The (Increasingly Lengthy) History of Games

Being a student of history means constantly discovering amazing new things about our world, our culture, and ourselves. There are so many unexpected twists and turns, synchronicities, coincidences, and flat-out mind-blowing facts waiting to be uncovered.

And when you’re a student of history with an interest in puzzles and games, it means you get to discover just how long humans have been dabbling in baffling brain teasers and friendly competition.

Board games, for instance, have been around a long time, longer than most people realize. There is evidence that Go has been played in China for more than 5,500 years!

And many other games also have shockingly long lineages. Chess can be traced back to the seventh century in India. Game boards have been found in king’s courts, university halls, and even former houses used by the Knights Templar, as pictured above.

We’ve previously explored that Viking gravesites from the ninth century reveal that board games were not just a pastime for the Vikings, but that their win-loss records were important enough to be recorded for posterity!

Check this out. It’s an ancient Greek painting on a vase, dating back to 530 BCE. This piece is an example of the black figure technique where images painted on clay turned black when the clay was fired. It depicts the two mightiest warriors of the Trojan War, Achilles and Ajax, playing a board game to keep themselves busy during the siege of Troy.

It’s unclear what game they’re playing, though many historians believe the warriors are rolling dice in the image. That would make sense, since astragali (the knuckle-bones of goats and sheep) were used in ancient Greek gambling games.

Dice have an equally ancient history. The Egyptian game of Senet, which was played with dice, dates back over 5,000 years.

Dice games have been uncovered in Mesopotamian tombs (some as far back as the twenty-fourth century BC), and a Vedic Sanskrit text known as the Rigveda, which dates back to India in 1500 BC, also mentions dice.

Tile games have a similarly deep history.

Chinese Dominoes can be traced back to writings of the Song Dynasty, nearly a thousand years ago. Dominoes as we know them first appeared in Italy during the 1800s, and some historians theorize they were brought to Europe from China by traveling missionaries.

Another tile game, Mahjong, has been around for centuries, but there are several different origin stories for the game, one tracing back to the Ming Dynasty (1368-1644), another to the days of Confucius (500 BC).

Perhaps at some point, I’ll try to put together a historical timeline of gaming (similar to the crossword timeline I created around the 100th anniversary of the crossword).

In the meantime, I’ll settle for being utterly fascinated with just how long humans have been socializing, relaxing, and competing through the medium of games.


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PuzzleNation Book Review: Tetris: The Games People Play

Welcome to another installment of PuzzleNation Book Reviews!

All of the books discussed and/or reviewed in PNBR articles are either directly or indirectly related to the world of puzzling, and hopefully you’ll find something to tickle your literary fancy in this entry or the entries to come.

Let’s get started!

The subject of today’s book review is Box Brown’s graphic novel Tetris: The Games People Play.

[Image courtesy of Macmillan.]

Tetris was a masterpiece right out of the gate. Simple, elegant, and infinitely replayable, it would go on to become one of the most beloved video games in history. And that popularity, that universal charm, sparked a bidding war unlike anything the video game world has ever seen. With secret meetings, dubious contracts, language barriers, and the involvement of the suffocating Soviet regime, it was a recipe for sitcom-style misunderstandings on a global scale.

Tetris: The Games People Play brings the whole ridiculous story to life with immense charm and style. From the creation of Alexey Pajitnov’s delightfully addictive brainchild to the globe-spanning race that ensued as production rights went international, this is a story as convoluted and madcap as it is epic.

Although the drawings accompanying the story are relatively simple, the large cast of characters — from executives and game designers to members of the Soviet government — never feels overwhelming or confusing.

[Image courtesy of DownTheTubes.net.]

Illustrator and author Box Brown brings the story to life with the same panache and colorful style that made his visual biography of Andre the Giant such a warm, enjoyable read. The rounded edges and busy frames help sell both the silliness and chaos of the story, and the mix of yellow, black, and white shading in each illustration harkens back to the earliest days of video games.

(The yellow feels especially inspired, given how easily the story could’ve bogged down in the omnipresent gray tones of Soviet society or the bureaucratic doubletalk that typifies business negotiations.)

Most importantly, Brown never allows readers to lose sight of Alexey’s role as creator and keeper of the faith, a man who, under one of the most oppressive regimes in history, brought to life a game that continues to delight generations of fans.

As entertaining as it is insightful, Tetris: The Games People Play is a fun, fascinating read.

[Tetris: The Games People Play is available in paperback wherever books are sold.]


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PuzzleNation Product Review: The Oregon Trail Card Game

For gamers and puzzlers of a certain age, there are many fond memories of a certain historical journey that tested your wits, your luck, your tactical skills, and your endurance. I’m speaking, of course, of The Oregon Trail, a computer-game classic that not only taught millions of young minds about the perilous journey, but probably introduced most of them to the concept of death by dysentery.

Ick.

For those not in the know, The Oregon Trail was a computer game designed to explore 19th-century pioneer life on the long journey between Independence, Missouri, and Oregon’s Willamette Valley. Players would manage food, supplies, and the pace of the trek in their covered wagon, occasionally dealing with dangers like disease, thieves, broken equipment, accidents, and treacherous rivers to cross.

A classic in the eyes of many, this beloved game has made the jump from the digital realm to the analog one with a card-game variation released this year by Pressman Toys.

Pressman Toys have outdone themselves with this nostalgia-fueled adaptation. The trail cards themselves evoke the classic black-and-green screen of old-school computers, while the supply and calamity cards are pixelated in a style more akin to 8-bit video games.

I daresay, though, that the card game is harder than the computer game. I don’t know that I’ve ever encountered a game that stacks the deck against the player quite so brutally.

To make the journey to Oregon successfully, players must traverse 50 trail cards, avoiding illness and unpleasant twists of fate along the way (represented by the calamity cards that come up all too often), managing meager supplies, and testing their luck against river crossings (where a roll of the die determines your fate).

This quickly becomes a strategic battle of resource management, trying to hold onto fort and town cards for as long as possible (since they provide some of the rare opportunities to gain new supplies), playing trail cards (which must link up in a continuous line), and deciding whether it’s better to spend medicine and clean water supplies on saving fellow players stricken by illness or letting players die and hoarding supplies for the survivors.

I’ve played the game a few times now — each session has lasted about 30 minutes, with the team failing to reach Oregon both times (though we made it more than halfway on the second try) — and it remains an engaging, enjoyable play experience. Yes, it can be disheartening to see a player die early on (as I did by rattlesnake bite in my very first turn one game), but the group play experience — pitting all of you against the game itself — is only enhanced by the difficulty.

There are some aspects of the computer game — hunting, for instance — missing from the card-game experience, but I suspect the development of simple house rules (like spending a bullet card and letting a handful of dice rolls determine your success hunting, to more closely recreate the computer game’s hunting mechanic, for instance) would enrich the gameplay.

Whether you’re a fan of the classic computer game or a newcomer to the franchise, I suspect The Oregon Trail will delight you (and challenge you!) like few card games ever have.

[The Oregon Trail Card Game is available at Target stores and through online outlets.]


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