RetroPauseBoard games
Thematic archive · Board games

Board games and the pleasure of sharing the rules

Latest additions

2000s

Before Monopoly, a game about who owns the land

Elizabeth Magie’s The Landlord’s Game predates Monopoly and places the game’s history within a debate about property and inequality. The available evidence supports a more limited account than familiar origin stories suggest.

Contemporary

When a Board Game Speaks About Heritage

Games can offer a way into history and heritage, but the available sources invite us to distinguish between playing, teaching and conserving. A cautious look at museum projects and records.

1990s

The 1990s changed the board game, but not overnight

The spread of Eurogames, festivals and a growing range of products helps explain the transformation of board games from the 1990s onward. The available sources point to a significant shift, but do not support reducing it to a single date or title.

1990s

When Playing Also Means Interpreting History

Board games can serve as entertainment, educational tools and accounts of the past. Looking at their rules and production contexts helps us ask which histories they make visible—and which they leave out.

1990s

What changed in board games from the 1990s onward

The available sources describe the 1990s as a turning point for the industry: the range of games grew and new proposals became more popular. They also show how history, mechanics, materiality and debates over what makes a board game “modern” intersect.

2000s

History fits in a box, but never without omissions

Board games that depict the past do not simply reproduce it: their rules select events, limit possibilities and guide the player’s perspective. A critical look at historical simulation and educational use.

1990s

From pastime to designer game: how modern board games changed

From the new European wave of the late 1970s to popular titles of the 2000s, the sources trace a shift in how board games were viewed: from a pastime associated with childhood to social leisure and a creative field with its own identity.

1990s

From adult games to the rise of designer games: a transition in stages

A cautious reading of the available sources traces three shifts: the appearance of games expressly aimed at adults in the 1970s, a new wave centred in Germany from the end of that decade, and the expansion of the market during the 1990s. Master Mind, Othello and later titles offer reference points, without turning a limited selection into a complete history.

1990s

The 1990s and the Board Game’s New Centrality

A cautious reading of the transformation attributed to board games since the 1990s: a broader offer, the popularisation of eurogames, new audiences, and the emergence of the board game as a field of cultural and industrial study.