Around the world in eighty games From tarot to tic-tac-toe, Catan to Chutes and Ladders, a mathematician unlocks the secrets of the world's greatest games

Marcus Du Sautoy

Book - 2023

"Do you know where you should always move first in Tic Tac Toe? Understand the betting cube in backgammon? Want to know the best property in Monopoly? Did you know that the African game Mancala might have led one of its players to make an early approximation of the number pi? Or that the nigh-magical Golden Ratio can help you win at Rock Paper Scissors? Around the World in Eighty Games is a gleeful exploration of games and math, spanning centuries and millennia, oceans and continents, countries and cultures. Renowned mathematician Marcus du Sautoy shows how mathematics and games have always been deeply intertwined: how games provided some of the first opportunities for deep mathematical insight into the universe; how understanding math... can help us play games better; and how the knowledge and enjoyment of both math and games are integral to human psychology and cultures. But du Sautoy doesn't just look at the games we play; he asks why we play them. For as long as there has been human culture, there have been games. If you look, you can find 12,000-year-old dice, game boards carved in church pews and chiseled into the stones of temples, monuments, and tombs. And for nearly as long, humans have been exploring and discovering mathematics. Taken together, math and games tell us the story of ourselves"--

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Subjects
Published
New York : Basic Books 2023.
Language
English
Main Author
Marcus Du Sautoy (author)
Edition
First edition
Physical Description
viii, 369 pages : illustrations ; 25 cm
Bibliography
Includes bibliographical references and index.
ISBN
9781541601284
  • Chapter 0. Opening Moves
  • Chapter 1. The Middle East
  • 1. Backgammon
  • 2. The Royal Game of Ur
  • 3. Senet
  • 4. Rolling Bones
  • 5. Symmetrical Dice
  • 6. The Doubling Cube
  • Chapter 2. The Arabian Sea: What is a Game and Why Do We Play?
  • 7. Homo Ludens
  • 8. Animal Games
  • 9. Language Games
  • 10. The Grasshopper's Games
  • Chapter 3. India
  • 11. Chess
  • 12. Carrom
  • 13. Ludo
  • 14. Snakes and Ladders
  • 15. Ganjifa Cards
  • 16. The Buddha's Banned Games
  • 17. Hopscotch
  • Chapter 4. The South China Sea: The Math of Games and Games of Math
  • 18. Chocolate Chili Roulette
  • 19. Nim
  • 20. The Ultimatum Game
  • 21. The Prisoner's Dilemma
  • Chapter 5. China
  • 22. Go
  • 23. Chinese Chess
  • 24. Pick-Up Sticks
  • 25. Dominoes
  • 26. Mah-jong
  • 27. Zi Pai, Khanhoo, and the Origins of Playing Cards
  • Chapter 6. The East China Sea: Cards
  • 28. Whist
  • 29. Bridge
  • 30. Spades, Hearts, Diamonds, and Clubs
  • 31. Lady Charlotte and the Game of Parliament
  • 32. Tarot
  • Chapter 7. Japan
  • 33. Hanafuda
  • 34. Pokémon Cards
  • Chapter 8. The North Pacific Ocean: The Psychology of Games
  • 35. Dungeons & Dragons
  • 36. MangaHigh.com
  • 37. Cranium
  • Chapter 9. Australasia
  • 38. Mu Torere
  • Chapter 10. The South Pacific Ocean: Games in the Arts
  • 39. Cluedo
  • 40. Azad and the Player of Games
  • 41. Games and Riddles
  • 42. Theater Games
  • 43. Mozart's Dice Game
  • Chapter 11. South and Central America
  • 44. Mexican Bingo
  • 45. Jogodo Bicho
  • 46. Adugo and Komikan
  • 47. Sapo
  • 48. Truco
  • 49. Perudo or Dudo or Liar's Dice
  • 50. Pitz, the Mayan Ball Game
  • Chapter 12. The United States
  • 51. The Casino
  • 52. The Mansion of Happiness
  • 53. Monopoly
  • 54. Scrabble
  • 55. Wordle
  • 56. Rock Paper Scissors
  • 57. Ticket to Ride
  • Chapter 13. The Atlantic Ocean: Computer Games
  • 58. Prince of Persia
  • 59. Spacewar!
  • 60. Tetris
  • 61. The Game of Life
  • 62. Tic-Tac-Toe or Noughts and Crosses
  • Chapter 14. Africa
  • 63. Mancala
  • 64. Gulugufe and Fanorona
  • 65. Achi
  • 66. Bolotoudou
  • 67. Nine Men's Morris
  • 68. Agram
  • Chapter 15. Europe
  • 69. Spiel des Jahres
  • 70. Pandemic
  • 71. The Best Board Game Ever
  • 72. Ludus Latrunculorum
  • 73. Risk
  • 74. L'Attaque and Women in the Gaming Industry
  • 75. Pipopipette or Dots and Boxes
  • 76. Dobble
  • 77. SET
  • 78. Mornington Crescent and Nongames
  • 79. Infinite Games
  • 80. The Glass Bead Game
  • Chapter 16. Endgame
  • Appendix How to Play Around the World in Eighty Games
  • Acknowledgments
  • Bibliography
  • Index
Review by Publisher's Weekly Review

