Friday, August 22, 2014
Third annual-ish "What to pack for a vacation"
Thursday, July 3, 2014
Second annual List of Shame: The Unplayed Games of 2014
Friday, April 25, 2014
Luck, skill, and research
Thursday, September 6, 2012
Boardgame landscape 76 years ago
Saturday, July 14, 2012
Ethics in gaming: Reflections on the WBC seminar
[While on vacation in North Carolina, in anticipation of going to the World Boardgaming Championships in Pennsylvania in a few weeks, I scheduled a re-post of one of my most popular articles, a reflection on the "Ethics in Gaming" seminar from the 2011 WBC convention. Originally appeared 15 August 2011]
Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming. I had no idea what to expect and was pleasantly surprised at the directions that the conversation took. Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game. The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships. A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation. Although success requires alliances, winning sooner or later requires betrayal. So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.
Tuesday, July 10, 2012
What to pack for a vacation
[While on vacation in North Carolina, I scheduled this re-post of my vacation boardgaming selections from last summer. Originally appeared 29 July 2011]
We recently went on a vacation in the West Virginia mountains for some white-water rafting, horseback riding, paintball, and a zip line canopy tour. (ACE Adventures, if you're interested.) In the absence of internet and video games, we anticipated the need for some quality family downtime in the cabin. So of course that means boardgames!
Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices. This time we wanted more options without having to bring the entire game closet. So we put together a packing list of games that most of us like. Everybody got to pick at least one game. We wanted to have at least three options each for two, three, four, or five players. At least three of the games had to be accessible to the youngest of us (ten years old). We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring. Here's the list we came up with:
- Chicago Cribbage
- Incan Gold
- Citadels (note - this link plays music)
- Ace of Aces
- Catch Phrase
- Martian Fluxx
- Travel Scrabble
- Trains Planes and Automobiles
- Empyrean Inc
- Forbidden Island
- Car-Go Othello
- Pirateer
- Uno H2O Splash
So what did we actually play? Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia. The brilliance in the design of this game is that there are no separate parts. The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board. Each space can be rotated to show a green blank, a white piece, or a black piece. The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).
Whirlpool randomizer from Uno H2O Splash |
Sample page from Ace of Aces |
We did play a few conventional games during our down-time in the cabin. Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win. Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later. My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand. My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.
And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.
Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.
Monday, August 15, 2011
Ethics in gaming: Reflections on the WBC seminar
Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming. I had no idea what to expect and was pleasantly surprised at the directions that the conversation took. Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game. The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships. A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation. Although success requires alliances, winning sooner or later requires betrayal. So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.
Ethical issues can emerge when games bleed over into real life, however. If someone's feelings are genuinely hurt by a twist of the knife in a game, it raises the question of whether even perfectly legal game-play can cross a line if it damages personal relationships. It happens that not all games are for all people; some people refuse to play Diplomacy because it is just too cutthroat for them. That makes sense, too, because presumably the point of a game is to have fun; if playing under a code of behavior that permits back-stabbing ceases to be fun (for an individual), then the game (for that person) ceases to be worth playing. I have had two episodes in which perfectly legitimate moves in games actually hurt people's feelings - people very close to me - and led me to adjust the way that I play to accommodate the relationships that I have with the other players.
Another interesting aspect of games that involve lying can bleed over into real life as well. Sometimes we learn how to lie, or how to detect lying, by playing games in which good lying is rewarded. Bluffing might be considered lying, so a person who develops skill at poker might also be honing social skills that can be used to take advantage of other people. One member of the seminar raised the question whether it is morally proper to play a game that practices and develops the "skill of sinning," such as becoming more adept at lying.
I shared an experience I had as a junior office aboard a submarine in the Navy. It was the custom of the wardroom to get together occasionally at the Officers Club for a game of Liar's Dice. At one particular session, I was alarmed to learn that I was remarkably good at lying to the captain. I could just imagine being in a situation at sea in which it would be easier to lie to the captain in the middle of the night than to tell him what was really going on, and I didn't like thinking that I could actually pull it off. (For the record, I never did, of course. The Naval Academy Honor Concept is quite clear on this principle.)
I was surprised to learn about games that encourage stealing - Cosmic Encounter, in particular. I don't mean games like Clue: the Great Museum Caper, in which one player is an art thief who moves around the museum attempting to steal paintings. I mean that the game motivates a player under certain circumstances to swipe game pieces - like money from the bank - and keep it if he or she can get away with it. As the others in the seminar described the roles in this game, it struck me as odd and a little outside my comfort zone in terms of what a game should be - or at least, the kind of game I like to play. And a few others in the group, who were familiar with Cosmic Encounter, said they don't play it for that reason.
The discussion also turned to the question of inappropriate game themes. I know of parents who discourage or prohibit their children from playing wargames as impersonal recreations of killing on a large scale. There is some merit to this position as a matter of conscience. But everyone present at this seminar was quite comfortable with wargames. One theme that did come up as questionable, however, was that of the murder of an individual. Joel posed the question regarding the game Kill Doctor Lucky, in which players compete to kill the fictional Dr. Lucky without being detected in the murder. The tone of the game is humorous, but some might find offensive the notion of trying to get away with murder as the object of a game. The group did not settle on a firm consensus on this point, though no one singled out Kill Doctor Lucky as an objectionable game in its own right.
I brought up Guillotine as another game with a potentially questionable theme. Players represent executioners during the French Revolution competing to execute the most prestigious nobles. The game even includes a few true historical figures - King Louis XVI, Marie Antoinette, and Robespierre. But the rendering of the nobles and the action cards and the nature of the game rules are so comical that the game comes off as light-hearted, despite the rather morbid theme.
Subsequent to this discussion, I recently ran across a review of Letters from Whitechapel, in which one player attempts to carry out the role of Jack the Ripper while the other players try to apprehend him. I find this game a little more disturbing than Kill Doctor Lucky and Guillotine for several reasons. First, Jack the Ripper was a real serial killer, and his victims were real women. The notion of playing this role by moving around the board attempting to kill prostitutes crosses a line, for me, because it represents a ruthless real-life murderer who was never caught. Second, the game art sets a dark, somber tone, not at all a light-hearted deflection of the nature of the theme as in Kill Doctor Lucky or Guillotine. Had I known about this game at the time of the seminar, it would have been an interesting addition to the conversation.
Surely there are few themes more objectionable to depict in a game than the Holocaust, and yet I'd read an article about a game called Train based on that very topic. Actually, to be fair, Train wasn't so much a game as a work of art, or a psychological demonstration. Still, it goes to show that there are some places in history that just aren't appropriate for re-visiting in the form of a game.
(c) Looney Labs Used by permission |
Friday, July 29, 2011
What to pack for a vacation
Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices. This time we wanted more options without having to bring the entire game closet. So we put together a packing list of games that most of us like. Everybody got to pick at least one game. We wanted to have at least three options each for two, three, four, or five players. At least three of the games had to be accessible to the youngest of us (ten years old). We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring. Here's the list we came up with:
- Chicago Cribbage
- Incan Gold
- Citadels (note - this link plays music)
- Ace of Aces
- Catch Phrase
- Martian Fluxx
- Travel Scrabble
- Trains Planes and Automobiles
- Empyrean Inc
- Forbidden Island
- Car-Go Othello
- Pirateer
- Uno H2O Splash
So what did we actually play? Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia. The brilliance in the design of this game is that there are no separate parts. The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board. Each space can be rotated to show a green blank, a white piece, or a black piece. The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).
Whirlpool randomizer from Uno H2O Splash |
Sample page from Ace of Aces |
We did play a few conventional games during our down-time in the cabin. Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win. Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later. My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand. My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.
And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.
Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.