A Guide to Checkers Families and Rules
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Clues About Bluffing in Clue: Is Conventional Wisdom Wise?
Digital Commons @ George Fox University Faculty Publications - Department of Electrical Department of Electrical Engineering and Engineering and Computer Science Computer Science 2019 Clues About Bluffing in Clue: Is Conventional Wisdom Wise? David Hansen Kyle D. Hansen Follow this and additional works at: https://digitalcommons.georgefox.edu/eecs_fac Part of the Engineering Commons Clues About Bluffing in Clue : Is Conventional Wisdom Wise? David M. Hansen Affiliate Member, IEEE1, Kyle D. Hansen2 1College of Engineering, George Fox University, Newberg, OR, USA 2Westmont College, Santa Barabara, CA, USA We have used the board game Clue as a pedagogical tool in our course on Artificial Intelligence to teach formal logic through the development of logic-based computational game-playing agents. The development of game-playing agents allows us to experimentally test many game-play strategies and we have encountered some surprising results that refine “conventional wisdom” for playing Clue. In this paper we consider the effect of the oft-used strategy wherein a player uses their own cards when making suggestions (i.e., “bluffing”) early in the game to mislead other players or to focus on acquiring a particular kind of knowledge. We begin with an intuitive argument against this strategy together with a quantitative probabilistic analysis of this strategy’s cost to a player that both suggest “bluffing” should be detrimental to winning the game. We then present our counter-intuitive simulation results from playing computational agents that “bluff” against those that do not that show “bluffing” to be beneficial. We conclude with a nuanced assessment of the cost and benefit of “bluffing” in Clue that shows the strategy, when used correctly, to be beneficial and, when used incorrectly, to be detrimental. -
Games Ancient and Oriental and How to Play Them, Being the Games Of
CO CD CO GAMES ANCIENT AND ORIENTAL AND HOW TO PLAY THEM. BEING THE GAMES OF THE ANCIENT EGYPTIANS THE HIERA GRAMME OF THE GREEKS, THE LUDUS LATKUNCULOKUM OF THE ROMANS AND THE ORIENTAL GAMES OF CHESS, DRAUGHTS, BACKGAMMON AND MAGIC SQUAEES. EDWARD FALKENER. LONDON: LONGMANS, GEEEN AND Co. AND NEW YORK: 15, EAST 16"' STREET. 1892. All rights referred. CONTENTS. I. INTRODUCTION. PAGE, II. THE GAMES OF THE ANCIENT EGYPTIANS. 9 Dr. Birch's Researches on the games of Ancient Egypt III. Queen Hatasu's Draught-board and men, now in the British Museum 22 IV. The of or the of afterwards game Tau, game Robbers ; played and called by the same name, Ludus Latrunculorum, by the Romans - - 37 V. The of Senat still the modern and game ; played by Egyptians, called by them Seega 63 VI. The of Han The of the Bowl 83 game ; game VII. The of the Sacred the Hiera of the Greeks 91 game Way ; Gramme VIII. Tlie game of Atep; still played by Italians, and by them called Mora - 103 CHESS. IX. Chess Notation A new system of - - 116 X. Chaturanga. Indian Chess - 119 Alberuni's description of - 139 XI. Chinese Chess - - - 143 XII. Japanese Chess - - 155 XIII. Burmese Chess - - 177 XIV. Siamese Chess - 191 XV. Turkish Chess - 196 XVI. Tamerlane's Chess - - 197 XVII. Game of the Maharajah and the Sepoys - - 217 XVIII. Double Chess - 225 XIX. Chess Problems - - 229 DRAUGHTS. XX. Draughts .... 235 XX [. Polish Draughts - 236 XXI f. Turkish Draughts ..... 037 XXIII. }\'ci-K'i and Go . The Chinese and Japanese game of Enclosing 239 v. -
History of the World Rulebook
TM RULES OF PLAY Introduction Components “With bronze as a mirror, one can correct one’s appearance; with history as a mirror, one can understand the rise and fall of a state; with good men as a mirror, one can distinguish right from wrong.” – Emperor Taizong of the Tang Dynasty History of the World takes 3–6 players on an epic ride through humankind’s history. From the dawn of civilization to the twentieth century, you will witness humanity in all its majesty. Great minds work toward technological advances, ambitious leaders inspire their 1 Game Board 150 Armies citizens, and unpredictable calamities occur—all amid the rise and fall (6 colors, 25 of each) of empires. A game consists of five epochs of time, in which players command various empires at the height of their power. During your turn, you expand your empire across the globe, gaining points for your conquests. Forge many a prosperous empire and defeat your adversaries, for at the end of the game, only the player with the most 24 Capitols/Cities 20 Monuments (double-sided) points will have his or her immortal name etched into the annals of history! Catapult and Fort Assembly Note: The lighter-colored sides of the catapult should always face upward and outward. 14 Forts 1 Catapult Egyptians Ramesses II (1279–1213 BCE) WEAPONRY I EPOCH 4 1500–450 BCE NILE Sumerians 3 Tigris – Empty Quarter Egyptians 4 Nile Minoans 3 Crete – Mediterranean Sea Hittites 4 Anatolia During this turn, when you fight a battle, Assyrians 6 Pyramids: Build 1 monument for every Mesopotamia – Empty Quarter 1 resource icon (instead of every 2). -
