Please remember to use the link to the right if you're shopping at Amazon.
Friday, November 26, 2010
Black Friday Game Deals
Courtesy of boardgameoutlet.com. They scour the internet looking for deals so you don't have to.
Please remember to use the link to the right if you're shopping at Amazon.
Please remember to use the link to the right if you're shopping at Amazon.
Thursday, November 25, 2010
Happy Thanksgiving & App Sales
First, the important stuff. May you and your families and friends have a happy and blessed Thanksgiving. Bring some games. It's a good way to pass the time and introduce people to something they've never played before. And may you have a fine meal of toast, jelly beans, and popcorn.
Second, the App Store is loaded with price cuts. TouchArcade has a good roundup of a the deals being offered. App Shopper is the best way to keep track of deals. They note price changes and updates in semi-real-time.
Third, TaroBear's Lair, a store selling import playing cards, is having a 30% off sale. I'm going to be writing about these amazing games in the upcoming weeks and months, including posts on playing with Swiss- and Italian-suited cards, as well as Tarot. The sale starts Friday and runs all weekend.
If anyone else knows about any sales or deals out there, post them or send them along.
Second, the App Store is loaded with price cuts. TouchArcade has a good roundup of a the deals being offered. App Shopper is the best way to keep track of deals. They note price changes and updates in semi-real-time.
Third, TaroBear's Lair, a store selling import playing cards, is having a 30% off sale. I'm going to be writing about these amazing games in the upcoming weeks and months, including posts on playing with Swiss- and Italian-suited cards, as well as Tarot. The sale starts Friday and runs all weekend.
If anyone else knows about any sales or deals out there, post them or send them along.
Monday, November 22, 2010
Colonial Gaming: In Review
Several months ago, I started writing this series about games played in Colonial America after a family trip to Williamsburg, Virginia. I picked up a number of games while I was there, but noticed that very little had actually been written about what our ancestors were playing on the eve of Revolution.
In doing research, I learned that some areas of the country (such as Virginia and the south in general) were utterly mad about their games, while others (much of New England) were less so. I probably could have added one more piece on Whist (and still may), since this was one of the few games to find a foothold in New England. Whist is the mother of Bridge, so if you know Bridge already, then you have a fair sense of Whist.
It was fascinating to see the way games migrated from the old world to the new, building variations along the way. It was also interesting to see the way game materials intersected with the Revolution itself, in the form of the hated tax stamps placed on every deck of playing cards.
I've gathered much of my material into a long article that will run as the lead feature for the March 2011 issue of Games Magazine. This was an interesting test of the blogging process for me, as I researched and posted things in real time over a period of months, allowing me to learn and write at the same time. It worked pretty well, and I intended to do it again. In the future, I will be doing separate series about boardgame-to-app conversions and games played with European decks, such as French, Italian, Swiss, Spanish, and Tarot cards. (Tarot decks were invented for playing games, not for dubious fortune-telling practices.) If you have any thoughts about how all this came together, good or bad, please feel free to share.
Here's the entire series at a glance:
A Card Game for the Lower Classes: Put
A Card Game for the Upper Classes: Loo and How to Play Loo
A Pair of Abstract Strategy Games: Fox & Geese and Nine Men's Morris
Early Playing Cards from I. Kirk and I. Hardy
The Game of Goose: An Early Board Game
Chess, Checkers, Backgammon, and Other Board Games
"I catch you without green!"
Hazard: Colonial Craps
Introductions are here and here
In doing research, I learned that some areas of the country (such as Virginia and the south in general) were utterly mad about their games, while others (much of New England) were less so. I probably could have added one more piece on Whist (and still may), since this was one of the few games to find a foothold in New England. Whist is the mother of Bridge, so if you know Bridge already, then you have a fair sense of Whist.
It was fascinating to see the way games migrated from the old world to the new, building variations along the way. It was also interesting to see the way game materials intersected with the Revolution itself, in the form of the hated tax stamps placed on every deck of playing cards.
I've gathered much of my material into a long article that will run as the lead feature for the March 2011 issue of Games Magazine. This was an interesting test of the blogging process for me, as I researched and posted things in real time over a period of months, allowing me to learn and write at the same time. It worked pretty well, and I intended to do it again. In the future, I will be doing separate series about boardgame-to-app conversions and games played with European decks, such as French, Italian, Swiss, Spanish, and Tarot cards. (Tarot decks were invented for playing games, not for dubious fortune-telling practices.) If you have any thoughts about how all this came together, good or bad, please feel free to share.
