Via the always brilliant Nag on the Lake, we are invited to play an unauthorised edition of the board game Monopoly whose rules and scoring invoke the spirit of the original version of “The Landlord’s Game” far better than the Parker Brothers’ interpretation or regional variants.
The art collective Chinatown Soup’s Chinatown edition features anchoring shops and local businesses rather than more or less desirable properties for development and poses challenges to players to save neighbourhoods from the blight of gentrification rather than be rewarded for it as a virtue and promotes socially responsible growth. One has to rehouse, for example, displaced residents priced-out of their homes—another reason that the board is not given addresses owing to the amorphous nature of gentrification that’s not bounded by certain streets or districts and people are moved to the margins. Learn more about the collective’s activities and activism at the link above.
Sunday 30 September 2018
rent gap and rehabilitation
Thursday 20 September 2018
game of optional goals
Had I not learned otherwise, I would have thought that this alternative reality version, meritocratic of the board game Monopoly was some sort of commission from some No Such Agency to communicate with its field agents but Careers from Parker Brothers was introduced in 1955. In addition to the outer track, there are several internal loops, career paths to try and many more regular opportunities to draw cards of chance and a rather involved scoring system (recorded on a Magic Slate Paper Saver pad) to monitor progress and achieve a sort of work-life balance with a Success Formula of money, fame and happiness. Designed by sociologist, ethnographer and author James Cooke Brown (*1921 - †2000), players could aspire to be an astronaut, farmer or a uranium prospector among other things and landing on the same square as another knocked the first player to “the park bench”—intimating that they were out of work and fallen on hard times. Later versions of the game were adapted to better reflect the cultural milieu.
Sunday 3 June 2018
tabletop
TYWKIWDBI directs our attention to the ultimate, extended Monopoly board—which was apparently prototyped, with the rules of play laid out here but was never put into production due to (ironically) copyright issues. The discussion at the source thread is a pretty interesting one on how most game play is conducted according to house-rules and most never bother with the formal instructions. Would you like to play this Inception-version of the game? Maybe an enterprising designer could pull it off and successfully pitch it to the company.
catagories: ๐ฒ
Tuesday 20 March 2018
zero-player game
Conceived in 1970, the Game of Life is a demonstration of iterative arrays from British polymath and professor John Horton Conway. Categorised as a zero-player game, human involvement or volition only takes place at the initial state, seeding the game’s grid universe, which determines how the board evolves over subsequent generations. Each grid square or cell can be either populated or unpopulated—on or off—and interacts with the eight other cells that frame it according to four basic protocols: an isolated cell perishing from underpopulation, a cell with the right amount of neighbours thrives, a cell with too many neighbours dies from overcrowding, and an unpopulated cell with a precise amount of neighbours becomes populated—as if by reproduction.
Cellular automata such as these have practical applications in encryption and security, owing the unpredictable nature of the outcome though the world and conditions can be fully known, but also produces interesting, stable algorithmic organisms that oscillate and creep across the board. Of course these creatures only evolve by analogy, sort of like how artificial intelligence is an approximation of cognition through pattern-recognition and exploitation, but is a useful tool for visualising how computational routines work and a way to comprehend how machines learn and behave in novel and unexpected ways.
Tuesday 27 February 2018
monte carlo method
Notwithstanding the adage that only God can generate truly random numbers—that is outcomes not contingent on some inscrutable or traceable series of prior actions—or the pronouncement that God does not play dice, in 1955 (and reprinted to the playful derision of critics in 2001) the RAND Corporation published its big book of random numbers, one of the last in the genre, under the title A Million Random Digits with 100,000 Normal Deviates. Made obsolete by the ability of computers to generate serviceably pseudo-random numbers (much like logarithmic tables), such endeavours, made with a roulette wheel and a computer, were important and foundational brokers in cryptography and security ciphers.
