Peg Solitaire , Solo Noble , Solo Goli , Marble Solitaire or simply Solitaire is a board game for one player involving movement of pegs on a board with holes. Some sets use marbles in a board with indentations. The game is known as solitaire in Britain and as peg solitaire in the US where 'solitaire' is now the common name for patience .
61-397: Anti-Monopoly is a board game made by San Francisco State University Professor Ralph Anspach in response to Monopoly . The idea of an anti-monopoly board game dates to 1903 when Lizzie Magie created The Landlord's Game , which later inspired Monopoly . Anspach created Anti-Monopoly in part as a response to the lessons taught by the mainstream game, which he believed created
122-457: A games inventor said when interviewed about his game, The Great Train Robbery : With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player's imagination is fired as they plan to rob the train. Because of the gamble, they take in the early stage of the game there is a build-up of tension, which is immediately released once the train
183-514: A competition between two or more players. To give a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. Pandemic is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers , to having
244-577: A dice game such as Ludo , by giving each player the choice of rolling the dice or using the previous player's roll. Another important aspect of some games is diplomacy, that is, players, making deals with one another. Negotiation generally features only in games with three or more players, cooperative games being the exception. An important facet of Catan , for example, is convincing players to trade with you rather than with opponents. In Risk , two or more players may team up against others. Easy diplomacy involves convincing other players that someone else
305-511: A different amount of resources to topple. Players take the role of federal case workers bringing indictments against each monopolised business in an attempt to make the board resemble a free market system. In Anti-Monopoly II , players do not all play by the same rules; at the beginning of every game, each person decides whether to play as a monopolist or as a competitor ("competitor" in this case meaning "aiming to win by legitimate competition rather than by monopoly"). This version plays more like
366-442: A final position with only one peg cannot be reached, since that would require that one of these numbers is one (the position of the peg, one is odd), while the other two numbers are zero, hence even. There are, however, several other configurations where a single initial hole can be reduced to a single peg. A tactic that can be used is to divide the board into packages of three and to purge (remove) them entirely using one extra peg,
427-445: A game belongs to several categories. The namesake of the board game, gameboards would seem to be a necessary and sufficient condition of the genre , though card games that do not use a standard deck of cards (as well as games that use neither cards nor a gameboard) are often colloquially included, with some scholars therefore referring to said genre as that of "table and board games" or " tabletop games ", or seeing board games as
488-479: A game piece. Playing board games has also been tied to improving children's executive functions and help reduce risks of dementia for the elderly. Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games and the extent to which they are playable for people with disabilities. Additionally, board games can be therapeutic. Bruce Halpenny ,
549-417: A monopoly) before they can build on them, and charge much higher rents. In 1974, Parker Brothers sued Anspach over the use of the " Monopoly " name, claiming trademark infringement. While preparing his legal defense, Anspach became aware of Monopoly ' s history prior to Charles Darrow 's sale of the game to Parker in 1935, and how it had evolved from Elizabeth Magie 's original Landlord's Game into
610-753: A player moves their token, as in Monopoly , to how their forces fare in battle, as in Risk , or which resources a player gains, as in Catan . Other games such as Sorry! use a deck of special cards that, when shuffled, create randomness. Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness. German-style board games are notable for often having fewer elements of luck than many North American board games. Luck may be reduced in favour of skill by introducing symmetry between players. For example, in
671-420: A skilled player will win more often. The elements of luck can also make for more excitement at times, and allow for more diverse and multifaceted strategies, as concepts such as expected value and risk management must be considered. Luck may be introduced into a game by several methods. The use of dice of various sorts goes back to the earliest board games . These can decide everything from how many steps
