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Dobble
''Dobble'' is a game in which players have to find symbols in common between two cards. It was the UK’s best-selling game in 2018 and 2019. The game is sold as ''Dobble'' in Europe and ''Spot It!'' in the US. The name is a play on the word 'double'. Gameplay The game uses a deck of 55 cards, each printed with eight different symbols. Any two cards always share one, and only one, matching symbol. The objective of the game is to be the first player to announce the common symbol between two given cards. Development In 1976, inspired by Kirkman's schoolgirl problem, French mathematics enthusiast Jacques Cottereau devised a game consisting of a set of 31 cards each with six images of insects, with exactly one image shared between each pair of them. In 2008, journalist and game designer Denis Blanchot found a few of the cards from the "game of insects" and developed the idea to create ''Dobble''. ''Dobble'' was released in France in 2009, and in the UK and North America in 20 ...
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Kirkman's Schoolgirl Problem
Kirkman's schoolgirl problem is a problem in combinatorics proposed by Rev. Thomas Penyngton Kirkman in 1850 as Query VI in ''The Lady's and Gentleman's Diary'' (pg.48). The problem states: Fifteen young ladies in a school walk out three abreast for seven days in succession: it is required to arrange them daily so that no two shall walk twice abreast. Solutions A solution to this problem is an example of a ''Kirkman triple system'', which is a Steiner triple system having a ''parallelism'', that is, a partition of the blocks of the triple system into parallel classes which are themselves partitions of the points into disjoint blocks. Such Steiner systems that have a parallelism are also called ''resolvable''. There are exactly seven non-isomorphic solutions to the schoolgirl problem, as originally listed by Frank Nelson Cole in ''Kirkman Parades'' in 1922. The seven solutions are summarized in the table below, denoting the 15 girls with the letters A to O. From the numbe ...
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Asmodee
Asmodee is a French publisher of board games, card games and role-playing games (RPGs). Founded in 1995 to develop their own games and to publish and distribute for other smaller game developers, they have since acquired numerous other board game publishers. A division, Twin Sails Interactive (formerly Asmodee Digital), publishes video game adaptations of Asmodee games. History Asmodee was founded in 1995 by Marc Nunès, with the idea to not only develop their own board games but to reach out to other smaller publishers of board games and offer to publish and distribute for them, primarily in France. One of the company's early successes was ''Jungle Speed'', which they acquired in 1998 and promoted heavily to various toy stores and retail outlets in France, selling over 4 million copies. In 2003, the company obtained the rights to publish the French version of the ''Pokémon Trading Card Game'', which further helped in their sales outreach. Around 2007, Nunès directed Asmodee tow ...
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Blue Orange Games
Blue Orange Games is a board game company based in San Francisco, California. They have been publishing and promoting award-winning games for over 18 years. The company was founded in 1999 by Thierry Denoual and Juilen Mayot. The company is known to use recyclable materials in its games. It has won numerous awards. History The first Blue Orange Games to be designed was, ''Gobblet.'' The creators were hit with a flash of inspiration for the game while in a coffee shop in California. This game was an instant success all over the US and helped build up the company. A San Francisco Chronicle review prompted the game to sell out locally. Co-founder Mayot took a three month road trip across the country, covering 22,000 miles and visiting 500 stores with a jeep packed with 1,000 ''Gobblet'' games. The trip and the subsequent 10,000 games sale marked the official start of the business. The name Blue Orange Games comes from a poem by Paul Eluard titled The Earth is Blue Like an Orange ...
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Fano Plane
In finite geometry, the Fano plane (after Gino Fano) is a finite projective plane with the smallest possible number of points and lines: 7 points and 7 lines, with 3 points on every line and 3 lines through every point. These points and lines cannot exist with this pattern of incidences in Euclidean geometry, but they can be given coordinates using the finite field with two elements. The standard notation for this plane, as a member of a family of projective spaces, is . Here stands for "projective geometry", the first parameter is the geometric dimension (it is a plane, of dimension 2) and the second parameter is the order (the number of points per line, minus one). The Fano plane is an example of a finite incidence structure, so many of its properties can be established using combinatorial techniques and other tools used in the study of incidence geometries. Since it is a projective space, algebraic techniques can also be effective tools in its study. Homogeneous coordinat ...
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Projective Plane
In mathematics, a projective plane is a geometric structure that extends the concept of a plane. In the ordinary Euclidean plane, two lines typically intersect in a single point, but there are some pairs of lines (namely, parallel lines) that do not intersect. A projective plane can be thought of as an ordinary plane equipped with additional "points at infinity" where parallel lines intersect. Thus ''any'' two distinct lines in a projective plane intersect at exactly one point. Renaissance artists, in developing the techniques of drawing in perspective, laid the groundwork for this mathematical topic. The archetypical example is the real projective plane, also known as the extended Euclidean plane. This example, in slightly different guises, is important in algebraic geometry, topology and projective geometry where it may be denoted variously by , RP2, or P2(R), among other notations. There are many other projective planes, both infinite, such as the complex projective plane, ...
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