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PAX Aus is a celebration of gaming and gaming culture featuring thought-provoking panels, a massive expo hall filled with the best publishers and independent studios, game demos, musical performances, tournaments, and a community experience unlike any other. Held across three full days and all under one roof, PAX offers the community the opportunity to meet with old friends, make new ones, interact with game developers, publishers and brands, and get hands-on with everything they love about gaming.

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Board Games Explained: What They Are and How to Choose One to Play

A board game is a game built around a physical or digital board and pieces, where players take turns making moves under a shared set of rules. If you want a quick answer on how to choose one: match the game to your group size, available time, and how much complexity you enjoy. Abstract strategy games like draughts (checkers) are the simplest entry point — two players, one board, rules you can learn in minutes — while party, family, and heavier strategy games serve different groups. This guide covers the main categories, the factors that matter when picking a game, and how to start playing draughts online right away.

What counts as a board game

The defining feature is a board that defines the play space, plus pieces that move or get placed on it. That separates board games from:

  • Card games — played with a deck, no board required (poker, bridge).
  • Dice games — outcomes driven by dice rolls (craps, yahtzee-style games).
  • Video games — digital-only, even when they simulate a board.

Many modern games blend these (board plus cards plus dice), so treat the categories as a rough map, not strict walls. The useful distinction is what the game asks you to do: move pieces on a shared space, manage a hand, or roll for outcomes.

The main genres and who they suit

Genre What it rewards Good for
Abstract strategy Pure logic, no luck, no theme Two players who want a fair, quiet contest
Strategy / euro-style Planning, resource management Groups of 2–4 who like depth over speed
Party games Social reading, humor, fast rounds Large groups, mixed skill levels
Family games Simple rules, short turns Kids and adults playing together

Draughts and checkers sit firmly in the abstract strategy column: no hidden information, no dice, no theme — just position and foresight. That makes them a good first board game for anyone, and a good benchmark for whether you enjoy thinking several moves ahead.

How to choose a game: four factors

  1. Player count. Check the box or listing for the supported range, not just the maximum. A game "for 2–6" often plays best at 3–4. Draughts is strictly two-player.
  2. Play time. A 15-minute game and a 3-hour game demand different settings. Short games work for lunch breaks; long ones need a planned session.
  3. Complexity. Rulebook length and turn length are decent proxies. If you want to start playing within five minutes, pick a game whose rules fit on one page — draughts qualifies.
  4. Age range. Publisher age ratings reflect both rule complexity and content. For mixed-age groups, favor games with simple turns and no reading-heavy components.

If you're unsure, start with an abstract strategy game. The rules are short, the equipment is minimal, and skill improves visibly with practice — which keeps new players engaged.

Draughts (checkers) as a concrete example

Draughts is the classic two-player abstract game, and the English variant is the version most people mean by "checkers." Per the rules described on draughts.org:

  • Board and pieces: an 8x8 checkerboard with alternating light and dark squares, 12 pieces per player (red and white).
  • Movement: on your turn, move one piece diagonally to an adjacent empty square.
  • Capturing: if you can jump an opponent's piece, you must do so — captures are mandatory.
  • Kings: a piece that reaches the far side becomes a king and can then move both forward and backward. Kings can still be captured.
  • Winning: capture all your opponent's pieces, block all their legal moves, or win by forfeit. If neither player can move, the game is a draw.

That ruleset is small enough to hold in your head after one read, which is exactly why draughts works as a first board game.

Variations worth knowing

The rules change with the variant, so confirm which one you're playing before you start:

  • International draughts (also called Polish draughts): played on a 10x10 board with 20 pieces per player. Captures are mandatory, and when multiple capture sequences exist, you must choose the one that captures the most pieces. Kings can capture in any direction and jump multiple pieces in a single move.
  • English draughts: the 8x8 version described above.
  • Russian draughts: a separate variant listed alongside the others.

If you're learning from a friend or a website, ask which variant is in play — the board size and capture rules differ enough to change your strategy.

Where to play: online vs. physical

  • Online: draughts.org offers play against the computer or against a human, so you can start without owning a set or finding a partner. This is the fastest route if you want to learn the rules or test whether you enjoy the game before buying anything.
  • Physical: a board and pieces let you play face-to-face, which is better for teaching and for the social side of board gaming.

A practical sequence: learn the rules online against the computer, then move to human opponents once the mandatory-capture rule feels automatic.

Common sticking points for new players

  • Forgetting mandatory captures. In English and international draughts you cannot decline a jump. Missing this is the most frequent beginner error.
  • Assuming kings are safe. They aren't — an opponent can still capture a king.
  • Confusing variants. A 10x10 board means international rules, not English. Check the board before you assume the capture rules.
  • Ignoring the draw condition. If neither side can move, the game ends level. Plan for it rather than forcing a losing position.

Once the basic rules are automatic, the game becomes what it's known for: a battle of position and foresight rather than luck.

What Are Video Games and What Makes Them Different From Other Media?

A video game is interactive software: the experience only happens when a player provides input, and that input changes what occurs on screen. That single condition separates games from film, television, books, and music, all of which deliver a finished experience whether or not the audience does anything. If you want to understand the category, the useful move is to look at four things: the input loop, the genres, the platforms, and the people who build them.

The defining trait: player input drives the experience

In passive media, the work is complete before you arrive. A film plays the same whether you watch closely or leave the room. A game is not complete until it is played — the software holds rules and state, and your actions move that state forward.

That produces a feedback loop:

  1. Rules define what you may do (move, shoot, build, choose).
  2. Goals define what counts as success.
  3. Challenge creates resistance between you and the goal.
  4. Feedback tells you immediately whether your last action worked.

Remove the challenge and you have a toy — something to fiddle with, with no win condition. Remove the goals and you have a simulation, which models a system rather than asking you to beat it. Games sit where rules, goals, challenge, and feedback all apply at once.

The term covers many different things

"Video Games" is not one product category. It is an umbrella over genres and platforms that share almost nothing except interactivity.

Common genres

Genre Core activity Example of the appeal
Action Reflexes and timing Fast, moment-to-moment decisions
Role-playing (RPG) Character growth and story choices Long-term progression and narrative
Strategy Planning and resource management Outthinking an opponent or system
Puzzle Pattern recognition and logic Solving a contained problem
Simulation Managing a system Seeing consequences accumulate
Sports / racing Competing under physical rules Mastery of a specific skillset

Common platforms

  • Console — dedicated hardware connected to a TV.
  • PC — desktop and laptop systems, often with keyboard and mouse.
  • Mobile — phones and tablets, usually touch controls.
  • Browser — games that run inside a web page with no install.

The same genre can appear on any platform, but the controls shape the design. A strategy game built for mouse input plays differently from one built for a touchscreen.

Making a game takes several distinct roles

A finished game is usually the output of a team, and the roles map closely to other software and media work:

  • Design — defines rules, goals, balance, and pacing.
  • Art — creates characters, environments, and interface.
  • Programming — implements the systems that make the loop run.
  • Audio — music, sound effects, and voice.
  • Testing / QA — finds the cases where the loop breaks.

Small teams combine these roles; large productions separate them. This is also why game development overlaps with web development and design as a technical discipline — both are software built for an audience, and both live or die on how the interaction feels.

How to actually try games yourself

If the category is still abstract, the fastest way to make it concrete is to pick one path and start:

  1. Choose a platform you already own — a phone, a laptop, or a console.
  2. Choose one genre from the table above that matches something you already like (puzzles if you like logic, strategy if you like planning).
  3. Pick one starting title that is free or low-cost on that platform, so the commitment is small.
  4. Play for one session and watch the loop: what did you do, what happened, and did the feedback tell you whether it worked?

If step four is unclear, the game is probably not giving you enough feedback — which is itself a useful thing to notice, because it is the same failure mode that makes a website or app feel broken.

Video games are best understood not as a single medium but as a family of interactive systems. The label tells you one thing reliably: your input matters. Everything else — genre, platform, budget, team size — is a variable.

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