CHESS RULES - Learn How To Play Chess Through Story & Adventure: Episode 6.0: Awakening The Queen of Lytes (CHESS RULES: E-Book Adventure Series)
Book Details
Author(s)Phil "The Chess Coach" Cradle
PublisherWEb BoOks iNtERACtivE
ISBN / ASINB00Q7F3OOG
ISBN-13978B00Q7F3OO2
Sales Rank1,434,629
MarketplaceUnited States 🇺🇸
Description
The better at chess, the better at life. CHESS RULES is a unique, new, refreshing approach to learning one of the most beneficial board games known to man! Brain-child of a rated, professional scholastic chess instructor, the CHESS RULES E-Book series is designed to be equally entertaining as it is instructive. Told in a second-person narrative, this sci-fi adventure series lets you play the role of hero or villain as you "choose your own adventure" and decide the outcome of the main character of the story. Most of the decisions you face in the adventures are presented in the form of chess challenges or puzzles. Knowing the decisions you make within these challenges will affect the outcome of the story creates a unique dynamic, a dynamic currently missing from existing chess-instruction literature. Each episode is also filled with colorful illustrations and images, supporting the many twists and turns of the adventure along the way. Another unique feature of this groundbreaking e-book series are the SAG-Links. To add even more depth and richness to your story, SAG-Links (Stop And Google Links) are distributed throughout. These links reveal a multitude of images that help infuse your adventure with even more 'life' & sensation. The SAG links also set the tone for various chapters of your reading experience by connecting you to 'virtual soundtracks' - hand selected songs strategically placed to help create the vibe and mood that envelopes your unfolding drama. Each issue includes an illustrated chess guide that thoroughly explains the basics of this ancient discipline. Also included within each issue is a resource section that connects you to everything you need to grow and excel as a self-taught student of the game.
The Story Backdrop:
The year is 2200... and the day is dark. The powerful spirit creature known as Iniquitas has massed together an evil spirit army known as Dark Matter. By 2200 the legions of Dark Matter, under the guidance of the insatiable Iniquitas, have successfully stolen man's most precious and prized possession. Dark Matter has one thing, and one thing only, as their target - the heart of the mind of man. Since the creation of television, Dark Matter has been on a never-ending campaign to ensure that the mind of every man, woman and child on earth is enslaved, no longer being able to think and reason for themselves. Dark Matter's primary means of mental enslavement - MCD's (mobile communication devices). By means of smartphones, tablets, and other modern electronic devices, Iniquitas, along with Dark Matter has effectively enticed young & old alike to become part of the global S.M.E.L.L. In order to combat Dark Matter's influence, The High Council of the Luminous Order saw fit to teleport an elite squadron of highly skilled cerebral knights back to the year 2000 to redirect mankind's attention to a long lost art and discipline - the art and discipline of 'thinking'. Hundreds of centuries earlier, the founding fathers of the Luminous Order devised a clever way to pass on the essential knowledge and illumination that belongs to 'the light'. They hid the 'secrets of the light' in a game - a game played by many but only understood by few. These ancient secrets were hidden in Chess. Only those with a sincere desire to live and uphold the moral code contained within the light are able to unlock its secrets. Currently, the teleported knights wage war quietly, posing as chess coaches for a scholastic chess organization known as The Chess Emporium. Unrelenting, Iniquitas, along with several of his finest cerebral assassins (known as The Knightstalkers) traversed the same span of time in pursuit of the Order's elite squadron. It is when these two cerebral forces collide, the year 2000, that you are born. Still reeling from the recent death of your parents, you are suddenly called upon to lend your talents to this raging war. The question is, will you?
In CHESS RULES, the choice is always yours.
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The Story Backdrop:
The year is 2200... and the day is dark. The powerful spirit creature known as Iniquitas has massed together an evil spirit army known as Dark Matter. By 2200 the legions of Dark Matter, under the guidance of the insatiable Iniquitas, have successfully stolen man's most precious and prized possession. Dark Matter has one thing, and one thing only, as their target - the heart of the mind of man. Since the creation of television, Dark Matter has been on a never-ending campaign to ensure that the mind of every man, woman and child on earth is enslaved, no longer being able to think and reason for themselves. Dark Matter's primary means of mental enslavement - MCD's (mobile communication devices). By means of smartphones, tablets, and other modern electronic devices, Iniquitas, along with Dark Matter has effectively enticed young & old alike to become part of the global S.M.E.L.L. In order to combat Dark Matter's influence, The High Council of the Luminous Order saw fit to teleport an elite squadron of highly skilled cerebral knights back to the year 2000 to redirect mankind's attention to a long lost art and discipline - the art and discipline of 'thinking'. Hundreds of centuries earlier, the founding fathers of the Luminous Order devised a clever way to pass on the essential knowledge and illumination that belongs to 'the light'. They hid the 'secrets of the light' in a game - a game played by many but only understood by few. These ancient secrets were hidden in Chess. Only those with a sincere desire to live and uphold the moral code contained within the light are able to unlock its secrets. Currently, the teleported knights wage war quietly, posing as chess coaches for a scholastic chess organization known as The Chess Emporium. Unrelenting, Iniquitas, along with several of his finest cerebral assassins (known as The Knightstalkers) traversed the same span of time in pursuit of the Order's elite squadron. It is when these two cerebral forces collide, the year 2000, that you are born. Still reeling from the recent death of your parents, you are suddenly called upon to lend your talents to this raging war. The question is, will you?
In CHESS RULES, the choice is always yours.
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