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Thursday Friday
3:00 PM – 4:00 PM Thursday 4:00 PM – 5:00 PM 12:00 PM – 1:00 PM “Hannibal and the Second Punic War” “The History of War Gaming” Speaker: Nikolas Lloyd Location: Conestoga Room Speaker: Paul Westermeyer Location: Conestoga Room Description: The Second Punic War perhaps could have been a victory for Carthage, and today, church services and degree Description: Come learn about the history of war gaming from its certificates would be in Punic and not in Latin. Hannibal is earliest days in the ancient world through computer simulations, considered by many historians to be the greatest ever general, and focusing on the ways commercial wargames and military training his methods are still studied in officer-training schools today, and wargames have inspired each other. modern historians and ancient ones alike marvel at how it was possible for a man with so little backing could keep an army made 1:00 PM – 2:00 PM up of mercenaries from many nations in the field for so long in Rome's back yard. Again and again he defeated the Romans, until “Conquerors Not Liberators: The 4th Canadian Armoured Division in the Romans gave up trying to fight him. But who was he really? How Germany, 1945” much do we really know? Was he the cruel invader, the gallant liberator, or the military obsessive? In the end, why did he lose? Speaker: Stephen Connor, PhD. Location: Conestoga Room Description: In early April 1945, the 4th Canadian Armoured Division 5:00 PM – 6:00 PM pushed into Germany. In the aftermath of the bitter fighting around “Ethical War gaming: A Discussion” Kalkar, Hochwald and Veen, the Canadians understood that a skilled enemy defending nearly impassable terrain promised more of the Moderator: Paul Westermeyer same. -
Digitising Boardgames: Issues and Tensions
Digitising Boardgames: Issues and Tensions Melissa J. Rogerson, Martin Gibbs, Wally Smith Microsoft Research Centre for Social Natural User Interfaces The University of Melbourne Parkville, Vic, 3010 +61 3 8344 1394, +61 3 8344 1494 [email protected] , [email protected] , [email protected] ABSTRACT In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using these examples, we demonstrate the tension between the interaction metaphor of the original analogue medium and the metaphor of a digital game. We describe the importance of housekeeping chores to gameplay and position them as a form of articulation work, which is typically hidden by digital implementations. Further, we demonstrate the types of information that are created through digital play and discuss how this influences game play of both digital and physical boardgames. Keywords Board games, interaction metaphor, articulation, theorycrafting, informating INTRODUCTION Boardgames, traditionally played in their physical format using boards, cards, dice, playing tokens and the like, are increasingly being translated to digital form for devices such as smartphones, computers, videogame systems and tablets. To date, little attention has been paid to how and the degree to which this digitisation affects or transforms the experience of play. There is growing tension between the desire for digitised boardgames to be true to the interaction metaphor (Sharp et al. 2007, 58-63) of the original medium and the desire to extend the game to explore the potential of the digital medium. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
Monte Carlo Methods for the Game Kingdomino
Monte Carlo Methods for the Game Kingdomino Magnus Gedda, Mikael Z. Lagerkvist, and Martin Butler Tomologic AB Stockholm, Sweden Email: fi[email protected] Abstract—Kingdomino is introduced as an interesting game for enhancements have been presented for MCTS, both general studying game playing: the game is multiplayer (4 independent and domain-dependent, increasing its performance even further players per game); it has a limited game depth (13 moves per for various games [14], [15], [16], [17], [18]. For shallow game player); and it has limited but not insignificant interaction among players. trees it is still unclear which Monte Carlo method performs Several strategies based on locally greedy players, Monte Carlo best since available recommendations only concern games Evaluation (MCE), and Monte Carlo Tree Search (MCTS) are with deep trees. presented with variants. We examine a variation of UCT called Kingdomino [19] is a new board game which won the progressive win bias and a playout policy (Player-greedy) focused prestigious Spiel des Jahres award 2017. Like many other on selecting good moves for the player. A thorough evaluation is done showing how the strategies perform and how to choose eurogames it has a high branching factor but differs from parameters given specific time constraints. The evaluation shows the general eurogame with its shallow game tree (only 13 that surprisingly MCE is stronger than MCTS for a game like rounds). It has frequent elements of nondeterminism and Kingdomino. differs from zero sum games in that the choices a player makes All experiments use a cloud-native design, with a game server generally have limited effect on its opponents. -
A Tactical Power Struggle for 2 to 5 Players, 10 Years and Up
