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Wikipedia

Board game

Board games are tabletop games that typically use pieces. These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well.

The board game Monopoly is licensed in 103 countries and printed in 37 languages.
Young girls playing a board game in the Iisalmi, Finland, library in 2016

Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. Pandemic is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person.

There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo. Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced Squad Leader. Play components now often include custom figures or shaped counters, and distinctively shaped player pieces commonly known as meeples as well as traditional cards and dice.

The time required to learn or master gameplay varies greatly from game to game, but is not necessarily related to the number or complexity of rules; for example, chess or Go possess relatively simple rulesets, but have great strategic depth.[1]

History

Ancient

Classical board games are divided into four categories: race games (such as Pachisi), space games (such as Noughts and Crosses), chase games (such as Hnefatafl), and games of displacement (such as chess).[2]

Board games have been played, traveled, and evolved[3] in most cultures and societies throughout history. Several important historical sites, artifacts, and documents shed light on early board games such as Jiroft civilization gameboards[4] in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC respectively,[5] is the oldest board game known to have existed.[6] Senet was pictured in a fresco painting found in Merknera's tomb (3300–2700 BC).[7][8] Also from predynastic Egypt is Mehen.[9]

Hounds and jackals, another ancient Egyptian board game, appeared around 2000 BC.[10][11] The first complete set of this game was discovered from a Theban tomb that dates to the 13th dynasty.[12] This game was also popular in Mesopotamia and the Caucasus.[13]

Backgammon originated in ancient Mesopotamia about 5,000 years ago.[14] Ashtapada, chess, Pachisi and Chaupar originated in India. Go and Liubo originated in China. Patolli originated in Mesoamerica played by the ancient Aztecs and The Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago.[15] The earliest known games list is the Buddha games list.[citation needed]

European

Board games have a long tradition in Europe. The oldest records of board gaming in Europe date back to Homer's Iliad (written in the 8th century BC), in which he mentions the Ancient Greek game of Petteia.[16] This game of petteia would later evolve into the Roman Ludus Latrunculorum.[16] Board gaming in ancient Europe was not unique to the Greco-Roman world, with records estimating that the ancient Norse game of Hnefatafl was developed sometime before 400AD.[17] In ancient Ireland, the game of Fidchell or Ficheall, is said to date back to at least 144 AD,[18] though this is likely an anachronism. A fidchell board dating from the 10th century has been uncovered in Co. Westmeath, Ireland.[19]

The association of dice and cards with gambling led to all dice games except backgammon being treated as lotteries by dice in the gaming acts of 1710 and 1845.[20] Early board game producers in the second half of the eighteenth century were mapmakers. The global popularization of Board Games, with special themes and branding, coincided with the formation of the global dominance of the British Empire.[21] John Wallis was an English board game publisher, bookseller, map/chart seller, printseller, music seller, and cartographer. With his sons John Wallis Jr. and Edward Wallis, he was one of the most prolific publishers of board games of the late 18th and early 19th centuries.[citation needed] John Betts' A Tour of the British Colonies and Foreign Possessions[22] and William Spooner's A Voyage of Discovery[23] were popular in the British empire. Kriegsspiel is a genre of wargaming developed in 19th century Prussia to teach battle tactics to officers.[24]

American

In 17th- and 18th-century colonial America, the agrarian life of the country left little time for game playing,[citation needed] although draughts (checkers), bowling, and card games were not unknown. The Pilgrims and Puritans of New England frowned on game-playing, and they often viewed dice as instruments of the devil. When Governor William Bradford discovered a group of non-Puritans playing stool ball, pitching the bar, and pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, and told them their devotion for the day should be confined to their homes.

In Thoughts on Lotteries (1826), Thomas Jefferson wrote:

Almost all these pursuits of chance [i.e., of human industry] produce something useful to society. But there are some which produce nothing, and endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, dice, billiards, etc. And although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, and the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, infancy, imbecility, etc., and suppress the pursuit altogether, and the natural right of following it. There are some other games of chance, useful on certain occasions, and injurious only when carried beyond their useful bounds. Such are insurances, lotteries, raffles, etc. These they do not suppress, but take their regulation under their own discretion.[25]

 
The Mansion of Happiness (1843)

The board game Traveller's Tour Through the United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and claim the distinction of being the first board games published in the United States.[15]

As the U.S. shifted from agrarian to urban living in the 19th century, greater leisure time and a rise in income became available to the middle class. The American home, once the center of economic production, became the locus of entertainment, enlightenment, and education under mothers' supervision. Children were encouraged to play board games that developed literacy skills and provided moral instruction.[26]

The earliest board games published in the United States were based on Christian morality. The Mansion of Happiness (1843), for example, sent players along a path of virtues and vices that led to the Mansion of Happiness (Heaven).[26] The Game of Pope and Pagan, or The Siege of the Stronghold of Satan by the Christian Army (1844) pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence, temperance, and hope" while the pope and pagan are cast in black, the color of "gloom of error, and ... grief at the daily loss of empire".[27]

Commercially produced board games in the mid-19th century were monochrome prints laboriously hand-colored by teams of low-paid young factory women. Advances in papermaking and printmaking during the period enabled the commercial production of relatively inexpensive board games. The most significant advance was the development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games.

 
Game of the District Messenger Boy (1886)

American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when the country embraced materialism and capitalism. In 1860, The Checkered Game of Life rewarded players for mundane activities such as attending college, marrying and getting rich. Daily life rather than eternal life became the focus of board games. The game was the first to focus on secular virtues rather than religious virtues,[26] and sold 40,000 copies in its first year.[28]

Game of the District Messenger Boy, or Merit Rewarded, published in 1886 by the New York City firm of McLoughlin Brothers, was one of the first board games based on materialism and capitalism published in the United States. The game is a typical roll-and-move track board game. Players move their tokens along the track at the spin of the arrow toward the goal at the track's end. Some spaces on the track will advance the player while others will send him back.

In the affluent 1880s, Americans witnessed the publication of Algeresque rags to riches games that permitted players to emulate the capitalist heroes of the age. One of the first such games, The Game of the District Messenger Boy, encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung. Such games insinuated that the accumulation of wealth brought increased social status.[26] Competitive capitalistic games culminated in 1935 with Monopoly, the most commercially successful board game in U.S. history.[29]

McLoughlin Brothers published similar games based on the telegraph boy theme including Game of the Telegraph Boy, or Merit Rewarded (1888). Greg Downey notes in his essay, "Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy", that families who could afford the deluxe version of the game in its chromolithographed, the wood-sided box would not "have sent their sons out for such a rough apprenticeship in the working world."[30]

Margaret Hofer described the period of the 1880s–1920s as "The Golden Age" of board gaming in America.[15] Board game popularity was boosted, like that of many items, through mass production, which made them cheaper and more easily available. Although there are no detailed statistics, some scholars[who?] suggest that the 20th century saw a decline in the popularity of the hobby.[citation needed]

Chinese, Arabic, and Indian

Outside of Europe and the U.S., many traditional board games are popular. In China, Go and many variations of chess are popular. In Africa and the Middle East, mancala is a popular board game archetype with many regional variations. In India, a community game called Carrom is popular.[31]

Modern

 
The number of board games published by year (1944–2017), as listed on BoardGameGeek. Expansion sets for existing games are marked in orange.

The late 1990s onwards have seen substantial growth in the reach and market of board games. This has been attributed to, among other factors, the Internet, which has made it easier for people to find out about games and to find opponents to play against, as well as with a general increase in leisure time and consumer spending on entertainment.[citation needed] Around the year 2000 the board gaming industry began significant growth with companies producing a rising number of new games to be sold to a growing worldwide audience.[32][33] In the 2010s, several publications referred to board games as having a new Golden Age, though some board-gamers prefer to call it a 'renaissance', as The Golden Age is both predefined and a common term.[32][34][35] Board game venues are also growing in popularity; in 2016, over 5,000 board game cafés opened in the U.S. alone.[36] Board game cafés are also reported to be very popular in China.[37] Board games have also been used as a mechanism for science communication.[38]

Luck, strategy, and diplomacy

Some games, such as chess, depend completely on player skill, while many children's games such as Candy Land and Snakes and Ladders require no decisions by the players and are decided purely by luck.[39]

 
Two Qataris playing the traditional board game of Damah

Many games require some level of both skill and luck. A player may be hampered by bad luck in backgammon, Monopoly, or Risk; but over many games, a skilled player will win more often.[40] The elements of luck can also make for more excitement at times, and allow for more diverse and multifaceted strategies, as concepts such as expected value and risk management must be considered.[citation needed]

Luck may be introduced into a game by several methods. The use of dice of various sorts goes back to the earliest board games. These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, as in Risk, or which resources a player gains, as in 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. German-style board games are notable for often having fewer elements of luck than many North American board games.[41]

Another important aspect of some games is diplomacy, that is, players, making deals with one another. Negotiation generally features only in games with three or more players, cooperative games being the exception. An important facet of Catan, for example, is convincing players to trade with you rather than with opponents. In Risk, two or more players may team up against others. Easy diplomacy involves convincing other players that someone else is winning and should therefore be teamed up against. Advanced diplomacy (e.g., in the aptly named game Diplomacy) consists of making elaborate plans together, with the possibility of betrayal.[42]

In perfect information games, such as chess, each player has complete information on the state of the game, but in other games, such as Tigris and Euphrates or Stratego, some information is hidden from players. This makes finding the best move more difficult and may involve estimating probabilities by the opponents.[citation needed]

Software

Many board games are now available as video games. These are aptly termed digital board games, and their distinguishing characteristic compared to traditional board games is they can now be played online against a computer or other players. Some websites (such as boardgamearena.com, yucata.de, etc.)[43] allow play in real time and immediately show the opponents' moves, while others use email to notify the players after each move.[44] The Internet and cheaper home printing has also influenced board games via print-and-play games that may be purchased and printed.[45] Some games use external media such as audio cassettes or DVDs in accompaniment to the game.[46][47]

There are also virtual tabletop programs that allow online players to play a variety of existing and new board games through tools needed to manipulate the game board but do not necessarily enforce the game's rules, leaving this up to the players. There are generalized programs such as Vassal, Tabletop Simulator and Tabletopia that can be used to play any board or card game, while programs like Roll20 and Fantasy Grounds that are more specialized for role-playing games.[48][49] Some of these virtual tabletops have worked with the license holders to allow for use of their game's assets within the program; for example, Fantasy Grounds has licenses for both Dungeons & Dragons and Pathfinder materials, while Tabletop Simulator allows game publishers to provide paid downloadable content for their games.[50][51] However, as these games offer the ability to add in the content through user modifications, there are also unlicensed uses of board game assets available through these programs.[52]

Market

 
The modern German board game Catan is printed in 30 languages and sold 15 million by 2009.

While the board gaming market is estimated to be smaller than that for video games, it has also experienced significant growth from the late 1990s.[34] A 2012 article in The Guardian described board games as "making a comeback".[53] Other expert sources suggest that board games never went away, and that board games have remained a popular leisure activity which has only grown over time.[54] Another from 2014 gave an estimate that put the growth of the board game market at "between 25% and 40% annually" since 2010, and described the current time as the "golden era for board games".[34] The rise in board game popularity has been attributed to quality improvement (more elegant mechanics, components, artwork, and graphics) as well as increased availability thanks to sales through the Internet.[34] Crowd-sourcing for board games is a large facet of the market, with $233 million raised on Kickstarter in 2020.[55]

A 1991 estimate for the global board game market was over $1.2 billion.[56] A 2001 estimate for the United States "board games and puzzle" market gave a value of under $400 million, and for United Kingdom, of about £50 million.[57] A 2009 estimate for the Korean market was put at 800 million won,[58] and another estimate for the American board game market for the same year was at about $800 million.[59] A 2011 estimate for the Chinese board game market was at over 10 billion yuan.[60] (Some estimates may split board games from collectible card, miniature and role-playing games; for example another 2014 estimate distinguishing board games from other types of hobby games gave the estimate for the U.S. and Canada market at only $75 million, with the total size of what it defined as the hobby game market at over $700 million,[61] with a 2015 estimate suggesting a value of almost $900 million[62]) A 2013 estimate put the size of the German toy market at 2.7 billion euros (out of which, the board games and puzzle market is worth about 375 million euros), and Polish markets, at 2 billion and 280 million zlotys, respectively.[63] Per capita, in 2009 Germany was considered to be the best market, with the highest number of games sold per individual.[64]

Research

 
 
Board games serve diverse interests. Left: Kōnane for studious competition. Right: Kōnane for lighthearted fun.

A dedicated field of research into gaming exists, known as game studies or ludology.[65]

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,[66] and especially modern board games such as Catan, Agricola, and Pandemic. Much research has been carried out on chess, partly because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing.[67]

Linearly arranged board games have improved children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one.[68]

Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation, and number comprehension. They also practice fine motor skills each time they grasp a game piece.[69] Playing board games has also been tied to improving children's executive functions[70] and help reduce risks of dementia for the elderly.[71][72] Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games[73] and the extent to which they are playable for people with disabilities.[74]

Additionally, board games can be therapeutic. Bruce Halpenny, a games inventor said when interviewed about his game, The Great Train Robbery:

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.[75]

Playing games has been suggested as a viable addition to the traditional educational curriculum if the content is appropriate and the gameplay informs students on the curriculum content.[76][77]

Categories

There are several ways in which board games can be classified, and considerable overlap may exist, so that a game belongs to several categories.[15]

H. J. R. Murray's A History of Board Games Other Than Chess (1952) has been called the first attempt to develop a "scheme for the classification of board games".[78] David Parlett's Oxford History of Board Games (1999) defines four primary categories: race games (where the goal is to be the first to move all one's pieces to the final destination), space games (in which the object is to arrange the pieces into some special configuration), chase games (asymmetrical games, where players start the game with different sets of pieces and objectives) and displace games (where the main objective is the capture the opponents' pieces). Parlett also distinguishes between abstract and thematic games, the latter having a specific theme or frame narrative (ex. regular chess versus, for example, Star Wars-themed chess).[78]


The following is a list of some of the most common game categories:

Glossary

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.

See also

References

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Further reading

External links

  • Board Games at Curlie
  • BoardGameGeek
  • BoardGameTheories
  • International Board Game Studies Association

board, game, tabletop, games, that, typically, pieces, these, pieces, moved, placed, marked, board, playing, surface, often, include, elements, table, card, role, playing, miniatures, games, well, board, game, monopoly, licensed, countries, printed, languages,. Board games are tabletop games that typically use pieces These pieces are moved or placed on a pre marked board playing surface and often include elements of table card role playing and miniatures games as well The board game Monopoly is licensed in 103 countries and printed in 37 languages Young girls playing a board game in the Iisalmi Finland library in 2016 Many board games feature a competition between two or more players To show a few examples in checkers British English name draughts a player wins by capturing all opposing pieces while Eurogames often end with a calculation of final scores Pandemic is a cooperative game where players all win or lose as a team and peg solitaire is a puzzle for one person There are many varieties of board games Their representation of real life situations can range from having no inherent theme such as checkers to having a specific theme and narrative such as Cluedo Rules can range from the very simple such as in Snakes and Ladders to deeply complex as in Advanced Squad Leader Play components now often include custom figures or shaped counters and distinctively shaped player pieces commonly known as meeples as well as traditional cards and dice The time required to learn or master gameplay varies greatly from game to game but is not necessarily related to the number or complexity of rules for example chess or Go possess relatively simple rulesets but have great strategic depth 1 Contents 1 History 1 1 Ancient 1 2 European 1 3 American 1 4 Chinese Arabic and Indian 1 5 Modern 2 Luck strategy and diplomacy 3 Software 4 Market 5 Research 6 Categories 7 Glossary 8 See also 9 References 10 Further reading 11 External linksHistory EditFurther information History of games Ancient Edit Classical board games are divided into four categories race games such as Pachisi space games such as Noughts and Crosses chase games such as Hnefatafl and games of displacement such as chess 2 Board games have been played traveled and evolved 3 in most cultures and societies throughout history Several important historical sites artifacts and documents shed light on early board games such as Jiroft civilization gameboards 4 in Iran Senet found in Predynastic and First Dynasty burials of Egypt c 3500 BC and 3100 BC respectively 5 is the oldest board game known to have existed 6 Senet was pictured in a fresco painting found in Merknera s tomb 3300 2700 BC 7 8 Also from predynastic Egypt is Mehen 9 Hounds and jackals another ancient Egyptian board game appeared around 2000 BC 10 11 The first complete set of this game was discovered from a Theban tomb that dates to the 13th dynasty 12 This game was also popular in Mesopotamia and the Caucasus 13 Backgammon originated in ancient Mesopotamia about 5 000 years ago 14 Ashtapada chess Pachisi and Chaupar originated in India Go and Liubo originated in China Patolli originated in Mesoamerica played by the ancient Aztecs and The Royal Game of Ur was found in the Royal Tombs of Ur dating to Mesopotamia 4 600 years ago 15 The earliest known games list is the Buddha games list citation needed Senet one of the oldest known board games Hounds and Jackals Egypt 13th Dynasty Men Playing Board Games from The Sougandhika Parinaya Manuscript Royal Game of Ur southern Iraq about 2600 2400 BCE Patolli game being watched by Macuilxochitl as depicted on page 048 of the Codex Magliabechiano Tomb models of two men playing a game of liubo Han dynasty Han dynasty glazed pottery tomb figurines playing Liubo with six sticks laid out to the side of the game boardEuropean Edit Further information Eurogame History Board games have a long tradition in Europe The oldest records of board gaming in Europe date back to Homer s Iliad written in the 8th century BC in which he mentions the Ancient Greek game of Petteia 16 This game of petteia would later evolve into the Roman Ludus Latrunculorum 16 Board gaming in ancient Europe was not unique to the Greco Roman world with records estimating that the ancient Norse game of Hnefatafl was developed sometime before 400AD 17 In ancient Ireland the game of Fidchell or Ficheall is said to date back to at least 144 AD 18 though this is likely an anachronism A fidchell board dating from the 10th century has been uncovered in Co Westmeath Ireland 19 The association of dice and cards with gambling led to all dice games except backgammon being treated as lotteries by dice in the gaming acts of 1710 and 1845 20 Early board game producers in the second half of the eighteenth century were mapmakers The global popularization of Board Games with special themes and branding coincided with the formation of the global dominance of the British Empire 21 John Wallis was an English board game publisher bookseller map chart seller printseller music seller and cartographer With his sons John Wallis Jr and Edward Wallis he was one of the most prolific publishers of board games of the late 18th and early 19th centuries citation needed John Betts A Tour of the British Colonies and Foreign Possessions 22 and William Spooner s A Voyage of Discovery 23 were popular in the British empire Kriegsspiel is a genre of wargaming developed in 19th century Prussia to teach battle tactics to officers 24 Achilles and Ajax playing a board game overseen by Athena Attic Black figure Neck Amphora ca 510 BCE Box for Board Games c 15th century Walters Art Museum An early games table desk Germany 1735 featuring chess draughts left and nine men s morris right Game of Skittles copy of 1660 68 painting by Pieter de Hooch in the Saint Louis Art MuseumAmerican Edit In 17th