Archive for the ‘Classic Board Games’ Category
by: Geoff Ficke
Successful entrepreneurs are people that always see opportunity in any situation. By nature they are positive and constantly seek innovations that address wants and needs that they identify in their contemporary environment. Currently we are in a dark economic period, and this will prove to be a fertile time for the introduction of novel innovations that will reward their creators with significant profit.Â
The worldâ??s most famous, widely played and sold board game is Monopoly. Lizzie Phillips created the first version of the game that was to evolve into modern Monopoly. Her game was meant to promote the single tax theories of Henry George, and the play rules were heavily influenced by his populist philosophy. Ms. Phillips filed several patents on versions of her game around 1904. She enjoyed modest commercial success.Â
The game and its play rules were tweaked through the years. Subsequently, the various forms of Ms. Phillips rudimentary game that were introduced never enjoyed great sales but the game never quite disappeared. Then came the Great Depression.Â
The many causes of the Great Depression have been well chronicled and today most people are aware of at least the broadest reasons for the implosion of the worldâ??s economy. Greed was the cause most often stated at the time to assign blame. Society was highly segmented by wealth, education, geography and class. Charles Darrow recognized opportunity in the misery of so many and crafted his classic version of Monopoly to address the perceived social sins of the times.Â
The play rules and component elements of Monopoly, little changed to this day, reflected the deep divisions in society. Darrowâ??s game, launched in 1935, displayed the whole range of opportunities for failure and success that could occur in a capitalist society. You could go to jail, be taxed, be fined, go bankrupt or land on owned property and have to pay rents to the hated landlord if the dice were unlucky for a player.Â
Likewise, you could â??pass goâ? and collect $200, win dividends, buy property, build houses and hotels, own railroads (the classic metaphor for greedy capitalists) and collect rents if the roll of the dice favored you. Also, you could bankrupt your opponents and this occurred with frightening regularity in real life during the 1930â??s.Â
Clearly Monopoly was a game that resonated during the darkest days of the Depression and still works as a leisure activity to this very day. Darrow attained great wealth from the sales of his version of monopoly. Monopoly was licensed by the British Secret Service through John Waddington Ltd. during World War II. The International Red Cross forwarded Monopoly sets to British war prisoners incarcerated in Nazi camps. These games included hidden packets of real money, maps, communication devices and tools for use in escape attempts.
Parker Brothers secured the rights to Monopoly and succeeded in internationalizing the game by assigning country-specific play features. For instance, in the American game, the most prized real estate deeds to own are Park Place and Boardwalk. In the British version the most prized blocks of real estate to own are the very tweedy Park Lane and Mayfair.Â
The gameâ??s origins, history and ownership are surrounded by significant controversy. Parker Brothers attributes all of the creative, copyrights, play rules and component design of Monopoly to Charles Darrow. This lead to decades of legal wrangling over the true ownership as Lizzie Phillips and others claimed creative ownership of the game. These legal issues were not settled until the 1980â??s.Â
There are a number of lessons for modern inventors to be taken from the profitable, but stormy history of the simple board game of Monopoly.Â
If the game has play rules that anyone can easily understand, play is fluid, play pieces are simple and attractive; then there is potential for commercial success.Â
You must protect your game with copyrights, trademarks and patents where applicable. Not properly protecting these valuable assets lead to much disagreement and expensive, extended legal wrangling in the case of Monopoly.
My consumer product development and marketing consulting company sees more toy and game submissions than almost any other product category. The barriers to entry in this class of trade are reasonable if the inventor is willing and able to bootstrap their offering. We recommend a play focus group to confirm that target players affirm the attractiveness and commercial appeal of the game or toy.
Recently, for a class project, a third grade teacher let us borrow her class of 23 students to play a new sports board game for half a day. We filmed the session. We also had the kids answer a series of simple questions of their play experience. Based on their reactions, we were able to adjust one basic play rule to further simplify and expand the appeal of the game. The change resulted in the final result of the game becoming much more closely contested, therefore exciting.Â
The perfect time to launch a new product is always now. Time is never the friend of the entrepreneur. If you wait for the perfect time, the best market conditions to appear, someone can beat you to market with a product that cannibalizes the best parts of your idea. This happens all too often. Waiting for a better climate is an excuse for inaction and a sure path to mediocrity. Charles Darrowâ??s launch of Monopoly in 1935 at the height of the Great Depression is a wonderful example to study.
Geoff Ficke has been a serial entrepreneur for almost 50 years. As a small boy, earning his spending money doing odd jobs in the neighborhood, he learned the value of selling himself, offering service and value for money.
After putting himself through the University of Kentucky (B.A. Broadcast Journalism, 1969) and serving in the United States Marine Corp, Mr. Ficke commenced a career in the cosmetic industry. After rising to National Sales Manager for Vidal Sassoon Hair Care at age 28, he then launched a number of ventures, including Rubigo Cosmetics, Parfums Pierre Wulff Paris, Le Bain Couture and Fashion Fragrance.