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#1732854621083732-505: A specific theme and narrative, such as Cluedo . Rules can range from the very simple, such as in snakes and ladders ; to deeply complex, as in Advanced Squad Leader . Play components now often include custom figures or shaped counters, and distinctively shaped player pieces commonly known as meeples as well as traditional cards and dice. The time required to learn or master gameplay varies greatly from game to game, but
793-416: A subgenre of tabletop games. H. J. R. Murray 's A History of Board Games Other Than Chess (1952) has been called the first attempt to develop a "scheme for the classification of board games". David Parlett 's Oxford History of Board Games (1999) defines four primary categories: race games (where the goal is to be the first to move all one's pieces to the final destination), space games (in which
854-531: Is a large facet of the market, with $ 233 million raised on Kickstarter in 2020. A 1991 estimate for the global board game market was over $ 1.2 billion. A 2001 estimate for the United States "board games and puzzle" market gave a value of under $ 400 million, and for United Kingdom, of about £50 million. A 2009 estimate for the Korean market was put at 800 million won, and another estimate for
915-512: Is a list of some of the most common game categories: Although many board games have a jargon all their own, there is a generalized terminology to describe concepts applicable to basic game mechanics and attributes common to nearly all board games. Peg solitaire The first evidence of the game can be traced back to the court of Louis XIV , and the specific date of 1697, with an engraving made ten years later by Claude Auguste Berey of Anne de Rohan-Chabot , Princess of Soubise, with
976-485: Is hidden from players. This makes finding the best move more difficult and may involve estimating probabilities by the opponents. Many board games are now available as video games. These are aptly termed digital board games, and their distinguishing characteristic compared to traditional board games is they can now be played online against a computer or other players. Some websites (such as boardgamearena.com, yucata.de, etc.) allow play in real time and immediately show
1037-868: Is not necessarily related to the number or complexity of rules; for example, chess or Go possess relatively simple rulesets but have great strategic depth. Classical board games are divided into four categories: race games (such as pachisi ), space games (such as noughts and crosses ), chase games (such as hnefatafl ), and games of displacement (such as chess ). Board games have been played, traveled, and evolved in most cultures and societies throughout history. Several important historical sites, artifacts, and documents shed light on early board games such as Jiroft civilization game boards in Iran. Senet , found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC respectively,
1098-415: Is robbed. Release of tension is therapeutic and useful in our society because most jobs are boring and repetitive. Playing games has been suggested as a viable addition to the traditional educational curriculum if the content is appropriate and the gameplay informs students on the curriculum content. There are several ways in which board games can be classified, and considerable overlap may exist, so that
1159-528: Is the oldest board game known to have existed. Senet was pictured in a fresco painting found in Merknera's tomb (3300–2700 BC). Also from predynastic Egypt is mehen . Hounds and jackals , another ancient Egyptian board game, appeared around 2000 BC. The first complete set of this game was discovered from a Theban tomb that dates to the 13th dynasty . This game was also popular in Mesopotamia and
1220-402: Is to jump a peg orthogonally over an adjacent peg into a hole two positions away and then to remove the jumped peg. In the diagrams which follow, · indicates a peg in a hole, * emboldened indicates the peg to be moved, and o indicates an empty hole. A blue ¤ is the hole the current peg moved from; a red * is the final position of that peg, a red o is the hole of
1281-517: Is to start with a hole at some position and to end with a single peg in its mirrored position. On the English board the equivalent alternative games are to start with a hole and end with a peg at the same position. There is no solution to the European board with the initial hole centrally located, if only orthogonal moves are permitted. This is easily seen as follows, by an argument from Hans Zantema . Divide
