Cataloguing and Classifying Board and Tabletop Games
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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. -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Do Not Pass Go by Eric Eidson
1 Do Not Pass Go By Eric Eidson MEL, Best friends with Bethany. In a long-distance relationship with Austin. Eager for Bethany and Austin to hang out with each other. AUSTIN, In a long-distance relationship with Mel. Excited for his date night with Mel. BETHANY, Best friends with Mel. Excited for her game night with Mel… and Austin. AUSTIN and MEL begin a video call. Unbeknownst to Austin, BETHANY is also on the call with her screen off. Austin Damn girl, you looking fine! Mel Says you. Are you wearing that shirt I got you? Austin You know it. Though I hope I won’t be wearing it very long. If you know what I mean… Mel Yeah, about that… Austin What? Mel I don’t think we’ll be able to do… that… tonight. Austin Are you canceling Sexy Saturday? Yesterday you said we were going to… Mel Before you say anything else, I have a surprise for you. Austin Mmm, what kind of surprise? Bethany turns on her camera. Bethany Surprise! © Copyright Eidson 2020 2 Austin Bethany… what a great surprise. Bethany Got you! See, Mel. I told you he would be surprised. Mel I knew he would be. Austin I certainly am. Bethany You should have seen your face! You were like, “Whoa, I’m so surprised.” Austin That sounds like me. What are you doing? Here? On our date night? Mel We were catching up earlier, and we didn’t want to hang up right away. Bethany So I suggested a game night with all three of us! Austin Oh nice, that sounds way better than what we had planned. -
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). -
Star Wars - Das Erwachen Der Macht
Presseinformation Star Wars - das Erwachen der Macht Spiele und Spielzeuge aus dem Star Wars Universum Star Wars Fans fiebern schon dem 17. Dezember entgegen, denn da kommt die siebente Episode der weltberühmten Filmreihe in die Kinos. Der aktuelle Film wird „Das Erwachen der Macht“ heißen und handelt von der Bekämpfung des Imperiums „The First Order“, das trotz des Todes des Imperators den Rebellen immer noch schwer zu schaffen macht. Fans haben ab sofort die Möglichkeit, schon vor dem Start des Films, die Kämpfe mit dem Lichtschwert oder spannende Szenen mit den Star Wars Helden nachzuspielen. Star Wars Hero Mashers Mit den 15 cm großen Spielfiguren aus dem Star Wars Universum sind der Fantasie keine Grenzen mehr gesetzt. Durch die austauschbaren Körperteile kann spielerisch ein individueller Superheld gebaut werden, beispielsweise mit Darth Vader, Jar Jar Binks und vielen mehr. Kopf, Arme und Beine mehrerer Figuren sind beliebig austauschbar und ergeben so eine neue Figur, je nach Lust und Laune. Alter: ab 4 Jahren Preis (UVP): ab € 16,99 Star Wars E7 Jedi Meister Lichtschwert Das Jedi-Meister Lichtschwert bietet rund 100 Möglichkeiten, sich sein Traum-Schwert zu bauen. Die blaue Klinge des Hauptschwerts kann bis zu 55 cm lang werden und ist mit zwei grünen Lichtdolchen, die mit fünf Winkel- und Verbindungselementen an verschiedenen Positionen am Hauptschwert angebracht werden können, ausgestattet. Zusätzliche Licht- und Soundeffekte versetzen die jungen Jedi-Meister in das Star Wars Universum. Alter: ab 4 Jahren Preis (UVP): € 64,99 Star Wars E7 Battle-Action Millennium Falke Was wäre die spektakuläre Weltraumsaga nur ohne den Millennium Falken? Ausgestattet mit Sound- und Lichteffekten sowie einer Vorrichtung um NERF Darts abzuschießen, ist er das Herzstück jeder Star Wars Sammlung. -
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. -
