Friday, April 4, 2025

Luck or Logic Design in Two Popular Board Game Styles

Since the resurgence of board gaming in the early 2000s, enthusiasts have often categorised modern board games into two primary styles: Ameritrash and Eurogames. Initially, the term "Ameritrash" carried a somewhat derogatory connotation, implying that games originating from the United States were somehow less sophisticated than their European counterparts. While this perception has largely faded, the distinction between these two styles remains relevant, representing fundamentally different approaches to game design and player experience. But what exactly defines Ameritrash and Eurogames, and why do these categories continue to resonate within the board gaming community?


Ameritrash games, are characterised by a strong emphasis on thematic immersion, robust player interaction, and a significant element of luck. These games often prioritise the narrative experience, inviting players to become deeply invested in the game's world and their roles within it. Think of titles like Arkham Horror - Elder Sign or Talisman; these games immediately conjure vivid worlds and engaging scenarios.

Arkham Horror - Elder Sign, for example, utilises imagery from the Cthulhu mythos. From the evocative artwork to the thematic components and lore-rich manuals, the game is steeped in Lovecraftian atmosphere. Players cooperatively navigate a world on the brink of cosmic horror, striving to avert madness and prevent ancient evils from awakening. A core mechanic revolves around "insanity," a constant threat that players must manage alongside their quest. However, a defining feature of Elder Sign, and indeed many Ameritrash games, is the prominent role of dice rolls in resolving conflicts. Combat, skill checks, and even crucial plot points are often determined by the roll of the dice. This introduces a considerable degree of randomness, where even the most meticulously crafted plans can be undone by a string of unfortunate rolls, or conversely, unexpected triumphs can emerge from seemingly dire situations.


Similarly, Talisman, now in its fifth edition, exemplifies the Ameritrash style through its rich fantasy theme and captivating artwork. At its heart, Talisman is a "roll and move" adventure game, but it goes beyond this simple mechanic through its immersive world and character progression. Players select a fantasy archetype and embark on a quest for power, traversing a beautifully illustrated game board, encountering various creatures, and gathering treasures. The game unfolds as a series of encounters, driven by dice rolls and card draws, where fortunes can shift dramatically with each turn. While strategy exists in character selection and movement choices, the core experience is often defined by embracing the unpredictable nature of the game and reacting to the unfolding narrative.

Ameritrash games often engender direct player-to-player conflict, encouraging interaction through simulated in-game combat, negotiation, and sometimes even betrayal. The inclusion of luck, often through dice rolls or card draws, while sometimes criticised for reducing strategic depth, is integral to the Ameritrash experience. It generates suspense, excitement, and memorable moments of both triumph and setback. For players who relish narrative immersion, social interaction, and the unpredictable thrill of chance, Ameritrash games offer a uniquely engaging form of entertainment.


Eurogames present a sharp contrast by comparison. These games are characterised by their focus on strategic complexity, abstract mechanics, and a more restrained approach to player interaction. Often referred to as "designer games," Eurogames prioritise elegant game mechanics and strategic depth over thematic immersion. Titles such as Settlers of Catan, Spirit Island, and Terraforming Mars exemplify this design philosophy.


Settlers of Catan
, a gateway Eurogame, introduces players to core Eurogame mechanics in a relatively accessible manner. While it possesses a theme of resource gathering and settlement building, the focus is firmly on strategic resource management, negotiation, and tactical placement. Players compete to acquire resources, build settlements and cities, and develop their infrastructure to earn victory points. Dice rolls are present, primarily to determine resource production, but the game's strategic depth lies in player interaction through trading and strategic development choices. The "beginner's setup" for Catan, with predetermined tile placement, further streamlines the initial learning process, allowing new players to grasp the core mechanisms before introducing greater complexity.

Spirit Island, a cooperative Eurogame of medium complexity, showcases the strategic depth and intricate mechanics often found in the genre. Players take on the roles of powerful elemental spirits defending their island from colonising invaders. The game is inherently asymmetric, with each spirit possessing unique powers and playstyles. While cooperative, Spirit Island demands meticulous planning, resource management, and strategic coordination to overcome the colonisers. Dice rolls are minimal, with the game's challenge stemming from complex card play, strategic use of spirit powers, and anticipating the invaders' actions. The game's complexity is intentionally layered, with recommended starting spirits and board configurations to ease new players into its intricate systems.


Terraforming Mars
represents a more complex and competitive Eurogame experience. Players assume the roles of corporations working to terraform Mars, competing to contribute most effectively to the planet's development. The game is driven by card drafting, resource management, and engine building. Players acquire and play cards representing technologies, projects, and infrastructure to increase oxygen levels, temperature, and ocean coverage on Mars, earning victory points in the process. While event cards introduce a degree of variability, the game's core is deeply strategic, demanding careful resource management, long-term planning, and tactical card play. Terraforming Mars, like Settlers of Catan and Spirit Island, also incorporates a beginner's game to introduce core mechanics gradually, but its overall complexity remains a significant aspect of the gaming experience.

However I cannot talk about Terraforming Mars without also talking a bit about Terraforming Mars: Ares Expedition. This smaller alternative keeps the core idea of making Mars habitable, but it streamlines things quite a bit. Instead of a central board where you physically place tiles, you're mostly playing project cards from your hand. Each round, everyone secretly chooses one of five action phases. These phases allow you to do things like play project cards (which often raise global parameters like temperature, oxygen, and oceans), draw more cards, produce resources, or convert resources into those vital terraforming steps. Crucially, everyone gets to perform the action of the chosen phases, making for a more simultaneous feel.

Because Ares Expedition does away with the physical tile placement and has a more straightforward action selection mechanism, it can be a much easier game to pick up. The rules are less complex, the playtime is often shorter, and it still gives you a good taste of the strategic card play and resource management that makes Terraforming Mars so engaging.

Eurogames often feature indirect player interaction, where players compete for resources, strategic positions, or end-game scoring opportunities, rather than engaging in direct conflict. Player elimination is virtually absent in Eurogames, ensuring all players remain engaged throughout the game. "Catch-up" mechanisms are sometimes incorporated to mitigate runaway leader problems and maintain player interest, even if they fall behind. For players who appreciate strategic depth, elegant mechanics, and a focus on skillful play, Eurogames offer a rewarding and intellectually stimulating experience.

This difference in focus is further reflected in the role of luck and randomness. Ameritrash games embrace randomness as a source of excitement and unpredictability, often incorporating dice rolls, card draws, and other chance-based mechanics. Eurogames, on the other hand, minimise luck, emphasising strategic planning and skillful execution. In Eurogames, players can often plan several moves ahead and mitigate the impact of random elements, whereas in Ameritrash games, embracing the unexpected is often part of the fun. As Eric Lang observes, Ameritrash games are "all about the thrill of the dice roll and the excitement of direct confrontation," while Eurogames lean towards strategic optimisation and resource management.

 

Player Preferences and Genre Affinity

Why do some players gravitate towards Ameritrash while others prefer Eurogames? Player personality and gaming preferences likely play a significant role. Players who enjoy immersive narratives, social interaction, and the excitement of unpredictable outcomes may find Ameritrash games more appealing. These players often value the shared storytelling experience, the dramatic swings of fortune, and the opportunity for direct engagement with their opponents. They may be drawn to games that evoke strong emotions and create memorable moments, even if those moments are partly determined by chance.


Conversely, players who prioritise strategic depth, elegant mechanics, and skilful play may find Eurogames more satisfying. These players often appreciate the challenge of mastering complex systems, optimising their strategies, and outmanoeuvring opponents through careful planning and efficient resource management. They may value games that reward strategic thinking and minimise the influence of luck, preferring a more controlled and predictable gaming experience.

Cultural factors may also contribute to genre preferences. A culture driven appreciation for risk-taking and entrepreneurial spirit in North America might align with embracing luck and direct conflict in Ameritrash games. European gaming culture, perhaps historically favouring strategic elegance and controlled competition, may have fostered the development and popularity of Eurogames.

Evolving Tastes and Convergence

Since the early 2000s, player tastes and game design trends have evolved. The initial sharp distinction between Ameritrash and Eurogames has become increasingly blurred. Modern game designers, recognising the strengths of both styles, often incorporate elements from each into their designs. For instance, Eurogames have begun to embrace stronger thematic elements and more engaging narratives, while Ameritrash games have incorporated more strategic depth and refined mechanics.

