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Wednesday, 22 March 2006
Vintage Halma Board Game
Topic: Board Games

A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). Simple board game often make ideal "family entertainment" since they are often appropriate for all ages. Some board games, such as chess, go/weiqi, xiangqi, shogi, or oware, have intense strategic value and have been classics for centuries.

There are many different types of board games. Many games simulate aspects of real life. Popular games of this type include:

  • Monopoly, which simulates the real estate market
  • Cluedo/Clue, which simulates a murder mystery
  • Risk, which simulates warfare

Other games only loosely, or do not at all, attempt to imitate reality. These games include:

  • abstract strategy games like chess, checkers or go
  • word games, like Scrabble
  • trivia games, like Trivial Pursuit.
  • combination games, like Brain Chain, which mix abstract strategy with trivia.

History

Senet is believed to be the oldest board game

Board games have been played in most cultures and societies throughout history; some even pre-date literacy skill development in the earliest civilizations. A number of important historical sites, artifacts and documents exist which shed light on early board games. Some of these include:

Timeline

See also: Timeline of chess

Board games first became widely popular among the general population early in the 20th century when the rise of the middle class with disposable income and leisure time made them a receptive audience to such games. This popularity expanded after the Second World War, a period from which many classic board games date.

Many board games are now available as computer games, including the option to have the computer act as an opponent; and many acclaimed computer games such as Civilization are based upon board games. The rise of computers has also led to a relative decline in the most complicated board games, as computers require less space, and the games don't have to be set up and cleared away. With the Internet, many board games can now be played online against a computer or other players. Some web sites allow play in real time and immediately show the opponent's moves, while most use e-mail to notify the players after each move (see the links at the end of this article).

Some board games make use of additional components, aside from the board and playing pieces. Some games use CDs, video cassettes and more recently DVDs to provide an accompaniment to the game. A genre of DVD games makes use of the interactive features of DVDs, often to provide a "quizmaster" for trivia games.

The modern board game industry is rife with corporate mergers and acquisitions, with large companies such as Hasbro owning many subsidiaries and selling products under a variety of brand names. It is difficult to successfully market a new board game to the mass market. Retailers tend to be conservative about stocking games of untested popularity, and most large board game companies have established criteria that a game must meet in order to be produced. If, for instance, Monopoly were introduced as a new game today, it might not meet the criteria for production.

Psychology

While there has been fair amount of scientific research on the psychology of traditional board games (e.g., chess, Go, mancala games), much less has been done on more recent board games such as Monopoly, Scrabble, or Risk. Most of the research has been carried out on chess, in part because chessplayers are ranked in national and international rating lists, which makes it possible to compare their level of expertise precisely. The classical works of Adriaan de Groot, William Chase and Herbert Simon have established that knowledge plays an essential role in chessplaying, more than the ability to anticipate moves. This seems to be the case in other traditional games such as Go and oware (a type of mancala game), but data are lacking with more recent board games.

Luck, strategy and diplomacy

One way to categorize board games is to distinguish those based primarily upon luck from those that involve significant strategy. Some games, such as chess, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Sorry!, Candy Land and chutes and ladders having virtually no decisions to be made. Most board games involve both luck and strategy. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a player with a superior strategy will win more often. While some purists consider luck to not 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. Still, adult game players prefer to make decisions during play and find purely luck based games such as snakes and ladders quite boring.

The third important factor in a game is diplomacy, or players making deals with each other. A game of solitaire, for obvious reasons, has no player interaction. Two player games usually do not have diplomacy, with Lord of the Rings being a notable exception where players compete against an automatic opponent (see cooperative games). Thus, this generally applies only to games played with three or more people. An important facet of Settlers of Catan, for example, is convincing people to trade with you rather than with other players. In Risk, one example of diplomacy's effectiveness is when two or more players team up against others. Easy diplomacy consists of convincing other players that someone else is winning and should therefore be teamed up against. Difficult diplomacy (such as in the aptly named game Diplomacy) consists of making elaborate plans together, with possibility of betrayal.

Luck is introduced to a game by a number of methods. The most popular is using dice, generally six-sided. These can determine 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 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 person gets. German-style board games are notable for often having rather less of a luck factor than many North American board games.

Common terms

Carcassonne tokens, or meeples

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.


Posted by collectopedia at 10:45 PM CST | Permalink
Updated: Saturday, 18 August 2007 8:58 AM CDT
Vintage Go For Broke Board Game
Topic: Board Games

A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). Simple board game often make ideal "family entertainment" since they are often appropriate for all ages. Some board games, such as chess, go/weiqi, xiangqi, shogi, or oware, have intense strategic value and have been classics for centuries.

There are many different types of board games. Many games simulate aspects of real life. Popular games of this type include:

  • Monopoly, which simulates the real estate market
  • Cluedo/Clue, which simulates a murder mystery
  • Risk, which simulates warfare

Other games only loosely, or do not at all, attempt to imitate reality. These games include:

  • abstract strategy games like chess, checkers or go
  • word games, like Scrabble
  • trivia games, like Trivial Pursuit.
  • combination games, like Brain Chain, which mix abstract strategy with trivia.

History

Senet is believed to be the oldest board game

Board games have been played in most cultures and societies throughout history; some even pre-date literacy skill development in the earliest civilizations. A number of important historical sites, artifacts and documents exist which shed light on early board games. Some of these include:

Timeline

See also: Timeline of chess

Board games first became widely popular among the general population early in the 20th century when the rise of the middle class with disposable income and leisure time made them a receptive audience to such games. This popularity expanded after the Second World War, a period from which many classic board games date.

Many board games are now available as computer games, including the option to have the computer act as an opponent; and many acclaimed computer games such as Civilization are based upon board games. The rise of computers has also led to a relative decline in the most complicated board games, as computers require less space, and the games don't have to be set up and cleared away. With the Internet, many board games can now be played online against a computer or other players. Some web sites allow play in real time and immediately show the opponent's moves, while most use e-mail to notify the players after each move (see the links at the end of this article).

Some board games make use of additional components, aside from the board and playing pieces. Some games use CDs, video cassettes and more recently DVDs to provide an accompaniment to the game. A genre of DVD games makes use of the interactive features of DVDs, often to provide a "quizmaster" for trivia games.

The modern board game industry is rife with corporate mergers and acquisitions, with large companies such as Hasbro owning many subsidiaries and selling products under a variety of brand names. It is difficult to successfully market a new board game to the mass market. Retailers tend to be conservative about stocking games of untested popularity, and most large board game companies have established criteria that a game must meet in order to be produced. If, for instance, Monopoly were introduced as a new game today, it might not meet the criteria for production.

Psychology

While there has been fair amount of scientific research on the psychology of traditional board games (e.g., chess, Go, mancala games), much less has been done on more recent board games such as Monopoly, Scrabble, or Risk. Most of the research has been carried out on chess, in part because chessplayers are ranked in national and international rating lists, which makes it possible to compare their level of expertise precisely. The classical works of Adriaan de Groot, William Chase and Herbert Simon have established that knowledge plays an essential role in chessplaying, more than the ability to anticipate moves. This seems to be the case in other traditional games such as Go and oware (a type of mancala game), but data are lacking with more recent board games.

Luck, strategy and diplomacy

One way to categorize board games is to distinguish those based primarily upon luck from those that involve significant strategy. Some games, such as chess, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Sorry!, Candy Land and chutes and ladders having virtually no decisions to be made. Most board games involve both luck and strategy. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a player with a superior strategy will win more often. While some purists consider luck to not 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. Still, adult game players prefer to make decisions during play and find purely luck based games such as snakes and ladders quite boring.

The third important factor in a game is diplomacy, or players making deals with each other. A game of solitaire, for obvious reasons, has no player interaction. Two player games usually do not have diplomacy, with Lord of the Rings being a notable exception where players compete against an automatic opponent (see cooperative games). Thus, this generally applies only to games played with three or more people. An important facet of Settlers of Catan, for example, is convincing people to trade with you rather than with other players. In Risk, one example of diplomacy's effectiveness is when two or more players team up against others. Easy diplomacy consists of convincing other players that someone else is winning and should therefore be teamed up against. Difficult diplomacy (such as in the aptly named game Diplomacy) consists of making elaborate plans together, with possibility of betrayal.

Luck is introduced to a game by a number of methods. The most popular is using dice, generally six-sided. These can determine 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 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 person gets. German-style board games are notable for often having rather less of a luck factor than many North American board games.

Common terms

Carcassonne tokens, or meeples

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.


Posted by collectopedia at 10:45 PM CST | Permalink
Updated: Saturday, 18 August 2007 8:56 AM CDT
Vintage Game of Nations Board Game
Topic: Board Games

A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). Simple board game often make ideal "family entertainment" since they are often appropriate for all ages. Some board games, such as chess, go/weiqi, xiangqi, shogi, or oware, have intense strategic value and have been classics for centuries.

There are many different types of board games. Many games simulate aspects of real life. Popular games of this type include:

  • Monopoly, which simulates the real estate market
  • Cluedo/Clue, which simulates a murder mystery
  • Risk, which simulates warfare

Other games only loosely, or do not at all, attempt to imitate reality. These games include:

  • abstract strategy games like chess, checkers or go
  • word games, like Scrabble
  • trivia games, like Trivial Pursuit.
  • combination games, like Brain Chain, which mix abstract strategy with trivia.

History

Senet is believed to be the oldest board game

Board games have been played in most cultures and societies throughout history; some even pre-date literacy skill development in the earliest civilizations. A number of important historical sites, artifacts and documents exist which shed light on early board games. Some of these include:

Timeline

See also: Timeline of chess

Board games first became widely popular among the general population early in the 20th century when the rise of the middle class with disposable income and leisure time made them a receptive audience to such games. This popularity expanded after the Second World War, a period from which many classic board games date.

Many board games are now available as computer games, including the option to have the computer act as an opponent; and many acclaimed computer games such as Civilization are based upon board games. The rise of computers has also led to a relative decline in the most complicated board games, as computers require less space, and the games don't have to be set up and cleared away. With the Internet, many board games can now be played online against a computer or other players. Some web sites allow play in real time and immediately show the opponent's moves, while most use e-mail to notify the players after each move (see the links at the end of this article).

Some board games make use of additional components, aside from the board and playing pieces. Some games use CDs, video cassettes and more recently DVDs to provide an accompaniment to the game. A genre of DVD games makes use of the interactive features of DVDs, often to provide a "quizmaster" for trivia games.

The modern board game industry is rife with corporate mergers and acquisitions, with large companies such as Hasbro owning many subsidiaries and selling products under a variety of brand names. It is difficult to successfully market a new board game to the mass market. Retailers tend to be conservative about stocking games of untested popularity, and most large board game companies have established criteria that a game must meet in order to be produced. If, for instance, Monopoly were introduced as a new game today, it might not meet the criteria for production.

Psychology

While there has been fair amount of scientific research on the psychology of traditional board games (e.g., chess, Go, mancala games), much less has been done on more recent board games such as Monopoly, Scrabble, or Risk. Most of the research has been carried out on chess, in part because chessplayers are ranked in national and international rating lists, which makes it possible to compare their level of expertise precisely. The classical works of Adriaan de Groot, William Chase and Herbert Simon have established that knowledge plays an essential role in chessplaying, more than the ability to anticipate moves. This seems to be the case in other traditional games such as Go and oware (a type of mancala game), but data are lacking with more recent board games.

Luck, strategy and diplomacy

One way to categorize board games is to distinguish those based primarily upon luck from those that involve significant strategy. Some games, such as chess, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Sorry!, Candy Land and chutes and ladders having virtually no decisions to be made. Most board games involve both luck and strategy. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a player with a superior strategy will win more often. While some purists consider luck to not 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. Still, adult game players prefer to make decisions during play and find purely luck based games such as snakes and ladders quite boring.

The third important factor in a game is diplomacy, or players making deals with each other. A game of solitaire, for obvious reasons, has no player interaction. Two player games usually do not have diplomacy, with Lord of the Rings being a notable exception where players compete against an automatic opponent (see cooperative games). Thus, this generally applies only to games played with three or more people. An important facet of Settlers of Catan, for example, is convincing people to trade with you rather than with other players. In Risk, one example of diplomacy's effectiveness is when two or more players team up against others. Easy diplomacy consists of convincing other players that someone else is winning and should therefore be teamed up against. Difficult diplomacy (such as in the aptly named game Diplomacy) consists of making elaborate plans together, with possibility of betrayal.

Luck is introduced to a game by a number of methods. The most popular is using dice, generally six-sided. These can determine 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 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 person gets. German-style board games are notable for often having rather less of a luck factor than many North American board games.

Common terms

Carcassonne tokens, or meeples

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.


Posted by collectopedia at 10:44 PM CST | Permalink
Updated: Saturday, 18 August 2007 8:57 AM CDT
Vintage Formula One Board Game
Topic: Board Games

Vintage Poleconomy Board Game



Find vintage Poleconomy board games for sale on eBay!


Posted by collectopedia at 10:43 PM CST | Permalink
Updated: Sunday, 6 April 2008 6:08 PM CDT
Vintage 1955 Flutter Board Game
Topic: Board Games

A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). Simple board game often make ideal "family entertainment" since they are often appropriate for all ages. Some board games, such as chess, go/weiqi, xiangqi, shogi, or oware, have intense strategic value and have been classics for centuries.

There are many different types of board games. Many games simulate aspects of real life. Popular games of this type include:

  • Monopoly, which simulates the real estate market
  • Cluedo/Clue, which simulates a murder mystery
  • Risk, which simulates warfare

Other games only loosely, or do not at all, attempt to imitate reality. These games include:

  • abstract strategy games like chess, checkers or go
  • word games, like Scrabble
  • trivia games, like Trivial Pursuit.
  • combination games, like Brain Chain, which mix abstract strategy with trivia.

History

Senet is believed to be the oldest board game

Board games have been played in most cultures and societies throughout history; some even pre-date literacy skill development in the earliest civilizations. A number of important historical sites, artifacts and documents exist which shed light on early board games. Some of these include:

Timeline

See also: Timeline of chess

Board games first became widely popular among the general population early in the 20th century when the rise of the middle class with disposable income and leisure time made them a receptive audience to such games. This popularity expanded after the Second World War, a period from which many classic board games date.

Many board games are now available as computer games, including the option to have the computer act as an opponent; and many acclaimed computer games such as Civilization are based upon board games. The rise of computers has also led to a relative decline in the most complicated board games, as computers require less space, and the games don't have to be set up and cleared away. With the Internet, many board games can now be played online against a computer or other players. Some web sites allow play in real time and immediately show the opponent's moves, while most use e-mail to notify the players after each move (see the links at the end of this article).

Some board games make use of additional components, aside from the board and playing pieces. Some games use CDs, video cassettes and more recently DVDs to provide an accompaniment to the game. A genre of DVD games makes use of the interactive features of DVDs, often to provide a "quizmaster" for trivia games.

The modern board game industry is rife with corporate mergers and acquisitions, with large companies such as Hasbro owning many subsidiaries and selling products under a variety of brand names. It is difficult to successfully market a new board game to the mass market. Retailers tend to be conservative about stocking games of untested popularity, and most large board game companies have established criteria that a game must meet in order to be produced. If, for instance, Monopoly were introduced as a new game today, it might not meet the criteria for production.

Psychology

While there has been fair amount of scientific research on the psychology of traditional board games (e.g., chess, Go, mancala games), much less has been done on more recent board games such as Monopoly, Scrabble, or Risk. Most of the research has been carried out on chess, in part because chessplayers are ranked in national and international rating lists, which makes it possible to compare their level of expertise precisely. The classical works of Adriaan de Groot, William Chase and Herbert Simon have established that knowledge plays an essential role in chessplaying, more than the ability to anticipate moves. This seems to be the case in other traditional games such as Go and oware (a type of mancala game), but data are lacking with more recent board games.

Luck, strategy and diplomacy

One way to categorize board games is to distinguish those based primarily upon luck from those that involve significant strategy. Some games, such as chess, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Sorry!, Candy Land and chutes and ladders having virtually no decisions to be made. Most board games involve both luck and strategy. A player may be hampered by a few poor rolls of the dice in Risk or Monopoly, but over many games a player with a superior strategy will win more often. While some purists consider luck to not 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. Still, adult game players prefer to make decisions during play and find purely luck based games such as snakes and ladders quite boring.

The third important factor in a game is diplomacy, or players making deals with each other. A game of solitaire, for obvious reasons, has no player interaction. Two player games usually do not have diplomacy, with Lord of the Rings being a notable exception where players compete against an automatic opponent (see cooperative games). Thus, this generally applies only to games played with three or more people. An important facet of Settlers of Catan, for example, is convincing people to trade with you rather than with other players. In Risk, one example of diplomacy's effectiveness is when two or more players team up against others. Easy diplomacy consists of convincing other players that someone else is winning and should therefore be teamed up against. Difficult diplomacy (such as in the aptly named game Diplomacy) consists of making elaborate plans together, with possibility of betrayal.

Luck is introduced to a game by a number of methods. The most popular is using dice, generally six-sided. These can determine 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 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 person gets. German-style board games are notable for often having rather less of a luck factor than many North American board games.

Common terms

Carcassonne tokens, or meeples

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.


Posted by collectopedia at 10:42 PM CST | Permalink
Updated: Saturday, 18 August 2007 8:59 AM CDT

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