Destroying
boardgame components is a stunning new trend adopted by thousands of
enthusiasts who, not that long ago, frowned over a dog-eared card and scowled
at a Pepsi-stained board.
How
the hell did this happen?
Boardgames
have a come a long way since the turn of the millennium. Where they mainly used
to exist as unsophisticated wargames (like Risk
or Axis & Allies) or
variations on the roll-and-move model (such as Candyland, Chutes & Ladders or Monopoly), they are now so varied in concept and execution that it’s
getting difficult to keep track of it all.
Nowadays, boardgames cover a myriad of themes and
employ a dazzling array of mechanisms to create fun and excitement at the
gaming table. Some of the best-selling titles of the past decade involve
establishing railroad networks in various parts of the world (the Ticket to Ride series), running a 17th-century
farm and trying not to starve (Agricola),
working together to stop deadly viruses from spreading all over the globe (Pandemic), and producing and shipping
goods during colonial times in the Caribbean (Puerto Rico).
(For the uninitiated, it’s worth mentioning that
none of the above games use dice in any way, shape or form. New boardgames
definitely don’t play the way they did 20 years ago—but that’s a topic for a
different blog post…)
However, for all their newfangled twists and
original backdrops, today’s games share one crucial characteristic with their
ancestors: they reset at the end of each and every session. You set up
the game, play it to its conclusion, and then break it down and put it back in
the box, where it’ll wait in that inert state until someone begins the cycle
anew. Sessions will unfold differently depending on random set up elements and decisions
taken by the players, but the game always starts with an empty board, in a sort
of virginal state. Unsoiled.
But all that is slowly changing, thanks to an
unassuming game released in 2011.
Ironically, the game that shook up the established
order came from Hasbro, a toy maker not known for innovative gameplay (thanks
to tired games—Clue, Risk, Operation,
etc.—endlessly refitted with the hot intellectual property of the moment). But
that is where designer Rob Daviau conceived of a game that would NOT reset at
the end of every session. A world that would evolve with each run-through and
offer players an ever-changing landscape.
Of course, the idea of “campaigns” wasn’t a new
one in the boardgame world. You would play one session and the results of said
session would influence the next one, and so on (usually through changes in set
up to reflect, for instance, lost combat units or gained resources). But what
Daviau was proposing went way beyond some inter-session bookkeeping: he wanted
to physically alter the components of the game. Forever.
And so was born Risk Legacy, another entry in an ocean of Risk variations. But that one was different; that one was crazy.
Sure, the game used the basic Risk
mechanisms and offered yet another setting (sci-fi warlords vie for Earth
domination) but it came in a box with sealed packages and envelopes, together
with strict instructions as to when to open them. Players were invited to
select a faction that they would play throughout the entire 15-session
campaign, and then write their names
on the faction cards. Using a permanent marker.
That first act of desecration was already too much
for many gamers, who simply refused to take part in such atrocities. But the
madness was only getting started. The game, among other things, allowed for
cities to be conquered, burned to the ground or fortified. And so the
conquering, burning or fortifying player was required to use one of the many
stickers provided with the game, and apply it to the board to denote the city’s
new status. We’re not talking Post-It notes, here: those are stickers that
never, ever come off. That city got destroyed? Well it’s destroyed. For all
eternity.
… in your
copy of the game, that is. Because the group next door, who’s also playing its
own campaign of Risk Legacy, will
most probably not go through the same motions your group did. So different
cities will get different treatments. Different factions will acquire different
technologies (note it on your faction card!). Sealed events will happen at
different moments and affect different elements of the game, and so on. In the
end, each group winds up with a completely personalized copy of the game, an
extreme level of customization achieved through 15 sessions of pure exploration.
Not only do you not have access to the full roster of game components when you
first start out, but even the rules evolve over time, with holes in the
rulebook being filled with stickers that modify the way the game is played.
Risk Legacy
quickly found its audience, and it was only a matter of time before other
legacy-style games saw the light of day. Daviau himself designed a sequel of
sorts, once again picking up an existing design—the aforementioned Pandemic—and giving it the legacy
treatment. In Pandemic Legacy, Season 1 (which
strongly hints at a possible continuation of the storyline), two to four
players get together to fight the spread of deadly viruses. And it feels pretty
much like your good old Pandemic—well,
perhaps apart from naming the characters you decide to play and logging the
date of each session on their cards—until the shit hits the fan. Things spiral
out of control, characters die (yes, rip that card to shreds and throw it
away), heroes emerge from the wreckage (new characters to choose from!), a new,
deadly virus makes a dramatic entrance (time to alter that rulebook), special
missions become priorities (it almost feels like we’re playing a different
game!) and so on, for a campaign experience that spans 12 to 24 sessions, depending
on your level of success at the end of each run.
Was it fun? You bet. The experience ranks among
the highlights of my long and distinguished career as a boardgaming geek, and
it showed me that boardgames can tell gripping, edge-of-your-seat interactive
stories to rival movies, videogames and those page-turners that keep you awake
all night.
(Come on: I remember my group finishing a session
of Pandemic Legacy past midnight and immediately
launching into the next one, even though we all had to get up and go to work
just a few hours down the line.)
Will we play with our Season 1 box again? No.
While the game does permit further sessions—you just keep playing with your
customized game, even though your actions no longer contribute to an ongoing
storyline—it has essentially run its course. We keep it archived and look at
the resulting board from time to time, like a worn out diary that speaks to
turbulent times and obstacles now overcome.
Will we buy Season 2 if it ever comes out? Only
death would prevent us from doing so. Maybe.
Many of my gamer friends have shied away from the
legacy experience. They can’t begin to imagine altering and even destroying
game components, nor can they accept the fact that after the campaign is over,
you don’t really want to play the game again, and you can’t sell it or trade
it. It’s done.
But it’s all worth it. Not a single doubt about
that.
Your typical, serious boardgamer will have a
collection numbering in the hundreds, and will play each game in that collection,
on average, a dozen times over their lifetime. (And I’m being generous here. A
handful of titles will get played to death—I have racked up more than 300
sessions of Combat Commander—while others
will sit on the shelf, unplayed for years.)
That’s fine: say you paid $50 for a new boardgame
and play it 10 times with two of your friends before you move on to other,
shinier titles. Assuming that each session lasts about an hour, the cost of the
game breaks down to $5 an hour. For each person, that becomes $1.67 per hour,
which is about as cheap as you can possibly get when it comes to entertainment.
So what if you play Pandemic Legacy only 12 times? (That’s the bare minimum of sessions
required to finish the story, if you and your friends are the best players in
the universe.) The game will still compare favorably to the rest of your
collection. (My trio—composed or hardened boardgamers already very familiar with
Pandemic—had to struggle through 17
sessions to get to the end, loving every second of it.)
I understand the initial aversion to physically
altering game components. But trust me, it’s part of the fun. Knowing you can’t
go back and use that character again no matter what the rules say (because he’s
in the trash now!) really ratchets up the tension and makes the experience all
the more tasty.
And memorable.
Of course, more legacy games are coming out now,
but not as quickly as one might imagine. They are massively complex to design,
especially if they’re not adapted from an existing game: you first have to
design a fun and solid game, and then throw in a story arc that offers exciting
twists and turns without derailing the gameplay you spent so much time
fine-tuning.
And once again, Rob Daviau is leading the way, with
his completely original Seafall releasing
this month. No need to ask the question: yes, I’ll be tearing cards and putting
stickers in my rulebook and writing stuff on my board like a maniac as soon as I
can get my hands on a copy.
I wouldn’t want all of my games to be legacy
contraptions. But going through one of those babies each year?
I could live with that.
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