and 18th century colonial America the agrarian life of the country left little time for game playing citation needed although draughts checkers bowling and card games were not unknown The Pilgrims and Puritans of New England frowned on game playing and they often viewed dice as instruments of the devil When Governor William Bradford discovered a group of non Puritans playing stool ball pitching the bar and pursuing other sports in the streets on Christmas Day 1622 he confiscated their implements reprimanded them and told them their devotion for the day should be confined to their homes In Thoughts on Lotteries 1826 Thomas Jefferson wrote Almost all these pursuits of chance i e of human industry produce something useful to society But there are some which produce nothing and endanger the well being of the individuals engaged in them or of others depending on them Such are games with cards dice billiards etc And although the pursuit of them is a matter of natural right yet society perceiving the irresistible bent of some of its members to pursue them and the ruin produced by them to the families depending on these individuals consider it as a case of insanity quoad hoc step in to protect the family and the party himself as in other cases of insanity infancy imbecility etc and suppress the pursuit altogether and the natural right of following it There are some other games of chance useful on certain occasions and injurious only when carried beyond their useful bounds Such are insurances lotteries raffles etc These they do not suppress but take their regulation under their own discretion 25 The Mansion of Happiness 1843 The board game Traveller s Tour Through the United States and its sister game Traveller s Tour Through Europe were published by New York City bookseller F amp R Lockwood in 1822 and claim the distinction of being the first board games published in the United States 15 As the U S shifted from agrarian to urban living in the 19th century greater leisure time and a rise in income became available to the middle class The American home once the center of economic production became the locus of entertainment enlightenment and education under mothers supervision Children were encouraged to play board games that developed literacy skills and provided moral instruction 26 The earliest board games published in the United States were based on Christian morality The Mansion of Happiness 1843 for example sent players along a path of virtues and vices that led to the Mansion of Happiness Heaven 26 The Game of Pope and Pagan or The Siege of the Stronghold of Satan by the Christian Army 1844 pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore The missionaries are cast in white as the symbol of innocence temperance and hope while the pope and pagan are cast in black the color of gloom of error and grief at the daily loss of empire 27 Commercially produced board games in the mid 19th century were monochrome prints laboriously hand colored by teams of low paid young factory women Advances in papermaking and printmaking during the period enabled the commercial production of relatively inexpensive board games The most significant advance was the development of chromolithography a technological achievement that made bold richly colored images available at affordable prices Games cost as little as US 25 for a small boxed card game to 3 00 for more elaborate games Game of the District Messenger Boy 1886 American Protestants believed a virtuous life led to success but the belief was challenged mid century when the country embraced materialism and capitalism In 1860 The Checkered Game of Life rewarded players for mundane activities such as attending college marrying and getting rich Daily life rather than eternal life became the focus of board games The game was the first to focus on secular virtues rather than religious virtues 26 and sold 40 000 copies in its first year 28 Game of the District Messenger Boy or Merit Rewarded published in 1886 by the New York City firm of McLoughlin Brothers was one of the first board games based on materialism and capitalism published in the United States The game is a typical roll and move track board game Players move their tokens along the track at the spin of the arrow toward the goal at the track s end Some spaces on the track will advance the player while others will send him back In the affluent 1880s Americans witnessed the publication of Algeresque rags to riches games that permitted players to emulate the capitalist heroes of the age One of the first such games The Game of the District Messenger Boy encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung Such games insinuated that the accumulation of wealth brought increased social status 26 Competitive capitalistic games culminated in 1935 with Monopoly the most commercially successful board game in U S history 29 McLoughlin Brothers published similar games based on the telegraph boy theme including Game of the Telegraph Boy or Merit Rewarded 1888 Greg Downey notes in his essay Information Networks and Urban Spaces The Case of the Telegraph Messenger Boy that families who could afford the deluxe version of the game in its chromolithographed the wood sided box would not have sent their sons out for such a rough apprenticeship in the working world 30 Margaret Hofer described the period of the 1880s 1920s as The Golden Age of board gaming in America 15 Board game popularity was boosted like that of many items through mass production which made them cheaper and more easily available Although there are no detailed statistics some scholars who suggest that the 20th century saw a decline in the popularity of the hobby citation needed Chinese Arabic and Indian Edit Outside of Europe and the U S many traditional board games are popular In China Go and many variations of chess are popular In Africa and the Middle East mancala is a popular board game archetype with many regional variations In India a community game called Carrom is popular 31 Modern Edit The number of board games