Monday, August 30, 2010

Charles S. Roberts, Inventor of the Wargame, Dies at 80


The obituary was headlined “Charles S. Roberts, train line expert, dies at 80.” You could read the entire story and not realize they were describing one of the most important figures in the history of gaming.

Charles S. Roberts was indeed an expert on trains, which were his passion. He had several careers in his long life, but his most enduring achievement was as the inventor of the wargame.

Yes: you read that right. Charles Roberts invented the modern wargame. Movement on a grid (and later on hexes)? Combat results tables? Cardboard counters representing military units? Paper maps? Variable movement costs for different terrains? The entire idea of a packaged boardgame simulating military history?

All of it these things were the invention of Charles Roberts.

There were other forms of military gaming before Roberts: miniature soldiers on table-top terrain, or the “Little Wars” of H.G. Wells. But the modern wargame emerged from a game called Tactics.

In Tactics, two players moved little cardboard squares over a map. A grid printed on top of this map (hexes came later) helped regulated movement, while different kinds of terrain slowed or sped a unit’s progress. A combination of dice rolls and reference tables determined the results of combat encounters.

Robert invented Tactics in 1952. When no one was interested in publishing it, he sold it himself out of his garage in Avalon, Maryland. In the process, Roberts and his Avalon Game Company (later called Avalon Hill) would create an entirely new kind of adult boardgaming: complex, detailed, and historically based.

Two years after founding Avalon Hill, Roberts invented Gettysburg: the first boardgame to simulate an actual battle.

The games sold well, but Roberts couldn’t keep ahead of the printing costs. By 1962, his printer, Monarch, took over his company as repayment for his debts. They would run it for another 36 years, until mismanagement finally took it down. Hasbro picked up the pieces, and continues to publish updated versions of Avalon Hill’s more mainstream titles, but the glory days of tabletop wargaming are gone.

Wargames have faded from popularity. At first, they found a comfortable home on computers, where the calculations and setup were automated. In time, even those faded away, and now only handful of dedicated hobbyists still play historical simulations.

That’s a shame, because wargames are history you can hold. When you game a particular battle, you understand it far better than you could by simply reading about it. It’s almost like role-playing, as you try to make the decisions faced by the great battlefield commanders, and see how they may have turned out differently. Wargames require time, thought, and study: things that seem in short supply these days.

If you were a certain kind of boy in the 1960s and 1970s, this was one of the things you did. Dungeons & Dragons changed all that, and most young gamers drifted from historical gaming to fantasy RPGs, myself among them. I believe that without Roberts laying the groundwork, RPGs never would have even happened. He created a new kind of gamer, and proved that there was a market for long games with complex rules and lots of numbers.

Charles Roberts never set out to create a whole new hobby. He invented his first game as a way to study military tactics in preparation for joining the military. He never did join the military, but his designs and the company he founded changed the face of gaming.

App O' The Mornin': Crayon Physics Review

Crayon Physics is a perfect fit for touch-based products. You can watch a video and download the PC demo at the official site, but for puzzle-fans, there's hardly any need. This is a must-buy.

This unique puzzler was one of the delights of the the 2008 Game Developers Conference and the 2008 Independent Games Festival, where it claimed the Seumas McNally Grand Prize for excellence. It took Finnish developer Petri Purho another year to finish it, but by the time he unleashed Crayon Physics Deluxe on both PC and the App store, it was an even more polished and addictive puzzler.

The game allows you to draw any shape on the screen, and then gives that shape physical properties. The screen looks like a sheet of folded paper, and the graphics nothing more than crayon lines, making the entire game seem like a child’s drawing come to life. The visual style, coupled with low-key music, gives the game a gentle tone that belies its challenging content.

The gameplay is somewhat reminiscent of The Incredible Machine, as you create simple shapes that move and trigger other shapes into movement. You need some pretty good mouse skills to make this one work on a normal computer (the video shows it being used with a Tablet), but on an iPhone the touch controls are a perfect fit. You simply draw with your finger, and your objects take on a life of their own, be it a simple ball or a car rolling on donut wheels.

Physics games are a dime a dozen on the App store, but Crayon Physics was one of the pioneers of the genre, and it's still one of the most accomplished puzzlers on any format.

Sunday, August 29, 2010

PC Game Review: Machinarium

Animata Designs
PC/Mac
$20


Machinarium emerged from the 12th Annual Independent Games Festival with a well-deserved Excellence in Visual Art award, and after three years in development by a small group of self-financed Czech developers, it’s finally ready.

The first thing that strikes you is the art design, which is somberly beautiful, wonderfully detailed, and utterly central to the gameplay. Your character is a little robot dumped in the trash, and he must solve various puzzles in order to return home, get the girl, and beat the bad guys. There is no spoken or written communication anywhere in the game, and sounds are limited to effects, ambiance, and music. All of the robot’s thought are conveyed via cartoon thought-bubbles.

The robot has limited powers: he can change his height a bit, pick up things, carrying objects, and combine items to make new objects. In the tradition of classic puzzle adventures, he searches each screen for hot spots and items, then uses them in clever ways to bypass an obstacle.

Some of the puzzles are absolute brain scramblers, but there is a helpful hint system built right into the game. The hints can be fairly oblique, merely giving you a nudge in the right direction instead of an overt answer. And, even if you think you are the master of all things puzzling in adventure games, you WILL hit that hint button at least once. This is an unapologetically smart and challenging game, and I mean that in the best possible way.

The website, machinarium.net, has a nice little free flash demo that gives you a good idea of the look and gameplay, without even requiring a download. You can buy the full game from the site for $20, or on services such as Steam, Impulse, and GamesGate.

Friday, August 27, 2010

Weekend Post (O/T): Wanton Media Consumption

I am an avid consumer of all forms of media. I'm either reading, watching, playing, or listening to something. Here's a rundown of some of this week's highlights for the weekend off-topic post.

Watching
After reading the obituaries for Maury Chaykin, I realized that I'd only see one episode of A&E's Nero Wolfe, and that one long ago. We watch a lot of British mystery shows at Casa McD, but I was curious how the Americans would handle a classic literary mystery adaption like this. The answer is: pretty darn well. Tim Hutton is a snappy Archie Goodwin, and Chaykin is volatile and neurotic as Wolfe. The oddest part is the use of an ensemble cast in different roles each week. Aside from a few repeating characters, all the other actors play a different character in every mystery. It's a very good American take on the classic British lit-mystery format (Sherlock Holmes, Poirot, Marple, Midsomer Murders, etc).

As for Chaykin, the thing from him that I still remember best is "Mr. Potatohead! Mr. POTATOHEAD!" Can you name that movie?

