ABSTRACT

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

chapter 14|29 pages

Turn and Turn About

chapter 15|50 pages

Chips and Strips

chapter 16|44 pages

Dots-and-Boxes

chapter 17|23 pages

Spots and Sprouts

chapter 18|32 pages

The Emperor and His Money

chapter 19|28 pages

The King and the Consumer

chapter 20|42 pages

Fox and Geese

chapter 21|19 pages

Hare and Hounds

chapter 22|39 pages

Lines and Squares