Glossary Of Board Games
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Glossary Of Board Games
This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems. A B C D E F G H I J L M O P R S T W Notes References * * * * * External links Glossaryat BoardGameGeek {{Glossaries of sports Board games Board Games Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often inc ...
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Board Game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. '' Pandemic'' is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as ''Cluedo''. Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in ''Advanced Squad Leader''. Play components now often include custom figures or shaped counters, and distin ...
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Space
Space is the boundless three-dimensional extent in which objects and events have relative position and direction. In classical physics, physical space is often conceived in three linear dimensions, although modern physicists usually consider it, with time, to be part of a boundless four-dimensional continuum known as spacetime. The concept of space is considered to be of fundamental importance to an understanding of the physical universe. However, disagreement continues between philosophers over whether it is itself an entity, a relationship between entities, or part of a conceptual framework. Debates concerning the nature, essence and the mode of existence of space date back to antiquity; namely, to treatises like the ''Timaeus'' of Plato, or Socrates in his reflections on what the Greeks called ''khôra'' (i.e. "space"), or in the ''Physics'' of Aristotle (Book IV, Delta) in the definition of ''topos'' (i.e. place), or in the later "geometrical conception of place" as "spac ...
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Dice
Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance. A traditional die is a cube with each of its six faces marked with a different number of dots ( pips) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are designed to favor some results over others for cheating or entertainment. History Dice have been used since before recorded history, and it is uncertain where they originated. It is theorized that dice developed from the practice ...
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Bizingo
Bizingo is a two-player strategy board game created sometime in the 1850s in the United States. Two opposing armies on a triangular grid face off against one another. The game seems unrelated to any other, except perhaps to the traditional Zuni game Awithlaknakwe. Setup The board is in the shape of an equilateral triangle with truncated corners. It contains 157 triangular in an alternating color pattern; 75 cells are light-colored, 82 are dark-colored. Each player has 18 pieces in their own color: 16 regular pieces and 2 captains. Because the board is triangular, the two armies are set up asymmetrically (see illustration). One player sets their pieces near a base of the triangle on light-colored cells in three rows: seven pieces in the front row, six pieces in the middle row, five pieces in the third row; the back row is left empty. The other player sets their pieces at the opposite end of the triangle on dark-colored cells in four rows: six pieces in the front row, five pieces i ...
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Stone Warriors
Awithlaknakwe (also known as Stone Warriors, or Game of the Stone Warriors) is a strategy board game from the Zuni Native American Indians of the American Southwest. The board contains 168 squares with diagonal grids. Two or four may play, with players identified as North, West, South, and East. The game was described by Stewart Culin in his book ''Games of the North American Indians'' (1907). Equipment The gameboard is a 12×12 square grid with six extra squares centered on each of the four sides, totaling 168 squares. Diagonal lines run through each square (the diagonal lines are called ''trails''; the orthogonal lines are called ''canyons''). Each player has six ''warriors'', and a seventh piece not yet named ''Priest of the Bow''. The historical board was cut into stone slabs, and pieces were small discs of pottery with tops either plain or having a hole in their centers to differentiate ownership. The Priest of the Bow was distinguished from friendly pieces by being so ...
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Go (game)
Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go and over 20 million current players, the majority of whom live in East Asia. The playing pieces are called stones. One player uses the white stones and the other, black. The players take turns placing the stones on the vacant intersections (''points'') of a board. Once placed on the board, stones may not be moved, but stones are removed from the board if the stone (or group of stones) is surrounded by opposing stones on all orthogonally adjacent points, in which case the stone or group is ''captured''. The game proceeds until neither player wishes to make another move. Wh ...
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Hasami Shogi
Hasami shogi (はさみ将棋 ''hasami shōgi'', "intercepting chess") is a variant of shogi (Japanese chess). The game has two main variants, and all Hasami variants, unlike other shogi variants, use only one type of piece, and the winning objective is not checkmate. One main variant involves capturing all but one of the opponent's men; the other involves building an unbroken vertical or horizontal chain of five-in-a-row. Hasami shogi possesses simple rules while offering complex strategy. Variant 1 is popular among Japanese children.Pritchard (1994), p. 65 Variant 1 Play is on a traditional shogi board, with each player having nine men. Traditional shogi pawns (''fu'') can be used as men; unpromoted pawns (歩) for Black (先手 ''sente''), promoted pawns (と) for White (後手 ''gote''). At the start of the game each player's pieces fill their first , with Black's men on the lower side of the board. Black moves first, then players alternate turns. A player wins by capturing ...
