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Behind the Dice
A bit of board game history
(1890s-1950)
Background
• Collection
– My preferences
– Collecting process
– Antiques
•
•
•
•

Games from 8 countries
Spanning 1895-1955
War themed and Strategy
Some believe they were for Propaganda
– Reflections of country’s current interest
History is Often Ignored
• Most board gamers don’t know the history of the hobby
– Milton Bradley 1833
– Parker Brothers 1860
– My Experience
• Charles Roberts: father of the Wargame Hobby (Tactics 1954)
The Best Selling Board Game in History??
Monopoly (1933) – 275M units
First published in its final form by Parker Brothers in 1933.

Note the date: Popular IPs can last a long time
The LandLord’s Game (1903)
From a patent first entered in 1903.
Recognize this game??
Stratego
(20M in Sales)
Created in 1947
• Jumbo
• Netherlands

Its not the source of the original IP.
L’Attaque (1909)
Cloned Games
• No surprise, success gets cloned:
– L’Attaque was cloned 3 times and the IPs lasted until the 70s.
• Dover Patrol (1911)
• Aviation (1925)
• Tri-Tactics (1936)

– Axis & Allies
• 10+ variants

– Risk 1959 based on La Conquete Du Monde (1957)
• 20 variants

– Monopoly: any guesses on the number of variants?
2400+
What’s the Point?
• Why should the history of games matter to a board game designer.
The Board Game Industry
• Some background about the Board Game Industry
– When a game hits the mass market they can do well
• More than $1B in sales
– Settlers of Catan (15M) 1995
– Othello (40M) modern version 1968
– Risk (~40M) 1957
– Game of Life (50M) modern version 1960
– Trivial Pursuits (90M) 1979
– Scrabble (150M) 1948
The Core Board gamer
• Boardgamegeek.com – core board gamers
– ~300K members
– What I found out about core board gamers
• I thought I was one, nope
– Grognard: from the French for grumpy old Veteran

• Very vocal minority online
– The active folks drive the perception of the games
» Via data (ratings) and feedback (sessions/reviews)
» Assume it influences sales
Hardcore Gamers are not Mass Market
– None of the top 10 on BGG are mass market
» Twilight Struggle: 8K
» Agricola: 1st Edition 5K, world wide 60K
» Through the Ages: A Story of Civilization: Unknown
» Android: Net Runner: Unknown
» Puerto Rico: 150K
» Eclipse: Unknown
» Power Grid: 50K
» Terra Mystica: Unknown
» Mage Knight: Unknown
» La Havre: Unknown
It Comes Down to:
• Audience awareness:
– Designers can become disconnected from the audience
– Impact of the game mechanics on the player
• Giving the player lots of choice
– Common to most of the top 10 BGG games
– Too much player choice can have its limits
» Some people never get past the “complexity of choice”
» Limits the broader appeal

• A focus on 3 elements
Triangle of Board Game Design
(Reiner Knizia ---K knee see jah)
• Theme (Majority of designs)
– “American based” often leads to the bad games

• Mechanics
– “Euro-style” can be seen as dry

• Components
– “too gimmicky or exhausting”
Lessons From History
• Designers can use the old games for reference
– Ideas/inspiration
• Some say we don’t design anything new anymore
(we just steal stuff from other games)

• Figure out your target audience and build to that expectation
• History shows that simplicity sells

Play games for fun but also as an observer….
Watch for the impact of theme, mechanics and components.

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Behind the Dice: A History of Board Games 1890s-1950

  • 1. Behind the Dice A bit of board game history (1890s-1950)
  • 2. Background • Collection – My preferences – Collecting process – Antiques • • • • Games from 8 countries Spanning 1895-1955 War themed and Strategy Some believe they were for Propaganda – Reflections of country’s current interest
  • 3. History is Often Ignored • Most board gamers don’t know the history of the hobby – Milton Bradley 1833 – Parker Brothers 1860 – My Experience • Charles Roberts: father of the Wargame Hobby (Tactics 1954)
  • 4. The Best Selling Board Game in History?? Monopoly (1933) – 275M units First published in its final form by Parker Brothers in 1933. Note the date: Popular IPs can last a long time
  • 5. The LandLord’s Game (1903) From a patent first entered in 1903.
  • 7. Stratego (20M in Sales) Created in 1947 • Jumbo • Netherlands Its not the source of the original IP.
  • 9. Cloned Games • No surprise, success gets cloned: – L’Attaque was cloned 3 times and the IPs lasted until the 70s. • Dover Patrol (1911) • Aviation (1925) • Tri-Tactics (1936) – Axis & Allies • 10+ variants – Risk 1959 based on La Conquete Du Monde (1957) • 20 variants – Monopoly: any guesses on the number of variants?
  • 10. 2400+
  • 11. What’s the Point? • Why should the history of games matter to a board game designer.
  • 12. The Board Game Industry • Some background about the Board Game Industry – When a game hits the mass market they can do well • More than $1B in sales – Settlers of Catan (15M) 1995 – Othello (40M) modern version 1968 – Risk (~40M) 1957 – Game of Life (50M) modern version 1960 – Trivial Pursuits (90M) 1979 – Scrabble (150M) 1948
  • 13. The Core Board gamer • Boardgamegeek.com – core board gamers – ~300K members – What I found out about core board gamers • I thought I was one, nope – Grognard: from the French for grumpy old Veteran • Very vocal minority online – The active folks drive the perception of the games » Via data (ratings) and feedback (sessions/reviews) » Assume it influences sales
  • 14. Hardcore Gamers are not Mass Market – None of the top 10 on BGG are mass market » Twilight Struggle: 8K » Agricola: 1st Edition 5K, world wide 60K » Through the Ages: A Story of Civilization: Unknown » Android: Net Runner: Unknown » Puerto Rico: 150K » Eclipse: Unknown » Power Grid: 50K » Terra Mystica: Unknown » Mage Knight: Unknown » La Havre: Unknown
  • 15. It Comes Down to: • Audience awareness: – Designers can become disconnected from the audience – Impact of the game mechanics on the player • Giving the player lots of choice – Common to most of the top 10 BGG games – Too much player choice can have its limits » Some people never get past the “complexity of choice” » Limits the broader appeal • A focus on 3 elements
  • 16. Triangle of Board Game Design (Reiner Knizia ---K knee see jah) • Theme (Majority of designs) – “American based” often leads to the bad games • Mechanics – “Euro-style” can be seen as dry • Components – “too gimmicky or exhausting”
  • 17. Lessons From History • Designers can use the old games for reference – Ideas/inspiration • Some say we don’t design anything new anymore (we just steal stuff from other games) • Figure out your target audience and build to that expectation • History shows that simplicity sells Play games for fun but also as an observer…. Watch for the impact of theme, mechanics and components.