published by year 1944 2017 as listed on BoardGameGeek Expansion sets for existing games are marked in orange The late 1990s onwards have seen substantial growth in the reach and market of board games This has been attributed to among other factors the Internet which has made it easier for people to find out about games and to find opponents to play against as well as with a general increase in leisure time and consumer spending on entertainment citation needed Around the year 2000 the board gaming industry began significant growth with companies producing a rising number of new games to be sold to a growing worldwide audience 32 33 In the 2010s several publications referred to board games as having a new Golden Age though some board gamers prefer to call it a renaissance as The Golden Age is both predefined and a common term 32 34 35 Board game venues are also growing in popularity in 2016 over 5 000 board game cafes opened in the U S alone 36 Board game cafes are also reported to be very popular in China 37 Board games have also been used as a mechanism for science communication 38 Luck strategy and diplomacy EditSome games such as chess depend completely on player skill while many children s games such as Candy Land and Snakes and Ladders require no decisions by the players and are decided purely by luck 39 Two Qataris playing the traditional board game of Damah Many games require some level of both skill and luck A player may be hampered by bad luck in backgammon Monopoly or Risk but over many games a skilled player will win more often 40 The elements of luck can also make for more excitement at times and allow for more diverse and multifaceted strategies as concepts such as expected value and risk management must be considered citation needed Luck may be introduced into a game by several methods The use of dice of various sorts goes back to the earliest board games These can decide everything from how many steps a player moves their token as in Monopoly to how their forces fare in battle as in Risk or which resources a player gains as in 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 German style board games are notable for often having fewer elements of luck than many North American board games 41 Another important aspect of some games is diplomacy that is players making deals with one another Negotiation generally features only in games with three or more players cooperative games being the exception An important facet of Catan for example is convincing players to trade with you rather than with opponents In Risk two or more players may team up against others Easy diplomacy involves convincing other players that someone else is winning and should therefore be teamed up against Advanced diplomacy e g in the aptly named game Diplomacy consists of making elaborate plans together with the possibility of betrayal 42 In perfect information games such as chess each player has complete information on the state of the game but in other games such as Tigris and Euphrates or Stratego some information is hidden from players This makes finding the best move more difficult and may involve estimating probabilities by the opponents citation needed Software EditMain article Digital tabletop game Many board games are now available as video games These are aptly termed digital board games and their distinguishing characteristic compared to traditional board games is they can now be played online against a computer or other players Some websites such as boardgamearena com yucata de etc 43 allow play in real time and immediately show the opponents moves while others use email to notify the players after each move 44 The Internet and cheaper home printing has also influenced board games via print and play games that may be purchased and printed 45 Some games use external media such as audio cassettes or DVDs in accompaniment to the game 46 47 There are also virtual tabletop programs that allow online players to play a variety of existing and new board games through tools needed to manipulate the game board but do not necessarily enforce the game s rules leaving this up to the players There are generalized programs such as Vassal Tabletop Simulator and Tabletopia that can be used to play any board or card game while programs like Roll20 and Fantasy Grounds that are more specialized for role playing games 48 49 Some of these virtual tabletops have worked with the license holders to allow for use of their game s assets within the program for example Fantasy Grounds has licenses for both Dungeons amp Dragons and Pathfinder materials while Tabletop Simulator allows game publishers to provide paid downloadable content for their games 50 51 However as these games offer the ability to add in the content through user modifications there are also unlicensed uses of board game assets available through these programs 52 Market Edit The modern German board game Catan is printed in 30 languages and sold 15 million by 2009 While the board gaming market is estimated to be smaller than that for video games it has also experienced significant growth from the late 1990s 34 A 2012 article in The Guardian described board games as making a comeback 53 Other expert sources suggest that board games never went away and that board games have remained a popular leisure activity which has only grown over time 54 Another from 2014 gave an estimate that put the growth of the board game market at between 25 and 40 annually since 2010 and described the current time as the golden era for board games 34 The rise in board game popularity has been attributed to quality improvement more elegant mechanics components artwork and graphics as well as increased availability thanks to sales through the Internet 34 Crowd sourcing for board games is a large facet of the market with 233 million raised on Kickstarter in 2020 55 A 1991 estimate for the global board game market was over 1 2 billion 56 A 2001 estimate for the United States board games and puzzle market gave a value of under 400 million and for United Kingdom