Classification of Boardgames
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Ludopor – Platform for Creating Word Educational Games
LudoPor Word Games Creation Platform Samuel José Raposo Vieira Mira March of 2009 Acknowledgements While I have done a lot of work on this project, it would not have been possible without the help of many great people. I would like to thank my mother and my wonderful girlfriend who have encouraged me in everything I have ever done. I also owe a great amount to my thesis supervisor, Rui Prada whose advice and criticism has been critical in this project. Next I would like to thank the Ciberdúvidas community, especially Ana Martins, for having the time and will to try and experiment my prototypes. A special thanks is owed to my good friend António Leonardo and all the users that helped in this project especially the ones in the weekly meetings. 2 Abstract This thesis presents an approach for creating Word Games. We researched word games as Trivial Pursuit, Scrabble and more to establish reasons for their success. After this research we proposed a conceptual model using key concepts present in many of those games. The model defines the Game World with concepts such as the World Representation, Player, Challenges, Links, Goals and Performance Indicators. Then we created LudoPor - a prototype of a platform using some of the referred concepts. The prototype was made using an iterative design starting from paper prototypes to high fidelity prototypes using user evaluation tests to help define the right path. In this task we had the help of many users including persons of Ciberdúvidas (a Portuguese language community). Another objective of LudoPor was to create games for Ciberdúvidas that would be shown in their website. -
A Trivial Pursuit: Scrabbling for a Board Game Copyright Rationale
HALES_TRIVIAL PURSUIT 3/7/2013 1:15 PM A TRIVIAL PURSUIT: SCRABBLING FOR A BOARD GAME COPYRIGHT RATIONALE Kevin P. Hales* INTRODUCTION ......................................................................... 242 I:HISTORICAL LACK OF PROTECTION FOR BOARD GAMES ......... 245 II.ARGUMENTS FAVORING COPYRIGHT PROTECTION FOR BOARD GAMES ................................................................. 248 A. Board Games as Creative Works Versus Practical Ones .......................................................... 248 B. Copyright Protection for Comparable Works ......... 250 1. Plays and Similar Dramatic Works ................... 250 2. Sheet Music ......................................................... 252 3. Video games ........................................................ 254 4. Computer software. ............................................. 255 5. Sui Generis Protection for Architectural Works. .................................................................. 256 C. Substantial Similarity and the “Heart” of a Work . 257 D. Benefits of Copyright ............................................... 259 1. Incentivizing Creation of Board Games ............. 259 III.LACK OF PRESSURE FOR COPYRIGHT IN BOARD GAMES ....... 262 A. Legal Hurdles........................................................... 263 B. Board Game Industry Dynamics ............................. 264 IV.ARGUMENTS AGAINST COPYRIGHT IN BOARD GAMES .......... 265 CONCLUSION ............................................................................ 268 * J.D., 2011, University -
Dragon Magazine
May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high. -
Ah-80Catalog-Alt
STRATEGY GAME CATALOG I Reaching our Peek! FEATURING BATTLE, COMPUTER, FANTASY, HISTORICAL, ROLE PLAYING, S·F & ......\Ci l\\a'C:O: SIMULATION GAMES REACHING OUR PEEK Complexity ratings of one to three are introduc tory level games Ratings of four to six are in Wargaming can be a dece1v1ng term Wargamers termediate levels, and ratings of seven to ten are the are not warmongers People play wargames for one advanced levels Many games actually have more of three reasons . One , they are interested 1n history, than one level in the game Itself. having a basic game partlcularly m1l11ary history Two. they enroy the and one or more advanced games as well. In other challenge and compet111on strategy games afford words. the advance up the complexity scale can be Three. and most important. playing games is FUN accomplished within the game and wargaming is their hobby The listed playing times can be dece1v1ng though Indeed. wargaming 1s an expanding hobby they too are presented as a guide for the buyer Most Though 11 has been around for over twenty years. 