histories
- Moodie, Susanna
- Anthologies
- Chinese
- Embryology
- General
- Portugal
- Hill, Donna
- Some of our other sites:
- Books
- Clothing, Shoes and Accessories
- Baby Clothes and Accessories
- Cosmetics, Beauty Products and Fragrances
- Cellphones, Call Plans and Accessories
- Video Games
- DVDs
- Electronics, Gadgets and Computers
- Health and Personal Care
- Home and Garden
- Home DIY
- Jewelry
- Magazines and Newspapers
- Music Downloads
- Musical Instruments
- Office Equipment and Supplies
- Software and Games
- Sporting Goods
- Toys and Games
- Watches
- UK Books
- UK Video Games
- UK Home and Garden
- UK Electronics, Gadgets and Computers
- UK Baby Clothes and Accessories
- UK Software and Games
- UK Sporting Goods
- UK Toys and Games
Books : Entertainment : Puzzles & Games : Math Games
-
-
Noted expert selects 70 "short" puzzles. The Returning Explorer, The Mutilated Chessboard, Scrambled Box Tops, and 67 more. Solutions included.
-
Penrose, a cat with a knack for math, takes children on an adventurous tour of mathematical concepts from fractals to infinity. When the fractal dragon jumps off the computer screen and threatens to grow larger than the room itself, Penrose must find out if fractal patterns can work in reverse, getting smaller instead of larger.
-
Just when you thought it was safe to pick up a pencil
Killer Su Doku is based on the original Su Doku grid, with the same rules and numbers—1 to 9—but with an added deadly twist. This time there is an element of arithmetic involved and there are few, if any, clues. The aim is to not only complete every row, column, and cube so that it contains the digits 1 to 9, but to also fill in the outlined cubes so they add up to the same number.
Hints to solve the puzzle are hidden in the joined squares where only one combination of numbers applies. In the case of joined squares, if the printed number is 3, it should be 1 and 2 that go into the squares. Likewise, in the case of three joined squares, if the printed number is 6, the only combination possible is 1, 2, and 3.
To add one final fiendish level, each puzzle also has a time worked out by its Japanese creators so you can try to beat the clock.
-
-
-
They call it “speedcubing”—a mind-bending blur of quick twists and turns that solves Rubik’s Cube in times that have been clocked at less than 20 seconds! Today, thanks to the 2003 revival of the Rubik’s World Championships, speedcubing is spreading like wildfire. Here, complete with detailed illustrations and basic as well as advanced solving techniques, is the ultimate speedcuber’s guide. It not only gives the solution to the familiar 3x3x3 cube (which has 43,252,003,274,489,856,000—that’s 43 quintillion—possible positions), but also the 2x2x2, 4x4x4, and staggeringly difficult 5x5x5 puzzles. With millions of cubes out there and countless would-be champions looking for tips to improve their times, this is the definitive manual for this unique sport.
-
-
Finally collected in one volume, Martin Gardner's immensely popular short puzzles—along with a few new ones from the master.
For more than twenty-five years, Martin Gardner was Scientific American's renowned provocateur of popular math. His yearly gatherings of short and inventive problems were easily his most anticipated math columns. Loyal readers would savor the wit and elegance of his explorations in physics, probability, topology, and chess, among others. Grouped by subject and arrayed from easiest to hardest, the puzzles gathered here, which complement the lengthier, more involved problems in The Colossal Book of Mathematics, have been selected by Gardner for their illuminating—and often bewildering—solutions. Filled with over 300 illustrations, this new volume even contains nine new mathematical gems that Gardner, now ninety, has been gathering for the last decade. No amateur or expert math lover should be without this indispensable volume—a capstone to Gardner's seventy-year career. 308 illustrations. -
High-level game players joining the kakuro craze will learn the logic, understand the math, develop solving methods, and even devise some tricks of their own. And thanks to Masters Kakuro, they can continue to challenge themselves with increasingly difficult puzzles.
Ranging from difficult to very difficult to insanely difficult, Masters Kakuro's 172 puzzles comprise the most challenging collection in any book.