Here's the entire series at a glance:
A Card Game for the Lower Classes: Put
A Card Game for the Upper Classes: Loo and How to Play Loo
A Pair of Abstract Strategy Games: Fox & Geese and Nine Men's Morris
Early Playing Cards from I. Kirk and I. Hardy
The Game of Goose: An Early Board Game
Chess, Checkers, Backgammon, and Other Board Games
"I catch you without green!"
Hazard: Colonial Craps
Introductions are here and here
COLONIAL GAMING: Hazard (Craps)
This Thanksgiving week, I’m concluding the series on Colonial Gaming with an item that would have gotten you stocked if you played it in front of our Pilgrim forebears. Hazard is, essentially, craps, and it was probably the most played “game” in both the New World and the Old.
Dice go back at least 5,000 years, and almost certainly much further. They were highly portable, easy to make, and provided a regular medium for gambling, which has always been a popular recreation. The Pilgrims frowned on dice not merely as part of their general prohibition on gambling and frivolous games, but because they would have associated them with the lots cast by the Roman soldiers for the garments of Jesus. Other regions of America, however, embraced dicing with a passion, and wherever common people gathered, dice appeared sooner or later.
There’s no telling just when the game of Hazard first emerged in Europe and England. Geoffrey Chaucer showed a ready familiarity with it, so we can place it in England at least as early as the 14th century, and almost certainly earlier. In the Pardoner’s Tale, Chaucer plays on the words “chance” and “hazard” several times, and makes an explicit reference to the game itself.
The word hazard comes to us from the Spanish word azar, meaning a “bad roll of the dice.” The word stopped off in France to pick up a final letter D before arriving in England via the French courts. Yes, our word “hazard,” meaning “potential danger,” comes from the name of this game.
Playing Hazard
As with modern craps, Hazard is driven by bets placed on the likelihood of certain rolls. One player rolls at a time, using two dice.
Before the player rolls, he picks a main, which is a number between 5 and 9.
If he rolls the main, he wins. This is called throw in, or in, or nick.
If he rolls a 2 or a 3, he loses instantly. This is called throw out, or out.
The other combinations are contingent upon the main itself. They break down this way:
If the main is a 5, then 5 is in, and 2, 3, 11, or 12 are out.
If the main is a 6, then 6 or 12 are in, and 2, 3, or 11 are out.
If the main is a 7, then 7 or 11 are in, and 2, 3, or 12 are out.
If the main is a 8, then 8 or 12 are in, and 2, 3, or 11 are out.
If the main is a 9, then 9 is in, and 2, 3, 11, or 12 are out.
If the roll is neither in nor out, the number thrown becomes the chance.
On the next roll, the chance wins and the main now becomes a losing number. The roller keeps going until he hits the main or the chance, and then the dice are passed.
Wagering is done by the player and the observers at various stages and at various odds, with people betting either for or against the next roll of the dice.
Dice go back at least 5,000 years, and almost certainly much further. They were highly portable, easy to make, and provided a regular medium for gambling, which has always been a popular recreation. The Pilgrims frowned on dice not merely as part of their general prohibition on gambling and frivolous games, but because they would have associated them with the lots cast by the Roman soldiers for the garments of Jesus. Other regions of America, however, embraced dicing with a passion, and wherever common people gathered, dice appeared sooner or later.
There’s no telling just when the game of Hazard first emerged in Europe and England. Geoffrey Chaucer showed a ready familiarity with it, so we can place it in England at least as early as the 14th century, and almost certainly earlier. In the Pardoner’s Tale, Chaucer plays on the words “chance” and “hazard” several times, and makes an explicit reference to the game itself.
And if a prince plays similar hazardry
In all his government and policy,
He loses in the estimate of men
His good repute, and finds it not again.And later:
And when he came, he noticed there, by chance,
All of the greatest people of the land
Playing at hazard there on every hand.And again, as part of a list of sins
O cursed sin, full of abominableness!
O treacherous homicide! O wickedness!
O gluttony, lechery, and hazardry!
O blasphemer of Christ with villainySo hazard = not good. Check. (Although I'm pleased to see that "abominableness" is a real word.)
The word hazard comes to us from the Spanish word azar, meaning a “bad roll of the dice.” The word stopped off in France to pick up a final letter D before arriving in England via the French courts. Yes, our word “hazard,” meaning “potential danger,” comes from the name of this game.