Reading
Gillian Anderson as Lady Dedlock
Bleak House has been an ongoing project for the past two months. I'm always reading a few books at once, so a 1,000 page Victorian novel is going to take a little bit of time. Fortunately, Dickens wrote it to be read that way, since the story would have originally been printed as a serial. (That's why all his characters had certain phrases or characteristics that were always repeated: to help people remember who they were from month to month.) This may not be the best place to start with Dickens if you've never read him before (Great Expectations or Hard Times are probably a better first experience), but it's certainly the best writing Dickens ever did. If you've never seen the most recent adaptation (with Gillian Anderson and Charles Dance) make sure you do. I think it's still on Netflix streaming, and it's superb.

Solitaire by David Parlett. Parlett is the best writer on cards, period. Alas, I think his book on Solitaire is out of print. That's a shame, because it's not just a collection of 400 games and variants, but also a thoughtful look at the game of solitaire itself. Parlett categorizes the games, ranging from simple games of luck and patience, to logic problems that require as much thought as chess. This book desperately needs to be back in print. No one has ever written a better book on the subject.

Memorize the Faith (and Most Anything Else) by Kevin Vost. I teach religion to 8th graders, so I was looking for some interesting new techniques in this book. The author's method is based on the ancient "method of loci," which associates certain facts with different discreet locations, such as rooms and objects in a house. I'm not far into it, so I'm not sure what I think of the method. I've worked with teenagers for many years, and their retention of rote facts is very poor. While rote learning was probably over-emphasized in the past, it is drastically under-emphasized now. I'm 42-years-old, and I can still recite poetry and facts I learned at their age. (I had a classical education that emphasized that sort of thing.) I'm looking for any method I can use to help them retain hard knowledge. This may or may not be the method, but it's certainly a different approach.

Killer Cribbage by Dan Barlow. I've read half of this book, and my 9-year-old daughter still took me to the cleaners ... twice. (She said, "I don't think that book is working.) Maybe all the best secrets are in the second half? Actually, it's a very good book that offers some excellent advice, My daughter is simply a card shark. I'm so proud.

Listening
I've mostly been listening to Old Time Radio. The archive.org site has a complete collection of Gunsmoke episodes in perfect sound quality. This is some of the best entertainment you'll find, and it's free! Load up your iPod with OTR and you will not be disappointed.


The Week At a Glance



App Reviews
Chain Link Pro: puzzle, dexterity
Netflix: utility
Reiner Knizia's Samurai: strategy, boardgame conversion
Spite & Malice: two-handed solitaire
Theseus: puzzle, maze

Articles
EA's Medal of Honor Courts Controversy
The Bible as an MMO?

Puzzles
Cheap Labor
Games Magazine puzzle contest (off-site)

Colonial Gaming
Introduction to the series
Put and the lower classes: How to play the Poker of Colonial America
I catch you without green: A medieval game survives in the Carolinas.
Cards of the Colonial period

Other
The Games 100
Dominion Prosperity Preview (off-site)
Friday Linkaround

Friday Linkaround--Random items of interest

New Content for Snoopy: Joystiq is almost correct: Snoopy Flying Ace is the best flight game of the past several years, and now it has new downloadable content, called Suppertime of Destruction. Must ... have... kamikaze .... woodstocks ...

Angry Birds: The Movie?: Are we witnessing the birth of a franchise with the Angry Birds app? Is this a good thing, or a bad thing?: discuss.

Through The Ages App: It's one thing to shrink Roll Through the Ages down to App size, but the original, very large and complex Through the Ages game? Apparently someone is trying.

Batman Redux: We're going to have to a wait a full year for the sequel to last year's Game of the Year.

The Making of Tichu: I'll be reviewing the new Tichu app soon. In the meantime, programmer Steve Blanding explains how he did it in this detailed, geektastic developer diary at BGN.

Little Plastic Dudes Fight Evil: Axis & Allies: Europe 1940 is finally out.

Move Along, Nothing to See Here: Sony is already trying to talk down expectations for the Move. I guess the "It's an expensive peripheral that does kind of what the Wii always did" narrative is not working.

5 for 5: 5 boardgames that are good for 5 players, at funboardgames.org

What the World Needs is Another Videogame Movie: Will Brad Pitt star in Red Dead Redemption: The Movie? (Red Dead Redemption is one of the finalists for the Games Magazine Game of the Year.)

Speaking of Videogames Movies: Halo: Reach semi-live-action trailer. (No real word yet on when we can expect a live action Halo movie.)

Bring Out Your Dead: Target joins Best Buy in offering a hardware trade-in program.

News From the Chess World: Chess links for the week.

PUZZLE: Cheap Labor

Huey, Dewey, Louie, Donald, and Gyro are each working on a single day this week guarding Uncle Scrooge's money bin.

Huey is working as many days before Louie as Dewey is after Gyro.

Donald is working two days before Gyro.

Louie is working on Wednesday.

When are the other four working?

App O' The Mornin': Netflix App Review

No, it's not a game, but I'm giving myself a little topic leeway on Fridays, and I've been waiting for this one for a year. (Also: it's relevant to Apps, Xbox, and Wii.)

I'm a huge Netflix junkie. Back when DVD was first launched, I wrote quite a bit about the format and the technology. I published a lot of reviews and amassed a fairly large collection (about 1800 discs).

The flatlining economy has largely ended my days of DVD collecting, but Netflix has jumped in to fill the gap. I'm a big fan of their "Watch instantly" option, which offers a sizable chunk of their content as streaming video. When this was just possible via my laptop, I didn't really bother. But when they added streaming to televisions through any Xbox Live Gold account, it became far more appealing. (You can also stream through Wii, but the resolution is not as good.)

Since Netflix hadn't created their own app, I was still unable to manage my queue via the iPod Touch, but I assumed they'd get around to it eventually. Boy, did they!

Now I know what took them so long. Not only does the new Netflix app (just released yesterday) allow you to browse, add, and delete titles from your instant queue, but it streams the instant queue straight to your device! Sweet gorilla of Manila!

Screen capture from iPod Touch running Netflix app
Now, my entire instant queue can follow me anywhere I go. I'm not a huge fan of watching video on tiny screens, but I know others are, and I'm simply amazed that Netflix was able to include such a powerful feature.

Now for the negatives: am I missing some hidden feature, or does this App not allow you to manage your regular queue at all? I also can't find any information on what has shipped, what's been returned, and other account data. This needs to be fixed.

The App is free, and simply ties in to your existing Netflix account. The queue features work fine, and the video streams without any hitches. If you have a Netflix account, then this will be one of the most powerful media apps on your device.

UPDATE: I'm reading through the reviews for this, and some people are complaining about crashes and skips. This hasn't happened once to me. I suspect these are users who have minimal free memory. You can't run a heavy media application with 20 MB of free RAM. Use an app like "Free Memory" to see how much memory is available, and close some background apps.

My experience was based on watching video via a WiFi connection. Obviously, variations in cellular signal strength will effect streaming.

Thursday, August 26, 2010

Colonial Gaming: "I catch you without green!"

During my research on Colonial gaming, I came across a bizarre item that I had to share.

In the late-19th century, folklorists discovered an unusual children’s game that was found in certain areas of North and South Carolina, and nowhere else.