A tactical power struggle for 2 to 5 players, 10 years and up It is approximately 2200 years ago. China is in the middle of a period of political Instability and on the brink of a change of power. The imperial government has been severely weakened by the peasant uprisings – its demise is sealed. Who will manage to reunite the provinces and initiate the beginning of a new dynasty? GAME MATERIALS 57 province cards in 5 colors 1 gameboard with 2 playing maps (10 in violet, 11 in yellow, 11 in orange, 12 in green, 13 in red) Border Disputes (China, consisting of 9 provinces) 100 houses in 5 colors (20 each in blue, green, violet, red and yellow) 45 emissaries in 5 colors (9 each in blue, green, violet, red and yellow) Ways of Diplomacy (the capital, consisting of 9 districts) 1 Emperor 9 scoring disks 5 markers for the variants 5 point cards OBJECT OF THE GAME By playing cards, players erect their governing houses and get emissaries to the courts of the provinces. In doing so, they obtain power points for skillful house placement and for successful alliances among their emissaries. At the end of the game, the player with the most power points wins. 1 SET-UP OF THE GAME The front side of the gameboard shows the Border Disputes playing map, which is suited for 3 to 5 players. The back side contains the Ways of Diplomacy playing map, for 2 to 4 players. Depending on the number of participants, you play on the appropriate side; if you are 3 or 4 players, you can choose either of the two maps. -
Table of Contents
TABLE OF CONTENTS Gaming Introduction/Schedule ...........................................4 Role Playing Games (Campaign) ........................................25 Board Gaming ......................................................................7 Campaign RPGs Grid ..........................................................48 Collectible Card Games (CCG) .............................................9 Role Playing Games (Non-Campaign) ................................35 LAN Gaming (LAN) .............................................................18 Non-Campaign RPGs Grid ..................................................50 Live Action Role Playing (LARP) .........................................19 Table Top Gaming (GAME) .................................................52 NDMG/War College (NDM) ...............................................55 Video Game Programming (VGT) ......................................57 Miniatures .........................................................................20 Maps ..................................................................................61 LOCATIONS Gaming Registration (And Help!) ..................................................................... AmericasMart Building 1, 2nd Floor, South Hall Artemis Spaceship Bridge Simulator ..........................................................................................Westin, 14th Floor, Ansley 7/8 Board Games ................................................................................................... AmericasMart Building 1, 2nd -
Center, 1515 West 6Th Avenue, Stiliwatr, Oklahoma 74074 ($15.00)
DOCUMENT BESDNE ED 140 030 CB 011 311 AUTHOR Nelson, Frank W. TITLE Distributive Education II. Course o. Study. INSTITUTION Oklahoma State Dept. of Vocational and Technical Education, Stillwater. Curriculum and Instructional Materials Center. PUB DATE 76 NOTE 826p. AVAILABLE FRCM Oklahoma State Department of Vocational-Technical Education, Curriculum and Instractional Materials Center, 1515 West 6th Avenue, Stiliwatr, Oklahoma 74074 ($15.00) EDRS PRICE MF-$1.50 Pius Postage. MC Not Available from EDRS. DESCRIPTORS *Distributive Education; Economics; Exhibits; *High School Curriculum; Human Relations; Job_Skills; Learning Activities; Merchandising; Publicize; Salesmanship; Senior High Schools; Skin DeVelopment; State Curriculum Guides; Units of Study IDENTIFIERS Cklahoma ABSTRACT This curriculum guide for teacher-coordinators is designed to provide a course of study in distributiveeducation (Distributive Education II) in Oklahoma. Content is in ninesections with each section consisting of one or more instructionalunits: (1) Orientation (Introduction to Distributive Occupations, DECA), (2) Survival Skills (Job Application and Interview, Handling Money,Cash Register, Shoplifting Prevention, and Communications),(3) Human Relations,(4) Selling (Pre-Approach, Approach, andDetermining Needs; Presentation; Overcoming Objections, Close,Suggestion Selling, and Reassurance) , (5) Display,(6) Advertising (Advertising Media; Advertising Layout), (7) Merchandising,(8) Store Organization, and(9) Economics (Economics of Free Enterprise; Government and -
Dragon Magazine #172
Issue # 172 SPECIAL ATTRACTIONS Vol. XVI, No. 3 August 1991 Welcome to the Underdark 9 Our special section on underground adventuring. Publisher Seeing the Sights in Skullport Ed Greenwood and Steven E. James M. Ward 10 Schend. Skullport: A great place to visit, if your insurance is paid up. Editor The Dragons Bestiary The readers Roger E. Moore 16 Caves have the nastiest things living in them, like these three fine fellows. Fiction editor Barbara G. Young The Ecology of the Galeb Duhr Robert Isaacson 20 Just because it looks like a rock doesnt mean it has to act like one. Assistant editor Dale A. Donovan REGULAR FEATURES Art director Larry W. Smith Role-playing Reviews Allen Varney 26 Where have all the miracles gone? A look at super-hero games and Production staff supplements. Gaye OKeefe Angelika Lokotz The Lay of Droone fiction by William B. Crump Tracey Zamagne 34 The lizards had taken the mountainbut, thanks to the dwarves, they wouldnt enjoy their victory. Subscriptions The Voyage of the Princess Ark Bruce A. Heard Janet L. Winters 41 Alphatia and Thyatis face their doom, and the incredible powers of cinnabar are revealed! US. advertising Roseann Schnering The Role of Computers Hartley, Patricia, and Kirk Lesser 55 The gods are not kind in Darkspyre; if you fail them, humanity dies. U.K. correspondent Into the Spirit of Things Michael DeWolfe and U.K. advertising 66 Spirit and divine magic of the strangest kind for your RUNEQUEST* Bronwen Livermore game. Shining Armor Thomas M. Kane 68 When you care enough to send the very best, put an M1A1 Abrams tank in your TOP SECRETIS/S.I. -