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Tablut
Tafl games (pronounced avl also known as hnefatafl games) are a family of ancient Nordic and Celtic strategy board games played on a checkered or latticed gameboard with two armies of uneven numbers. Most probably they are based upon the Roman game Ludus latrunculorum. Names of different variants of Tafl include Hnefatafl, Tablut, Tawlbwrdd, Brandubh, Ard Rí, and Alea Evangelii. Games in the tafl family were played in Norway, Sweden, Denmark, Iceland, Britain, Ireland, and Lapland. Tafl gaming was eventually supplanted by chess in the 12th century, Murray 1951, pp. 56–57. but the tafl variant of the Sami people, tablut, was in play until at least the 18th century. The rules for tablut were written down by the Swedish naturalist Linnaeus in 1732, and these were translated from Latin to English in 1811. All modern tafl games are based on the 1811 translation, which had many errors. New rules were added to amend the issues resulting from these errors, leading to the ...
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Orthogonality
In mathematics, orthogonality is the generalization of the geometric notion of ''perpendicularity''. By extension, orthogonality is also used to refer to the separation of specific features of a system. The term also has specialized meanings in other fields including art and chemistry. Etymology The word comes from the Ancient Greek ('), meaning "upright", and ('), meaning "angle". The Ancient Greek (') and Classical Latin ' originally denoted a rectangle. Later, they came to mean a right triangle. In the 12th century, the post-classical Latin word ''orthogonalis'' came to mean a right angle or something related to a right angle. Mathematics Physics * In optics, polarization states are said to be orthogonal when they propagate independently of each other, as in vertical and horizontal linear polarization or right- and left-handed circular polarization. * In special relativity, a time axis determined by a rapidity of motion is hyperbolic-orthogonal to a space axis of simu ...
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Custodian Capture
Custodial capture is a technical term in board games referring to a particular form of capturing. It occurs when a player has placed two of his pieces on opposite sides of an opponent's piece. This mode of capture is unusual in most modern games and was most popular during the Dark Ages, particularly in Northern Europe. Some native games such as Mak-yek still retain this form of capture. Other games which use custodian capture: Hasami shogi, Ludus latrunculorum, Tafl games Tafl games (pronounced avl also known as hnefatafl games) are a family of ancient Nordic and Celtic strategy board games played on a checkered or latticed gameboard with two armies of uneven numbers. Most probably they are based upon the Rom ... Board game terminology {{Board-game-stub ...
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Zohn Ahl
Zohn Ahl ("creek" "wood") is a roll-and-move board game played by the Kiowa Indians of North America. It is often cited as a typical representative of many similar Native American games. It is often equated (or possibly confounded) with Tsoñä ("awl game"), also played by the Kiowa.Bell 1960, pp 4–5. Parlett 1999, pp 38–40. Stewart Culin (1898, pp 687–88 and 731–33) (1907, pp 124–27) presents the 2 accounts of Zohn Ahl and Tsoñä together. The description of Zohn Ahl fails to distinguish the throws of the special 4th stick die; and the description of Tsoñä fails to mention how counters are won or lost; but both descriptions include ''both'' the special stick die and counters. Therefore, very possibly these texts refer to the same game, which can be reconstructed only by consulting both to fill in their respective holes. This is the perspective taken here. Note, however, that Murray (1951, pp 154–55) considers them distinct variants. Except where otherwise noted, this ...
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Monopoly (game)
''Monopoly'' is a multi-player economics-themed board game. In the game, players roll two dice to move around the game board, buying and trading properties and developing them with houses and hotels. Players collect rent from their opponents, aiming to drive them into bankruptcy. Money can also be gained or lost through ''Chance'' and ''Community Chest'' cards and tax squares. Players receive a stipend every time they pass "Go" and can end up in jail, from which they cannot move until they have met one of three conditions. House rules, hundreds of different editions, many spin-offs, and related media exist. ''Monopoly'' has become a part of international popular culture, having been licensed locally in more than 103 countries and printed in more than 37 languages. , it was estimated that the game had sold 275 million copies worldwide. ''Monopoly'' is derived from ''The Landlord's Game'', created by Lizzie Magie in the United States in 1903 as a way to demonstrate that an economy ...
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