11 games have more than one game w1th1n them In the has only recently begun to boom . It's no [onger called hobby, these games w1th1n the game are called JUSt wargam1ng It has other names like strategy gam scenarios. part of the total campaign or battle the ing, adventure gaming, and simulation gaming It game 1s about Scenarios give the game and the isn 't another hoola hoop though. By any name, players variety Some games are completely open wargam1ng 1s here to stay ended These are actually a game system. -
TODD LOCKWOOD the Neverwinter™ Saga, Book IV the LAST THRESHOLD ©2013 Wizards of the Coast LLC
ThE ™ SAgA IVBooK COVER ART TODD LOCKWOOD The Neverwinter™ Saga, Book IV THE LAST THRESHOLD ©2013 Wizards of the Coast LLC. This book is protected under the copyright laws of the United States of America. Any reproduction or unau- thorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Published by Wizards of the Coast LLC. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ, UK. DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, NEVERWINTER, FORGOTTEN REALMS, and their respective logos are trademarks of Wizards of the Coast LLC in the USA and other countries. All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coin- cidental. All Wizards of the Coast characters and their distinctive likenesses are property of Wizards of the Coast LLC. PRINTED IN THE U.S.A. Cover art by Todd Lockwood First Printing: March 2013 9 8 7 6 5 4 3 2 1 ISBN: 978-0-7869-6364-5 620A2245000001 EN Cataloging-in-Publication data is on file with the Library of Congress For customer service, contact: U.S., Canada, Asia Pacific, & Latin America: Wizards of the Coast LLC, P.O. Box 707, Renton, WA 98057- 0707, +1-800-324-6496, www.wizards.com/customerservice U.K., Eire, & South Africa: Wizards of the Coast LLC, c/o Hasbro UK Ltd., P.O. Box 43, Newport, NP19 4YD, UK, Tel: +08457 12 55 99, Email: [email protected] All other countries: Wizards of the Coast p/a Hasbro Belgium NV/SA, Industrialaan 1, 1702 Groot- Bijgaarden, Belgium, Tel: +32.70.233.277, Email: [email protected] Visit our web site at www.dungeonsanddragons.com Prologue The Year of the Reborn Hero (1463 DR) ou cannot presume that this creature is natural, in any sense of Ythe word,” the dark-skinned Shadovar woman known as the Shifter told the old graybeard. -
Hasbro and Discovery Communications Announce Joint
Hasbro and Discovery Communications Announce Joint Venture to Create Television Network Dedicated to High-Quality Children's and Family Entertainment and Educational Content April 30, 2009 - Multi-Platform Initiative Planned to Premiere in Late 2010; TV Network to Reach Approximately 60 Million Nielsen Households in the U.S. Served by Discovery Kids Channel - - Joint Media Call with Hasbro CEO and Discovery CEO at 8:15 AM Eastern Today; Hasbro Investor Call with Hasbro CEO and Hasbro CFO & COO at 8:45 AM Eastern Today; See Dial-in and Webcast Details at End of Release - PAWTUCKET, R.I. and SILVER SPRING, Md., April 30 /PRNewswire-FirstCall/ -- Hasbro, Inc. (NYSE: HAS) and Discovery Communications (Nasdaq: DISCA, DISCB, DISCK) today announced an agreement to form a 50/50 joint venture, including a television network and website, dedicated to high-quality children's and family entertainment and educational programming built around some of the most well-known and beloved brands in the world. As part of the transaction, the joint venture also will receive a minority interest in the U.S. version of Hasbro.com. Both the network and the venture's online component will feature content from Hasbro's rich portfolio of entertainment and educational properties built over the past 90 years, including original programming for animation, game shows, and live-action series and specials. New programming will be based on brands such as ROMPER ROOM, TRIVIAL PURSUIT, SCRABBLE, CRANIUM, MY LITTLE PONY, G.I. JOE, GAME OF LIFE, TONKA and TRANSFORMERS, among many others. The TV network and online presence also will include content from Discovery's extensive library of award- winning children's educational programming, such as BINDI THE JUNGLE GIRL, ENDURANCE, TUTENSTEIN, HI-5, FLIGHT 29 DOWN and PEEP AND THE BIG WIDE WORLD, as well as programming from third-party producers. -