of about 50 million 57 A 2009 estimate for the Korean market was put at 800 million won 58 and another estimate for the American board game market for the same year was at about 800 million 59 A 2011 estimate for the Chinese board game market was at over 10 billion yuan 60 Some estimates may split board games from collectible card miniature and role playing games for example another 2014 estimate distinguishing board games from other types of hobby games gave the estimate for the U S and Canada market at only 75 million with the total size of what it defined as the hobby game market at over 700 million 61 with a 2015 estimate suggesting a value of almost 900 million 62 A 2013 estimate put the size of the German toy market at 2 7 billion euros out of which the board games and puzzle market is worth about 375 million euros and Polish markets at 2 billion and 280 million zlotys respectively 63 Per capita in 2009 Germany was considered to be the best market with the highest number of games sold per individual 64 Research Edit Board games serve diverse interests Left Kōnane for studious competition Right Kōnane for lighthearted fun A dedicated field of research into gaming exists known as game studies or ludology 65 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 66 and especially modern board games such as Catan Agricola and Pandemic Much research has been carried out on chess partly because many tournament players are publicly ranked in national and international lists which makes it possible to compare their levels of expertise The works of Adriaan de Groot William Chase Herbert A Simon and Fernand Gobet have established that knowledge more than the ability to anticipate moves plays an essential role in chess playing 67 Linearly arranged board games have improved children s spatial numerical understanding This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one 68 Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting recognizing numbers numerical estimation and number comprehension They also practice fine motor skills each time they grasp a game piece 69 Playing board games has also been tied to improving children s executive functions 70 and help reduce risks of dementia for the elderly 71 72 Related to this is a growing academic interest in the topic of game accessibility culminating in the development of guidelines for assessing the accessibility of modern tabletop games 73 and the extent to which they are playable for people with disabilities 74 Additionally board games can be therapeutic Bruce Halpenny a games inventor said when interviewed about his game The Great Train Robbery 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 75 Playing games has been suggested as a viable addition to the traditional educational curriculum if the content is appropriate and the gameplay informs students on the curriculum content 76 77 Categories EditThere are several ways in which board games can be classified and considerable overlap may exist so that a game belongs to several categories 15 H J R Murray s A History of Board Games Other Than Chess 1952 has been called the first attempt to develop a scheme for the classification of board games 78 David Parlett s Oxford History of Board Games 1999 defines four primary categories race games where the goal is to be the first to move all one s pieces to the final destination space games in which the object is to arrange the pieces into some special configuration chase games asymmetrical games where players start the game with different sets of pieces and objectives and displace games where the main objective is the capture the opponents pieces Parlett also distinguishes between abstract and thematic games the latter having a specific theme or frame narrative ex regular chess versus for example Star Wars themed chess 78 The following is a list of some of the most common game categories Abstract strategy games e g chess checkers Go reversi tafl games or modern games such as Abalone Dameo Stratego Hive or GIPF Alignment games e g renju gomoku Connect6 Nine men s morris or Tic tac toe Auction games e g Hoity Toity Power Grid Chess variants traditional variants e g shogi xiangqi or janggi modern variants e g Chess960 Grand Chess Hexagonal chess or Alice Chess Configuration games e g Lines of Action Hexade or Entropy Connection games e g TwixT Hex or Havannah Cooperative games e g Max the Cat Caves and Claws or Pandemic Count and capture games e g mancala games Cross and circle games e g Yut Ludo or Aggravation Deduction games e g Mastermind or Black Box Dexterity games e g Tumblin Dice or Pitch Car Economic simulation games e g The Business Game Monopoly The Game of Life Power Grid or Food Chain Magnate Educational games e g Arthur Saves the Planet Cleopatra and the Society of Architects or Shakespeare The Bard Game Elimination games e g draughts Alquerque Fanorona Yote or Surakarta Family games e g Roll Through the Ages Birds on a Wire or For Sale Fantasy games e g Shadows Over Camelot German style board games or Eurogames e g Catan Carcassonne Decatur The Game Carson City or Puerto Rico Guessing games e g Pictionary or Battleship Hidden movement games e g Clue or Escape from the Aliens in Outer Space Hidden role games e g Mafia or The Resistance Historical simulation games e g Through the Ages or Railways of the World Horror games e g Arkham Horror 79 80 Large multiplayer games e g Take It Easy or Swat 2010 Learning communication non competitive games e g The Ungame 1972 Mancala games e g Wari Oware or The Glass Bead Game Multiplayer games e g Risk Monopoly or Four player chess Musical games e g Spontuneous Negotiation games e g Diplomacy Paper and pencil games e g Tic tac toe or Dots and Boxes Physical skill games e g Camp Granada Position games no captures win by leaving the opponent unable to move e g Kōnane mu tōrere or the L game Race games e g Pachisi backgammon Snakes and Ladders Hyena chase or Worm Up Role playing games e g Dungeons amp Dragons Roll and move games e g Monopoly or Life Running fight games e g