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#17328546210831342-399: Is winning and should therefore be teamed up against. Advanced diplomacy (e.g., in the aptly named game Diplomacy ) consists of making elaborate plans together, with the possibility of betrayal. In perfect information games, such as chess, each player has complete information on the state of the game, but in other games, such as Tigris and Euphrates or Stratego , some information
1403-699: The Caucasus . Backgammon originated in ancient Mesopotamia about 5,000 years ago. Ashtapada , chess , pachisi and chaupar originated in India. Go (4th century BC) and liubo (1st century BC) originated in China. The board game Patolli originated in Mesoamerica and was played by a wide range of pre-Columbian cultures such as the Toltecs and the Aztecs . The royal game of Ur
1464-400: The "hobby game market" ("the market for those games regardless of whether they're sold in the hobby channel or other channels,") at over $ 700 million. A similar 2015 estimate suggested a hobby game market value of almost $ 900 million. A dedicated field of research into gaming exists, known as game studies or ludology. While there has been a fair amount of scientific research on
1525-586: The American board game market for the same year was at about $ 800 million. A 2011 estimate for the Chinese board game market was at over 10 billion yuan . A 2013 estimate put the size of the German toy market at 2.7 billion euros (out of which the board games and puzzle market is worth about 375 million euros), and Polish markets at 2 billion and 280 million zlotys , respectively. In 2009, Germany
1586-571: The Gaming Acts of 1710 and 1845 . Early board game producers in the second half of the eighteenth century were mapmakers. The global popularization of board games, with special themes and branding, coincided with the formation of the global dominance of the British Empire . John Wallis was an English board game publisher, bookseller, map/chart seller, printseller, music seller, and cartographer . With his sons John Wallis Jr. and Edward Wallis, he
1647-641: The Middle East, mancala is a popular board game archetype with many regional variations. In India, a community game called Carrom is popular. A popular board game of flicking stones ( Alkkagi ) is popular in South Korea . In the late 1990s, companies began producing more new games to serve a growing worldwide market. In the 2010s, several publications said board games were amid a new Golden Age or "renaissance". Board game venues also grew in popularity; in 2016 alone, more than 5,000 board game cafés opened in
1708-515: The U.S., and they were reported to be very popular in China as well. Board games have been used as a mechanism for science communication . Some games, such as chess, depend completely on player skill, while many children's games such as Candy Land and snakes and ladders require no decisions by the players and are decided purely by luck. Many games require some level of both skill and luck. A player may be hampered by bad luck in backgammon , Monopoly , or Risk ; but over many games,
1769-728: The United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and claim the distinction of being the first board games published in the United States. Margaret Hofer described the period of the 1880s–1920s as "The Golden Age" of board gaming in America. Board game popularity was boosted, like that of many items, through mass production , which made them cheaper and more easily available. Different traditional board games are popular in Asian and African countries. In China, Go and many variations of chess are popular. In Africa and
1830-625: The ability to anticipate moves, plays an essential role in chess-playing ability. Linearly arranged board games have improved children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one. Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation, and number comprehension. They also practice fine motor skills each time they grasp
1891-425: The actual Monopoly game in that all the players buy and sell real estate, rather than working to indict monopolists as in the first version of Anti-Monopoly . Some of the rule differences between playing as a monopolist and as a competitor are that competitors charge lower rents and can improve any property they own at any time, while monopolists must own at least two properties in a group (thus beginning to establish