The puzzles have large grids and extensive cross-sections that thwart simple trial-and-error players with endless combinations. Yet every puzzle in Masters Kakuro has only one correct solution that can be determined with superior logic and excellent gaming strategy. -
Any high school student preparing for the American Mathematics Competitions should get their hands on a copy of this book! A major aspect of mathematical training and its benefit to society is the ability to use logic to solve problems. The American Mathematics Competitions (AMC) have been given for more than fifty years to millions of high school students. This book considers the basic ideas behind the solutions to the majority of these problems, and presents examples and exercises from past exams to illustrate the concepts. Anyone taking the AMC exams or helping students prepare for them will find many useful ideas here. But people generally interested in logical problem solving should also find the problems and their solutions interesting. This book will promote interest in mathematics by providing students with the tools to attack problems that occur on mathematical problem-solving exams, and specifically to level the playing field for those who do not have access to the enrichment programs that are common at the top academic high schools. The book can be used either for self-study or to give people who want to help students prepare for mathematics exams easy access to topic-oriented material and samples of problems based on that material. This is useful for teachers who want to hold special sessions for students, but it is equally valuable for parents who have children with mathematical interest and ability. As students' problem solving abilities improve, they will be able to comprehend more difficult concepts requiring greater mathematical ingenuity. They will be taking their first steps towards becoming math Olympians!
-
Text, illustrations, and suggested activities offer a common-sense approach to mathematic fundamentals for those who are slightly terrified of numbers.
-
Only an elementary knowledge of math is needed to enjoy this entertaining compilation of brain-teasers. It includes a mixture of old and new riddles covering a variety of mathematical topics: money, speed, plane and solid geometry, probability, topology, tricky puzzles and more. Carefully explained solutions follow each problem. 65 black-and-white illustrations.
-
Hexaflexagons, Probability Paradoxes, and the Tower of Hanoi is the inaugural volume in The New Martin Gardner Mathematical Library series. Based off of Gardener's enormously popular Scientific American columns, his puzzles and challenges can now fascinate a whole new generation! Paradoxes and paper-folding, Moebius variations and mnemonics, fallacies, magic square, topological curiosities, parlor tricks, and games ancient and modern, from Polyminoes, Nim, Hex, and the Tower of Hanoi to four-dimensional ticktacktoe. These mathematical recreations, clearly and cleverly presented by Martin Gardner, delight and perplex while demonstrating principles of logic, probability, geometry, and other fields of mathematics. Now the author, in consultation with experts, has added updates to all the chapters, including new game variations, mathematical proofs, and other developments and discoveries.
-
-
Introduced by The Times, the British publisher who pioneered the sudoku craze, the “killer sudoku” poses a double challenge: the basic rules of sudoku still apply, but puzzles initially have no numbers showing. All that is known is the sum of the numbers inside irregular boxes, called cages, in which the classic 9 x 9 sudoku grid is subdivided. Killer Sudoku contains 101 of these brain-busters grouped into six levels of difficulty. The introduction explains the basic techniques needed to solve these new versions of the world's most popular number puzzle.
-
Math--the application of reasonable logic to reasonable assumptions--usually produces reasonable results. But sometimes math generates astonishing paradoxes--conclusions that seem completely unreasonable or just plain impossible but that are nevertheless demonstrably true: Conclusions that, for example, tell us that a losing sports team can become a winning one by adding worse players than its opponents. Or that the thirteenth of the month is more likely to be a Friday than any other day. Or that cones can roll unaided uphill. In Nonplussed!--a delightfully eclectic collection of paradoxes from many different areas of math--popular-math writer Julian Havil reveals the math that shows the truth of these and many other unbelievable ideas.
Nonplussed! pays special attention to problems from probability and statistics, areas where intuition can easily be wrong. These problems include the vagaries of tennis scoring, what can be deduced from tossing a needle, and disadvantageous games that form winning combinations. Other chapters address everything from the historically important Torricelli's Trumpet to the mind-warping implications of objects that live on high dimensions. Readers learn about the colorful history and people associated with many of these problems in addition to their mathematical proofs.
Nonplussed! will appeal to anyone with a calculus background who enjoys popular math books or puzzles.
-
-
Famed puzzle expert explains math behind a multitude of mystifying tricks: card tricks, stage "mind reading," coin and match tricks, counting out games, geometric dissections, etc. Probability, sets, theory of numbers clearly explained. Also, more than 400 tricks, guaranteed to work, that you can do. 135 illustrations.
-
Beautifully illustrated, and with complete patterns and the mathematics behind each project, this book successfully connects the worlds of mathematics and the fiber arts. Each chapter covers a different mathematical paper and corresponding needlework project and includes mathematical explanations, needlework instructions, educational material, and specific projects to demonstrate the principles discussed.



