Three Different Paths for Tabletop Gaming in School Libraries
Three Different Paths for Tabletop Gaming in School Libraries Teresa Copeland, Brenda Henderson, Brian Mayer, and Scott Nicholson Abstract Three school library staff members explore how they have used table- top games in different school library settings. Teresa Copeland (Tes- seract School, Paradise Valley, Arizona, USA) explores how tabletop and role-playing games have been integrated into the curriculum across a wide variety of grade levels. Brenda Henderson (Trinity High School Learning Resources Centre, Redditch, UK) discusses how a board game club has made a difference in a high school library in the United Kingdom. Brian Mayer (School Library System, Genesee Valley Educational Partnership, LeRoy, New York, USA) supports multiple school libraries in finding matches between the curriculum and authentic games and runs game design workshops. Introduction Gaming in school libraries is evenly split between two primary goals: ed- ucation and recreation (Nicholson, 2008). Some libraries have worked with teachers to integrate games into the curriculum. Other libraries have created recreational programs around games where students can engage with each other in a safe space. One advantage of gaming programs in school libraries is that tabletop games, if chosen properly, can be both ed- ucational and recreational. Good educational games are also good games, and recreational tabletop gaming facilitates social engagement, planning, decision making, and mathematics. The focus in this article is on nondigital games: board, card, and role- playing games that are played on tables instead of on screens. Most stu- dents are used to digital games but may not have familiarity with tabletop gaming. Tabletop games are inexpensive, have a long shelf-life, are porta- ble, and can be used in a much wider variety of classroom situations than LIBRARY TRENDS, Vol. -
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. -
Ncrl Teen Tabletop Game Collection Title # Players
NCRL TEEN TABLETOP GAME COLLECTION Requesting Games ➔ To request games, email [email protected] ➔ Games are for in-branch use only. Games are NOT to be checked out to patrons. ➔ Games can be borrowed for up to 3 months at a time. Returning Games ➔ Games will be sent out by the 1st of the month and should be returned by the 15th of the following month. ➔ Return games to “Distribution Center Attn. Service Managers” ➔ All game materials must be included in labeled bag/tub when returned. Double check the inventory list to make sure all items are present before sending back. ➔ If there are any issues with the games, please notify [email protected] AGE TITLE # PLAYERS SUGGESTION PLAY TIME APPLES TO APPLES 4-10 12+ 30 min BEARS VS BABIES 2-5 10+ 20 MIN BOSS MONSTER: THE DUNGEON BUILDING CARD GAME 2-4 13+ 20 MIN CARCASSONNE 2-5 8+ 30-45 MIN CATAN 3-4 10+ 1 HOUR CATAN: 5-6 PLAYER EXPANSION UP TO 6 10+ 1.5 HOURS CHESS TEACHER 2 6+ 30 MIN - 1HR CHICKAPIG 2-4 8+ 25-60 MIN CODENAMES 2-8 14+ 15 MIN CODENAMES: PICTURES 2-8 10+ 15 MIN DIXIT 3-6 8+ 30 MIN DOCTOR WHO MONOPOLY 2-6 8+ 1-1.5 HOURS DUNGEON MAYHEM 2-4 8+ 5-10 MIN Updated Aug. 2019 1 EXPLODING KITTENS 2-5 7+ 15 MIN (EXPLODING KITTENS EXPANSION) IMPLODING KITTENS 2-5 7+ 15 MIN FLUXX (DOCTOR WHO) 2-6 8+ 5-30 MIN FLUXX (STAR) 2-6 8+ 5-30 MIN FORBIDDEN ISLAND 2-4 8+ 30 MIN GOAT LORDS 3-6 7+ 30 MIN GOAT LORDS: CELEBRITY EXPANSION 4-8 7+ 30 MIN HANABI 2-5 8+ 30 MIN JUMBO PLAYING CARDS 1+ 3+ ~ KING OF TOKYO 2-6 8+ 30 MIN MUNCHKIN DELUXE 3-6 10+ 1-2 HOURS ONE NIGHT ULTIMATE WEREWOLF 3-10 8+ 10 MIN OREGON TRAIL 2-6 12+ 30 MIN OREGON TRAIL: HUNT FOR FOOD 2-6 12+ 30 MIN PANDEMIC 2-4 8+ 45 MIN POOP THE GAME 2-10 5+ 15 MIN QUELF 3-6 12+ 1 HOUR REVERSE CHARADES 6+ 6+ 30 MIN SEQUENCE 2-12 7+ 30 MIN SMART ASS 2-6 12+ 30 MIN SNAPPY DRESSERS 1-10 7+ 15 MIN SPLENDOR 2-4 10+ 30 MIN SUPERFIGHT 3-10 5+ 30 MIN SUSHI GO PARTY 2-8 8+ 20 MIN TELESTRATIONS 4-12 12+ 30 MIN Updated Aug. -