William Wells Newell describes the game in Games and Songs of American Children (1888):

In parts of Georgia and South Carolina, as soon as a group of girls are fairly out of the house for a morning's play, one suddenly points the finger at a companion with the exclamation, “Green!” The child so accosted must then produce some fragment of verdure--the leaf of a tree, a blade of grass, etc.--from the apparel or else pay forfeit … It is rarely, therefore, that a child will go abroad without a bit of ‘green,’ the practice almost amounting to a superstition. The object of each is to make the rest believe that the required piece of verdure has been forgotten, and yet to keep it at hand.

When researchers dug a little deeper, they realized that they were seeing a version of a game that was unique to France, and popular from the 13th to 14th centuries. (It was even mentioned by Rabelais.)

Newell describes the original French game as one played by adults during Lent, after the singing of the Angelus. It went like this:

If any lady accost you and shows you her bough, you must immediately exhibit yours. If you have not such a one, or if your green is of a shade less rich than your adversary's, you lose a point; in case of doubt, the matter is referred to an umpire.

The phrase said to the loser gave the game its name: “I catch you without green!” (“Je vous prends sans vert”).

The punishment for losing was to have a pail of water dumped over your head, or else a pay fine. (Money from the fines was supposedly deposited in a fund to provide a “merry repast” for the village.)

How did a medieval French game survive only in scattering of counties in the Carolinas from the Colonial period to at least the late 20th century?

Simple: some Huguenot families left France and settled in that region of America during the 18th century. The custom had survived in their region of France, and crossed the pond to take root in the New World. American culture and language are full of things that survived here after they faded away in their country of origin.

The Bible: Soon to be an MMO game?

I thought someone was having fun with me when I first got this link, but now I think it's for real.

A German company called FiAA is planning to release The Bible: Chapter 1--The Heroes as a new massively multiplayer online game.

A story running on BusinessWire says that "players slip into the role of Abraham and his descendants and have the opportunity to reenact and witness the incidents of their times.

"As the leader of their tribe, players have to construct their villages, manage resources and the budget. They will have to decide between diplomacy and warfare. However, players do not stay in one place. They will go on a quest to go to the Promised Land. Leading Abram's tribe from Ur to Haran and finally to Canaan, players and their heroes will face many challenges before reaching their goal.

"The game also offers role playing elements. The birth right system introduces Abraham's successors Isaac and Jacob. Side quests allow users to experience less known stories of the Genesis."

The screenshot that's circulating have an Age of Empires feel to them.  The browser-based game is set to start rolling out in early September, with full English-language support promised by the end of the year.

Actually, The Bible and gaming seem like a natural fit. I'm just not sure how they're going to make it into an MMO.

App O' The Mornin': Chain Link Pro Review

Chain Link Pro is a game that kind of sneaks up on you. It's a simple concept that would appear to have limited appeal., but it turns out to be a keeper.

The screen displays different shapes around a swirling vortex. You have use your finger to select one shape, link it with any similar shapes, and drag the whole floating chain into the vortex without touching any other shapes.You can't move to fast, or your chains will swing around and hit the edge of the screen, shattering.

This starts out fairly easy, and after a minute or two you may be tempted to drop it altogether. Stick with it: there's actually nice balance of strategy and dexterity here. Powerups help you pump up the score when making chains, or altar the way the shapes react.

The levels get progressively more challenging, but not so much that you're hurling your device across the room. Three different modes of play mix things up a bit. In Static mode, the shapes don't move, in Timed mode, you're racing against the clock, and in Arcade mode, you have to avoid moving objects. It's a small game, but one that's a good pick-up-and-play addition to your iPhone.

Wednesday, August 25, 2010

Dominion: Prosperity Preview

Boardgame News has a terrific preview of the new Dominion: Prosperity set due from Rio Grande next month. The link will take you to a detailed post by Dominion designer Donald X. Vaccarino, complete with images of the new cards and some interesting comments on how they work. I'm looking forward to getting my hands on that "Forge" card.

Colonial Gaming: "Put" and the Lower Classes

"If you want to be robbed, my son, play Put in a tavern."
   Captain Crawley, The Card Players Manual (1876)
   [via David Parlett]

Put was the Poker of Colonial Virginia: a disreputable game of luck, bluffing, and wagering played in taverns by members of the lower classes. (The middle and upper classes preferred Whist and Loo). It followed the English colonists to Virginia, where it became very popular.

At first glance, the rules seem positively primitive. Three cards each are dealt to 2-4 players. Players take turns putting down cards to win tricks, with the rankings 32AKGJT987654.  I've seen no explanation why 3s and 2s are high, and have to assume it was simply some quirk of the rules dating from the game's origin in the 1600s.

High card wins each trick, regardless of suit, and there are no trumps. Each trick is worth 1 point, and game is 5 points.

This seems to make the game merely a mindless bit of trick-taking for money, but the "Put" rule is where it turns into a bluffing game. At any point, a player may say "Put" before playing the first card in a new trick. This is a shorthand version of the phrase "I put it to you that my card can beat your card." Maybe it can, maybe it can't. If the non-putter refuses the put, the putter gains a point. If the put is accepted, then the winner of the trick jumps to 5 points and wins the whole pot.

I tried a few hands of this with my son. It sounded boring and pointless, but after a couple of rounds, we started to find some definite strategies and a very interesting element of bluffing. By the end of several hands, we were finding it quite enjoyable.

It's a great game to introduce to kids to give them a taste of the taverns where the Revolutionary War was incubated. (Beer is optional.) They might also find it interesting how a game that was probably played in the time of Shakespeare migrated to the New World.

A couple of descriptions of Put can be found at Pagat. The authors of Pagat note that Charles Cotton (author of The Compleat Gamester in 1674) calls it "'the ordinary rooking [fleecing] game' of every place, and devotes much of his chapter on it to describing various common methods of cheating by marking the cards, introducing cards from another pack, and so on. He also explains 'The High Game,' in which the cards were stacked so as to deal the victim a three and two twos while the dealer dealt himself a two and two threes. The non-dealer would put, and perhaps agree some extra wager on the game, which the dealer would then see and win. Cotton remarks that you cannot get away with this more than once against the same player"


The Electronic Games 100: Done

The annual Games 100, our guide to the best games of the year, is finally locked down. The awards are picked for Electronic Game of the Year and Runners Up, and category winners for Action, RPG/Adventure, Sports/Driving, Strategy, and Apps are selected.

This is my biggest job of the year. The final text comes in at 11,000 words, which is about 15 pages in the December issue. The Traditional Games 100 list will fill the same amount of space. I believe this is the 30th Games 100. I've done the last 10 or so, and worked on it with the late Burt Hochberg for 5 years before that.

As we get closer to street date (late October), I'll talk a little bit more about what's in it and why we made the decisions we made. Last year was a bit of an upset, with the top electronic award going to Batman: Arkham Asylum, while the traditional game award went to Small World. If you haven't checked them out yet, you really should: both are excellent games.


App O' The Mornin': Reiner Knizia’s Samurai Review

Samurai is one of Knizia’s more popular designs. Along with Tigris and Euphrates and Through the Desert, it’s part of his “tile-laying trilogy,” all published in 1997 and 1998. Although some of his other games featured similar tile-laying mechanics (most notably Ingenious), these three had a different feel to them, if only because they replace abstract design with historical themes.

In fact, theme doesn’t matter all that much in Samurai, except to lend the game some flavor. This is a pure area control game, with up to four players taking turns laying hexagonal tiles on a map of medieval Japan. The goal is to exert the most influence on map areas bearing figures representing religion (a Buddha), the military (a helmet), and labor (a peasant). It works this way:

Players get a selection of tiles, and draw more as they expend this selection. Each tile has an image and a number from 1 to 4. The image represents the kind of influence that tile exerts (religious, military, or labor), and the number represents the strength of that influence. Samurai tiles are wild cards that can influence all three types of figure.

There are also “fast play” tiles, depicting a ship for control of sea hexes, a ronin to act as another (albeit weaker) wild card, and a “figure-exchange” tile to move figures on the map. You can place one standard tile per turn, and any number of number of fast move tiles.

The goal is to place tiles to surround the figures. When the figure is totally surrounded, the person with the most influence captures that figure. Influence is measured by the total value of matching or wildcard tiles that are surrounding that figure.

For instance, you place a samurai worth 3 and a ronin worth 1 next to a helmet figure. Your enemy places a samurai worth 2 and a ship worth 1 next to the same figure. Since you have more influence on that figure, you capture it and add it to your final total.

The game is played until all of one type of figure are captured, or there are four ties for figure control.

If all of that sounds a little fussy and complicated, have no fear. The App comes with a terrific little three-part tutorial that explains everything, as well as complete rules. Since it sets everything up and helps direct you towards legal moves, it’s all very easy to learn.

The graphics are quite nice, and the interface manages to compress a lot of control and information into a limited space. Four players can compete, either a single player with 2-3 AI opponents, or humans. The app has a full range of multiplayer features, including pass-and-play and turn-based online with push notifications.

All-in-all, a great new addition to the Knizia library.

Tuesday, August 24, 2010

Games Magazine: Online Puzzle (Contest)

A new puzzle is up at the website. This is a tough one. I didn't create it, and I doubt very much that I can solve it.

If you can solve it, you might be among the five lucky winners who get a free one-year subscription to Games Magazine.

Please follow the instructions on the website when submitting entries. I'm turning off the comments on this one, since my sharp puzzle-solvers usually slice through challenges like this in mere minutes, and publicly posted answers would invalidate the contest.

Oregon Trail: It's What's For Dinner

If she does, then a black cake with green icing isn't going to help matters.

H/T Failblog.


EA's Medal of Honor Courts Controversy

As I've said in the past, I have serious problems with the nihilistic, excessively violent, and anti-American elements in Modern Warfare 2. From both a gameplay and content perspective, I prefer the Battlefield series made by DICE and released by EA.

I was glad to see that EA was resurrecting the Medal of Honor series and turning it over to the DICE team. I suspected that they might try to top the excesses of Modern Warfare, but I haven't seen enough of it to know either way.

Neither has Britain’s Defence Secretary Liam Fox, but that hasn't kept him from voicing an opinion based on minimal evidence. He told the Telegraph that he was "disgusted" that such an "un-British" game was being released, and called for retailers to refuse to sell it, adding "It's shocking that someone would think it acceptable to recreate the acts of the Taliban."

Secretary Fox is referring to unsubstantiated reports that the game, set in contemporary Afghanistan against the backdrop of the War on Terror, would allow people to play as the Taliban and kill British soldiers. Obviously, with soldiers still fighting and dying in that theater of war, this was going to be a sensitive subject. Although I haven't seen the finished game, the "play-the-Taliban" idea seems in poor taste.

EA says that "British troops do not feature in the game." They are not denying that you can play as the Taliban, however, pointing out that someone has to be the bad guy.

It's always a mistake to offer an opinion about something that does not, technically, exist yet. The game may be as awful as Secretary Fox says it is, and he will have been well with in his rights to urge customers and retailers to shun the game.

Nota bene, he did not (as of this writing) talk about using the force of law to ban the game, which is an important distinction often lost in these debates. He urged retailers to "ban" the game by not selling it. We call that "free speech," and even British Defence Secreataries are entitled to it, even when they say things you don't like. Especially then.

Even the military mother quoted in a widely circulated story said she didn't want the game banned, just perhaps shelved for a couple of years until our boys come home. That won't happen, but it's not an unreasonable request.

Some gamers have a habit of screaming "censorship" anytime someone expresses disapproval of their chosen form of entertainment. DEAR GAMERS: NO ONE HAS TO LIKE WHAT YOU DO. They don't even have to approve of it. When you have this kind of content, you need to expect criticism.

People may get on TV and say it's awful and it shouldn't be sold. They may organize boycotts to keep it out of local stores. Bill O'Reilly may even write a sharply worded Talking Points Memo.

Good. That's what they should be doing. Free and open debate is the sign of a healthy society. Unless the State is kicking in your door and heaping copies of Medal of Honor on a bonfire, you aren't being censored. America, at least, is not in danger of tipping over into Fahrenheit 451 anytime soon.

Obviously, I'm going to reserve judgment until I see it. I'm hoping that DICE (a team for whom I have immense respect) will handle this kind of challenging material with good taste. I have serious doubts that this is even possible.

Some inside EA are pointing to the horrible "No Russian" level of Activision's Modern Warfare 2 as some kind of precedent, which is entirely the wrong point to make. That level was rotten gaming, not to mention artistically juvenile and offensive merely for the sake of being offensive.  Supporters of the game are also pointing to war movies like Hurt Locker to justify what they're doing.

This comparison to games as an art form like movies has to end. It's not only stupid, but it fatally underestimates the power of the medium. I remember being offended that Black Hawk Down was made into a game. People said, "Well what's the difference between that and the movie?"

I always find it funny when gamers complain about how ignorant non-gamers are about their hobby, because the movie-game comparison is flat-out stupid, and gamers say it all the time.

How can a gamer not understand the difference between the objective, passive experience of a movie and the subjective, active experience of a game. It's the reason they play games! In a movie, you may see atrocities committed, and even be made to identify with the people committing them, but you are not actively committing those atrocities yourself in simulation.

In other words: games are too powerful a medium to work by the same creative rules as movies. There are things that I may watch in a movie that I would never want to simulate in a game environment. Something like "No Russian" crosses the line for me: it's no longer fun. My fantasies don't involve being a cold-blooded terrorist. That's not a feeling or a role that I need to experience.

I sympathize with DICE and EA. They are trying to use a young medium to create a new form of entertainment, and feel that it should be as responsive to contemporary issues and realities as a book or movie. (And they want to make a pile of money while doing it.) The medium of gaming simply isn't there yet. It may never be, because of the subjective/objective split described above.