Mathematician Du Sautoy (Thinking Better) contends in this entertaining study that such classic games as pick-up sticks, Scrabble, and Dungeons & Dragons all have one thing in common: they center around complex math. Du Sautoy tours the globe, introducing readers to 80 games both familiar and obscure, and describing how each is governed by probabilities, algorithms, geometry, and algebra. Positing games as "a living archaeology capturing the passions and pursuits of the people of the past," Du Sautoy also delves into their history to reveal the cultural and political values behind their creation. For example, the Chinese strategy game Go, which evolved in the sixth century BCE, emphasizes the acquisition and holding of territory (Du Sautoy contrasts this with the more aggressive war game of chess that emerged in India around the same time), while Monopoly teaches the capitalistic values of 20th-century America. Each section details how to "solve" the math behind the game and come out ahead, while throughout Du Sautoy touches on such issues as the need for more female game creators and the possibly addictive properties of computer games. This meticulous and deeply researched survey will appeal to math-lovers and history buffs alike. (Nov.)

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Review by Kirkus Book Review

According to one of the world's most respected mathematicians, the games we play have made us who we are. Du Sautoy, an Oxford academic and author of The Music of the Primes, Symmetry, How To Count to Infinity, and other acclaimed works, admits to a fascination with games. When he has travelled to attend conferences and meetings around the world, he has tried to find out how the locals amuse themselves. In his latest book, the author examines the mechanics and history of each game (he does not include sports) as well as the underlying math. "Tell me the game you play," he writes, "and I'll tell you who you are." While he has great affection for rational, strategic games like chess, his main interest is games that require both skill and luck. The games that have endured are those with simple rules that give rise to near-infinite complexity. Some games, like backgammon and bridge, transcend national borders, while others, such as mancala (mostly in Africa) and truco (South America) are played mainly in their culture of origin. The author acknowledges that his list is somewhat arbitrary, but he thoroughly knows his subject, and he writes with self-effacing charm. He discusses the odds that apply to dice games, cards, and even roulette, although he emphasizes that the most that math study can give you is a slight edge, not an unbeatable advantage. In fact, many regular game players have an intuitive grasp of the odds, which leads du Sautoy to speculate that games played a crucial part in the brain development of early humans. "Both games and mathematics combine the creativity and imagination of the artist with the logic and practicality of the scientist," he writes, adding that "we will keep on inventing new games"--a fitting conclusion to an engrossing tour. A complex package delivered in refreshingly simple and consistently entertaining terms. Copyright (c) Kirkus Reviews, used with permission.

Copyright (c) Kirkus Reviews, used with permission.