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1952-482: The board gaming market is estimated to be smaller than that for video games , it has also experienced significant growth from the late 1990s. A 2012 article in The Guardian described board games as "making a comeback". Other expert sources suggest that board games never went away, and that board games have remained a popular leisure activity which has only grown over time. Another from 2014 gave an estimate that put
2013-1289: The board positions it really reached starting with the center vacant and finishing in the central hole. There are 3 initial non-congruent positions that have solutions. These are: 1) Possible solution: [2:2-0:2, 2:0-2:2, 1:4-1:2, 3:4-1:4, 3:2-3:4, 2:3-2:1, 5:3-3:3, 3:0-3:2, 5:1-3:1, 4:5-4:3, 5:5-5:3, 0:4-2:4, 2:1-4:1, 2:4-4:4, 5:2-5:4, 3:6-3:4, 1:1-1:3, 2:6-2:4, 0:3-2:3, 3:2-5:2, 3:4-3:2, 6:2-4:2, 3:2-5:2, 4:0-4:2, 4:3-4:1, 6:4-6:2, 6:2-4:2, 4:1-4:3, 4:3-4:5, 4:6-4:4, 5:4-3:4, 3:4-1:4, 1:5-1:3, 2:3-0:3, 0:2-0:4] 2) Possible solution: [1:1-1:3, 3:2-1:2, 3:4-3:2, 1:4-3:4, 5:3-3:3, 4:1-4:3, 2:1-4:1, 2:6-2:4, 4:4-4:2, 3:4-1:4, 3:2-3:4, 5:1-3:1, 4:6-2:6, 3:0-3:2, 4:5-2:5, 0:2-2:2, 2:6-2:4, 6:4-4:4, 3:4-5:4, 2:3-2:1, 2:0-2:2, 1:4-3:4, 5:5-5:3, 6:3-4:3, 4:3-4:1, 6:2-4:2, 3:2-5:2, 4:0-4:2, 5:2-3:2, 3:2-1:2, 1:2-1:4, 0:4-2:4, 3:4-1:4, 1:5-1:3, 0:3-2:3] and 3) Possible solution: [2:1-2:3, 0:2-2:2, 4:1-2:1, 4:3-4:1, 2:3-4:3, 1:4-1:2, 2:1-2:3, 0:4-0:2, 4:4-4:2, 3:4-1:4, 6:3-4:3, 1:1-1:3, 4:6-4:4, 5:1-3:1, 2:6-2:4, 1:4-1:2, 0:2-2:2, 3:6-3:4, 4:3-4:1, 6:2-4:2, 2:3-2:1, 4:1-4:3, 5:5-5:3, 2:0-2:2, 2:2-4:2, 3:4-5:4, 4:3-4:1, 3:0-3:2, 6:4-4:4, 4:0-4:2, 3:2-5:2, 5:2-5:4, 5:4-3:4, 3:4-1:4, 1:5-1:3] Peg solitaire has been played on other size boards, although
2074-433: The catalyst, that jumps out and then jumps back again . In the example below, the * is the catalyst.: This technique can be used with a line of 3, a block of 2·3 and a 6-peg L shape with a base of length 3 and upright of length 4. Other alternate games include starting with two empty holes and finishing with two pegs in those holes. Also starting with one hole here and ending with one peg there . On an English board,
2135-418: The exact details of the problem. It can be proved using abstract algebra that there are only 5 fixed board positions where the game can successfully end with one peg. The shortest solution to the standard English game involves 18 moves, counting multiple jumps as single moves: The order of some of the moves can be exchanged. Note that if you instead think of * as a hole and o as a peg, you can solve
2196-476: The far left once each row is marked.) NOTE: If one board position can be rotated and/or flipped into another board position, the board positions are counted as identical. Since there can only be 31 jumps, modern computers can easily examine all game positions in a reasonable time. The above sequence "PBP" has been entered as A112737 in OEIS . Note that the total number of reachable board positions (sum of
2257-455: The game board but do not necessarily enforce the game's rules, leaving this up to the players. There are generalized programs such as Vassal , Tabletop Simulator and Tabletopia that can be used to play any board or card game, while programs like Roll20 and Fantasy Grounds are more specialized for role-playing games. Some of these virtual tabletops have worked with the license holders to allow for use of their game's assets within
2318-399: The generalized game has 2 possible distinct solutions, excluding symmetries, as the English board contains 9 distinct 3×3 sub-squares. One consequence of this analysis is to put a lower bound on the size of possible "inverted position" problems, in which the cells initially occupied are left empty and vice versa. Any solution to such a problem must contain a minimum of 11 moves, irrespective of
2379-454: The growth of the board game market at "between 25% and 40% annually" since 2010, and described the current time as the "golden era for board games". The rise in board game popularity has been attributed to quality improvement (more elegant mechanics , components , artwork, and graphics) as well as increased availability thanks to sales through the Internet. Crowd-sourcing for board games
2440-427: The hole can be anywhere and the final peg can only end up where multiples of three permit. Thus a hole at a can only leave a single peg at a , p , O or C . A thorough analysis of the game is known. This analysis introduced a notion called pagoda function which is a strong tool to show the infeasibility of a given generalized peg solitaire problem. A solution for finding a pagoda function, which demonstrates