Geoff Ficke and his consulting firm, Duquesa Marketing, Inc. (www.duquesamarketing.com) has assisted businesses large and small, domestic and international, entrepreneurs, inventors and students in new product development, capital formation, licensing, marketing, sales and business plans and successful implementation of his customized strategies. He is a Senior Fellow at the Page Center for Entrepreneurial Studies, Business School, Miami University, Oxford, Ohio.
Playing games with your children generally brings to mind images of noisy, boisterous arguments and colourful game pieces being strewn around the kitchen table while peanut butter-and-jellied fingers roll dice or try to count out play money.
The shrieks of laughter or hoots of winning can fill a young household, but are quickly silenced when your children grow tired of these childhood games. Boxes of torn, dog-eared board games with missing pieces are stacked up in the dusty corners of family rooms everywhere, but there is one game that will never be banished in such a way.
The family chess set.
When you play a game of chess, you can put your busy world aside long enough to refuel and relax. It’s a game of strategy and skill, certainly, but it can offer you and your family so much more than that.
A quiet moment; an opportunity to spend a little time with a loved one; the satisfaction of a mental challenge – such are the rare pleasures we all could use more of these days.
How do you know when your children might be old enough to learn to play chess?
Amazingly, children as young as 4 and 5 years old can pick up the basic rules and skills required to play a simple version of the game. If your child enjoys board games, has a moderate attention span, follows instructions well and shows an interest, then it may be the right time to consider pulling out your faithful chess set.
There has been some debate as to whether playing chess actually does make children smarter. Several international studies have been conducted in countries like Belgium and Venezuela which seem to lean towards a positive answer to this question.
However, regardless of the studies and their conclusions, some of the skills and benefits that playing chess teaches are generally accepted to be true; such as:
* Focused, disciplined thinking
* Improved concentration
* Forethought, planning and strategy
* Understanding actions and consequences
* Problem-solving
There are also benefits to your family.
The bonding of parent and child can be strengthened over time spent on a shared game of chess. The child feels pride in being considered an equal partner in an adult game. Playing the game in a quiet environment generally has a calming effect on child and adult alike.
Watching a father and son together, for instance, heads bowed in tandem concentration, is a beautiful sight. A mutual respect emerges; the child may exhibit a maturity the parent may not have noticed before, or a child may understand that challenges can be won with strategy rather than aggression. Soon, a chess set becomes more than a game board, but a state of mind as well.
The pleasures of the game can be outweighed by the happiness of such small, shared moments.
And once grown, looking back at the elegant pieces of a handsome chess set that becomes a family heirloom, a child will recall the fond memories and quiet times spent together… and that, as they say, is priceless.
The author is the owner of Quality-Chess.net, an online site where you can browse for numerous chess related products including wood and metal chess sets. http://www.quality-chess.net
Total Blockout is an abstract strategy board game for one or more players (currently limited to two players in the computer version). As with many polymino-styled games, this game requires exceptional spatial skills. What makes it unique from other such games is it’s need for its players to develop single-move strategies in line with an overall game plan. Furthermore, constraints have been placed in the selection of pieces available during your turn, requiring extraordinary memorization of pieces used in previous moves. There are many solutions to the puzzle. However, you will soon see just how difficult it is to find just one solution given these pattern constraints.
Total Blockout is new to the gaming industry, with a launch date of December 18, 2008. The developer, SKY Games, is actively pursuing quality endorsements and awards from distinctive associations and societies. Examples include, but are not limited to, Mensa Select, Teachers Choice, National Association of Parenting Publications, Parent’s Choice, Oppenheim Toy Portfolio, Creative Child magazine and many more.
In time, we hope that Total Blockout will not be just another game, but a true classic, recognized as a household name. You can help SKY Games bring more quality gaming experiences and their related benefits by sharing your positive experience with others. Thank you for visiting our site and hopefully testing your skill with at http://www.totalblockout.com
How to play:
There are 7 groups of 7 pieces each, with each group representing a value of 1, 2, 3, 4, 5, 6 or 7. Thus, 49 pieces total to complete the board.
The player starts with placing a piece with value 1, then 2, then 3,4,5,6 and finally the largest piece with a value = 7. The cycle repeats itself until the player has nowhere to place a piece.
Piece selection does not change, rather the group is reduced each time by the individual selection made, so memory of pieces left to play the successing rounds is key.
Though this game was designed with entertainment in mind, we came to recognize the multiple benefits this game offers to all who play. Firsts and foremost, the game is adaptable to people of all ages. Children can benefit from the development of spatial attributes, configuring sizes and shapes within borders. Teens can develop early logic and strategic abilities, exercising the mind while common video games offer little, if any, mental growth. Adults can take challenge themselves or compete with others across the globe to learn new approaches to strategy. The elderly can also benefit by regular play, prolonging, if not preventing, the deterioration of memory and other cerebral functions.
Unless you’re a genius and cannot only complete the algorithms for multiple solutions, but have the memory to make your moves within the controlled sequence, you will be both entertained and smarter from the experience. www.totalblockout.com
The higher the total number of squares filled on the gameboard, the higher your score.