Playing Hazard
As with modern craps, Hazard is driven by bets placed on the likelihood of certain rolls. One player rolls at a time, using two dice.
Before the player rolls, he picks a main, which is a number between 5 and 9.
If he rolls the main, he wins. This is called throw in, or in, or nick.
If he rolls a 2 or a 3, he loses instantly. This is called throw out, or out.
The other combinations are contingent upon the main itself. They break down this way:
If the main is a 5, then 5 is in, and 2, 3, 11, or 12 are out.
If the main is a 6, then 6 or 12 are in, and 2, 3, or 11 are out.
If the main is a 7, then 7 or 11 are in, and 2, 3, or 12 are out.
If the main is a 8, then 8 or 12 are in, and 2, 3, or 11 are out.
If the main is a 9, then 9 is in, and 2, 3, 11, or 12 are out.
If the roll is neither in nor out, the number thrown becomes the chance.
On the next roll, the chance wins and the main now becomes a losing number. The roller keeps going until he hits the main or the chance, and then the dice are passed.
Wagering is done by the player and the observers at various stages and at various odds, with people betting either for or against the next roll of the dice.
Craps
There is a straight line between Hazard and modern casino craps, so remember when you're sweating over the Pass/Don't Pass line that our forefathers were doing the same thing hundreds of years ago.
And if you’re utterly sure you have a foolproof system for beating craps … you don’t. No, really, you don’t. (And if your theory includes the names “Pascal” or “Fermat,” then you really don’t.) All of the odds set by a casino for each roll are set below the actual odds for the roll itself. The odds are better if you know what you are doing, but there is no casino game in which you can fully bend the odds in your favor. The house always has the advantage.
Most "systems" are based on what's called the Gambler's Fallacy, which is this idea that someone who stays in a game long enough will eventually find probability turning in their favor. Probability is not cumulative. It resets itself with each roll of the dice. A gambler with a system always thinks he's "due" for a hit after a long series of misses. If the chances of flipping heads on a coin are 50/50 for the first flip, and you get tails, that doesn't mean they're 60/40 for the second flip. But that's the way many gamblers approach their games.
Here's an example just from yesterday. My daughter and I were waiting for people to join a game. We drew through an entire deck of cards, with high card winning. That's 26 draws for each of us. We "should" have each drawn 13 high cards. I drew no high cards. She drew 26. As Ralph Wiggums would say, "That's unpossible!"
And if you’re utterly sure you have a foolproof system for beating craps … you don’t. No, really, you don’t. (And if your theory includes the names “Pascal” or “Fermat,” then you really don’t.) All of the odds set by a casino for each roll are set below the actual odds for the roll itself. The odds are better if you know what you are doing, but there is no casino game in which you can fully bend the odds in your favor. The house always has the advantage.
Most "systems" are based on what's called the Gambler's Fallacy, which is this idea that someone who stays in a game long enough will eventually find probability turning in their favor. Probability is not cumulative. It resets itself with each roll of the dice. A gambler with a system always thinks he's "due" for a hit after a long series of misses. If the chances of flipping heads on a coin are 50/50 for the first flip, and you get tails, that doesn't mean they're 60/40 for the second flip. But that's the way many gamblers approach their games.
Here's an example just from yesterday. My daughter and I were waiting for people to join a game. We drew through an entire deck of cards, with high card winning. That's 26 draws for each of us. We "should" have each drawn 13 high cards. I drew no high cards. She drew 26. As Ralph Wiggums would say, "That's unpossible!"
Consider this: I know games inside and out, and I never bet money in a casino unless I'm just enjoying the process of being there and willing to pay for the pleasure of a hyperoxygenated atmosphere and $10 beers. Skill does matter. Skill can improve your odds, but it never tilts them wholly in your favor. And casinos don't trade in games of pure skill: they trade in games where luck dominates. There's a reason casinos don't have chess or backgammon tables. It's the same reason that neither chess nor backgammon were all that popular in Colonial times. These are games where skill outweighs chance, and, like modern casinos, early Americans didn't favor games of skill. They only found real excitement when chance and luck were involved.
Sunday, November 21, 2010
Thanksgiving Recess
I'm going to take a bit of a break from the blog this week, what with kids home and family visiting to be done and my tryptophan addiction to feed. So there will be no App O' The Mornin' and regular posting will probably be light.
(1814)