The AVALON HILL
$2.50 The AVALON HILL July-August 1981 Volume 18, Number 2 3 A,--LJ;l.,,,, GE!Jco L!J~ &~~ 2~~ BRIDGE 8-1-2 4-2-3 4-4 4-6 10-4 5-4 This revision of a classic game you've long awaited is the culmination What's Inside . .. of five years of intensive research and playtest. The resuit. we 22" x 28" Fuli-color Mapboard of Ardennes Battlefield believe, will provide you pleasure for many years to come. Countersheet with 260 American, British and German Units For you historical buffs, BATTLE OF THE BULGE is the last word in countersheet of 117 Utility Markers accuracy. Official American and German documents, maps and Time Record Card actual battle reports (many very difficult to obtain) were consuited WI German Order of Appearance Card to ensure that both the order of battle and mapboard are correct Allied Order of Appearance Card to the last detail. Every fact was checked and double-checked. Rules Manual The reSUlt-you move the actual units over the same terrain that One Die their historical counterparts did in 1944. For the rest of you who are looking for a good, playable game, BATTLE OF THE BULGE is an operational recreation of the famous don't look any further. "BULGE" was designed to be FUN! This Ardennes battle of December, 1944-January, 1945. means a simple, streamlined playing system that gives you time to Each unit represents one of the regiments that actually make decisions instead of shuffling paper. The rules are short and participated (or might have participated) in the battle. -
Twixt Ocean and Pines : the Seaside Resort at Virginia Beach, 1880-1930 Jonathan Mark Souther
University of Richmond UR Scholarship Repository Master's Theses Student Research 5-1996 Twixt ocean and pines : the seaside resort at Virginia Beach, 1880-1930 Jonathan Mark Souther Follow this and additional works at: http://scholarship.richmond.edu/masters-theses Part of the History Commons Recommended Citation Souther, Jonathan Mark, "Twixt ocean and pines : the seaside resort at Virginia Beach, 1880-1930" (1996). Master's Theses. Paper 1037. This Thesis is brought to you for free and open access by the Student Research at UR Scholarship Repository. It has been accepted for inclusion in Master's Theses by an authorized administrator of UR Scholarship Repository. For more information, please contact [email protected]. TWIXT OCEAN AND PINES: THE SEASIDE RESORT AT VIRGINIA BEACH, 1880-1930 Jonathan Mark Souther Master of Arts University of Richmond, 1996 Robert C. Kenzer, Thesis Director This thesis descnbes the first fifty years of the creation of Virginia Beach as a seaside resort. It demonstrates the importance of railroads in promoting the resort and suggests that Virginia Beach followed a similar developmental pattern to that of other ocean resorts, particularly those ofthe famous New Jersey shore. Virginia Beach, plagued by infrastructure deficiencies and overshadowed by nearby Ocean View, did not stabilize until its promoters shifted their attention from wealthy northerners to Tidewater area residents. After experiencing difficulties exacerbated by the Panic of 1893, the burning of its premier hotel in 1907, and the hesitation bred by the Spanish American War and World War I, Virginia Beach enjoyed robust growth during the 1920s. While Virginia Beach is often perceived as a post- World War II community, this thesis argues that its prewar foundation was critical to its subsequent rise to become the largest city in Virginia. -
The Boardgamer Magazine