Using EXCEL, I designed a concept, complete with a game board, a specified number and color of game pieces, a unique set of rules, creative logic and verification of possible solutions. I named the game “TOTAL BLOCKOUT” and set a goal to have a working demo and online version up and running in less than a year from conception.
Board games aren’t always about what is happening in front of you, on the game board. Paying attention to the other players can often help a lot, for many games do require a bit of hidden information on the part of any given player. Keeping a poker face can be a very important part of playing a smart game and knowing how to read another player can help your chances of winning. However, this isn’t the only case in which, during a board game, you will need skill at reading another player. Some board games are actually built around this activity. Physically getting your point across can become the skill in question.
Guesstures is a game based on acting different words or phrases out for teammates. In this game, players form into two teams and one player at a time is designated as the actor. During a turn, that player selects four cards from the deck. Each card has one easy and one difficult word on it, with the difficult words being worth more points. That player then has one minute to act out as many of those four words as is possible, scoring points for the team. After the minute is over, the points are calculated, and then the other team is given a chance to perform. Play continues back and forth between the teams until one team reaches a pre-determined amount of points, and all members of that team are considered the winners of the game. This game is a rather popular party game as it gives everyone the chance to participate and to laugh, allowing creative energy to flow freely through the room.
Another game that often requires its players to act in some fashion or another is the popular game Cranium. This game, first marketed in 1998, is billed as “The Game for Your Entire Brain.” When you play Cranium, you are competing against another team to best them in four different areas. The Creative Cat area tests your artistic skills, while the Data Head category will quiz your knowledge of trivia.
If a Word Worm area is landed on, vocabulary skills will be tested. However, if you land on the Star Performer, you will be forced to act out in some manner or another for your teammate to guess the answer to. There are a few different manners of performance required with this option, however, making it a very diverse option. If you choose a Cameo option, you must act out a word or a phrase with no speaking allowed, much like a traditional charades game. If you happen to select a Copycat card, the game becomes a little more tricky. The performer must then act like a certain celebrity or character without being allowed to say any proper names, nor can any questions be asked of the performer. If the teammate can guess who it is that the performer is imitating, the team scores the point. Humdinger, however, tests the team by forcing the performer to hum a popular tune for the teammate to guess. Cranium is an interesting approach to the classic formats of acting games, for it tests players in a different manner than most. Because of this, it is a fresh approach for any player looking to stretch their minds and imaginations while performing with a game.
Victor Epand is an expert consultant for board games, chess boards, and dungeons and dragons miniatures. You will find all these things and more if you visit board games with acting, chess boards, and dungeons and dragons miniatures.
Cards have always been an important part of gaming. Some games need nothing more than cards to function as a whole, while other games use cards as a feature to help the game progress. Many board games all use cards to enhance the game, but usually in many different capacities. Sometimes cards are used for the sake of movement, while in other cases, players try to collect different sorts of cards to earn points. In even other examples, cards are used to either gain information which will help the player further themselves, or to hinder other players towards reaching the climax. Decks of cards allow games to use many different tactics for the execution of play and can be incredibly diverse in their usage.
Drawing from a deck of cards to determine movement is one of the most common examples of why cards can be important. Sorry is a classic example of a game that requires a deck of cards. Within the Sorry deck, there are various cards with numbers ranging from 1 to 12, all of which enable players to move their pawns around the board. Some of these cards do have catches, however, making the game more than a simple race around the board. When a player is in a Start location, they are only allowed to move their pawn outside the area if they draw a card with either a 1 or a 2. If a card with a value of 4 is drawn, the player can only move one token backwards 4 spaces. An 11 allows players to either move forward 11 spaces or to switch locations with one other player, and a 7 card allows players to split the total number of moves between two pawns. If one of the special Sorry cards is drawn, however, players are granted the special ability to take one of their pawns from the Start space and move it directly onto another player’s location, gaining both entrance to the game board and starting the other player’s pawn back at the beginning of the game.
Decks of cards do not have to be used solely for movement, however. With Clue, players roll dice to determine their movement, but use cards to help solve the mystery of the game. The deck of cards with Clue is divided into three categories, one for the Suspects, one for the Murder Weapons, and one for the Location of the Murder. At the beginning of the game, one card is removed from each category and is placed in a seperate envelope. The remains cards are then all mixed together and distributed evenly between the players of the game. By rolling dice and moving about the game board, players try to determine the cards in the hands of the other players, using process of elimination to discover which 3 cards were removed from the deck at the beginning of the game. By figuring out these 3 cards, players solve the mystery and win the game.
Decks of cards can be used to one extreme or another. Movement is a very common purpose for cards, but as shown, the purpose of cards is not limited to this. Card decks can enhance a game to a great degree, providing players with opportunities that simple dice do not always provide.
Victor Epand is an expert consultant for board games, chess boards, and dungeons and dragons miniatures. You will find all these things and more if you visit board games that use cards, chess boards, and dungeons and dragons miniatures.