Interestingly Terraforming Mars, mentioned earlier on, can be seen as an example of a hybrid (Ameritrash/Eurogame) design. The core gameplay revolves around engine building through the strategic playing of project cards that contribute to increasing the planet's temperature, oxygen level, and ocean coverage. Players manage six different types of resources; MegaCredits, Steel, Titanium, Plants, Energy, and Heat, using them to play cards and take actions. Strategic card drafting and hand management are crucial for acquiring projects that align with a player's strategy. Tile placement on the game board allows players to gain bonuses and contribute to the terraforming parameters. Victory points are awarded for various contributions to terraforming, building infrastructure, and other achievements. The game ends


when all three global parameters are met. These elements firmly establish "Terraforming Mars" as a Eurogame focused on engine building, resource management, and strategic planning. However, the game also incorporates Ameritrash elements. The thematic setting of terraforming Mars is deeply integrated into the gameplay. Certain cards provide direct player interaction, often through "take-that" mechanics, such as stealing resources or hindering opponents. There is a sense of narrative progression as the planet becomes more habitable, and corporations have unique starting abilities, adding a touch of asymmetry. Milestones and Awards provide thematic goals and recognition. Therefore, "Terraforming Mars" blends engine building and resource management with a strong thematic setting and some direct interaction, offering strategic Eurogame mechanics within an engaging science fiction narrative.

This convergence of design concepts reflects a growing player appetite for games that offer both strategic substance and immersive experiences. Players increasingly seek games that are not only mechanically elegant and strategically challenging but also thematically engaging and narratively rich. Modern "hybrid" designs attempt to bridge the gap, offering games that blend the best aspects of both Ameritrash and Eurogame styles.

Ultimately, the preference for Eurogames or Ameritrash games is a matter of personal taste. Yet the evolving landscape of board game design suggests a move towards convergence. Modern games increasingly blend elements of both styles. Whether one prefers the dice-rolling excitement of Ameritrash or the strategic elegance of Eurogames, the world of modern board gaming can now offer a wealth of options to explore and enjoy.

 

Wednesday, April 2, 2025

The Augmented Tabletop: A New Chapter for Board Games



Even a quick glance back in time reveals that embedded technology isn't exactly new to the tabletop scene. Digital chess boards, for instance, aren't merely a screen replacing squares of wood; they often include a chess-playing computer underneath the hood, offering a silent, ever-ready opponent for quick matches. Such gadgets from the very beginning back in the late 70’s and 80’s were an early nudge towards what technology would eventually offer the world of games beyond simple digitisation.


Then came the era of multimedia experiences. Remember games that harnessed the power of VHS videotapes and CD-ROM technology? Very often you would have a physical game box that would contain all the main components and then a videotape or CD that would be used in connection with a domestic player to offer an augmented experience. These weren't just about playing a game; they were about immersing oneself in a richer narrative. Here we had board games that could deliver storylines with video clips, audio cues, and a level of interactivity that was previously confined to video games. 


Moreover, computer technology has been instrumental in automating and digitising the mechanics of games themselves. This wasn't just about making games playable on a screen; it was about streamlining processes, managing complex rules, and freeing players from the more laborious aspects of gameplay. Think of the digital adaptations of classic board games that handle scoring, track resources, and manage intricate turn sequences. This automation allows players to focus on strategy and decision-making, enhancing the core enjoyment of the game. Beyond automation, technology has also paved the way for entirely novel ways to engage with established games, introducing digital interfaces and functionalities that breathe new life into familiar classics.

Digital Adaptations: A Cornucopia of Convenience and Innovation

The straight-to-digital adaptations of board and card games have truly opened up a new frontier. Do you feel like playing a game of Star Realms or Wingspan at 3 o’clock in the morning? No problem. Digital adaptations provide the convenience of playing against a computer AI at any hour, irrespective of whether human players are available. This accessibility is a significant selling point, particularly for those with irregular schedules or a penchant for late-night gaming sessions.

Beyond mere convenience, digital games often present a more economically sound way to experience a wide array of games. Purchasing a digital version is frequently less expensive than its physical counterpart. This cost-effectiveness democratises access to a broader spectrum of gaming experiences, allowing hobbyists such as myself to explore more titles without necessarily breaking the bank. It’s a compelling proposition, especially for those keen to sample a game before committing to a more expensive physical edition.

However, the advantages of digital adaptations extend far beyond cost and convenience. They unlock the door to features that are simply impractical, or even impossible, to implement in the physical realm. Take the popular TCG Hearthstone, for example. Its intricate card effects, often layered and reactive, would be a nightmare to manage in a physical card game. The sheer complexity of upkeep for such effects, tracking triggers, and resolving interactions, would bog down gameplay and likely lead to errors. Digital platforms handle these complexities with effortless grace, allowing designers to unleash their creativity and craft card effects of dazzling intricacy.

