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Significations et usages de Board_game

Définition

board game (n.)

1.a game played on a specially designed board

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Définition (complément)

⇨ voir la définition de Wikipedia

Dictionnaire analogique

board game (n.)

play[Domaine]

Game[Domaine]


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Wikipedia

Board game

                   
  French earthenware tray and board game, 1720–50

A board game is a game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Games can 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 defeating 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 real-life situations can range from having no inherent theme, as with checkers, to having a specific theme and narrative, as with Cluedo. Rules can range from the very simple, as in tic-tac-toe, to those describing a game universe in great detail, as in Dungeons & Dragons (although most of the latter are role-playing games where the board is secondary to the game, helping to visualize the game scenario).

The amount of time required to learn to play or master a game varies greatly from game to game. Learning time does not necessarily correlate with the number or complexity of rules; some games, such as chess or Go, have simple rulesets while possessing profound strategies.

Contents

  History

  Men Playing Board Games – from The Sougandhika Parinaya Manuscript (1821 CE)
  Senet is among the oldest known board games.
  Board game with inlays of ivory, rock crystal and glass paste, covered with gold and silver leaf, on a wooden base (Knossos, New Palace period 1600–1500 B.C., Heraklion Archaeological Museum, Crete)
  Ancient Greek hoplites playing a board game, ca. 520 BC, Olympia, Greece
  Another gameboard found in the Jiroft civilization

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:

  Timeline

  • c.3500 BC: Senet is played in Predynastic Egypt as evidenced by its inclusion in burial sites;[1] also depicted in the tomb of Merknera.
  • c.3000 BC: The Mehen board game from Predynastic Egypt, was played with lion-shaped game pieces and marbles.
  • c.3000 BC: Ancient backgammon set, found in the Burnt City in Iran.[3][4]
  • c.2560 BC: Board of the Royal Game of Ur (found at Ur Tombs)
  • c.2500 BC: Paintings of Senet and Han being played depicted in the tomb of Rashepes[citation needed]
  • c.1500 BC: Painting of board game at Knossos.[5]
  • c.500 BC: The Buddha games list mentions board games played on 8 or 10 rows.
Solid white.svg a b c d e f g h Solid white.svg
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1 a1 b1 c1 d1 e1 f1 g1 h1 1
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Chaturaji: played in India, starting position. Pieces with different colors (some shown as inverted) were used for each of four sides.
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1 a1 b1 c1 d1 e1 f1 g1 h1 1
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Chaturanga: played in India, starting position.[12] Note that the Ràjas do not face each other; the white Ràja starts on e1 and the black Ràja on d8.
Solid white.svg a b c d e f g h Solid white.svg
8 a8 b8 c8 d8 e8 f8 g8 h8 8
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1 a1 b1 c1 d1 e1 f1 g1 h1 1
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Ashtāpada, the uncheckered 8×8 board, sometimes with special markers, on which chaturanga was played

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]

  Psychology

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 to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet 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]

  Luck, strategy and diplomacy

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: e.g. 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.

  Common terms

  Simple wooden "pawn-style" playing pieces
  Wooden tokens from the Carcassonne board game

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.

  • Gameboard (or simply board)—the (usually quadrilateral) surface on which one plays a board game. The namesake of the board game, gameboards would seem to be a necessary and sufficient condition of the genre, though card games that do not use a standard deck of cards (as well as games which use neither cards nor a gameboard) are often colloquially included. Most games use a standardized and unchanging board (chess, Go, and backgammon each have such a board), but many games use a modular board whose component tiles or cards can assume varying layouts from one session to another, or even while the game is played.
  • Game piece (gamepiece, counter, token, bit, meeple, mover, pawn, man, playing piece, player piece)—a player's representative on the gameboard made of a piece of material made to look like a known object (such as a scale model of a person, animal, or inanimate object) or otherwise general symbol. Each player may control one or more game pieces. Some games involve commanding multiple game pieces (or units), such as chess pieces or Monopoly houses and hotels, that have unique designations and capabilities within the parameters of the game; in other games, such as Go, all pieces controlled by a player have the same capabilities. In some modern board games, such as Clue, there are other pieces that are not a player's representative (i.e. weapons). In some games, pieces may not represent or belong to any particular player.
  • Jump (or leap)—to bypass one or more game pieces or spaces. Depending on the context, jumping may also involve capturing or conquering an opponent's game piece. (See also: Game mechanic: capture)
  • Space (or square)—a physical unit of progress on a gameboard delimited by a distinct border. Alternatively, a unique position on the board on which a game piece may be located while in play. (In Go, for example, the pieces are placed on intersections of lines on the grid, not in the areas bounded by borders, as in chess.) (See also: Game mechanic: Movement)
  • Hex (or cell)—in hexagon-based board games, this is the common term for a standard space on the board. This is most often used in wargaming, though many abstract strategy games such as Abalone, Agon, hexagonal chess, and connection games use hexagonal layouts.
  • Card—a piece of cardboard on which instructions are given.
  • Deck—a stack of cards.
  • Capture—a method that removes another player's game piece(s) from the board. For example: in checkers, if a player jumps the opponent's piece, that piece is captured.