2501-504: The impression that monopolies were something desirable. His intent was to demonstrate how harmful monopolies could be to a free-enterprise system, and how antitrust laws work to curtail them in the real world. The game was originally to be produced in 1973 as Bust the Trust , but the title was changed to Anti-Monopoly . It has seen multiple printings and revisions since 1973. In 1984, a new version appeared as Anti-Monopoly II ; this version
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2562-458: The infeasibility of a given problem, is formulated as a linear programming problem and solvable in polynomial time. A paper in 1990 dealt with the generalized Hi-Q problems which are equivalent to the peg solitaire problems and showed their NP-completeness . A 1996 paper formulated a peg solitaire problem as a combinatorial optimization problem and discussed the properties of the feasible region called 'a solitaire cone'. In 1999 peg solitaire
2623-419: The name Anti-Monopoly and distributing the game. For a time during the dispute, the game was marketed as simply "Anti." Board game Board games are tabletop games that typically use pieces . These pieces are moved or placed on a pre-marked game board (playing surface) and often include elements of table , card , role-playing , and miniatures games as well. Many board games feature
2684-474: The object is to arrange the pieces into some special configuration), chase games (asymmetrical games, where players start the game with different sets of pieces and objectives) and displace games (where the main objective is the capture the opponents' pieces). Parlett also distinguishes between abstract and thematic games, the latter having a specific theme or frame narrative (ex. regular chess versus, for example, Star Wars -themed chess). The following
2745-467: The opponents' moves, while others use email to notify the players after each move. The Internet and cheaper home printing has also influenced board games via print-and-play games that may be purchased and printed. Some games use external media such as audio cassettes or DVDs in accompaniment to the game. There are also virtual tabletop programs that allow online players to play a variety of existing and new board games through tools needed to manipulate
2806-443: The peg that was jumped and removed. Thus valid moves in each of the four orthogonal directions are: On an English board, the first three moves might be: There are many different solutions to the standard problem, and one notation used to describe them assigns letters to the holes (although numbers may also be used): This mirror image notation is used, amongst other reasons, since on the European board, one set of alternative games
2867-559: The positions of the board into A, B and C positions as follows: Initially with only the central position free, the number of covered A positions is 12, the number of covered B positions is 12, and also the number of covered C positions is 12. After every move the number of covered A positions increases or decreases by one, and the same for the number of covered B positions and the number of covered C positions. Hence after an even number of moves all these three numbers are even, and after an odd number of moves all these three numbers are odd. Hence
2928-429: The possibility of the same peg moved to make a further jump ( N o F urther J umps). Interesting to note is that the shortest way to fail the game is in six moves, and the solution (besides its rotations and reflections) is unique. An example of this is as follows: 4 → 16; 23 → 9; 14 → 16; 17 → 15; 19 → 17; 31 → 23. (In this notation, the pegs are numbered from left to right, starting with 0, and moving down each row and to
2989-417: The program; for example, Fantasy Grounds has licenses for both Dungeons & Dragons and Pathfinder materials, while Tabletop Simulator allows game publishers to provide paid downloadable content for their games. However, as these games offer the ability to add in the content through user modifications , there are also unlicensed uses of board game assets available through these programs. While
3050-586: The psychology of older board games (e.g., chess , Go , mancala ), less has been done on contemporary board games such as Monopoly , Scrabble , and Risk , and especially modern board games such as Catan , Agricola , and Pandemic . Much research has been carried out on chess, partly because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot , William Chase, Herbert A. Simon , and Fernand Gobet have established that knowledge, more than
3111-454: The puzzle by following the solution in reverse, starting from the last picture, going towards the first. However, this requires more than 18 moves. This solution was found in 1912 by Ernest Bergholt and proven to be the shortest possible by John Beasley in 1964. This solution can also be seen on a page that also introduces the Wolstenholme notation , which is designed to make memorizing
