Monday, February 23, 2009

Candyland Birthday

Yesterday we celebrated our youngest daughter's second birthday with the help of this amazing Candyland cake (compliments of a friend). I wouldn't have thought to mention this on my game blog, but a recent post on BGN convinced me. I've never heard of anyone applying quantum mechanics to a discussion of this simple child's game before, but there's a first for everything! Here's a snippet:

The astute reader will see where this is headed. Candyland
is an entirely predetermined game from the onset. Assuming no extra shuffles are necessary, perhaps by using three decks in the initial shuffle, once you pull that first card there is nothing you can do to change things. Your fate is sealed – you just don’t know where it will lead. This set-up differs from a game in which one rolls dice or shuffles cards several times during play, effects which subject players to completely random effects as the game progresses.

So now we see the confusion: How can the most random game possible also be the least random game possible?

A potential answer, perhaps, lies in quantum mechanics, specifically in the infamous Schroedinger’s cat analogy. For the uninitiated, here is the analogy: A cat exists with a cyanide capsule inside a sealed box. Every second the cat remains in there, there is a certain probability (p) the capsule will open, killing the cat instantly. When you open the box, will you find a dead cat or an alive cat? Was the cat dead or alive before you opened the box? The obvious answer upon opening the box is that there is a certain probability (P) that the cat has died in the given time, and a certain probability (1 – P) that the cat is still alive. Once you open the safe, you know for certain one way or another, an action called “collapsing the wavefunction” (for reasons I won’t get into here).

The interesting part comes from the state of the cat before opening the box. While no observers are around, the cat is said to be both dead and alive at the same time. This is, of course, a silly result, and it is often refuted with an easy claim that the quantum universe does not apply to a macroscopic one. (Half of all quantum effects cancel out once you are dealing with just two particles; a single mole is composed of 10^23 atoms, hence the cat is never both dead and alive.) But at the quantum level, this sort of thing does happen, this situation does exist.

The question here: Can we consider a theoretical random color spectrum with a given probability of turning up each turn as not macroscopic in nature and therefore applicable to quantum effects? Or is each card a macroscopic entity, with the information imprinted upon it being dependent upon the card itself, thereby leading to a nullification of any and all quantum effects? Is any possible quantum effect here largely canceled due to the number of cards necessary to play a complete game?

Wow, wasn't that fun? Now for some real fun. Here are my house rules for making Candyland a truly enjoyable family (not just little kid) experience:

Instead of using the deck of cards to move, deal out five card to each player and play from this hand of cards. If you play a red, move to the next red and so on. You may also choose to skip your turn and play a card on someone else, causing them to move backwards to the indicated color (or character). Now you have more decisions to make, instead of just the one (should I waste my time by playing this silly game or not?). Enjoy!

Monday, January 26, 2009

New Links Added

I finally got around to adding more links. If you would like me to add a link to your site, just let me know.

Sunday, January 18, 2009

BGG Hot List



Revolution! made the BGG Hot List today! From the moment I started this project years ago, I have always had a burning desire to see my game make this list--even for a day. Now it's happened!

Wow, I'm not sure what to dream about next . . . maybe a firm release date and strong sales numbers . . . :)

Thanks, all you fellow board game geeks!

Saturday, January 17, 2009

Getting Some Attention

Word is getting out. Very exciting! Revolution! has been mentioned on Boardgamenews.com (and added to the Gone Cardboard section) and this French site I've never heard of before. Thanks, guys! Also, I've been doing a little shameless self-promoting over at BGG on the Designer Forum.

Update: Games Fanatic (Polish) and Deck & Board (Italian). Also CosimShop (German).

Friday, January 16, 2009

Release Announced!


The Steve Jackson Games version of Revolution! will be released in April 2009! It looks like they've done a superb job with the cover, and I'm sure the rest of the game will be great, too. Hats off to Phil Reed and all the guys at SJG.

Saturday, December 27, 2008

Axis & Allies For Christmas

I received the new Axis & Allies Anniversary Edition (commemorating Avalon Hill's 50th) for Christmas from my parents (and almost from my wife, too). It is simply amazing! I've been playing Axis & Allies since the mid-80's when it was first published by Milton Bradley. I thoroughly enjoyed the Revised Edition released in 2004, a comprehensive upgrade of the original. I played that version in tournaments and even got it signed by the designer, Larry Harris. I loved it.

This one is even better! First off, the board is GIGANTIC, as you can see. The graphic work is excellent, incorporating a topographical quality. There are more territories in key areas (Eastern Europe, China, Soviet Far East). There's even a new spot in Northern France--a likely foothold for an allied invasion. The packaging is magnificent--boxes are included for the units. And all the boxes fit together to form a picture when packed away. Nice touch. Everything is linen-finished, euro-style. The individual unit sculpts return with a few upgrades/changes. Americans now have P-51 Mustangs instead of P-38 Lightnings. Germans have big Tiger tanks with 88s. We also get a new unit: the cruiser.

The rules have also been improved significantly. The 2004 Revised Edition brought the game light-years ahead of the MB version, but Mr. Harris has taken this opportunity to fix nearly every single gripe and issue. The sub rules are masterful (they can be ignored by surface ships). The new 0-defense transport is perfect. The lowered unit costs should add more units into the fray. The research scheme is forgiving and enticing. The national bonuses inject pure history into the game. And the 1941 starting setup puts you right on the front lines. I believe the moment I completely fell in love with this game was when I first placed those 2 fully-loaded Japanese aircraft carriers in the same sea zone! My Japanese turn was spent trying to put together an invasion of the Philippines and/or a fighter attack on Pearl Harbor (can you say historical accuracy?).

This version includes Italy as a separate power, which seems to work well. It also brings in Chinese forces. These are controlled by the US player, but they get new units (all infantry) based on the number of Chinese territories they control. China becomes a living, breathing beast that Japan cannot afford to ignore. This new reality affects the entire Pacific theater.

I was pleased to find my buddy's name in the playtester credits. Greg Smorey has done just about as much for the Axis & Allies franchise as any other non-paid fan. He runs several tournaments every year. I look forward to facing off with the pros over this new and exciting version of one of the greatest war games ever conceived.

Saturday, November 29, 2008

Revolution Makes Phil Reed's Top 4

This is not exactly a shocking development. He is, after all, producing Revolution! Yet, Phil did not have to include it in his list of the top four games to recommend, but he did anyway. I suspect that he really does like the game, and I find that very encouraging. Thanks, Phil!