  Categories

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:

  See also

  References

  1. ^ a b Piccione, Peter A. (July/August 1980). "In Search of the Meaning of Senet". Archaeology: 55–58. http://www.gamesmuseum.uwaterloo.ca/Archives/Piccione/index.html. Retrieved 2008-06-23. 
  2. ^ "''Okno do svita deskovych her''". Hrejsi.cz. 1998-04-27. http://www.hrejsi.cz/clanky/dama1.html. Retrieved 2010-02-12. 
  3. ^ "World's Oldest Backgammon Discovered In Burnt City". Payvand News. December 4, 2004. http://www.payvand.com/news/04/dec/1029.html. Retrieved 2010-05-07. 
  4. ^ Schädler , Dunn-Vaturi, Ulrich , Anne-Elizabeth. "BOARD GAMES in pre-Islamic Persia". Encyclopædia Iranica. http://www.iranicaonline.org/articles/board-games-in-pre-islamic-persia. Retrieved 2010-05-07. 
  5. ^ Brumbaugh, Robert S. (1975). "The Knossos Game Board". American Journal of Archaeology (Archaeological Institute of America) 79 (2): 135–137. doi:10.2307/503893. JSTOR 503893. http://www.gamesmuseum.uwaterloo.ca/Archives/Brumbaugh/index.html. Retrieved 2008-06-23. 
  6. ^ Rawson, Jessica (1996). Mysteries of Ancient China. London: British Museum Press. pp. 159–161. ISBN 0-7141-1472-3. 
  7. ^ "Confucius". Senseis.xmp.net. 2006-09-23. http://senseis.xmp.net/?Confucius. Retrieved 2010-02-12. 
  8. ^ "Varro: Lingua Latina X". Thelatinlibrary.com. http://www.thelatinlibrary.com/varro.ll10.html. Retrieved 2010-02-12. 
  9. ^ Games Britannia – 1. Dicing with Destiny, BBC Four, 1:05am Tuesday 8th December 2009
  10. ^ John Fairbairn's Go in Ancient China[dead link]
  11. ^ Murray 1951, pp.56, 57.
  12. ^ Murray 1913, p.80
  13. ^ Burns, Robert I. "Stupor Mundi: Alfonso X of Castile, the Learned." Emperor of Culture: Alfonso X the Learned of Castile and His Thirteenth-Century Renaissance. Ed. Robert I. Burns. Philadelphia: University of Pennsylvania P, 1990. 1–13.
  14. ^ Sonja Musser Golladay, "Los Libros de Acedrex Dados E Tablas: Historical, Artistic and Metaphysical Dimensions of Alfonso X’s Book of Games" (PhD diss., University of Arizona, 2007), 31. Although Golladay is not the first to assert that 1283 is the finish date of the Libro de Juegos, the a quo information compiled in her dissertation consolidates the range of research concerning the initiation and completion dates of the Libro de Juegos.
  15. ^ de Voogt, Alex, & Retschitzki, Jean (2004). Moves in mind: The psychology of board games. Psychology Press. ISBN 1-84169-336-7. 
  16. ^ Stealing the show. Toy Retailing News, Volume 2 Number 4 (December 1976), p. 2
  17. ^ "Playing Linear Number Board Games—But Not Circular Ones—Improves Low-Income Preschoolers’ Numerical Understanding". http://www.psy.cmu.edu/~siegler/sieg-ram09.pdf. 

  Further reading

  External links

   
               

 

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