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 (4.5 / 5.0)
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.
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| $6.21 |
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 (4.5 / 5.0)
Most popular Russian puzzle book ever published. Marvelously varied puzzles ranging from simple "catch" riddles to difficult problems. Lavishly illustrated with clear diagrams and amusing sketches. Edited for English-readers, while retaining warmth and charm of original. Inexpensive edition of first English translation. Introduction by Martin Gardner. 425 line illustrations. Solutions.
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| $6.74 |
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 (4.5 / 5.0)
Kakuro is the next hot puzzle craze, and everyone can give it a try with this new, multilevel series. These language-free number puzzles use pure logic and require just simple arithmetic to solve. So, in addition to being fun, they help develop your powers of deduction and reasoning. Beginners can get started - and more experienced solvers hone their skills - with these perfectly tiered "belt" books, each containing 150 kakuros. They take their cue from the belt colors in martial arts: white is for novices, green for intermediates, brown for very accomplished players, and black for those consummate experts who crave a challenge.
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| $3.91 |
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 (4.0 / 5.0)
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| $1.00 |
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 (5.0 / 5.0)
Many of the most important mathematical concepts were developed from recreational problems. This book uses problems, puzzles, and games to teach students how to think critically. It emphasizes active participation in problem solving, with emphasis on logic, number and graph theory, games of strategy, and much more. Answers to Selected Problems. Index. 1980 ed.<br>
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| $9.60 |
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 (5.0 / 5.0)
Kakuro is the next hot puzzle craze, and everyone can give it a try with this new, multilevel series. These language-free number puzzles use pure logic and require just simple arithmetic to solve. So, in addition to being fun, they help develop your powers of deduction and reasoning. Beginners can get started - and more experienced solvers hone their skills - with these perfectly tiered "belt" books, each containing 150 kakuros. They take their cue from the belt colors in martial arts: white is for novices, green for intermediates, brown for very accomplished players, and black for those consummate experts who crave a challenge.
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| $3.96 |
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<strong>All the games your brain can handle.strong><p>A great way to have fun and build brain power, <em>Brain Teasers offers a variety of games to delight and challenge even the most advanced puzzler. Brain Teasers shows off some outrageously fun new mindbenders, like anasearches (a combination of an anagram, a crossword, and a word search), numberlockers (think of a crossword puzzle with numbers instead of words), and alphabetics (a miniature crossword puzzle that uses each letter of the alphabet exactly once). Perfect for anyone who sits down with the <em>New York Times crossword puzzle every morning or works through Sudoku puzzles on the way home, this book is guaranteed to excite your mind and jump-start your brain. Also included is an interactive CD, which showcases games from each section of the book. 300 color.
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| $6.20 |
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 (5.0 / 5.0)
Kakuro is the next hot puzzle craze, and everyone can give it a try with this new, multilevel series. These language-free number puzzles use pure logic and require just simple arithmetic to solve. So, in addition to being fun, they help develop your powers of deduction and reasoning. Beginners can get started - and more experienced solvers hone their skills - with these perfectly tiered "belt" books, each containing 150 kakuros. They take their cue from the belt colors in martial arts: white is for novices, green for intermediates, brown for very accomplished players, and black for those consummate experts who crave a challenge.
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| $3.25 |
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 (5.0 / 5.0)
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!
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| $47.65 |
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 (5.0 / 5.0)
Just when you thought it was safe to pick up a pencil Killer Su Dokui> 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. p><p> 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.
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| $3.81 |