A board game is a game A game is a structured activity, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many games are also considered to be work or art in which counters or pieces are placed, removed, or moved on a premarked surface or "board" according to a set of rules. Games may be based on pure strategy Strategy, a word of military origin, refers to a plan of action designed to achieve a particular goal. In military usage strategy is distinct from tactics, which are concerned with the conduct of an engagement, while strategy is concerned with how different engagements are linked. How a battle is fought is a matter of tactics: the terms and, chance or a mixture of the two and usually have a goal which a player aims to achieve. Early board games represented a battle between two armies and most current board games are still based on beating opposing players in terms of counters, winning position or accrual of points (often expressed as in-game currency).

There are many different types and styles of board games. Their representation of a real life situation can range from having no inherent theme, such as Checkers Checkers , also called American checkers, straight checkers, or simply draught (especially in the United States and Canada[citation needed]), is a form of draughts board game played on an eight by eight squared board (with sixty-four total squares) with twelve pieces on each side. These pieces may only initially move and capture diagonally, to having a specific theme and narrative, such as Cluedo Cluedo is a deduction board game originally published by Waddingtons in Leeds, United Kingdom in 1949. It was devised by Anthony E. Pratt, a solicitor's clerk from Birmingham, England. It is now published by the United States game and toy company Hasbro, which acquired its U.S. publisher Parker Brothers as well as Waddingtons. Rules range from the very simple, such as in Tic-tac-toe Tic-tac-toe, also spelled tick tack toe, and alternatively called noughts and crosses, Xs and Os, and many other names, is a pencil-and-paper game for two players, O and X, who take turns marking the spaces in a 3×3 grid, usually X going first. The player who succeeds in placing three respective marks in a horizontal, vertical, or diagonal row, to ones which describe a game universe in great detail, such as in Dungeons & Dragons Dungeons & Dragons is a fantasy role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule, although most of these are Role-playing games and the board is secondary to the game, serving to visualize the scenario. The length of time it takes to learn to play or master a game can vary greatly from game to game. Learning time does not necessarily correlate with the amount or complexity of rules; some games, such as chess Chess is a board game played between two players. It is played on a chessboard, which is a square-checkered board with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The object of the game is to checkmate the opponent's and Go Go is an ancient oriental board game for two players that is noted for being rich in strategy despite its simple rules, have simple rules that can still lead to complex scenarios.

Contents

History

Senet Senet , a board game from predynastic and ancient Egypt. The oldest hieroglyph representing a Senet game dates to circa 3100 BC. The full name of the game in Egyptian was zn.t n.t ḥˁb meaning the "game of passing." is among the oldest known board games. Ancient Greek Ancient Greece is the civilization belonging to the period of Greek history lasting from the Archaic period of the 8th to 6th centuries BC to 146 BC and the Roman conquest of Greece after the Battle of Corinth. At the center of this time period is Classical Greece, which flourished during the 5th to 4th centuries BC, at first under Athenian hoplites A hoplite was a citizen-soldier of the Ancient Greek City-states. Hoplites were primarily armed as spear-men and fought in a phalanx formation. The word hoplite derives from hoplon (ὅπλον, plural hopla ὅπλα), the type of the shield used by the troopers, although, as a word, "hoplon" could also denote weapons held or even full playing a board game, ca. 520 BC, Olympia, Greece Olympia , a sanctuary of ancient Greece in Elis, is known for having been the site of the Olympic Games in classical times, comparable in importance to the Pythian Games held in Delphi. Both games were held every Olympiad (i.e. every four years), the Olympic Games dating back possibly further than 776 BC. In 394 AD ( after exactly 1170 years ). Another game board found in the Jiroft civilization Jiroft civilisation is a postulated Early Bronze Age (3rd millennium BC) archaeological culture located in what is now Iran's Sistan and Kermān Provinces. The hypothesis is based on a collection of artifacts that were confiscated in Iran and accepted by many to have derived from the Jiroft area in south central Iran, reported by online Iranian.