Similarly, Balatro, with its rogue-like structure, dynamic market, and diverse array of jokers and effect cards, showcases the power of digital games to tackle high complexity. The game's charm lies in the ever-evolving synergy between jokers and cards, augmenting your deck in unpredictable and exciting ways. To replicate this in a physical card game would be impossible. The sheer volume of components, the need for meticulous tracking, and the potential for errors would likely overshadow the gameplay itself. Digital adaptations liberate game design from the constraints of physical components, allowing for richer, more complex, and ultimately more innovative gameplay experiences.

The Rise of the Adaptive AI: A New Kind of Opponent

The advent of sophisticated AI, particularly nascent LLM algorithms, is poised to revolutionise the nature of digital game opponents. We no longer have to be confined to AIs that follow pre-programmed routines, predictable in their strategies after a few plays. Digital AIs are now capable of becoming genuinely adaptive, learning from player behaviour and evolving their own strategies in response. This marks a significant leap forward, promising AI opponents that are both challenging and dynamic.


Imagine a game that observes your playing style, identifies your preferred tactics, and then subtly shifts its own approach to counter them. This isn't just about increasing difficulty in a linear fashion; it's about creating an opponent that feels genuinely intelligent, one that learns and adapts in a manner that mirrors human gameplay. This level of dynamic challenge can breathe new life into single-player digital board games, offering a perpetually fresh and engaging experience.

Furthermore, an adaptive AI has the potential to become a powerful training tool. If we combine this adaptive capability with the principle of incremental difficulty, we arrive at a scenario where the AI can act as a personalised coach. It could gauge a player's progress, identify areas for improvement, and then subtly adjust the difficulty level to push the player just beyond their comfort zone. This approach to AI-driven difficulty scaling could be transformative, turning digital board games into not just entertainment, but also valuable tools for skill development and strategic thinking. For those seeking to hone their gaming prowess, an adaptive AI opponent could prove to be the ultimate practice partner, always ready to provide a challenge that is perfectly tailored to their current skill level.

Augmented Reality: Stepping Through the Looking Glass

While fully immersive virtual reality for board games might still be a little further down the line, Augmented Reality (AR) is already presenting itself as a compelling avenue for innovation. Though current AR gadgets might not be perfectly streamlined for extended use, the technology, when coupled with AI algorithms, offers a fascinating space to explore novel board game designs.


One immediate and rather exciting application lies in the realm of Role Playing Games (RPGs). For example, a Dungeons & Dragons session, or a bespoke one-shot adventure, where the players are surrounded by dynamically generated 3D scenarios, brought to life through AR. Encounters would no longer be confined to the theatre of the mind or static maps on a tabletop. Instead, players could find themselves immersed in AR environments that visually represent the locations and creatures they are interacting with. While the core concept of visualising RPG settings isn't new, the AR aspect elevates it to a whole new level of immersion, blurring the lines between the game world and the real world.

Beyond RPGs, AR also holds immense potential for customising and enhancing traditional board games. Imagine AR content projected directly onto the board itself, dynamically altering game elements, adding visual flourishes, or even introducing entirely new layers of interaction. While this might raise the eyebrows of board game purists, the market for such technologically enriched experiences is undoubtedly growing. We've already seen glimpses of this with mobile apps like Pokémon Go, which successfully integrated digital creatures into our real-world surroundings through AR.

However, it's crucial to acknowledge that a perceptible "distance" still exists between the AR content and the user’s experience. The AR elements, while visually overlaid, can still feel somewhat separate from the physical world. To truly unlock the transformative potential of AR in board games, this distance needs to diminish, ideally to the point of invisibility. The technology needs to become so seamlessly integrated, so genuinely wearable, that it effectively bridges the divide between the computer-generated and the player's perceived reality. This is the next frontier for AR in gaming – to create experiences where the digital augmentation feels not like an overlay, but like an intrinsic part of the game itself.

Navigating the Algorithmic Tightrope: Customisation and Control

As we embrace the algorithmic power of technology in game design, it's crucial to tread carefully, particularly when it comes to balancing algorithmic content generation with player customisation. The cautionary tale of KeyForge, from the esteemed game designer Richard Garfield, serves as a valuable lesson. KeyForge aimed to be the next big thing, leveraging computer-generated unique decks that were guaranteed to be distinct and always playable. The core concept was intriguing: each deck was a fixed entity, unmodifiable, yet inherently balanced and ready for play straight out of the box.