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#17328546210833172-561: The puzzle by her side. The August 1697 edition of the French literary magazine Mercure galant contains a description of the board, rules and sample problems. This is the first known reference to the game in print. The standard game fills the entire board with pegs except for the central hole. The objective is, making valid moves, to empty the entire board except for a solitary peg in the central hole. There are two traditional boards ('.' as an initial peg, 'o' as an initial hole): A valid move
3233-437: The sequence) is 23,475,688, while the total number of possible board positions is 8,589,934,590 (33bit-1) (2^33), so only about 2.2% of all possible board positions can be reached starting with the center vacant. It is also possible to generate all board positions. The results below have been obtained using the mCRL2 toolset (see the peg_solitaire example in the distribution). In the results below, it has generated all
3294-433: The solution easier. Other solutions include the following list. In these, the notation used is The only place it is possible to end up with a solitary peg is the centre, or the middle of one of the edges; on the last jump, there will always be an option of choosing whether to end in the centre or the edge. Following is a table over the number ( P ossible B oard P ositions) of possible board positions after n jumps, and
3355-415: The version Darrow appropriated. Anspach based his defense on the grounds that the game itself existed in effectively the public domain before Parker purchased it, and therefore Parker's trademark claim on it should be nullified. The case dragged on for ten years, with numerous appeals and overturned judicial verdicts, until Anspach and Parker ultimately reached a settlement, permitting him to continue using
3416-404: Was completely solved on a computer using an exhaustive search through all possible variants. It was achieved making use of the symmetries, efficient storage of board constellations and hashing. In 2001 an efficient method for solving peg solitaire problems was developed. An unpublished study from 1989 on a generalized version of the game on the English board showed that each possible problem in
3477-426: Was considered to be the best market per capita, with the highest number of games sold per individual. Some academics, such as Erica Price and Marco Arnaudo, have differentiated "hobby" board games and gamers from other board games and gamers. A 2014 estimate placed the U.S. and Canada market for hobby board games (games produced for a "gamer" market) at only $ 75 million, with the total size of what it defined as
3538-566: Was found in the royal tombs of Ur, dating to Mesopotamia 4,600 years ago. Board games have a long tradition in Europe. The oldest records of board gaming in Europe date back to Homer 's Iliad (written in the 8th century BC), in which he mentions the Ancient Greek game of petteia . This game of petteia would later evolve into the Roman ludus latrunculorum . Board gaming in ancient Europe
3599-688: Was not unique to the Greco-Roman world, with records estimating that the ancient Norse game of hnefatafl was developed sometime before 400 AD . In ancient Ireland, the game of fidchell or ficheall , is said to date back to at least 144 AD, though this is likely an anachronism. A fidchell board dating from the 10th century has been uncovered in Co. Westmeath, Ireland. In the United Kingdom, association of dice and cards with gambling led to all dice games except backgammon being treated as lotteries by dice in
3660-521: Was one of the most prolific publishers of board games of the late 18th and early 19th centuries. John Betts' A Tour of the British Colonies and Foreign Possessions and William Spooner's A Voyage of Discovery were popular in the British empire. Kriegsspiel is a genre of wargaming developed in 19th century Prussia to teach battle tactics to officers. The board game Travellers' Tour Through
3721-654: Was updated and re-released in 2005 without the numerical designation. The game is currently still in print, and is produced and distributed worldwide by University Games. The original Anti-Monopoly game begins with the board in a monopolised state, similar to the result of a completed Monopoly game. Instead of real estate and public utilities, properties in Anti-Monopoly are individual businesses that have been brought under single ownership. These monopolies are called "company cartels" and are split into three categories: Oligopolies, Trusts, and Monopolies; each of these requires
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