Representing the Algerian Civil War: Literature, History, and the State
Representing the Algerian Civil War: Literature, History, and the State By Neil Grant Landers A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in French in the GRADUATE DIVISION of the UNIVERSITY OF CALIFORNIA, BERKELEY Committee in charge: Professor Debarati Sanyal, Co-Chair Professor Soraya Tlatli, Co-Chair Professor Karl Britto Professor Stefania Pandolfo Fall 2013 1 Abstract of the Dissertation Representing the Algerian Civil War: Literature, History, and the State by Neil Grant Landers Doctor of Philosophy in French Literature University of California, Berkeley Professor Debarati Sanyal, Co-Chair Professor Soraya Tlatli, Co-Chair Representing the Algerian Civil War: Literature, History, and the State addresses the way the Algerian civil war has been portrayed in 1990s novelistic literature. In the words of one literary critic, "The Algerian war has been, in a sense, one big murder mystery."1 This may be true, but literary accounts portray the "mystery" of the civil war—and propose to solve it—in sharply divergent ways. The primary aim of this study is to examine how three of the most celebrated 1990s novels depict—organize, analyze, interpret, and "solve"—the civil war. I analyze and interpret these novels—by Assia Djebar, Yasmina Khadra, and Boualem Sansal—through a deep contextualization, both in terms of Algerian history and in the novels' contemporary setting. This is particularly important in this case, since the civil war is so contested, and is poorly understood. Using the novels' thematic content as a cue for deeper understanding, I engage through them and with them a number of elements crucial to understanding the civil war: Algeria's troubled nationalist legacy; its stagnant one-party regime; a fear, distrust, and poor understanding of the Islamist movement and the insurgency that erupted in 1992; and the unending, horrifically bloody violence that piled on throughout the 1990s. -
French Revolution Board Game
Name ____________________________ Block ___________ French Revolution Board Game With so much happening and so many twists and turns, it is hard not to compare the French Revolution to an awesome history-based board game. Luckily, you get the opportunity to make one! Your task is to create a board game that is fun to play, and teaches players about the French Revolution (even if they don’t know they are learning). Your game should cover the events from the meeting of the Three Estates in 1789 to the Congress of Vienna in 1815. You may make up an entirely new game or start with an existing game and modify the set up. Some possibilities: • Change a Monopoly board so that the properties and pieces fit the French Revolution and not beachfront gambling towns. • Revisit the game of Life with revolutionary tracks rather than career choices. • Trivia-based game where number of moves is based on answering questions. • Revise Chutes and Ladders to reflect the changes in France during the Revolution. Rubric DOES NOT MEET CRITERIA EXCELLENT ADEQUATE SCORE EXPECTATIONS Relates clearly to each Misses some phases or Game does not relate to Information phase of the French key people and events, the French Revolution ___/25 Revolution with but uses some French except in name only. accurate information. Revolution ideas. Includes all parts* and Instructions are unclear Not a playable game. Playability is ready to be played. or not included. Missing necessary pieces or not ___/25 enough cards for full game. Creatively modifies all Basic structure of the Simply makes name Attention to elements of gameplay original game is the changes to an existing Detail and set up for a same, with some game or makes few ___/25 complete French relevant modifications efforts to creatively Revolution experience. -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the blackouts and the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer. -
Minutes of the Extraordinary General Assembly of the FMJD 2015 Oktober 11,2015, Didim, Turkey Page 1
