A board game is a game 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, 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, to having a specific theme and narrative, such as Cluedo. Rules range from the very simple, such as in Tic-tac-toe, to ones which describe a game universe in great detail, such as in Dungeons & Dragons, 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 or Go have simple rules that can still lead to complex scenarios.
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:
Senet has been found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC respectively.[1]Senet is the oldest board game known to have existed, and was pictured in a fresco found in Merknera's tomb (3300-2700 BC).[2]
c. 400 BC: The earliest written reference to Go/Weiqi in the historical annal Zuo Zhuan. Go/Weiqi is also mentioned in the Analects of Confucius (c. 5th century BC).[7]
c. 400 onwards: Tafl games played in Northern Europe.[11]
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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.
c. 600: The earliest reference to Chatrang written in Karnamak-i-Artakhshatr-i-Papakan. [citation needed]
c.1283: The game of astronomical tables, from Libro de los juegosAlfonso X of Castile in Spain commissioned Libro de ajedrez, dados, y tablas ("Libro de los Juegos" (The Book of Games)) translated into Castilian from Arabic and added illustrations with the goal of perfecting the work.[13][14]
c. 1930: Monopoly stabilises into the version that is currently popular.
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]
Additionally, board games can be thereputic.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]
Linearly arranged board games have been shown to improve 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.[17]
An important dimension describing the variation in board games is the level of randomness/luck involved in game play, as opposed to the influence of player strategy. Some games, such as chess, depend almost entirely on player skill. 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.
A second dimension regards the game information available to players. Some games (chess being the classical example) are so-called perfect information games, where every player has access to complete information regarding the game state. Other games, such as Tigris and Euphrates keep parts of the game state hidden from players. This makes searching for optimal moves more difficult, but also requires estimation of certain probabilities by the players. Tigris and Euphrates is also an example of a game that with significant hidden information but at the same time completely deterministic action resolution.
The third important dimension is the amount and importance of diplomacy, i.e. 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 piecesWooden 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.
Game board (or simply board)—the (usually quadrilateral) surface on which one plays a board game; the namesake of the board game, gameboards would seem to be a necessary and sufficient condition of the genre, though card games that do not use a standard deck of cards (as well as games which use neither cards nor a game board) are often colloquially included. Most games use a standardized and unchanging board (chess, Go, and backgammon all have such a board), but many games use a modular board whose component tiles or cards can assume varying layouts from one session to another, or even as the game is played.
Game piece (or counter or token or bit or meeple or mover or pawn)—a player's representative on the game board. Each player may control one or more game pieces. In some games that involve commanding multiple game pieces, such as chess, certain pieces have unique designations and capabilities within the parameters of the game; in others, such as Go, all pieces controlled by a player have the same essential capabilities. In some modern board games, such as Clue, there are other pieces that are not a player's representative, i.e. weapons. In some games, pieces may not represent or belong to a particular player.
Jump—to bypass one or more game pieces or spaces. Depending on the context, jumping may also involve capturing or conquering an opponent's game piece. (See also:Game mechanic: capture)
Space (or square)—a physical unit of progress on a gameboard delimited by a distinct border. Alternatively, a unique, atomic position on the board on which a game piece may be located while in play (in Go, for example, the pieces are placed on intersections of lines on the grid, not in the areas bounded by the grid lines as is seen in chess). (See also:Game mechanic: Movement)
Hex—in hexagon-based board games, this is the common term for a standard space on the board. This is most often used in wargaming, though some abstract strategy games such as Abalone use hexagonal layouts.
Card—a piece of cardboard on which instructions are given
Deck—a stack of cards
Capture—a method in which one removes another players game piece from the board, for example: in checkers if you jump another player's piece, that piece is captured.
^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.
^Gobet, Fernand, de Voogt, Alex, & Retschitzki, Jean (2004). Moves in mind: The psychology of board games. Psychology Press. ISBN1841693367.{{cite book}}: CS1 maint: multiple names: authors list (link)
^Stealing the show. Toy Retailing News - Volume 2 Number 4 - December 1976 - page 2
Falkener, Edward. Games Ancient and Oriental, and How To Play Them. Longmans, Green and Co., 1892.
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, & Retschitzki, Jean (2004). Moves in mind: The psychology of board games. Psychology Press. ISBN1841693367.{{cite book}}: CS1 maint: multiple names: authors list (link)
Parlett, David. Oxford History of Board Games. Oxford University Press, 1999. ISBN 0-19-212998-8
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.