2005 ANNUAL REPORT Financial Highlights
2005 ANNUAL REPORT Financial Highlights (Thousands of Dollars and Shares Except Per Share Data) 2005 2004 2003 2002 2001 For The Year Net revenues $ 3,087,627 2,997,510 3,138,657 2,816,230 2,856,339 Operating profit $ 310,521 293,012 344,616 219,291 211,330 Net earnings (loss) $ 212,075 195,977 157,664 ( 170,674 ) 59,732 EBITDA Earnings before cumulative effect of accounting change $ 212,075 195,977 175,015 75,058 60,798 Interest expense $ 30,537 31,698 52,462 77,499 103,688 Income taxes $ 98,838 64,111 69,049 29,030 35,401 Depreciation and amortization $ 180,132 146,180 164,123 183,838 225,899 EBITDA (1) $ 521,582 437,966 460,649 365,425 425,786 Cash provided by operating activities $ 496,624 358,506 454,155 473,139 372,475 Cash utilized by investing activities $ 120,671 84,967 64,879 62,314 57,779 Weighted average number of common shares outstanding Basic 178,303 176,540 173,748 172,720 172,131 Diluted 197,436 196,048 190,058 185,062 184,592 Per Common Share Net earnings before cumulative effect of accounting change Basic $ 1.19 1.11 1.01 .43 .35 Diluted $ 1.09 .96 .94 .43 .33 Cash dividends declared $ .36 .24 .12 .12 .12 Shareholders’ equity $ 9.69 9.25 8.01 6.88 7.82 At Year End Shareholders’ equity $ 1,723,476 1,639,724 1,405,240 1,191,366 1,352,864 Total assets $ 3,301,143 3,240,660 3,163,376 3,142,881 3,368,979 Long-term debt, including current portions $ 528,389 626,822 688,204 1,059,115 1,167,953 Debt to capitalization ratio .24 .28 .34 .48 .47 (1) EBITDA (earnings before interest, taxes, depreciation and amortization) represents net earnings (loss) before cumulative effect of accounting change, excluding interest expense, income taxes, depreciation and amortization. -
Titel System Genre Release the Empire Strikes Back ATARI 2600, Intellivision
Titel System Genre Release The Empire Strikes Back ATARI 2600, Intellivision (1983) Action 1982 Jedi Arena ATARI 2600 Action 1983 Death Star Battle ATARI 2600, XE/XL Action 1983 Star Wars: The Arcade Game Atari 2600, Atari 5200, XE/XL, Coleco Action 1983 Ewok Adventure (Prototype) ATARI 2600 Action 1983 Star Wars Arcade Action 1983 Return of the Jedi Arcade Action 1984 The Empire Strikes Back Arcade Action 1985 Star Wars - The Arcade Game (Domark) C-64, versch. Homecomputer, ST, Amiga Action 1987 Star Wars - The Arcade Game (Broderbound) PC Action 1988 The Empire Strikes Back (Domark) C-64, versch. Homecomputer, ST, Amiga Action 1987 Return of the Jedi (Domark) C-64, versch. Homecomputer, ST, Amiga Action 1988 Star Wars NES Jump'n'Run 1991 Star Wars GameBoy Jump'n'Run 1992 Das Imperium schlägt zurück NES Jump'n'Run 1992 Super Star Wars Super-NES Jump'n'Run Dez 92 Rebel Assault PC, 3DO, Sega CD, MAC Action 1993 X-Wing PC Action 1993 Star Wars Arcade Arcade, MegaDrive 32x Action 1993 Imperial Pursuit PC Flug-Sim 1993 B-Wing PC Flug-Sim 1993 Das Imperium schlägt zurück GameBoy Jump'n'Run 1993 Star Wars Master System, Game Gear Jump'n'Run 1993 Super Empire Strikes Back Super-NES Jump'n'Run Dez 93 Tie Fighter PC Flug-Sim 1994 Defender of the Empire PC Flug-Sim 1994 Screen Entertainment PC Entertainment 1994 Star Wars Chess PC, SegaCD Strategie 1994 Super Return of the Jedi Super-NES Jump'n'Run Dez 94 Rebel Assault II PC, Mac, PS one Action 1995 Star Wars Collection PC Sonstiges 1995 Super Return of the Jedi GameBoy, Game Gear Jump'n'Run 1995