Volume 9, Issue 3 July 2004 The BOARDGAMER Sample file Dedicated To The Competitive Play of Avalon Hill / Victory Games and the Board & Card Games of the World Boardgame Championships Featuring: Puerto Rico, 1776, Gunslinger, Victory In The Pacific, Naval War, Panzerblitz / Panzer Leader and AREA Ratings 2 The Boardgamer Volume 9, Issue 3 July 2004 Current Specific Game AREA Ratings To have a game AREA rated, report the game result to: Glenn Petroski; 6829 23rd Avenue; Kenosha, WI 53143-1233; [email protected] March Madness War At Sea Roborally 48 Active Players Apr. 12, 2004 134 Active Players Apr. 1, 2004 70 Active Players Feb. 9, 2004 1. Bruce D Reiff 5816 1. Jonathan S Lockwood 6376 1. Bradley Johnson 5439 2. John Coussis 5701 2. Ray Freeman 6139 2. Jeffrey Ribeiro 5187 3. Kenneth H Gutermuth Jr 5578 3. Bruce D Reiff 6088 3. Patrick Mitchell 5143 4. Debbie Gutermuth 5532 4. Patrick S Richardson 6042 4. Clyde Kruskal 5108 5. Derek Landel 5514 5. Kevin Shewfelt 6036 5. Winton Lemoine 5101 6. Peter Staab 5489 6. Stephen S Packwood 5922 6. Marc F Houde 5093 7. Stuart K Tucker 5398 7. Glenn McMaster 5887 7. Brian Schott 5092 8. Steven Caler 5359 8. Michael A Kaye 5873 8. Jason Levine 5087 9. David Anderson 5323 9. Andy Gardner 5848 9. David desJardins 5086 10. Dennis D Nicholson 5295 10. Nicholas J Markevich 5770 10. James M Jordan 5080 11. Harry E Flawd III 5248 11. Vince Meconi 5736 11. Kaarin Engelmann 5078 12. Bruno Passacantando 5236 12. -
Trivial Pursuit Team Is Played in Four Rounds. During Each Round of Play, Six Question Cards Will Be Dealt Face Down Alongside the Board
Adults & Teens Trivial Pursuit Team is played in four rounds. During each round of play, six question cards will be dealt face down alongside the board. Teams take turns choosing a question card, answering and trying to score as many points as possible. The team with the most points, once all question cards have been played, wins. Gameboard, 2 movers, card holder with stand, Contents: ), 30 customizable cards. 12 game packs (360 cards Object of the Game Round One Move the farthest along the path by earning 1. Draw the first card and read it aloud. It contains the rules for Round One. points for answering questions correctly. 2. Draw the next six cards and place them face down on the table. Get Ready 1. Set out the gameboard and place the two movers on the START space. 2. Choose a deck of cards and unwrap it. Be sure NOT to shuffle the cards – it’s important that they stay in order. Remove the rules card (the top one) and the scorecard (the bottom one) and place them on the table for reference. Place the cards face down in the card holder. NOTE: To open the card holder, locate the small bumps on the side and pop the lid up. Deck 1 3. The team going first selects a card from the table and the opposing team reads it to them. 4. If your team is successful, move ahead the number of points you earned. 5. Place the card in a discard pile. 6. Now it’s the next team’s turn. -
Mayday Games Email Updates to [email protected] # Of
Mayday Games email updates to [email protected] Millimeters # of Game Title # Cards Width Length Type of Sleeve Packs 1313 Dead End Drive 48 53 73 None 1812: The Invasion of Canada 60 56 87 Std USA (Purple) 1 1853 Train Game 110 45 68 Mini Euro (Blue) 2 1955: The War of Espionage 63 88 Card Game (Green) 0 1960: Making of the President 109 63.5 88 Card Game (Green) 2 2 de Mayo 63 88 Card Game (Green) 51st State 126 63 88 Card Game (Green) 2 51st State New Era Expansion 7 63 88 Card Game (Green) 1 6 Nimmt (Category 5) 104 56 87 Std USA (Purple) 2 7 Ages: 6000 Years of Human History 110 110 89 Chimera Sized 2 7 Wonder Leaders 42 65 100 Magnum Copper 1 7 Wonders 157 65 100 Magnum Copper 2 7 Wonders Promos (Stevie Wonder, Catan Island & Mannekin3 Pis) 65 100 Magnum Copper 1 7 Wonders Cities 38 65 100 Magnum Copper 1 A Game of Thrones -Board Game 100 57 89 Chimera Sized 1 A Game of Thrones Clash Of Kings 100 57 89 Chimera Sized 1 A Game of Thrones LCG -Chapter Pack 50 63.5 88 Card Game (Green) 1 A Game of Thrones LCG -Core 250 63.5 88 Card Game (Green) 3 A Game of Thrones Storm Of Swords 200 57 89 Chimera Sized 2 Abetto (2010) 45 68 Mini Euro (Blue) Acquire (1976 version) 180 57 88 Chimera Sized 2 Acquire (2008 version) 175 63.5 88 Card Game (Green) 2 Ad Astra 216 45 68 Mini Euro (Blue) 3 Adel Verpflichtet 45 70 Mini Euro (Blue) -Almost Adventurer Card Game Portal Expansion 45 64 89 Card Game (Green) 1 Adventurer: Card Game 80 64 89 Card Game (Green) 1 Adventurers, The 12 57 89 Chimera Sized 1 Adventurers, The 83 42 64 Mini Chimera (Red) -
Gathering of Card Players and Subcultural Expression
THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr.