Spotlight on Games > Ludographies
Periodic Table of Board Games
July 31, 2014

CENTURIES
     
2600 BCE
S
Senet
Board, Dice, Racing, Roll and Move
           
       
1500 BCE
T
Tic-Tac-Toe
Placement
1400 BCE
M
Mancala
Acquisition
       
     
600 BCE
F
Fan Tan
Math
500 BCE
G
Go
Area Enclosure
   
215 BCE
R
Rock Paper Scissors
Rock Paper Scissors
   
     
300
A
Achi
Point-to-point Movement
300
P
Petteia
Grid, Warfare
550
C
Chaturanga
Displacing
600
Mi
Mia
Bluffing
700
Gm
Go-Moku
Pattern building
   
DECADES
1000
Pa
Palet
Action
   
1030
Ri
Rithmomachy
Educational
           
1100
O
Oicho-Kabu
Cards, Press-your-luck
 
1120
Tg
Tien Gow
Hand Management, Trick-taking
             
1200
H
Hyakunin Isshu
Memory
                 
 
 

 
 
                 
   
1426
K
Karnöffel
Partnerships
1430
Ta
Tarot
Auction
           
   
1522
L
Laugh and Lie Down
Set collection
1530
Lo
Lotto
Many-playered
 
1550
Ch
Charades
Acting
       
1600
Co
Conspirateurs
Jumping
1600
Cu
Cuccu
Trading
1600
Sc
Scopa
Card capture
           
1697
Ps
Peg Solitaire
Solo-play
       
1747
Rp
The Royal Pastime of Cupid
Party
1750
Ha
Hamertjesspel
Real-time  
 
1783
Gc
Grammatical Conversation
Trivia 
1783
Or
Ortho
Word game 
1791
Rf
Jeu de la Révolution Française
Propaganda
 
1810
Pk
Poker
Player elimination
1824
Kr
Kriegsspiel
Miniatures, Simulation
 
1855
Bu
Bunco
Writing
1866
Sn
Snap
Pattern recognition
1883
Ba
Banking
Multi-purpose cards
1883
Bb
Bulls and Bears
Economic, Stocks, Commodity Speculation
1890
Ac
Across the Continent
Trains
1899
Ks
Kriegspiel
Deduction
YEARS
       
1904
Lg
The Landlord's Game
Negotiation
1904
Sh
Sherlock Holmes Card Game
Card drafting
1906
To
Touring
Take that!
 
1908
At
L'Attaque
Secret unit deployment
 
                   
1920
Hh
Hustled History
Storytelling
               
1930
Ts
Touring Scotland
Route building
 
1932
Bf
Bag of Fun
Singing
     
1936
Ms
Monopoly Stock Exchange
Expansion
1937
Mr
Mr. Ree!
Mystery
   
 
1941
Ab
All-Star Baseball
Variable player powers
1941
Ff
Foto-Electric Football
Simultaneous action selection
       
1948
E
Electric Football
Electronic
1948
Lr
The Lone Ranger
Collectible components
1948
Sp
Special Train
Action points
       
1954
Bc
Beat the Clock
Cooperative
 
1957
Cm
La Conquête du Monde
Area Movement
1957
Tt
To Tell the Truth
Voting
1958
Gt
Gettysburg
Hex and counter
1959
Ub
U-Boat
Programming
 
1961
Su
Summit
Scoring Card
1962
Sq
Square Mile
Modular board
           
1969
Cc
Cutting Corners
Drawing
 
 
1971
Cl
Chainmail
Fantasy role playing
 
1973
Rr
Railway Rivals
Drawn track
 
1975
St
Stellar Conquest
Technology tree
 
1977
Cs
Cosmic Encounter
Variable turn order
 
1979
Sf
The Sword and the Flame
Chit pulls
 
1981
Sa
Storm Over Arnhem
Area-impulse
1981
Ve
Vendetta
Area majority
     
1986
Mf
Mafia
Social deduction
 
1988
Md
Match of the Day
Deck building
 
       
1994
W
We the People
Campaign cards
     
1998
Ke
Keydom
Worker placement
1998
Tu
Tutanchamun
Time track
 
2001
Ev
Evo
Multi-multi
2002
Pr
Puerto Rico
Variable phase order
   
2005
An
Antike
Rondel
       

Explanatory Notes

  1. The table is a study of game design innovation by highlighting the first introductions of each game mechanism, along with the games in which they first appeared.
  2. Each "element" box displays, top to bottom, the year in which the game first appeared, an element code, game title and the mechanism that the game introduced.
  3. Access further information about a game by hovering over its element code.
  4. As the pace of game invention accelerates, elements are arranged in three series, first by centuries, then by decades, finally by individual years, the gaps representing areas without apparent innovation.
Observations
  1. No one quarter of the globe seems to have a monopoly (pun intended) on board game innovation. Ideas arise from Egypt to China to India to Africa to Europe and America.
  2. If you know history, it's interesting to compare the times of greater or less innovation with what else was happening at the time. For example, not much appears to have begun in the 14th century, the century known for the Black Plague. Nothing new appeared during the years of the world wars either. Coincidence?
  3. The table is also a reflection of humanity's other interests. Just before the world wars the first serious war game efforts appears. Later there are games reflecting the advent of sports, radio programs, and later television and the Cold War.
  4. If you consider that in some sense every game is the sum of its elements, these symbols might someday be useful for considering game design on a generic basis. For example, one might refer to KeShTg, which for the uninitiated would be Agricola. the latest innovations have not yet been identified?

Created: July 29, 2013.
Any mechanisms missing? Any earlier examples?