Minutes of the Extraordinary General assembly of the FMJD 2015 Oktober 11,2015, Didim, Turkey page 1 Present: Members of the Executive Board : Harry Otten President, Jacek Pawlicki Tournament Director also representing Poland and a mandate for Czech Republic, Frits Luteijn Treasurer, Frank Teer General Secretary and President Technical Committee, Johan Demasure Tournament Director Youth also representing Belgium with a mandate from France, Bat-Erdene Chimeddorj , president of the Asian Draughts confederation, also representing Mongolia, with a mandate from Japan, Viktoria Lehtmets, representing the European Draughts Confederation, Ndongo Fall representing the African Draughts Confederation, Vitalia Dumesh , representing the women players Members of committees and sections : Lelio Marcos , contact person of the section 64 Brazilian (international rules), also representing Brazil, with a mandate from Trinidad and Tobago, Ali Kadir Benzer , president of the section Turkish Draughts Anatoli Yacenko , President of the Ethical Committee, also representing Ukraine, Adama Gueye representing the Medical Committee and representing Senegal , Aare Harak, President of the Financial Committee , Milena Szatkowska, member of the financial committee, Xia Lu , member of the financial committee , also representing China Translators: Safiye Bal , translator French-English , Saule Makasheva , translator English-Russian Voting machines : Mehmet Bugra from Eloysis Elektronic, Turkey Representatives of federations : Nofel ashumov, Azerbaidjan, Irina Pashkievitch for Belarus,with a mandate from Lithuania, Jean Marc Ndjofang for Cameroon, Tarmo Tulva for Estonia, Daniele Macali for Italy , Airat Nurgaziyev for Kazakhstan, Guntis Valneris for Latvia , Ben Smeenk for the Netherlands with a mandate from Germany, Oleg Polikarpov for Russia, Ibrahim Ismailov for Turkey, Yunus Amindjonov for Uzbekistan. Assistants: Cindy Li Kaimin , China, also translator English-Chinese, Alisher Artykow, Uzbekistan, Darya Tkachenko, FMJD 1. -
Children's Play Behavior During Board Game Play In
Children’s Play Behavior During Board Game Play in Korea and America Kindergarten Classrooms Kee-Young Choi Professor, Department of Early Childhood Education Korea National University of Education Cheongwon-gun, Chungbuk-Do South Korea, 367-791 E-mail: [email protected] Paper Presented at the Association for Childhood Education International 2005 Annual International Conference & Exhibition Washington, DC, USA March 23-26, 2005 1 ABSTRACT This study explored Korean and American children’s play behaviors during board games in a kindergarten classroom using an ethnographic approach. The Korean participants were 20 children and one teacher of one classroom at attached kindergarten of public elementary school. The American participants were 11 kindergarten children and one teacher from a kindergarten class at a public elementary school. Observations were recorded as children played board games in the natural classroom setting over the duration of 8 months (5 months in Korea, 3 month in America). Field notes and videotapes obtained throughout the observation period were analyzed via three steps. The extracted characteristics of children’s play behaviors of two countries were compared. The results of this study were as follows; First, board games functioned as play–oriented activities in Korea. But in America board games functioned as learning-oriented activities rather than as play-oriented ones in that classroom. Second, there were some differences in children’s board game commencement behavior, observation behavior of board game rules, winning strategies, and behavior at game termination, and board game behavior by demographic characteristics but there were common features also found between two countries. 2 I. Introduction Board game play is different from free play in that players must follow game rules with opponent players. -
Patterns of Long Term Growth in Sub-Saharan Africa Public Disclosure Authorized
WPS4398 POLICY RESEA R CH WO R KING PA P E R 4398 Public Disclosure Authorized Patterns of Long Term Growth in Sub-Saharan Africa Public Disclosure Authorized Jorge Saba Arbache John Page Public Disclosure Authorized The World Bank Public Disclosure Authorized Africa Region Office of the Chief Economist November 2007 POLICY RESEA R CH WO R KING PA P E R 4398 Abstract Using the most recent purchasing power parity data for economic performance over the long run. The authors 44 sub-Saharan African countries, this paper examines also find that the 1990s may mark a turning point in the characteristics of long run growth in Africa between Africa’s growth; income distribution is becoming more 1975 and 2005. The authors find that low and volatile unequal across countries; formation