Let's start with number 10.
10. Risk
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"The game of world conquest" dates from 1957 and the Cold War atmosphere
shows. An important precept has developed since those days: Everybody
Plays, and has a chance to win, right until the end. But not in
Risk, where players can be eliminated hours before it's over.
Then too, it features a cards collecting
mechanism designed to help out those with smaller board holdings, but
whoever is luckiest at collecting cards receives the most reinforcements and tends to do the best.
Much of the strategy is in deciding when the odds favor taking a
particular player out of the game and thus receiving more cards to
cash in for extra armies. While there is plenty of excitement, there
is little profit in long-term planning and the best strategy often
does not correspond with victory.
It's high time to put this warhorse out to pasture.
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9. Pictionary
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This curious list takes us from one extreme, the war game, all the way
to the other, a party game, in this
case dating back to 1985. As you probably know, it's all about
drawing a picture of a random word while others guess it in a
limited timespan. Drawing skill is rewarded as is players
knowing one another well. Objects are easy, but some words, e.g.
"wide", can prove quite challenging and stimulating to creativity.
It's not entirely without problems. When two or more groups are
playing at the same time it can be difficult to tell who finished first,
not to mention the possibility of unscrupulous players who train their
eyes on their artist's picture, but their ears on the guesses of other
teams. This is a communication game and humans are so creative in
communication that facial and hand gestures can sneak in,
definitely against the rules, but difficult to entirely rule out.
At times it can drag on too long as well. But the main goal of the
party game: getting people to relax, reveal a bit of themselves and
have some great laughs is almost always achieved.
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8. Trivial Pursuit
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Continuing with another 80s party game (1981), we come to a game of
knowledge and pop culture. Although generally a bit more tame than
Pictionary, it has the same power to bring out many of the same
outbursts and emotions. Presenting a very clear picture of each
player's progress (using innovative playing pieces that build over
time), finding the sweet spot of easy and not-so-easy questions and
not lasting past the point of player patience are a few of the things
that this does so well.
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7. Othello
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With Othello we go back to the 80s, 1880, that is.
Originally called Annexation or Annex this two-player abstract
flickered out, only to return to popularity and gain its semi-classic
status in the 1950s.
A likely descendant of
Go
it differs in that there is a white side and a black side to each
token, the object being to outflank the opponent by getting own disks
on both ends of a line. This flips the opponent's disks to the acting
player's color. Although flavorless and lacking in variety, there is
certainly strategy and plenty for the mind to chew on. Simple rules
and setup certainly contribute a lot to its accessibility; anyone can
sit down and without much explanation, just start playing.
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6. Cluedo/Clue
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Dating to 1949, Clue probably owes a lot to Agatha Christie,
A. Conan Doyle and also World War II. A topic as outré as murder had been
rare in board games, but the worst war the world had ever seen
desensitized the audience in such matters. (You can see similar trends
in the movies of the period.) Although
subsequent games have taken its focus on logical deduction further, it
can still often mostly work. Probably there are not enough die rolls
in the game for probabilities to work out fairly and a player who rolls
consistently badly can be a disadvantage. In addition players probably
have too much control over others, being able to pick up their pieces
and move them to wherever they are on the board. If the table
considers a particular player the most likely suspect, even if wrongly so,
they tend to lose control of their fate. Still, the character
personalities and the English mansion setting have become iconic and
delicious. It plays much better when players also note
the results of card reveals in which they are not involved.
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5. Monopoly
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The original version dates from 1904, among gamers this is probably the most
controversial game in this list. Some continue to love it while the rest
have left it far behind. Its supporters like to point out that few
play it as intended – so many use
variants
such as placing tax
payments to be claimed on Free Parking and the omission of the auction
rules for unpurchased properties. These lengthen play time quite a bit
and contribute not a little to the general dislike, which tends to
make the game's fans even more adamant. But they have to admit there
are other serious problems. Players are eliminated. The first player
has an unfair advantage because the earlier you roll the better property
purchasing opportunities you have. The two card decks are rather
unbalanced. This game can be so frustrating that it is probably the
game second most responsible for flipped boards in history.
Those who cherish it probably do so more because it is
the first such money and strategy game they ever played than for
rational reasons. But they are in the minority. With the rest this one has
generated hatred, not just for it, but by association for all strategy
games, the best reason of all to just let it go.
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4. Scrabble
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The classic word game from 1931 is not only about vocabulary,
but also strategy since the board has a definite geography in terms of
double and triple letter and word spaces. It would be great if it
were about knowing lots of different words and being good at
figuring out what you can make with your letters, but developing
proficiency in this one goes in the wrong direction. Most experts
tend to form very short words to limit severely the choices of
opponents. Fanatics memorize every obscure two- and
three-letter word in the official dictionary (words never used in real
life), an artifact of play which tends to be a polarizing factor in its
popularity. Finally, because of deficiencies in the challenge system,
strictly speaking this only works in the two-player situation.
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3. Backgammon
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This abstract is a true
classic, apparently dating back five thousand years to
Mesopotamia. It may share a common ancestor with Pachisi,
was probably related to the Egyptian game Senet and spread
everywhere by Roman legions. Popularity surged in the United
States during the 1970s and continues today, probably for the
gambling element. Like Othello it is also quite easy to learn.
The gambling aspect saves the game's main problem, its extreme
vagaries of luck. The only way to really play it is to make an entire
evening of a series of games, gambling on the outcome of each match,
the smart player will then usually do better because he can tell when
to raise the stakes and when to refrain.
But a single playing or two, the only possible circumstances for most,
is bound to be just a disappointing exercise in dice luck.
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2. Checkers
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Here is another true oldie, an
abstract whose roots stretch all the way back to ancient Egypt, when
possibly it was not quite so abstract. Today, versions vary and the UK
and USA seem content to play on a 8x8 board while continental Europe
prefers a 10x10 board. Other parts of the world, such as
southeast Asia, even use 12x12. Generally quite popular,
although somehow lacking the exalted reputation of Chess, to which it
is often compared, probably on the basis of the similar board even
though this is not really appropriate as the two are quite different.
Admittedly quite accessible,
this game has been "solved", in the sense that computer analysis has
determined everything that can be known about it, even determining
that the first player has a slight advantage. If that doesn't
discourage, when it comes to both flavor and variety, it's rather
lacking.
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1. Chess
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The last of the true oldies has
obviously experienced a large number of
rules changes over time. Allowing pawns to optionally move
forward two spaces is a fix to speed things up while the en passant
rule is a fix to this fix. Strategy is very deep, but computers
are beating even the very best players these days.
Unlike many of the games above, there is no luck apart from who
starts. Despite its former reputation as a quaint, sissy pursuit, it
is increasingly becoming recognized, for example as in The Joy Luck
Club, that good play is mostly about aggression. As with the similarly
popular Bridge, the very extensive amount of literature about the game
prove to be its downfall. In the words of Baldassare Castiglione who
wrote his Etiquette for Renaissance Gentlemen in 1528: "That is
certainly a refined and ingenious recreation," said Federico, "but it
seems to me to possess one defect; namely, that it is possible for it
to demand too much knowledge, so that anyone who wishes to become an
outstanding player must, I think, give to it as much time and study as
he would to learning some noble science or performing well something
or other of importance; and yet for all his pains when all is said and
done all he knows is just one game. Therefore as far as chess is
concerned we reach what is a very rare conclusion: that mediocrity is
more to be praised than excellence."
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Next time: some suggestions for more modern games that can
replace some of these and ratchet up the fun....