Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo. Rules can range from the very simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario.
The time required to learn to play or master a game varies greatly from game to game, but is not necessarily correlated with the number or complexity of rules; games like chess or Go possess relatively simple rulesets, but have great strategic depth.
Board games have been played in most cultures and societies throughout history. A number of important historical sites, artifacts, and documents shed light on early board games such as Jiroft civilization gameboards in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC respectively, is the oldest board game known to have existed. Senet was pictured in a fresco found in Merknera's tomb (3300–2700 BC). Also from predynastic Egypt is Mehen.
Backgammon originated in ancient Persia over 5,000 years ago. Chess, Pachisi and Chaupar originated in India. Go and Liubo originated in China. Shax originated in Somalia. Bao (mancala game) is still played throughout eastern Africa. Patolli originated in Mesoamerica played by the ancient Aztec and The Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago. The earliest known games list is the Buddha games list.
Contemporary examples of modern board games referred to as "Eurogames", such as Acquire, appeared in the 1960s. The 3M series of which Acquire formed a part became popular in Germany, and became a template for a new form of game, one in which direct conflict or warfare did not play a role, due in part to aversion in postwar Germany to products which glorified conflict. The genre developed as a more concentrated design movement in the late 1970s and early 1980s in Germany, and as of 2009 Germany purchased more board games per capita than any other country. The phenomenon has spread to other European countries such as France, the Netherlands, and Sweden. While many games are published and played in other markets such as the United States and the United Kingdom, they occupy a niche status there.
The Settlers of Catan, first published in 1995, paved the way for the genre outside Europe. Though neither the first "German game" nor the first such game to find an audience outside Germany, it became much more popular than any of its predecessors. It quickly sold millions of copies in Germany, and in the process brought money and attention to the genre as a whole. Other games in the genre to achieve widespread popularity include Carcassonne, Puerto Rico, Ticket to Ride, and Alhambra.
Of the early games, Puerto Rico (2002) became particularly important to the later history of the Eurogame genre - so much so that many aficionados of heavier Eurogames consider it the first of the genre's classics. Many well-regarded later games (notably including both Twilight Imperium and Terra Mystica) would replicate or adapt pieces of Puerto Rico's mechanics. The game itself outlasted many would-be competitors and remains extremely popular.
In 17th and 18th century colonial America, the agrarian life of the country left little time for game playing though draughts (checkers), bowling, and card games were not unknown. The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, and pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, and told them their devotion for the day should be confined to their homes.
In Thoughts on Lotteries (1826) Thomas Jefferson wrote:
Almost all these pursuits of chance [i.e., of human industry] produce something useful to society. But there are some which produce nothing, and endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, dice, billiards, etc. And although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, and the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, infancy, imbecility, etc., and suppress the pursuit altogether, and the natural right of following it. There are some other games of chance, useful on certain occasions, and injurious only when carried beyond their useful bounds. Such are insurances, lotteries, raffles, etc. These they do not suppress, but take their regulation under their own discretion.
The board game "Traveller's Tour Through 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 today claims the distinction of being the first board game published in the United States.
As the U.S. shifted from agrarian to urban living in the 19th century, greater leisure time and a rise in income became available to the middle class. The American home, once the center of economic production, became the locus of entertainment, enlightenment, and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction.
The Mansion of Happiness (1843)
The earliest board games published in the United States were based upon Christian morality. The Mansion of Happiness (1843), for example, sent players along a path of virtues and vices that led to the Mansion of Happiness (Heaven). The Game of Pope and Pagan, or The Siege of the Stronghold of Satan by the Christian Army (1844) pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence, temperance, and hope" while the pope and pagan are cast in black, the color of "gloom of error, and ... grief at the daily loss of empire".
Commercially produced board games in the mid-19th century were monochrome prints laboriously hand-colored by teams of low-paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of relatively inexpensive board games. The most significant advance was the development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games.
American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when the country embraced materialism and capitalism. In 1860, The Checkered Game of Life rewarded players for mundane activities such as attending college, marrying, and getting rich. Daily life rather than eternal life became the focus of board games. The game was the first to focus on secular virtues rather than religious virtues, and sold 40,000 copies its first year.
Game of the District Messenger Boy, or Merit Rewarded, published in 1886 by the New York City firm of McLoughlin Brothers, was one of the first board games based on materialism and capitalism published in the United States. The game is a typical roll-and-move track board game. Players move their tokens along the track at the spin of the arrow toward the goal at track's end. Some spaces on the track will advance the player while others will send him back.
In the affluent 1880s, Americans witnessed the publication of Algeresque rags to riches games that permitted players to emulate the capitalist heroes of the age. One of the first such games, The Game of the District Messenger Boy, encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung. Such games insinuated that the accumulation of wealth brought increased social status. Competitive capitalistic games culminated in 1935 with Monopoly, the most commercially successful board game in U.S. history.
McLoughlin Brothers published similar games based on the telegraph boy theme including Game of the Telegraph Boy, or Merit Rewarded (1888). Greg Downey notes in his essay, "Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy", that families who could afford the deluxe version of the game in its chromolithographed, wood-sided box would not "have sent their sons out for such a rough apprenticeship in the working world."
Margaret Hofer described the period of 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. Although there are no detailed statistics, some scholars suggest that the 20th century saw a decline in the popularity of the hobby.
The number of board games published by year (1900–2014), as listed on BoardGameGeek. Expansion sets for existing games are marked in red.
The late 1990s onwards have seen substantial growth in the reach and market of board games. This has been attributed to, among other factors, the Internet, which has made it easier for people to find out about games and to find opponents to play against. Around the year 2000 the board gaming industry began significant growth with companies producing a rising number of new games to be sold to a growing worldwide audience. In the 2010s, a number of publications referred to the board games as having a new Golden Age. Board game venues are also growing in popularity; for example board game cafes are reported to be very popular in China.
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, Risk; but over many games a skilled player will win more often, and the elements of luck can make for more excitement, and 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 a number of methods. The use of dice of various sorts goes back to the earliest board games. These can decide everything from how many steps 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 The Settlers of 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 less luck element than many North American board games.
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 The Settlers 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 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 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, which can include the computer playing as one or more opponents. Many board games can now be played online against a computer and/or other players. Some websites allow play in real time and immediately show 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 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 that 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 the program; for example, Fantasy Grounds has licenses for both Dungeons & Dragons and Pathfinder materials, while Tabletop Simulator has allows game published to provide paid downloadable content for their games. However, as these games offer the ability to add in content through user modifications, there are also unlicensed uses of board game assets available through these programs.