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Simultaneous Action Selection
Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time. Examples of games that use this type of movement include rock–paper–scissors and ''Diplomacy''. Typically, a "secret yet binding" method of committing to one's move is necessary, so that as players' moves are revealed and implemented, others do not change their moves in light of the new information. In ''Diplomacy'', players write down their moves and then reveal them simultaneously. Because no player gets the first move, this potentially arbitrary source of advantage is not present. It is also possible for simultaneous movement games to proceed relatively quickly, because players are acting at the same time, rather than waiting for their turn. Simultaneous action selection is easily implemented in card games such as ''Apples to Apples'' in which players simply select cards and throw them face-down into the center. Limitati ...
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Game Mechanics
In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different Game studies, theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players. Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and Magic systems in games, spell slots. Definition of term There is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are: * "systems of interactions betwe ...
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Rock–paper–scissors
Rock, Paper, Scissors (also known by several other names and word orders) is an intransitive hand game, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist: ✊), "paper" (a flat hand: ✋), and "scissors" (a fist with the index finger and middle finger extended, forming a V: ✌). The earliest form of "rock paper scissors"-style game originated in China and was subsequently imported into Japan, where it reached its modern standardized form, before being spread throughout the world in the early 20th century. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win, or a loss. A player who decides to play rock will beat another player who chooses scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play of scissors ("scis ...
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Diplomacy (game)
''Diplomacy'' is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. Its main distinctions from most board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies) and the absence of dice and other game elements that produce random effects. Set in Europe in the years leading to the First World War, ''Diplomacy'' is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers). Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produce more units. Following each round of player negotiations, each player can issue attack and support orders, which are then executed d ...
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Card Game
A card game is any game that uses playing cards as the primary device with which the game is played, whether the cards are of a traditional design or specifically created for the game (proprietary). Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules may vary by region, culture, location or from circle (cards), circle to circle. Traditional card games are played with a ''deck'' or ''pack'' of playing cards which are identical in size and shape. Each card has two sides, the ''face'' and the ''back''. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are Shuffling, shuffled together to form a single ''pack'' or ''shoe''. Modern car ...
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Apples To Apples
''Apples to Apples'' is a card-based party game originally published by Out of the Box Publishing Inc., and now by Mattel. Players start with a hand of seven "red apple" cards, which feature nouns. A player is selected to be the first judge, and that judge plays a "green apple" card, which features an adjective. The round is won by playing the "red apple" card that the judge determines to be the best match for the "green apple" card. The role of the judge rotates, and the number of rounds is determined by the number of players. The game is designed for four to ten players and played for 30–75 minutes. ''Apples to Apples'' was chosen by Mensa International in 1999 as a " Mensa Select" prizewinner, an award given to five games each year. It was also named "Party Game of the Year" in the December 1999 issue of ''Games'' magazine and received the National Parenting Center's seal of approval in May 1999. The popularity of the game led to an increased interest in similar card-matchi ...
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Junta (game)
''Junta'' is a board game designed by Vincent Tsao, first published in 1978 by Creative Wargames Workshop and published, as of 1985, by West End Games. Players compete as the corrupt power elite families of a fictional parody of a stereotypical banana republic (specifically ''Republica de los Bananas'') trying to get as much money as possible into their Swiss bank accounts before the foreign aid money runs out. Fighting in the republic's capital during recurrent coup attempts encompasses most of the game's equipment, rules and playtime. This game-within-the-game is however actually tangential to the players' main goal. The length of the game depends on how often coups are declared, but can often exceed six hours. The game's title is taken from the Spanish term " Junta" that originally referred to the executive bodies that frequently came to power after a military coup in 20th century Latin America (the Spanish version is called ''Golpe'', which means coup d'état). In the game, ...
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First-price Sealed-bid Auction
A first-price sealed-bid auction (FPSBA) is a common type of auction. It is also known as blind auction. In this type of auction, all bidders simultaneously submit sealed bids so that no bidder knows the bid of any other participant. The highest bidder pays the price that was submitted. Strategic analysis In a FPSBA, each bidder is characterized by their monetary valuation of the item for sale. Suppose Alice is a bidder and her valuation is a. Then, if Alice is rational: *She will never bid more than a, because bidding more than a can only make her lose net value. *If she bids exactly a, then she will not lose but also not gain any positive value. *If she bids less than a, then she ''may'' have some positive gain, but the exact gain depends on the bids of the others. Alice would like to bid the smallest amount that can make her win the item, as long as this amount is less than a. For example, if there is another bidder Bob and he bids y and y, then Alice would like to ...
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Prisoner's Dilemma
The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while defecting is rational for each agent, cooperation yields a higher payoff for each. The puzzle was designed by Merrill Flood and Melvin Dresher in 1950 during their work at the RAND Corporation. They invited economist Armen Alchian and mathematician John Williams to play a hundred rounds of the game, observing that Alchian and Williams often chose to cooperate. When asked about the results, John_Forbes_Nash_Jr., John Nash remarked that rational behavior in the Prisoner's dilemma#The_iterated_prisoner's_dilemma, iterated version of the game can differ from that in a single-round version. This insight anticipated a Folk_theorem_(game_theory), key result in game theory: cooperation can emerge in repeated interactions, even in situations where it i ...
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BoardGameGeek
BoardGameGeek (BGG) is an online forum for board gaming hobbyists and a game database that holds reviews, images and videos for over 125,600 different tabletop games, including European-style board games, wargames, and card games. In addition to the game database, the site allows users to rate games on a 1–10 scale and publishes a ranked list of board games. History BoardGameGeek was founded in January 2000 by Scott Alden and Derk Solko, and marked its 20th anniversary on 20 January 2020. Since 2005, BoardGameGeek hosts an annual board game convention, BGG.CON, that has a focus on playing games, and where winners of the Golden Geek Awards are announced. New games are showcased and convention staff is provided to teach rules. There is also an annual Spring BGG.CON which is family friendly, and an annual BGG@Sea which is held on a cruise. In 2010, BoardGameGeek received the Diana Jones Award, which recognized it as "a resource without peer for board and card gamers, the recog ...
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Game Design
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war games, or simulation games.In ''Elements of Game Design'', game designer Robert Zubek defines game design by breaking it down into three elements: * Game mechanics and systems, which are the rules and objects in the game. * Gameplay, which is the interaction between the player and the mechanics and systems. In ''Chris Crawford on Game Design'', the author summarizes gameplay as "what the player does". * Player experience, which is how users feel when they are playing the game. In Academy, academic research, game design falls within the field of game studies (not to be confused with game theory, which studies strategic decision making, primarily in non-game situations). Process of design Game design is part of a game's development from conc ...
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