of clubs; initial growth is the outstanding defining characteristic of conditions matter a great deal for income distribution but Africa’s growth experience since 1975, but the authors not for growth; and that geography and natural resources find no evidence that growth volatility is associated with do not seem to matter for growth. This paper—a product of the Office of the Chief Economist for the Africa Region—is part of a larger effort in the department to investigate long term growth in Africa. Policy Research Working Papers are also posted on the Web at http:// econ.worldbank.org. The author may be contacted at [email protected]. The Policy Research Working Paper Series disseminates the findings of work in progress to encourage the exchange of ideas about development issues. -
Rules of Draughts (Checkers)
Rules of Draughts (Checkers) Draughts is a board game of skill played between two players who, following a fixed set of rules, attempt to win the game by either removing all of their opponent’s playing pieces from the draughts board, or by rendering their opponent’s pieces immobile. WCDF Rules of Draughts Preface: The following rules of draughts cannot cover every possible situation that may arise during the course of a game, nor can they regulate for all administrative questions. Where instances arise that are not precisely regulated for by the following rules of draughts, it should be possible for the tournament controller/ referee to reach a correct and fair decision by reflecting on analogous situations, and through the use of absolute objectivity. We believe that the rules should not be over prescriptive so as to deprive a tournament controller / referee of their freedom to make a judgement based on fairness, logic and unforeseen special factors. Section One: Equipment and Rules for Play. THE DRAUGHTBOARD AND ITS ARRANGEMENT 1.1 The draughtboard is composed of 64 squares, alternately light and dark arranged in a square array of 8 rows and 8 columns and bounded by a neutral border. 1.2 The official draughtboard for use in all major events shall be of Green and White (or off white/cream) colours for the dark and light squares. 1.3 The size of squares of the draughts boards should be between 4.5 and 5 centimetres. 1.4 At the commencement of play the draughtboard is placed between the players in such a way that a green square is to be found on the player’s near left side, and a white square to their right side. -
Algeria Ancestors Angola Animals in African Folklore Arabic Folk Literature of North Africa Architecture Archives of Traditional Music Ashanti Astronomy
A Algeria Ancestors Angola Animals in African Folklore Arabic Folk Literature of North Africa Architecture Archives of Traditional Music Ashanti Astronomy back to top B Bamana Banjo: African Roots Bao Bascom, William Basketry, Africa Basketry, African American Beadwork Benin Birth and Death Rituals among the Gikuyu Blacksmiths: Dar Zaghawa of the Sudan Blacksmiths: Mande of Western Africa Body Arts: African American Arts of the Body Body Arts: Body Decoration in Africa Body Arts: Hair Sculpture Botswana Burkina Faso Burundi back to top C Callaway, Bishop Henry Cameroon Cape Verde Cardinal Directions Caribbean Verbal Arts Carnivals and African American Cultures Cartoons Central African Folklore Central African Republic Ceramics Ceramics and Gender Chad Chief Children's folklore: Iteso Songs of War Time Children's folklore: Kunda Songs Children's Folklore: Ndeble Classiques Africaines Color Symbolism: The Akan of Ghana Comoros Concert Parties Congo (Republic of the Congo) Contemporary Bards: Hausa Verbal Artists Cosmology Cote d'Ivoire Cote d'Ivoire, Folklore Crowley, Daniel back to top D Dance: Overview with a Focus on Namibia Decorated Vehicles (Focus on Western Nigeria) Democratic Republic of Congo Dialogic Performances: Call and Response in African Narrating Diaspora: African Communities in the United Kingdom Diaspora: African Communities in the United States Diaspora: African Traditions in Brazil Diaspora: Sea Islands of the USA Dilemma Tales Divination: Household Divination Among the Kongo Divination: Ifá Divination in Cuba Divination: Overview Djibouti Dolls and Toys Drama: Anang Ibibio Traditional Drama Draughts Dreams Dress Drumming: Ewe Dyula back to top E East African Folklore: Overview Education: Folklore in Schools Egypt Electronic Media and Oral Traditions Epics: Liongo Epic of the Swahili Epics: Overview Epics: West African Epics Equatorial Guinea Eritrea Eshu, the Yoruba Trickster Esthetics: Baule Visual Arts Ethiopia Evans-Pritchard, E. -
Instructions-For-Trouble-Hasbro.Pdf
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