How a board game became a perfect case study in perverse incentives, technological anxiety, and the content-industrial complex. (Includes: Soviet yogurt codes, bathroom stall photography, and one very angry Vladimir Kramnik.)

  • propter_hog [any, any]@hexbear.net
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    2 days ago

    It’s those damned ceiling mirrors that let you see the other player’s move

    /s on a serious note, I don’t play online anymore because of cheaters. I’ll only play humans over the board.