Articles
C. J. Budd and C. J. Sangwin show us how to create mazes, and explain why mazes and networks have much in common. In fact the study of mazes and labyrinths takes us into the dark territory of murder, suicide, adultery, passion, intrigue, religion and conquest... 
Chomp is a simple twodimensional game, played as follows. 
The idea is this. To start with, you will choose an envelope at random, say by tossing a coin, and look at its contents, which is a cheque for some number  say n. (By randomising like this, you can be sure I haven't subconsciously induced you to prefer one envelope or the other.) You want to make sure that the bigger the number is, the more likely you are to keep it, in other words, the less likely you are to swap. 

There are many sorts of games played in a "bunco booth", where a trickster or sleightofhand expert tries to relieve you of your money by getting you to place bets  on which cup the ball is under, for instance, or where the queen of spades is. Lots of these games can be analysed using probability theory, and it soon becomes obvious that the games are tipped heavily in favour of the trickster! 
Steven J. Brams uses the Cuban missile crisis to illustrate the Theory of Moves, which is not just an abstract mathematical model but one that mirrors the reallife choices, and underlying thinking, of fleshandblood decision makers.