Thursday 22 February 2018
tabletop
The curatorial staff over at Hyperallergic feature an absolutely amazing collection of board games acquired by ardent collectors Ellen and Arthur Liman that reach back to the conception of the evening’s entertainment in the early nineteenth century. A spinoff from advances in printing technologies, as ephemera, the topics emphasised and values signalled (here are a few other examples of select messaging) offer a rather unique glimpse at the popular imagination of people the UK of Georgian and Victorian eras. Be sure to visit the link up top to peruse a whole gallery of wholesome pastimes and to learn more about the collection’s recent compilation in book form.
Tuesday 25 April 2017
boardwalk empire
The ever-intrepid explorers at Atlas Obscura treat us to a rather gloomy tour of faded glory that permeates the once bustling Atlantic City, New Jersey—whose real estate is reflected in the Monopoly board game. Considering how this collapse in the jobs market and touristic draw was in part precipitated by Dear Leader’s personal mismanagement, it does seem rather fitting that the iconic game itself was plagiarised from an earlier game meant to teach economic-literacy and warn players of the dangers of slum lords and concentrated wealth.
Monday 18 April 2016
parity or difficulty-setting: hard
Friday 4 March 2016
snakes and ladders
In 1971, a company decided it might be a good idea to release a Monopoly-style board game knock-off called Beat the Border, reports Dangerous Minds. The objective of trafficking in the game was far less fraught with danger and intrigues—and less rewarding, although one’s friendly neighbourhood pusher was careful to put out the disclaimer that it was all in good fun and reinforce the message that drugs are bad and the “dope” peddled was left up to imagination—though handy conversion charts were included. In these times, rather than exploring one’s hidden fantasies of being the head of a Mexican drug cartel—which does not strike me as particularly wholesome family-fun for the 1970s, in the same rather vicious spirit, I detect “Run for the Border” to be a new gladiatorial reality television franchise for the presidential-pretender.
catagories: ๐ฒ, foreign policy, lifestyle
Thursday 28 January 2016
the encircling game or alphago
The artificial intelligence research division of one internet giant (with other rival concerns not far behind) has developed a tandem neural-network that’s able to best human champions at the ancient strategy game Go.
Meaning the encircling game in Chinese, its goal is to capture more territory on the board than one’s opponent, AI experts once believed that a machine could never excel to human competence as unlike checkers and chess, where computers can use their bullying calculating speeds to forecast out all possible moves and outwit its challengers, the go game-board has more combinations than atoms in the known Universe (incidentally, I’ve started to wonder what that means, really, as I trust it’s more than just some clichรฉ and represents some exponential threshold, but does it take into account the Universe that’s mostly dark energy or the amount of stuff that ought to be there be that cannot be directly observed…) so brute force calculations are not a practical option for even the fastest computers. Human players—and there are grand-masters of go, which is quite sophisticated and challenging despite deceptively simple rules of engagement, began to lose their edge once a dual bit of programming was introduced that asset values and policies in a segregated fashion and apply those judgments in the same way as its competition. What do you think of this enterprise? Does it make for sore-losers?
Sunday 8 February 2015
larp oder knutepunkt
Though this event reported in Spiegel (DE) is not the first instance of live-action role play—in some ways Renaissance Fairs, Civil War re-enactments and Comic Conventions can be considered games in the same genre and a few epically sophisticated ones are cited in the article, but this four day challenge that was held on board a battleship turned into a marine museum, transformed into an elaborate gaming environment in Wilhelmshaven probably really surprised its creators for its depth and wrenching emotion. Project Exodus, loosely based around the arc-of-story of Battlestar Galactica—with humans on the run from cyborgs intent on wiping them out, was immersive and elicited a lot of bathos, well-up from unexpected places, due to the game’s “play-to-lose” nature. The scripted plot had leadership killed off at crucial moments and the crew had to manage to carry on. The organisers of the game hope to eventually bring this experience to the classroom—to schools and universities, since it might prove more effective in teaching lessons about conflict and what it means to be a refugee better than a lecture.
Saturday 23 August 2014
dig dug
Thursday 8 November 2012
dice, deed and deck or weal of fortune
catagories: ๐ฒ, economic policy, Wikipedia