Developers need to use some discretion, have some empathy for people that are touched by what they create, and most of all, understand the raw power of their chosen medium. Just because you can do something doesn't meant you should.


NOTE: Whenever I post something like this, I get a load of commentators who send me emails or post comments saying that I'm some kind of drooling Jack Thompson-like censor. I do not believe in the power of the State to use force or the threat of force to control the freedom of expression. I do believe in citizens doing everything they can to make their voices and opinions heard. Game makers have every right to make what they like, but they have no implicit right to access to the marketplace. Citizens have every right to raise the roof and try to persuade people to deny the game makers access to the public marketplace. In other words, you may have a right to make something, but that doesn't mean Walmart has to sell it.

App O' The Mornin': Theseus

Robert Abbott is one of the masters of logic mazes, which add layers of complexity to the standard linear point-to-point maze. (You can find his home on the web here.) He does a lot of work for us at Games Magazine, including some fine cover puzzles. We even made an interactive version of one of his cover puzzles, called Starry Night, which you can try online.

One of his most enduring designs is Theseus and the Minotaur, which has evolved over several iterations, including pen-and-pencil, computer, Java, and the game Mummy Maze (PopCap), which belatedly acknowledged its dept to Abbott’s original concept.

It now finds a welcome home in the App store with a very simple, clean visual style and control system. Developed by Jason Fieldman, the app offers 17 levels in the free Lite version and almost 90 in the full $4 version. The goal is to maneuver “Theseus” (a blue ball) to the exit by first trapping the “Minotaur” (a red ball with horns) in one of the niches on the map. Since the Minotaur is always closing on Theseus with two moves to Theseus’s one, the trick is to find ways to trap him with his own rules of movement, which favor horizontal motion over vertical.

Although the rules are easy to understand, the puzzles get larger and increasingly complex, and some a real mind-benders. There are many maze games in the App stores, including rolling ball games that use the device’s motion control to emulate tilting mazes, but Theseus is the most clever. It’s a classic design done with a solid implementation.

Monday, August 23, 2010

Colonial Gaming: I. Hardy Cards

Cards were far and way the most popular pastime for people of all classes and genders in the 18th century. Records show tavern keeps buying dozens of packs of cards at a time.

As far as we can tell, all of them were imported from England, with heavy tariffs on each pack. The English cards were printed by woodblock on heavy stock, and then hand painted. There were no card "backs" as we know them today: the opposite side of the card was simply left blank.

One deck that survived was the "Great Mogul" deck made by I. Hardy in England 1765. An original resides in a museum at Colonial Williamsburg, but just about every vendor in the town carries a handsome reproduction set.


In this deck, the suicide king has already lost the head of his axe. The court images are fairly rough, as you might expect of wood-block prints. The lower ranks have no numbers: only pips in suit. People must have held their cards differently in the 18th century, since you can't form a standard fan and still read the rank and suit.

Particularly of note is the wrapper, which had to seal each new deck of cards. (Some version of these wrappers were actually still used in Great Britain until 1960.) It bears an embossed Royal seal, and the words "£10 penalty selling any Playing Cards unlabel'd. £20 penalty selling or buying any Label or Wrapper used before. Seller or Buyer of Label or Wrapper used before informing will be indemnified." Each pack required payment of a duty.

The inner wrapper bears the more extreme warning "For exportation. 50 pounds penalty if relanded and 20 pounds if sold in Great Britain." 50 pounds was about 20 pounds more than the annual salary of a member of the American middle class at the time.

In other words, you'd be punished for not having properly labeled cards, for reusing the wrapper, or for trying to bring the cards back to Great Britain. And you had to pay a duty on each deck. Every wrapper was a reminder of the hated stamp act. It's easy to imagine card-loving Virginians getting irritated every time they opened a new deck.

Sometimes it's the little things that lead to Revolutions.  

Update: I understand that some people have found these offered on the internet as originals, sometimes even looking worn down and "aged." The likelihood of real sets of these cards popping up on eBay is almost nil. If someone is offering them as originals, you are being hoaxed. They have also been passed off as period reproductions of Civil War cards. Civil War era cards would have looked nothing like this.

App O' The Mornin': Spite and Malice (Two-Handed Solitaire)

I was surprised to find this game in the App store, since it's fairly obscure. Oddly enough, my wife had just asked if there was such a thing as "two-handed solitaire," so I was in the process of learning its rather unusual rules.

Spite and Malice, also known as Cat and Mouse, is indeed an oxymoron: solitaire for two. It's worth checking out if only for the unique play. A variant of the game is marketed under the title of Skip Bo, but why buy special cards for something you can play with a couple of standard decks?

The regular game is played with two 52-card decks. The goal is to be the first to deplete a "pay-off" pile of 20 cards. This is done by playing solitaire to the center of the table, where either player can unload cards by playing sequences from Ace to Queen, Kings wild. When a sequence is complete, it's removed from the table and another can take its place. Up to four of these sequences can be played simultaneously.

Players draw 5 cards each to form a hand from a common stock, building whatever sequences they can, and drawing on the pay-off pile whenever possible. Each turn ends by playing a card to a side stack, which is a holding area for cards that might be needed later.

The full rules can be found at the inimitable Pagat.

The App from Trivial Technology is a completely straightforward version of the game. You get a few options, but no real surprises. It does the job quite well, providing a decent challenge and usable controls.

For a buck, it should be an easy call for anyone who likes unusual card games.

Sunday, August 22, 2010

Gaming in Revolutionary America

As I mentioned last week, I spent part of my vacation in Colonial Williamsburg, Virginia. Although I always keep an eye out for games when I travel, I didn't have to look far in Williamsburg: the place was positively full of them.

If Colonial household inventories are any indication, then Colonial Virginians were positively mad for their games. They were played by families, as part of social gatherings, and in taverns and coffeehouses. Checkers, chess, dice, cards, Fox and Geese, Nine Men's Morris, Shut the Box, the Game of Goose, and others were common items in homes and public places. This was in marked contrast to some of the New England colonies, which still banned almost all such activities due to the lingering Puritan influence.

Over the next couple of weeks, I'm going to post photos and scans of some of the items I picked up, and talk a bit about the games being played in America as we headed towards Revolution.

Saturday, August 21, 2010

State of State of Play

Since today marks one month since I started this blog, I thought I’d take stock and give you some idea of what I’ll be doing going forward.

I didn’t know what to expect when I began a blog, and I wasn’t sure I’d be able to add a whole new layer of work to what I already did. So far, it’s working out pretty well, so I plan to stay with it and gradually increase some of my coverage. In the first month, I managed 93 posts and 5,000 page views, which seems like a good start. I hope to expand that audience, and I hope you’ll help by sharing links on Facebook, reTweeting, and perhaps even accessing Amazon through my links at the right.

So here’s the State of SOP:

App O’ The Mornin’
It’s been remarkably popular, so it will continue just as is: one App a day posted Monday through Friday at 5:00am. Some might be shorter, others longer. I’m not going to feel bound by my usual length restrictions (which can very particular in magazine publishing). I’ll just use as many words as I need to. That’s kind of liberating. Check out Apps here.

Puzzles
I began posting logic puzzles to provide steady content while I was away, but it has also become somewhat popular, so I’m going to continue it, twice a week a first, and more if I have the ideas. Check out Puzzles here.

Eurogames
I’ve done far less coverage than I had planned to, so expect that to change. I hope to post steadily on Eurogames from the perspective of a fan and player. I don’t plan to do heavy coverage, news, or reviews, but rather commentary pieces on the entire range of adult boardgames.

Cards
Cards are also a popular subject here, and I plan to do multiple posts throughout September. (Believe it or not, the phrase which has led to the most Google search hits is “Autobridge board.”) As my family discovers all the old card games, I’m beginning to realize how much this wonderful pastime has faded in popularity. I’d like to help turn that around. I’m not just going to talk about individual games, but also cards themselves: their design and quality. Part of this is linked to my next bit of news, which is…

Prizes
That pack of Bicycle cards in my header image isn't just there to fill space. I’ve made no secret that I *heart* the US Playing Card Company and their Bicycle and Bee cards, so I decided to drop them a line. They’ve agreed to sponsor a series of giveaways throughout September, and have generously provided various prizes for my readers. I’ll let you know the details as I begin the card posts next month.

Electronic games

Apps aside, I’ve done very little on the subject that’s kind of my area of expertise: video and computer games. I’m not sure how much that’s going to change. A great deal of my writing on this subject gets directed towards my various print publications, and there’s never a lot left over. The whole point of this blog was to fill in the gaps, covering things I knew about and loved but didn’t get to write about. If something interesting pops up, I’ll certainly post it, but I have no plans to really increase this side of the blog. (Also, as per my usual experience, critical coverage of electronic games draws the most … exuberant people out of the woodwork, and I’m just not that interested in feeding the trolls on my own little corner of the web.)

Vault
The next few weeks should also feature some items I collected during my trip to Virginia, including a series of posts on games that were popular in Colonial America.

Personal posts
I haven’t decided on how to handle the personal end of the whole blog thing. I tend to find more personal posts interesting when I read other blogs, so I might do one O/T post on weekends. I’ll see how it goes. Yesterday's post, Math and Me, was kind of a first step in this direction.

Facebook, Twitter and RSS feeds are a blogger’s best friends, and I’m always looking to grow my rolls. Please follow SOP on your medium of choice, and share links to help spread the love.

By all means, if anyone has any comments or suggestions, just fire away. I’m still trying to find a “blog voice,” and expect it to take some time.

Speaking of time, I want to thank you all for taking some of it to visit here. I have always written for a specific audience, but this blog is meant to be different. I’m kind of writing it for myself, and hoping there are enough people out there who find that interesting. Time is one of our most valuable commodities, so I appreciate that you use some of yours to stop here. Thanks for your continued patronage.

Friday, August 20, 2010

Weekend Post: Math and Me

I’m about as far from being a mathematician as one can get while still being able to add 20% to a restaurant check. Math was my bane all throughout school. I hated it and held it in contempt. I failed Algebra I … twice. That takes a special kind of stupid.

I know my subjects: literature, art, history, philosophy, and theology. But the math thing always bugged me. I didn’t like the fact that I’d let it defeat me, and suspected I had done so for bad reasons, such as arrogance and laziness.

About ten years ago, I decided to do something about it. I bought a couple of “teach yourself” books and began with straight mathematics and “pre-algebra” and then did a full course of algebra self-study. It was hard going, but eventually I began to listen to the numbers like I could listen to words or music or rhetoric. I realized that they were a language and I just needed to let the numbers speak.

And, finally, I understood it. I’m still no mathematician, but I get it now. I can follow problems and see the special beauty in numbers.

My faith had a lot to do with helping me clear that hurdle. I study a particular stream of Catholic philosophy known as Thomism, which is a rigorously logical approach to all the questions of Creation. St. Thomas Aquinas was my first big personal “discovery” since college, when I first dug deeply into Plato. He opened up a doorway to a vast storehouse of logic. It was not merely a belief system, but a way of approaching any question in an orderly way, giving equal time to contrary arguments, assuming nothing, and testing everything.

Logic is at the core of Creation, just as it is at the core of all good gaming. Games and puzzles are logic made manifest. They are concrete. They can be cracked open and understood. I was always good at pattern puzzles, conundrums, riddles, and lateral thinking. But with St. Thomas in one hand and a new respect for math in the other, I started tackling the kind of puzzles and problems I used to avoid.

I’m still not all that great at them, but I like to think I understand them and appreciate them better than I used to. I also think they are terribly important, particularly in the education and parenting of children. We live in a world where extravagant emotion always trumps logic and plain old common sense. We could do with a little more logic and a little less hysteria. We’ve spent several generations nurturing our inner child, when we should have been nurturing our inner Mr. Spock.

Games and puzzles are almost always intertwined with mathematics, and all of them taken together sharpen the mind. They help us understand ourselves and our world. They form a language with its own poetry. We have to make sure the next generation knows how to listen to that poetry.

Spreading the Joy About Cribbage

My online pal Julie D. at Happy Catholic got inspired by Cribbage Friday, and has rediscovered an old favorite, as she explains in this great post.

Thanks also to the awesome Anchoress (Elizabeth Scalia) for giving me a nice shout-out. I think Elizabeth is one of the best essayists on the internet, and I'm honored that she published one of my pieces at Patheos.

"Cards are war."

Cards are war, in disguise of a sport.
  Charles Lamb

Thursday Puzzle SOLUTION: Startling Subtraction

STARTLING
STARLING
STARING
STRING
STING
SING
SIN
IN
I

See the comments on the original post for some alternative solutions. 

About Puzzles

I had fun preparing the puzzles for the past two weeks. A lot of them are classics, since even the master puzzlers didn't invent most of their own puzzles: they just reformulated them. Some I did from memory, and some were drawn from my collection of puzzle and math books. I only botched one answer, which my astute readers quickly caught.

This was never meant to be a regular daily feature, but I will continue to post puzzles, maybe a couple of times a week. As I said in a previous post, I'm about to disappear into the thickets of a massive special supplement for Games Magazine, but will continue to post an App O' The Mornin' and whatever else I can until I complete it sometime in the next two weeks.

I also plan to post something about the future of the site. It's about to be one month old, and I've been steadily populating it with posts. It will continue, and begin to take shape as I explore this whole blogging thing.

Thanks to the regular puzzle solvers, especially Eye of the Frog, who answered every one correctly, which puts him one-up on me. I think I posted today's "1105" puzzle just to see if I could stump him. I hope to heck I can get it right.

Friday Puzzle (Bonus): A Riddle

And now for a riddle:

What can go up a chimney down, but can't come down a chimney up?

