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Penguin, Jun 19, 2006 - Juvenile Nonfiction - 72 pages
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A chess guide for the 21st century, Chess uses computer-generated 3-D illustrations to bring the game to life, teaching readers everything from the strengths and weaknesses of individual pieces to more advanced strategies and techniques. Master tip boxes give detailed explanation of key tactics Master challenge boxes offer realistic chess problems to solve. Suitable for beginning to intermediate players.

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