A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Games can be based on pure strategy, chance (e.g., rolling dice), or a mixture of the two, and 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 opposing players in terms of counters, winning position, or accrual of points (often expressed as in-game currency).
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme (e.g., checkers), to having a specific theme and narrative (e.g., Cluedo). Rules can range from the very simple (e.g., Tic-tac-toe), to those describing a game universe in great detail (e.g., 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.
A variety store (also pound shop, dollar store, and other names) is a retail store that sells a wide range of inexpensive household goods.
Variety stores often have product lines including food and drink, personal hygiene products, small home and garden tools, office supplies, decorations, electronics, garden plants, toys, pet supplies, remaindered books, recorded media, and motor and bike consumables. Larger stores may sell frozen foods and fresh produce.
Variety stores arose in the early 20th century, with Woolworth's model to reduce store overheads by simplifying the duties of sales clerks. They may now be found all over the world.
A variety store often sells all goods at a single price, in which case it may be called a price-point retailer. The name of the store often reflects this, and in different markets it may be called a dollar store, pound shop, euro store and so on.
Some items are offered at a considerable discount over other retailers, whereas others are at much the same price point as conventional retail establishments. There are two ways variety stores make a profit:
100-yen shops (百円ショップ, hyaku-en shoppu) are common Japanese shops in the vein of American dollar stores. Stocking a variety of items from clothing to stationery, housewares to food, each item is priced at precisely 100 yen. Some examples are Daiso, Seria and Cando. A recent variation of the 100-yen shops are 99-yen shops. Daiei also operates 88-yen stores. Some shops, such as SHOP99, specialize in certain items, such as groceries or natural goods, but this is less common than the variety store model. The current Japanese sales tax of 8% is also added, making a 100-yen purchase actually cost 108 yen.
One supporter of 100-yen shops is Hirotake Yano, the founder of Daiso Industries Co. Ltd., which runs "The Daiso" chain. The first store opened in 1991, and there are now around 1,300 stores throughout Japan. This number is increasing by around 40 stores per month. One of the largest 100-yen Shops is the Daiso in the Harajuku neighborhood of Tokyo. It spans four stories and over 10,500 square feet (980 m2). Larger still is the five story Daiso Giga Machida in front of Machida Station, Tokyo.
A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematical parameters. Often, such games have simple rules and match procedures, such as Tic-tac-toe and Dots and Boxes. Generally, mathematical games need not be conceptually intricate to involve deeper computational underpinnings. For example, even though the rules of Mancala are relatively basic, the game can be rigorously analyzed through the lens of combinatorial game theory.
Mathematical games differ sharply from mathematical puzzles in that mathematical puzzles require specific mathematical expertise to complete, whereas mathematical games do not require a deep knowledge of mathematics to play. Often, the arithmetic core of mathematical games is not readily apparent to players untrained to note the statistical or mathematical aspects.
Some mathematical games are of deep interest in the field of recreational mathematics.
When studying a game's core mathematics, arithmetic theory is generally of higher utility than actively playing or observing the game itself. To analyze a game numerically, it is particularly useful to study the rules of the game insofar as they can yield equations or relevant formulas. This is frequently done to determine winning strategies or to distinguish if the game has a solution.
Blaufränkisch (German for blue Frankish) is a dark-skinned variety of grape used for red wine. Blaufränkisch, which is a late-ripening variety, produces red wines which are typically rich in tannin and may exhibit a pronounced spicy character.
The grape is grown across Central Europe, including Austria, Czech Republic (in particular southern Moravia where it is known as Frankovka), Germany, Slovakia (where it is known as Frankovka modrá), Croatia (frankovka), Slovenia (known as modra frankinja), and Italy (Franconia). In Hungary the grape is called Kékfrankos (also lit. blue Frankish) and is grown in a number of wine regions including Sopron, Villány, Szekszárd, and Eger (where it is a major ingredient in the famous red wine blend known as Egri Bikavér (lit. Bull's Blood) having largely replaced the Kadarka grape). It has been called "the Pinot noir of the East" because of its spread and reputation in Eastern Europe. In America this grape is grown in Idaho, Washington State and the Finger Lakes region of New York State, where like in Germany it is known as Lemberger, Blauer Limberger or Blue Limberger.
A simulation video game describes a diverse super-category of video games, generally designed to closely simulate aspects of a real or fictional reality.
A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, or prediction. Usually there are no strictly defined goals in the game, with players instead allowed to freely control a character. Well-known examples are war games, business games, and role play simulation.
From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies.
Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.
While many credit simulation games beginning with Will Wright and SimCity in 1989, the true progenitor of the genre was "Fortune Builder", released in 1984 on Colecovision. Certain games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems.