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Board Games in 100 Moves Hardcover – 5 Sept. 2019
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Surprising stories behind the games you know and love to play.
Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day.
More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Discover tales of Buddha's banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!
- Print length176 pages
- LanguageEnglish
- PublisherDK
- Publication date5 Sept. 2019
- Dimensions19.6 x 1.7 x 23.4 cm
- ISBN-100241363780
- ISBN-13978-0241363782
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Explore more than 100 beloved and classic gamesJourney through 8,000 years of board games history in this exciting book - revealing the origins, game play, cultural impact, and legacy of over 100 popular and beloved board games - from Senet, to Splendor (and beyond!) |
The stranger side of board gamesDiscover surprising stories behind board games you know and love to play, including: draughts, chess and mahjong, through to well-known classics, including Cluedo, Dungeons & Dragons, Jenga, Monopoly, and Warhammer. |
Authored by board game expertsWritten by Games Workshop co-founder Ian Livingstone CBE and James Wallis, this book is an essential read for all board games fans - no matter what their choice of board game is! |
Product description
Review
About the Author
Ian Livingstone CBE is the co-founder of a series of role-playing game books, Fighting Fantasy, and the author of many books within that series. The series has sold more than 18 million copies. He is also one of the co-founders of prominent games company Games Workshop. Ian has also invented several board games, including Boom Town, Judge Dredd, Automania, Legend of Zagor, and Dragonmasters.
James Wallis is an award-winning game designer and publisher who started his first games magazine while he was still at school, and used to hold a Guinness World Record for non-stop game-playing. He's also a former Sunday Times journalist, TV presenter, magazine editor and movie publicist. These days he runs the games consultancy Spaaace and the Games Design Masterclasses, writes for Tabletop Gaming magazine, and lives in London with his wife and junior playtesters.
Product details
- Publisher : DK (5 Sept. 2019)
- Language : English
- Hardcover : 176 pages
- ISBN-10 : 0241363780
- ISBN-13 : 978-0241363782
- Dimensions : 19.6 x 1.7 x 23.4 cm
- Best Sellers Rank: 366,313 in Books (See Top 100 in Books)
- 1,023 in Popular Maths
- 1,036 in Indoor Games
- 1,189 in Military History of Strategy, Tactics & Military Science
- Customer reviews:
About the author

James Wallis is an author, award-winning games designer, lecturer and consultant who has been active in the UK games community for over thirty years. He runs the games consultancy Spaaace, which has worked on tabletop games for clients including Shell, Greenpeace, Carlsberg, Experian and Dyson.
He's written seventeen books, from Sonic the Hedgehog novels and gamebooks (for a few months in the early 1990s he'd written more fiction about Sonic the Hedgehog than anyone else in the world) to epic Warhammer novels, non-fiction about the history of games with industry legend Ian Livingstone, and ground-breaking storytelling games like Once Upon a Time, Alas Vegas and The Extraordinary Adventures of Baron Munchausen. (Once Upon a Time is actually a card-game about telling stories, so maybe that's eighteen.)
James lectures in game design and interactive storytelling at London South Bank University. He's a former TV presenter and Sunday Times journalist, his work has been published by MIT Press, and he is a columnist for Tabletop Gaming magazine. He chairs the GameCamp series of events and has run his board-game design masterclass all over Europe. In the 1990s he was director of Hogshead Publishing, the largest publisher of RPGs in the UK, and in the 1980s he held the Guinness World Record for playing Advanced Dungeons & Dragons non-stop (84 hours).
You can find his website at www.jameswallis.com and on Twitter he's @jameswallis but in the real world he lives in South London with his wife and 1d4 -1 children.
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The author has his roots deep in gaming, and his breadth of knowledge, experience and enthusiasm for the subject shines through, transforming what could be a very dull book into an interesting read even for the non-gamers among us. His work is well presented with relevant illustrations and clear type, definitely up to the usual DK standard.
I gave up mind games, be they with cards, boards, computer, whatever, when my children left home, and never realised the extent to which they have progressed since. This book opened my eyes again. It concentrates mostly on board (or table) strategy games, but brings in precursors and shows how they have developed into military and commercial tools and progressed further into multi-million-dollar entertainment industries.
The backgrounds for some of the games are quite surprising, and it is this fresh look at a subject I had grown bored with years ago that kept my attention through this book. Unusually, I did not go to sleep reading it in bed, and needed external persuasion to stop each night.
It is not for everyone, the subject might be too specialised for some. But it definitely is for those of us who have enjoyed the thrill of winning at Risk, or Cluedo, or Monopoly, or Chess, or even Bridge, or found who their real friends were after playing Diplomacy, and would like to know more about how the games evolved. After all, one only plays a game if it excites and entertains.
The book concentrates on 100 games, which is only scratching the surface. Some games that I used to enjoy a lot at school, like Escape from Colditz or Buccaneer, are only mentioned in passing. Others like Mine A Million are not mentioned at all.
The book is well illustrated, although the layout can be a bit busy at times with captions, sidebars and sideways summaries so you sometimes wonder where to start. Yes it does not go into much depth on any game, but with 100 games crammed into 176 pages that is to be expected. I have a book with twice as many pages just about Monopoly (the excellent Do Not Pass Go by Tim Moore) and there are many books about chess and card games that go into more depth but this gives a decent overview of the whole spectrum of games.
I can't blame the authors if some personal favourites are not included. Not everybody is a fan of Mine A Million after all. I was a little surprised to see Kensington not included though. I seem to remember it being hailed as an innovative game at the time.
Overall this book is well worth the price. A couple of things stood out for me. One was the timeline at the start. I was amazed to find out how recent some games were that I had assumed were much older traditional games - Jenga for example, was create in the 1970s. Another thing that stopped me in my tracks was the concept of 'legacy' games where each time you play the game it is affected by previous games, with Legacy Risk being the prime example. During the game you might end up destroying cards so they can't be used in future games, open up hidden compartments to reveal new cards or rules, or make changes to the game. OK, by the end of it you have trached the game and can't play again without buying a new set, but you will have had 15 games out of it. I had never even heard of it before, but now would love to have a go.
There is lots of history which starts thousands of years ago and I can see that the authors have put in a huge amount of research.
I like the colourful photography and the book is pleasurable to read. I particularly like the content section which illustrates each of the 100 games featured in the book.
Personally, I think I would have liked more focus on games with which I was familiar as many of there are quite obscure, even the modern ones.
Good for teenagers that they have to know the value of the relationship with people and less use of technology. Great book. If you know someone that like board games this is the book.