Impress Your Players with These 10 Horrific Encounters
BY NEVERNOTDM Sample file IMPRESS YOUR PLAYERS WITH THESE 10 HORRIFIC ENCOUNTERS DUNGEONS & DRAGONS, D&D, Wizards of the Coast, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. SuchSample material is used with permission under the Community Content Agreementfile for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Christian Zeuch, NeverNotDM, 2 and Jemery Forbing, and published under the Community Content Agreement for Dungeon Masters Guild. Contents Credits Introduction…………………………………4 Author:NeverNotDM ,ChristianZeuch , Overview....................................................................4 Jeremy Forbing Editor: Jack Weighill Using Maps.................................................................4 Art Direction: Christian Zeuch Running Encounters.............................................4 Layout: Christian Zeuch (based on the Affinity Encounter Challenge...........................................4 Publisher template by Nathanaël Roux) Encounters…..…………………………………5 Project Lead: Christian Zeuch A Witch’s Curse........................................................5 Cover Art: mikesilent & somchaikhun (Adobe A Queer Warning ....................................................8 Stock) Behind the Waterfall..........................................12 Interior Art: Some artwork © Grim Press, used with Freezing -
Save the Date RSP: Rabbi Perlman
SUMMER 2019 | SIVAN / TAMUZ / AV 5779 VOLUME 85 NO.9 INSIDE: An Interview with ◾ Tribute to Leonard Cohen Rabbi Sharyn Perlman ◾ FNL with Naomi Less, 9/6/19 Port Washington resident Rabbi Sharyn Perlman was or- dained as a Rabbi at the Jewish Theological Seminary (JTS) last year. As a second-career student, Rabbi Perlman brings REGISTER ONLINE FOR new rabbi enthusiasm, combined with the experience of a life lived to her rabbinate. Rabbi Perlman taught “Torah for the Heart” at TBI this Spring, and was acting Rabbi for RELIGIOUS several Shabbatot when Rabbi Mishkin was away. She will be serving as Rabbi-in-Residence while Rabbi Mishkin is SCHOOL on sabbatical the Summer. See Page 13 By way of introducing Rabbi Perlman to the TBI family, she agreed to be inter- viewed for The Tablet, and hopes that you will join her in the coming months for exciting learning, meaningful prayer, and warm schmoozing. TBI: Let’s start with an easy question: How would you prefer to be addressed by your congregants – Rabbi Perlman or Rabbi Sharyn? Save the Date RSP: Rabbi Perlman. Thanks for asking! temple beth israel TBI: Tell us a little about yourself. Where are you from originally? Rabbi Perlman continued on page 2 Sunday, September 8 12 noon Activities throughout the afternoon provided by Crestwood Day Camp Arts & Crafts Music & Entertainment Games • Playground Food Visit us online at www.tbiport.org Contact us at 516-767-1708 Rabbi Perlman continued from page 4 RSP: I’m a born and bred Long Islander. My family lived in Glen Cove until shortly after my bat mitzvah – at Congregation Tifereth Israel – and then we moved Temple Drive, Port Washington NY 11050-3915 to Great Neck, where my 92-year-old mother still lives. -
An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville
University of Arkansas, Fayetteville ScholarWorks@UARK Theses and Dissertations 8-2012 Of Dice and Men: An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/etd Part of the Social and Cultural Anthropology Commons Recommended Citation Brace, Christopher Shane, "Of Dice and Men: An Ethnography of Contemporary Gaming Subculture" (2012). Theses and Dissertations. 488. http://scholarworks.uark.edu/etd/488 This Thesis is brought to you for free and open access by ScholarWorks@UARK. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE A thesis submitted in partial fulfillment of the requirements for the degree of Master of Art in Sociology By Christopher S. Brace University of Arkansas Masters of Business Administration, 2005 University of Arkansas Bachelor of Arts in Middle East Studies & Anthropology, 2003 August 2012 University of Arkansas ABSTRACT Tabletop roleplaying is a dynamic and flourishing hobby that has become increasingly accessible to a wide variety of participants. The games themselves, as well as the gaming subculture, offer players a number of personal and social benefits that continue to enrich their lives long after they leave the table. Using Goffman's theories of Dramaturgy and Frame Analysis, this paper seeks to examine the positive impact of gaming in three key areas. The first is an analysis of the subculture which includes the evolution of the games, the growth and diversification of the roleplaying community, and the current shift in stereotypes about gaming. -
Dragon Magazine #217
Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S.