Friday Puzzle (Hard): 1105

Let's finish off two weeks of puzzles with some challenging math and a more gentle riddle.  First, the math:

The sum of the squares of two consecutive numbers is 1105.

What are the numbers?

App O' The Mornin': Solebon Solitaire

The unquestioned king of solitaire is Solebon. Card Sharks is a good general collection with a lot of solitaire variants, but as the menu screen itself says, Solebon is “for refined solitaire players.”

Developed by Smallware, Solebon has migrated through various systems since 1998, when it was first launched for the Palm OS. Thus, it has a long pedigree not only as software, but as software designed primarily for mobile use. The version for Mac, called Solavant, contains 242 different solitaire versions and variants. When you consider that the authoritative book on the subject, David Parlett's Solitaire, details 400 versions and variants worldwide, you'll get an idea just how thorough the Mac version is.

Solebon Solitaire manages top bring a hefty chunk of solitaire to iPhone and other Apple portable devices. It includes forty games, ranging from the familiar (Klondike, Free Cell) to the exotic (Honeybees, La Belle Lucie). The interface is quite effective, using a double-touch system rather than gestures. You touch one card, and then touch where it should go. Card Sharks uses drag-and-drop. It's a matter of preference, but the double-touch is a little more precise and easy to use.

The graphics are crisp and easy to read, and the entire look of the game is subdued and appealing. The only flaw is the lack of a landscape mode. The screens are certainly optimized to handle the vertical layout, but solitaire is a game that benefits from a horizontal spread.

That minor point aside, this remains the premium solitaire experience in the App store.

List of titles in the game:
Accordion, Aces Up, Agnew Sorel, Ambrose, Askew, Baker's Game, Baker's Game Easy, Beleaguered Castle, Blind Alleys, Bouquet, Colorado, Creepy Crawly, Demon, Doublets, Eight Off, Eight Off Easy, Fanny, Fortune's Favor, Four Seasons, Fourteen Out, Free Cell, Free Cell Easy, Golf, Honeybees, Klondike Deal 1, Klondike Deal 3, La Belle Lucie, Lady of the Manor, Monte Carlo, Penguin, Provisional, Pyramid, Pyramid Easy, Russian Revolver, Scorpion, Spiderette, Spiderling, Spiderling 2 Suits, Triple Mulligan, Yukon

Thursday, August 19, 2010

Back From Vacation

I've actually been on vacation for the last couple of weeks, and had only intermittent internet access. Part of the reason I introduced two weeks of logic puzzles was to provide structured content while I was gone. (Blogger allows you to create all of your content at once for posting at a later time.)

Although I'm back, I'm about to go straight into finishing the December issue of Games Magazine, which includes the Games 100. It's a pretty exhaustive (and exhausting) 15-page supplement detailing the 100 best conventional and electronic games of the year.

My trip included a lengthy stay at Colonial Williamsburg, where the Founding Fathers were avid gamers and gamblers. This is in contrast to the Founders from Massachusetts, for instance, where playing cards and other forms of gaming were banned due to the Puritan influence. Virginia was a royal colony, and thus officially under the Church of England, which had no problems with cards, draughts, or similar frivolous activity.

The picture at the right was taken at the recently reconstructed R. Charlton Coffeehouse, which is  across the street from the capitol where Patrick Henry urged the Virginia House of Burgesses to "Give me liberty or give me death". The Coffeehouse was a favorite gathering spot for legislators. They served strong coffee, even stronger unsweetened hot chocolate, and plenty of liquor, and games were a favorite past-time. It's strange to imagine the founders playing Whist, Shut-the-Box, or Checkers while slamming back hypercaffeinated cocoa and talking Revolution.

Thursday Puzzle: Startling Subtraction

Take a look at the 9-letter word below:


S T A R T L I N G


It is possible to remove a single letter at a time, forming a new word each time, until you have formed a total of 9 words (including the starting word). The letters cannot be rearranged. Each time one letter is removed, a new word must be formed.


What are the words?


[Adapted from Martin Gardner, though I don't think he originated it]

Wednesday Puzzle SOLUTION: The Bookworm

UPDATED:  I've often used this puzzle to stump people, and this time I fell into my own trap. I tried to create even numbers for easy mental calculations, but I kept changing the numbers of volumes. In typing up the solution, I got sloppy and forgot that the central trick of the puzzle is that there are TWO FEWER BOOKS  eaten than would appear to be the case. In my original solution, I only calculated one.  Thanks to readers Eye of the Frog and Ethan C. for catching the error. This post has been revised to correct the mistake. (I plead exhaustion: aside from the puzzles that are directly quoted, I wrote the last two weeks worth of material from memory in a single sitting. No, Martin Gardner would not have bought that excuse either, but it's my story and I'm sticking to it.)

58 inches

Remember, if a set of books is in order on a shelf, the first volume will be the furthest book on the left. This would place the first page of that book to the right of that volume. The front cover of each book (except for the last) touches the back cover of the next book in line. The back cover of the first volumes touches nothing.

Therefore, a worm starting on the first page of the first volume will not need to eat through the first volume. It only needs to eat through the cover.

Since it's only going to the last page of the last volume, it doesn't need to eat through the front cover or text of volume 26.

24 volumes at 2 inches each = 48 inches

50 covers (front and back for volumes 2 to 25, plus the front cover of volume 1 and the back cover of volume 26) at 1/5th of an inch each = 10 inches

Culbertson on Cards

A deck of cards is built like the purest of hierarchies, with every card a master to those below it, a lackey to those above it.
 Ely Culbertson

App O' The Mornin': Monumental

What the?! Knizia again? Is he trying to corner the App market?

Well, if he is, he's doing a bang-up job, because even the relatively flaccid Knizia Apps (Poison, Robot Master) are still pretty good.

Although the Mayan graphics and exploration theme of Monumental call to mind Lost Cities, the game is a completely new design by Knizia for the iPhone/Thouch. Yes, it’s another set making game, but Knizia always manages to do something fresh with the format.

Monumental uses a mechanic that would be difficult to recreate in a conventional card game. Two sets of 12 empty spaces (3 columns by 4 rows) are split by a column of 4 tiles. As you slide each tile into one of the empty rows, another falls. The goal is to make sets of tiles matched by rune design, number of ruins, color, or any combination of the three, with more points award for more complete matches.

Although it’s a simple design, maximizing points requires pre-planning and a steady pace, making it a thinking person’s alternative to Bejeweled.

Wednesday, August 18, 2010

Wednesday Puzzle: The Bookworm

If you've read many puzzle books, you've probably come across this one in some form. Everyone takes a stab at their own version sooner or later, so here's mine:

A 26-volume encyclopedia set is placed, in order, on a single shelf. Each volume is 2" thick. Each cover is 1/5" thick.

If a book worm starts on the first page of the first volume, how far will he have to travel to reach the last page of the last volume.

Franklin on Games

Games lubricate the body and the mind.
  Benjamin Franklin

Tuesday Puzzle SOLUTION: Matchstick Fieldgoal ... Intercepted

Push the horizontal matchstick over, and then move one upright to reform the goalpost.