Board games have been played in most cultures and societies throughout history; some even pre-date literacy skill development in the earliest civilizations.[citation needed] A number of important historical sites, artifacts and documents exist which shed light on early board games. Some of these include:

Timeline

See also: Category:Years in games and Timeline of chess
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Chaturaji Chaturaji is a four player chess-like game. It was first described in detail circa 1030 by Biruni in his India book. Originally, this was a game of chance: the pieces to be moved were decided by rolling two dice. A diceless variant of the game was still played in India at the close of the 19th century, played in India India, officially the Republic of India , is a country in South Asia. It is the seventh-largest country by geographical area, the second-most populous country with 1.18 billion people, and the most populous democracy in the world. Mainland India is bounded by the Indian Ocean on the south, the Arabian Sea on the west, and the Bay of Bengal on the, starting position. Pieces with different colors (some shown as inverted) were used for each of four sides.
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Chaturanga: played in India.The position of the pieces at the start of a game.[12] Note that the Ràjas do not face each other; the white Ràja starts on e1 and the black Ràja on d8.
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Ashtāpada, the uncheckered 8x8 board, sometimes with special markers, on which Chaturanga was played.

Many board games are now available as computer games, which can include the computer itself as one of several players, or as sole opponent. The rise of computer use is one of the reasons said to have led to a relative decline in board games.[citation needed] Many board games can now be played online against a computer and/or other players. Some websites allow play in real time and immediately show the opponents' moves, while others use email to notify the players after each move (see the links at the end of this article).[citation needed] Modern technology (the internet and cheaper home printing) has also influenced board games via the phenomenon of print-and-play board games that you buy and print yourself.

Some board games make use of components in addition to—or instead of—a board and playing pieces. Some games use CDs, video cassettes, and, more recently, DVDs in accompaniment to the game.[citation needed]

Psychology

While there has been a fair amount of scientific research on the psychology of older board games (e.g., chess, Go, mancala), less has been done on contemporary board games such as Monopoly, Scrabble, and Risk.[15] Much research has been carried out on chess, in part because many tournament players are publicly ranked in national and international lists, which makes it possible precisely to compare their levels of expertise. The works of Adriaan de Groot, William Chase, and Herbert Simon have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing. This seems to be the case in other traditional games such as Go and Oware (a type of mancala game), but data is lacking in regard to contemporary board games.[citation needed] Bruce Halpenny, a games inventor said when interviewed about his game, “With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player’s imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitive.”[16]

Luck, strategy and diplomacy

This article may contain original research. Please improve it by verifying the claims made and adding references. Statements consisting only of original research may be removed. More details may be available on the talk page. (September 2007)

One way to categorize board games is to distinguish those based primarily upon luck from those that involve significant strategy. Some games, such as chess, are almost entirely deterministic (the first person to make a move having a slight advantage), relying on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land and Snakes and ladders having no decisions to be made. Most board games involve both luck and strategy. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a player with a superior strategy will win more often. While some purists consider luck to not be a desirable component of a game, others counter that elements of luck can make for far more diverse and multi-faceted strategies as concepts such as expected value and risk management must be considered.

The third important factor in a game is diplomacy, or players making deals with each other. A game of solitaire, for obvious reasons, has no player interaction. Two player games usually do not have diplomacy (cooperative games being the exception). Thus, this generally applies only to games played with three or more people. An important facet of The Settlers of Catan, for example, is convincing people to trade with you rather than with other players. In Risk, one example of diplomacy's effectiveness is when two or more players team up against others. Easy diplomacy consists of convincing other players that someone else is winning and should therefore be teamed up against. Difficult diplomacy (such as in the aptly named game Diplomacy) consists of making elaborate plans together, with possibility of betrayal.

Luck is introduced to a game by a number of methods. The most popular is using dice, generally six-sided. These can determine everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, such as in Risk, or which resources a player gains, such as in The Settlers of Catan. Other games such as Sorry! use a deck of special cards that, when shuffled, create randomness. Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many North American board games.

Common terms

Simple wooden "pawn-style" playing pieces Wooden tokens from the Carcassonne board game.

Although many board games have a jargon all their own, there is a generalized terminology to describe concepts applicable to basic game mechanics and attributes common to nearly all board games.

