GUESS WHO VS RITHMOMACHY
GUESS WHO
Guess Who? is a two-player character guessing game created by Ora and Theo Coster, also known as Theora Design, that was first manufactured by Milton Bradley in 1979 and is now owned by Hasbro. It was first brought to the UK by Jack Barr Sr. in 1982. The classic edition is currently being produced by Winning Moves Games USA. Each player starts the game with a board that includes cartoon images of 24 people and their first names with all the images standing up. Each player selects a card of their choice from a separate pile of cards containing the same 24 images. The objective of the game is to be the first to determine which card one's opponent has selected. Players alternate asking various yes or no questions to eliminate candidates, such as: "Does your person wear a hat?" "Does your person wear glasses?" "Is your person a man?" The player will then eliminate candidates (based on the opponent's response) by flipping those images down until only one is left. Well-crafted questions allow players to eliminate one or more possible cards. Special editions which have different faces have been released, including Star Wars, Marvel Comics and Disney. There are smaller, "travel" editions which have only 20 different faces. In 2008 and 2010, extra and mix and match games were released. A computer game based on the series was released in 1999 by Hasbro Interactive. In the United States, advertisements for the board game often showed the characters on the cards coming to life, and making witty comments to each other. This caused later editions of such ads to carry the spoken disclaimer line "game cards do not actually talk" in order to meet Federal Trade Commission advertising guidelines requiring full disclosure of toy features unable to be replicated with the actual product.
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RITHMOMACHY
Rithmomachy (or Rithmomachia, also Arithmomachia, Rythmomachy, Rhythmomachy, or several other variants; sometimes known as The Philosophers' Game) is a highly complex, early European mathematical board game. The earliest known description of it dates from the eleventh century. A literal translation of the name is "The Battle of the Numbers". The game is much like chess, except most methods of capture depend on the numbers inscribed on each piece. It has been argued that between the twelfth and sixteenth centuries, "rithmomachia served as a practical exemplar for teaching the contemplative values of Boethian mathematical philosophy, which emphasized the natural harmony and perfection of number and proportion. The game, Moyer argues, was used both as a mnemonic drill for the study of Boethian number theory and, more importantly, as a vehicle for moral education, by reminding players of the mathematical harmony of creation." Very little, if anything, is known about the origin of the game. Medieval writers attributed it to Pythagoras, but no trace of it has been discovered in Greek literature, and the earliest mention of it is from the time of Hermannus Contractus (1013–1054). The name, which appears in a variety of forms, points to a Greek origin, the more so because Greek was little known at the time when the game first appeared in literature. Based upon the Greek theory of numbers, and having a Greek name, it is still speculated by some that the game originated in Greek civilization, perhaps in the later schools of Byzantium or Alexandria. The first written evidence of Rithmomachia dates to around 1030, when a monk named Asilo created a game that illustrated the number theory of Boëthius' De institutione arithmetica, for the students of monastery schools. The rules of the game were improved shortly thereafter by another monk, Hermannus Contractus from Reichenau, and in the school of Liège. In the following centuries, Rithmomachia spread quickly through schools and monasteries in the southern parts of Germany and France. It was used mainly as a teaching aid, but gradually intellectuals started to play it for pleasure. In the 13th century Rithmomachia came to England, where famous mathematician Thomas Bradwardine wrote a text about it. Even Roger Bacon recommended Rithmomachia to his students, while Sir Thomas More let the inhabitants of the fictitious Utopia play it for recreation. The game was well enough known as to justify printed treatises in Latin, French, Italian, and German, in the sixteenth century, and to have public advertisements of the sale of the board and pieces under the shadow of the old Sorbonne.