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.)
You must log in or # to comment.
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.