Categories

There are a number of different categories that board games can be broken up into. The following is a list of some of the most common:

See also

References

  1. ^ a b Piccione, Peter A. (July/August 1980). "In Search of the Meaning of Senet". Archaeology: 55–58. http://www.gamesmuseum.uwaterloo.ca/Archives/Piccione/index.html. Retrieved 2008-06-23.
  2. ^ "''Okno do svita deskovych her''". Hrejsi.cz. 1998-04-27. http://www.hrejsi.cz/clanky/dama1.html. Retrieved 2010-02-12.
  3. ^ "World's Oldest Backgammon Discovered In Burnt City". Payvand News. December 4, 2004. http://www.payvand.com/news/04/dec/1029.html. Retrieved 2010-05-07.
  4. ^ Schädler , Dunn-Vaturi, Ulrich , Anne-Elizabeth. "BOARD GAMES in pre-Islamic Persia". Encyclopædia Iranica. http://www.iranica.com/articles/board-games-in-pre-islamic-persia. Retrieved 2010-05-07.
  5. ^ Brumbaugh, Robert S. (1975). "The Knossos Game Board". American Journal of Archaeology (Archaeological Institute of America) 79 (2): 135–137. doi:10.2307/503893. http://www.gamesmuseum.uwaterloo.ca/Archives/Brumbaugh/index.html. Retrieved 2008-06-23.
  6. ^ Rawson, Jessica (1996). Mysteries of Ancient China. London: British Museum Press. pp. 159–161. ISBN 0-7141-1472-3.
  7. ^ "Confucius". Senseis.xmp.net. 2006-09-23. http://senseis.xmp.net/?Confucius. Retrieved 2010-02-12.
  8. ^ "Varro: Lingua Latina X". Thelatinlibrary.com. http://www.thelatinlibrary.com/varro.ll10.html. Retrieved 2010-02-12.
  9. ^ Games Britannia - 1. Dicing with Destiny, BBC Four, 1:05am Tuesday 8th December 2009
  10. ^ John Fairbairn's Go in Ancient China
  11. ^ Murray 1951, pp.56, 57.
  12. ^ Murray 1913, p.80
  13. ^ Burns, Robert I. "Stupor Mundi: Alfonso X of Castile, the Learned." Emperor of Culture: Alfonso X the Learned of Castile and His Thirteenth-Century Renaissance. Ed. Robert I. Burns. Philadelphia: University of Pennsylvania P, 1990. 1-13.
  14. ^ Sonja Musser Golladay, "Los Libros de Acedrex Dados E Tablas: Historical, Artistic and Metaphysical Dimensions of Alfonso X’s Book of Games" (PhD diss., University of Arizona, 2007), 31. Although Golladay is not the first to assert that 1283 is the finish date of the Libro de Juegos, the a quo information compiled in her dissertation consolidates the range of research concerning the initiation and completion dates of the Libro de Juegos.
  15. ^ Gobet, Fernand, de Voogt, Alex, & Retschitzki, Jean (2004). Moves in mind: The psychology of board games. Psychology Press. ISBN 1841693367.
  16. ^ Stealing the show. Toy Retailing News - Volume 2 Number 4 - December 1976 - page 2

Further reading

External links

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BP board game foreshadows Gulf disaster - msnbc.com
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How to get started in board game industry?
Q. Quite simply, I like playing board games. It's what I did growing up. It's what I do with my friends now. I'd like to work on designing board games / card games / party games. How can I find an entry level position in the board game/toy industry, working on concept, development, and overall game designe (or working toward that end)? I graduated in 2005 with Journalism and Philosophy bachelor's degrees. I currently work in televison, with no professional board game design experience. Please note: I'm not asking about video game design or software development, unless that's a path to board game work.
Asked by weasel281 - Tue Apr 10 23:40:10 2007 - - 3 Answers - 0 Comments

A. A great place to ask this question would be Boardgamegeek.com. That is, hands down, the place to go if you are in to boardgames. Let me tell you though, being a boardgame designer is a little like wanting to be an artist. It might make you happy, but it's unlikely to earn you a living. Not that you can't do it, but there are a lot of talented boardgame designers out there who are barely making a living at it, or doing it as a hobby and still have a real job as well. Still, if this is something that you're passionate about, give it a a shot. You might be able to do something with it.
Answered by Dullspork - Thu Apr 12 20:21:44 2007

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