n.
A game of strategy, such as chess or backgammon, played by moving pieces on a board and sometimes involving dice.
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A board game is a game which involves counters or pieces being moved on a pre-marked surface or "board", according to a set of rules. Games may be based on pure strategy, chance (e.g. rolling dice) 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.
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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:
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Many board games are now available as video 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]
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 therapeutic. 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]
Most board games involve both luck and strategy. But an important feature of them is the amount of randomness/luck involved, as opposed to skill. Some games, such as chess, depend almost entirely on player skill. But many children's games are mainly decided by luck: eg Candy Land and Chutes and Ladders require no decisions by the players. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a good player will win more often. While some purists consider luck not to 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 feature is the game information available to players. Some games (chess being the classic example) are perfect information games: every player has complete information on the state of the game. In other games, such as Tigris and Euphrates, some information is hidden from players. This makes finding the best move more difficult, but also requires the players to estimate probabilities by the players. Tigris and Euphrates also has completely deterministic action resolution.[clarification needed]
Another important feature of a game is the 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 involve diplomacy (cooperative games being the exception). Thus, negotiation generally features only in games for 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, 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.
Luck may be introduced into a game by a number of methods. The most common method is the use of dice, generally six-sided. These can decide 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 player has to answer. German-style board games are notable for often having rather less of a luck factor than many North American 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.
There are a number of different categories that board games can be broken up into, although considerable overlap exists, and a game may belong in several categories. The following is a list of some of the most common:
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