The board and card game traditions have also given a lot to digital games. What I think digital games have taken the most from board games and card games is the way they manage chance. Both contemporary designed games and older folk games have invented many systems for managing chance. To help boost your business' profile on the internet, why not list in a UK business directory today?
The six-sided die, for example, allows for the random selection of six equally likely outcomes (and can then be further used to access other percentages and ratios; for example, three outcomes, each represented by two sides of the die, or eleven outcomes with different likelihoods represented by two rolls of the die, and so on.) Card games themselves are designed as a system for managing chance and gradually revealing information. When all cards are in the deck, every card in the game has (as far as the player knows) an equal chance of being in any position.
Once a card has come into play and been seen by the players, though, the players then know where it is and can use that information to make guesses about the remaining cards. Cards also allow players to manage the pace at which they reveal information: a player might have a hand of seven cards hidden from the other players, who don’t know whether those cards have come into the game yet or not. Poker is a classic game of using limited knowledge of the cards in play to predict the positions of cards not yet in play.
This is what makes Poker an elaborate game of bluffing. One player tries to see through the other’s “Poker face” because the decisions she’ll make are based on what she can predict about the information the other player is concealing. Contemporary game designers have contrived even more rules to control the revelation of information. Aside from hiding information, chance is frequently used to break symmetry.
Having different starting conditions between players prevents both players from having the same set of ideal moves, and thus having the game become a stalemate. Having different, randomly selected values between one play and another, or having different game events happen at different, impossible-to-predict times (or not at all), means that each game will demand a different strategy, keeping play from becoming stagnant. At the start of the game, a number of cards are shuffled and randomly distributed, one to a player. These cards describe how valuable the different commodities are to the players who hold them, and each card values the commodities differently. The cards are also kept hidden until the end of the game, each card seen only by the player that holds it. Because each player is aware of the entire possible set of values on the cards—she knows which cards are in the game, and which card she, and therefore not the others, possesses—she can watch the other players’ decisions and make deductions about which players have which cards, and therefore which commodities are valuable to which players.