App O' The Mornin': Scrabble

With the demise of the unofficial "Scrabulous," the official EA/
Hasbro version of Scrabble became the only online version of this classic game. It's already a huge hit on Facebook, and has also made a successful jump the the App store, featuring multiplayer support that is among the best for any turn-based game.

The support for play across multiple platforms is, in my experience, unique among Apps. (And, no, I am not counting Farmville and Mafia. If you consider those “games,” you’re probably at the wrong blog.) I can start a game with the App, invite players via Facebook, and then anyone playing can continue the game either via Facebook or the App. This is a fantastic feature that needs to be implemented in more games.

The software passes the new moves fairly quickly, and App connection failures are rare. (The Facebook side of the equation is a little more fussy, often requiring repeated screen reloads.) This kind of offline multiplayer is ideal for mobile devices, since it allows people to make moves at their own pace. Because of this App, I now play Scrabble every day, and it’s so easy to use that a move never takes more than a minute or two.

On the downside, it could use a more diverse set of customization options and faster load times. Although the app will send push notifications when a new move from an online opponent is received, you have to restart the app, sit through the logos, and wait while it finds your games. Updates seem to have improved this since the initial release, so we can hope that it will get even better.

Those reservations aside, it’s still a fine implementation of Scrabble for $5.

Tuesday, August 17, 2010

Virtual Museum of Games

Another great collection of game art and information can be found in the Elliott Avedon Virtual Museum and Archive. This site reproduces the collection that was once housed in a museum at University of Waterloo, Ontario. The museum has closed and the collection was moved to the Canadian Museum of Civilization, but the site documenting the collection's treasures has been left up. It has some terrific images and text.

Life, or Chess?



Chess is like life.
 Boris Spassky


Chess is not like life. It has rules!
  Mark Pasternak


Chess is life.
  Bobby Fischer


If Chess is a science, it's a most inexact one. If Chess is an art, it is too exacting to be seen as one. If Chess is a sport, it's too esoteric. If Chess is a game, it's too demanding to be just a game. If Chess is a mistress, she's a demanding one. If Chess is a passion, it's a rewarding one. If Chess is life, it's a sad one.
 Anonymous


Life is a kind of Chess, with struggle, competition, good and ill events
.
  Benjamin Franklin

Tuesday Puzzle: Matchstick Fieldgoal ... Intercepted

The opposing team made the mistake of building their goalposts out of matchsticks. (They're really tiny football players).

A ball (the match head) is about to pass through the uprights.

See if you can make this fieldgoal an incomplete by only moving two matchsticks. You must still have an intact fieldgoal at the end. The ball must be completely outside of the goalposts.

SOLUTION

Monday Puzzle SOLUTION: A Lady Never Tells...

Mrs. Perkins is 45. Her husband is 54.

UPDATE: Reader "Eye of the Frog" posted an excellent solution to this in the comments of the original puzzle.

App O' The Mornin': Ingenious

I could write about only Reiner Knizia Apps for two weeks and still not cover them all.  The man isn't just a prolific designer, but his games and uniquely well-suited to the App format.

Among Knizia’s dominoes variants, Ingenious is probably the most famous. Tiles are comprised of two conjoined hexagons, with each bearing one of 6 colored symbols. Players earn points by laying tiles on an Agon board to create lines of matching colors. The unusual scoring mechanism means that “highest lowest score” wins. Thus, the person with the highest score for their weakest color is the victor.

For instance, if your lowest scoring color is green with 5 points, and someone else has a lowest scoring color of red for 6 points, then they win. This creates unusual strategies for tile placement and even blocking.

The iPhone/Touch version is a straightforward and effective port of the original game, with an AI that should give even seasoned players a fine challenge. A solitaire variant is also included, as you compete against yourself for highest score.

Monday, August 16, 2010

Dr. Johnson on Cards

"I am sorry I have not learned to play at cards. It is very useful in life: it generates kindness and consolidates society."

Samuel Johnson, from Tour to the Hebrides (November 11, 1773)

Monday Puzzle: A Lady Never Tells Her Age

One day at the hairdresser, a beautician asked stately Mrs. Perkins how old she was. Mrs. P. glared at the woman over her glasses, and said "If you reverse the figures of my husband's age, you shall have mind."

This didn't satisfy the young woman at all, who said, "I don't know how old your husband is."

"I am younger than he. The difference between our ages is one-eleventh of their sum."

Mrs. P. thought this would confuse the hairdresser so much that she'd drop the subject, but the young woman did some quick calculations, smiled, and said, "I wouldn't worry about it, dear. You look very good for a woman of your age."

How old is Mrs Perkins?

App O' The Mornin': Carcassonne


Among Eurogame-to-App conversions, Carcassonne now leads the pack. I still have some serious Catan-love, but there’s no denying that Carcassonne is the most feature-rich and wholly satisfying port of a classic design.

The feature-set reads like a wish-list of everything you’d want in this kind of App. There are 8 different AI players, a new solitaire mode, local network play over Bluetooth or Wi-Fi, Internet multiplayer via live-gaming sessions or email, a matchmaking service, an Elo ratings system, and in-game chat. If it added app-to-Facebook support (a la Scrabble) I’d probably never stop playing it.

This is precisely what every game should offer: a full suite of single- and multiplayer options, smoothly integrated with the game and the device. It works like a dream. You can connect to someone with a local device, or someone who’s on the internet. You can even hop into the lobby and it will match you with another player, often in less than 30 seconds. This is awesome squared.

The implementation of the game itself is also quite strong. Carcassonne was always going to be one of those games that challenged the small screen of a mobile device. Its tendency to spread across the table makes it though to fit in a small space. The App version does a fair job of managing this, by zooming in and out, and clearly marking any block where tile placement is legal. Each fresh tile appears in a little banner to the right of the screen, and after it’s placed you have an option to put a follower in any legal space. Tile sprawl simply never seems to be a problem, since you can view the board at different sized, and easily move the screen around.

Players new to Carcassonne won’t have any trouble learning it from the App. There’s a complete rules set for both standard and solitaire versions, as well as narrated interactive tutorials. The initial release is still plain-vanilla Carcassonne, but there’s no reason at all that the multiple expansion packs and variants couldn’t be added at a later date. I’d pay for them. (Well, some of them: you can keep Catapult.)

The App was developed by The Coding Monkeys, and you can bet I’ll be looking for anything they do in the future.

Sunday, August 15, 2010

Another Neat Item From The Games We Play

I have a few items like this in my collection. Books of etiquette and decorum always explained how to amuse guests in socially acceptable ways. Most their ideas were utterly daft.

I like "Third, That the real object of the amusement shall be gained, namely, that all shall be amused." (Click on the picture to see it full size.)

(From Louis, S.L. Decorum: a Practical Treatise on Etiquette and Dress of the Best American Society. New York: Union Publishing House, 1882.)