{"title":"Measuring Drama in Goose-like Games","authors":"J. P. Neto, J. N. Silva","doi":"10.1515/bgs-2016-0005","DOIUrl":"https://doi.org/10.1515/bgs-2016-0005","url":null,"abstract":"Abstract For games of complete information with no chance component, like Chess, Go, Hex, and Konane, some parameters have been identified that help us understand what makes a game pleasant to play. One of these goes by the name of drama. Briefly, drama is linked to the possibility of recovering from a seemingly weaker position, if the player is strong enough. This is an important requirement to prevent initial advantages to be amplified into unavoidable and thus uninteresting victories. Drama is a feature that arguably good board games should have, since it is relevant in the perception of the play experience as pleasant. Despite its intrinsic qualitative nature, we suggest the adaptation of the concept of drama to games of pure chance and propose a set of objective criteria to measure it. Some parameters are here used to compare Goose-like games, which we compute via computer simulation for some well-know games. A statistical analysis is performed based on the play of millions of matches done by computer simulation. The article discusses correlations and patterns found among the collected data. The methodology presented herein is general and can be used to compare other types of board games.","PeriodicalId":285053,"journal":{"name":"Board Game Studies Journal","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132377708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Game of the Sphere or of the Universe — a Spiral Race Game from 17th century France","authors":"A. Seville","doi":"10.1515/bgs-2016-0001","DOIUrl":"https://doi.org/10.1515/bgs-2016-0001","url":null,"abstract":"Abstract Simple race games, played with dice and without choice of move, are known from antiquity. In the late 16th century, specific examples of this class of game emerged from Italy and spread rapidly into other countries of Europe. Pre-eminent was the Game of the Goose, which spawned thousands of variants over the succeeding centuries to the present day, including educational, polemical and promotional variants.1 The educational variants began as a French invention of the 17th century, the earliest of known date being a game to teach Geography, the Jeu du Monde by Pierre Duval, published in 1645. By the end of the century, games designed to teach several of the other accomplishments required of the noble cadet class had been developed: History, the Arts of War, and Heraldry being notable among them. A remarkable example of a game within this class is the astronomical game, Le Jeu de la Sphere ou de l’Univers selon Tycho Brahe, published in 1661 by E(s)tienne Vouillemont in Paris. The present paper analyses this game in detail, showing how it combines four kinds of knowledge systems: natural philosophy, based on the Ptolemaic sphere; biblical knowledge; astrology, with planetary and zodiacal influences; and classical knowledge embodied in the names of the constellations. The game not only presents all four on an equal footing but also explores links between them, indicating some acceptance of an overall knowledge-system. Despite the title, there is no evidence of the Tychonian scheme for planetary motion, nor of any Copernican or Galilean influence. This game is to be contrasted with medieval race games, based on numerology and symbolism, and with race games towards the end of the Early Modern period in which science is fully accepted.","PeriodicalId":285053,"journal":{"name":"Board Game Studies Journal","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117220321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Four-king chess with dice is neither unrealistic nor messed up","authors":"H. Wiese","doi":"10.1515/bgs-2016-0003","DOIUrl":"https://doi.org/10.1515/bgs-2016-0003","url":null,"abstract":"Abstract Kauṭilya’s maṇḍala model has intrigued indologists and political scientists for some time. It deals with friendship and enmity between countries that are direct or indirect neighbours. (Ghosh; 1936) suggests a close relationship between this model and Indian four-king chess. We try to corroborate his claim by presenting a stylized game-theory model of both Indian four-king chess and Kauṭilya’s maṇḍala theory. Within that game model, we can deal with Kauṭilya’s conjecture according to which an enemy’s enemy is likely to be one’s friend. Arguably, this conjecture is reflected in the ally structure of four-king chess. We also comment on the widespread disapproval of dice in (four-king) chess.","PeriodicalId":285053,"journal":{"name":"Board Game Studies Journal","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125916256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}