Bul Share buying games games in which players buy stakes in each other s positions typically longer economic management games e g Acquire or Panamax Single player puzzle games e g peg solitaire or Sudoku Spiritual development games games with no winners or losers e g Transformation Game or Psyche s Key Stacking games e g Lasca or DVONN Storytelling games e g Dixit or Tales of the Arabian Nights Territory games e g Go or Reversi Tile based games e g Carcassonne Scrabble Tigris and Euphrates or Evo Train games e g Ticket to Ride Steam or 18xx Trivia games e g Trivial Pursuit Two player only themed games e g En Garde or Dos de Mayo Unequal forces or hunt games e g Fox and Geese or Tablut Wargames ranging from Risk Diplomacy or Axis amp Allies to Attack or Conquest of the Empire Word games e g Scrabble Boggle Anagrams or What s My Word 2010 Glossary EditFurther information Glossary of board games 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 See also EditBoard game awards BoardGameGeek a website for board game enthusiasts Going Cardboard a documentary movie History of games Interactive movie DVD games List of board games List of game manufacturers Mind sportReferences Edit Pritchard D B 1994 The Encyclopedia of Chess Variants Games amp Puzzles Publications p 84 ISBN 978 0 9524142 0 9 Chess itself is a simple game to learn but its resulting strategy is profound Woods Stewart 16 August 2012 Eurogames The Design Culture and Play of Modern European Board Games p 17 ISBN 9780786490653 Livingstone Ian Wallis James 2019 Board games in 100 moves London Dorling Kindersley ISBN 978 0 241 36378 2 OCLC 1078419452 Maǧidzada Yusuf 2003 Jiroft the earliest oriental civilization Organization of the Ministry of Culture ans Islamic Guidance ISBN 964 422 478 7 OCLC 249152908 Piccione Peter A July August 1980 In Search of the Meaning of Senet PDF Archaeology 55 58 Archived PDF from the original on 25 November 2011 Retrieved 14 July 2018 Solly Meilan The Best Board Games of 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The Journals of Gerontology Series B 75 3 474 482 doi 10 1093 geronb gbz149 ISSN 1079 5014 PMC 7021446 PMID 31738418 Heron Michael James Belford Pauline Helen Reid Hayley Crabb Michael 27 April 2018 Meeple Centred Design A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games The Computer Games Journal 7 2 97 114 doi 10 1007 s40869 018 0057 8 ISSN 2052 773X Heron Michael James Belford Pauline Helen Reid Hayley Crabb Michael 21 April 2018 Eighteen Months of Meeple Like Us An Exploration into the State of Board Game Accessibility PDF The Computer Games Journal 7 2 75 95 doi 10 1007 s40869 018 0056 9 ISSN 2052 773X S2CID 5011817 Archived PDF from the original on 9 October 2022 Stealing the show Toy Retailing News Vol 2 no 4 December 1976 p 2 Harris Christopher n d Meet the New School Board Board Games Are Back And They re Exactly What Your Curriculum Needs School Library Journal Vol 55 no 5 pp 24 26 ISSN 0362 8930 Retrieved 23 April 2015 Mewborne Michael Mitchell Jerry T 3 April 2019 Carcassonne Using a Tabletop Game to Teach Geographic Concepts The Geography Teacher 16 2 57 67 doi 10 1080 19338341 2019 1579108 ISSN 1933 8341 S2CID 181375208 a b SFE Board Game sf encyclopedia com Retrieved 21 August 2022 Arkham Horror s 3rd Edition Gives the Game a Dramatic and Awesome Overhaul Gen Con 2018 Ign com 3 August 2018 The Best Horror and Zombie Board Games Ign com 20 December 2019 Further reading EditAustin Roland G Greek Board Games Antiquity 14 September 1940 257 271 Bell R C 1979 1st Pub 1960 Oxford University Press London Board and Table Games From Many Civilizations Vol I Revised ed Dover Publications Inc ISBN 978 0 671 06030 5 Bell R C 1979 1st Pub 1969 Oxford University Press London Board and Table Games From Many Civilizations Vol II Revised ed Dover Publications Inc ISBN 978 0 671 06030 5 Bell R C 1983 The Boardgame Book Exeter Books ISBN 978 0 671 06030 5 Falkener Edward 1961 1892 Games Ancient and Oriental and How to Play Them Dover Publications Inc ISBN 978 0 486 20739 1 Fiske Willard Chess in Iceland and in Icelandic Literature with historical notes on other table games Florentine Typographical Society 1905 Gobet Fernand de Voogt Alex amp Retschitzki Jean 2004 Moves in mind The psychology of board games Psychology Press ISBN 978 1 84169 336 1 Golladay Sonja Musser 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 Gordon Stewart July August 2009 Saudi Aramco World The Game of Kings Saudi Aramco World Vol 60 no 4 Houston Aramco Services Company pp 18 23 Archived from the original on 20 July 2009 Grunfeld Frederic V 1975 Games of the World Holt Rinehart and Winston ISBN 978 0 03 015261 0 Midgley Ruth ed 1975 The Way to Play Paddington Press Ltd ISBN 978 0 8467 0060 9 Mohr Merilyn Simonds 1997 The New Games Treasury Houghton Mifflin Company ISBN 978 1 57630 058 9 Murray H J R 1913 A History of Chess Reissued ed Oxford University Press ISBN 978 0 19 827403 2 Murray H J R 1978 A History of Board Games other than Chess Reissued ed Hacker Art Books Inc ISBN 978 0 87817 211 5 Parlett David 1999 The Oxford History of Board Games Oxford University Press Inc ISBN 978 0 19 212998 7 Pritchard D B 1982 Brain Games Penguin Books Ltd ISBN 978 0 14 005682 2 Pritchard David 1994 The Family Book of Games Brockhampton Press ISBN 978 1 86019 021 6 Rollefson Gary O A Neolithic Game Board from Ain Ghazal Jordan Bulletin of the American Schools of Oriental Research No 286 May 1992 pp 1 5 Sackson Sid 1983 1st Pub 1969 Random House New York A Gamut of Games Arrow Books ISBN 978 0 09 153340 3 Schmittberger R Wayne 1992 New Rules for Classic Games John Wiley amp Sons Inc ISBN 978 0 471 53621 5 External links Edit Wikimedia Commons has media related to Board games Board Games at Curlie BoardGameGeek BoardGameTheories International Board Game Studies Association Portals Games Chess Dungeons amp Dragons Retrieved from https en wikipedia org w index php title Board game amp oldid 1133588972, wikipedia, wiki, book, books, library,

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