However, the very feature that was intended to be KeyForge's strength – the algorithmic generation of unique, unchangeable decks, ultimately contributed to its downfall. It turned out that the lack of player agency in deck construction, the inability to tinker and tailor their decks to their own preferences, was a significant drawback for many players. The absence of customisation, a cornerstone of many successful card games, proved to be a critical limitation.

Furthermore, the heavy reliance on an algorithm to manage the deck creation process introduced another constraint. While the algorithm aimed for balance and uniqueness, it also inherently limited the design space. The original publisher eventually relinquished the game, passing it on to another, highlighting the challenges of algorithm-driven game design when it comes to long-term player engagement and creative flexibility.

KeyForge's experience underscores a vital point: algorithms are powerful tools, but they are not a substitute for thoughtful game design and player agency. While algorithms can generate content, manage complexity, and create adaptive AI, they must be wielded judiciously. The key lies in finding the right balance, using algorithms to enhance gameplay and create novel experiences, without sacrificing the player’s sense of ownership, customisation, and creative input. The most successful technological augmentations will likely be those that empower players, rather than constrain them, offering new avenues for expression and strategic depth within the game experience.

Hybrid Horizons: The Best of Both Worlds?

Looking ahead, the most compelling path forward for technology in board games may well lie in hybrid approaches. Rather than viewing digital and physical gaming as mutually exclusive realms, we should explore how to effectively blend the strengths of both. Games that seamlessly integrate physical components with digital applications or AR features could offer a truly unique and enriched gaming experience.


Imagine a board game that utilises a physical board and components for tactile interaction and social engagement, but incorporates a companion app to manage complex rules, track game state, or even introduce dynamic narrative elements. Or consider AR-enhanced board games that project digital overlays onto physical components, creating a visually stunning and interactive tabletop environment.

These hybrid models have the potential to capture the best of both worlds. They retain the tangible, social, and tactile feedback of traditional board games, while simultaneously leveraging the power of technology to enhance gameplay, manage complexity, and unlock new creative possibilities. 

Conclusion: An Enthusiastic Gaze into the Future

The journey of technology within the realm of board games is a fascinating and ongoing evolution. From early digital chessboards to the burgeoning potential of AR and adaptive AI, technology has consistently offered new avenues to enhance, expand, and reimagine the tabletop experience. While challenges and lessons learned along the way, particularly regarding the balance between algorithmic content and player agency, are crucial to bear in mind, the overall outlook is favourable.

The fusion of technology and board games is not about replacing the traditions of tabletop gaming, it's about enriching them, amplifying them into new arenas of creative expression and player engagement. As AR technology becomes more refined and seamlessly integrated, and as AI algorithms become even more sophisticated and adaptive, we can begin to imagine a future where board games are more immersive, more dynamic, and more engaging than ever before. 


Thursday, February 13, 2025

Heat: Pedal to the Metal - Burning Rubber and Breaking Boundaries in Board Gaming.

As I settled down to unbox this particular board game back in October 2024, I found myself thinking about what really attracted me to it. The funny part was that initially I had steered away (pun intended) on account that I was not sure a racing game would be to my liking. Quite frankly, given that it is mostly a card game about racing small cars around a cardboard track, I could not bring myself to justify buying it. That all changed when an opportunity arose to purchase a substantially discounted copy. 


Interestingly, in the world of modern board games, few themes capture the imagination quite like the idea of racing. I am talking here of a simulation, a race that comes alive on the ethereal canvas of the mind. There have been several board games packaged around this theme, I can think of at least two popular modern titles (Formula D, Flamme Rouge etc.) which I haven’t been able to source but which offer quite a cross-section of motifs centred around the concept of racing. So, what does “Heat” bring to this somewhat populous segment of board gaming, and what does it offer that can allow it to cross the finish line in first place?


When I first came across this board game package, I was struck by the box art featuring a sleek, retro-inspired design that harkens back to the golden age of racing. Once opened, the retro-stylings persisted on both the manual and the components. The game board (or boards in this instance since you get two double-sided ones) is the real focal point of this game. The double-sided boards feature four distinct racetracks with the beginner-friendly U.S. Circuit offering an approachable introduction to the game’s mechanisms. The artwork on these boards is highly thematic, with vibrant colours and minute details that bring the racing environment to life. 


While diminutive, the car miniatures are a highlight of the component line-up. Each of the six included cars represents a different racing team and come in all six of the player colours. Despite being indeed small, the level of detail on these tiny vehicles is commendable. These are not just generic meeples and they do add a little something when it comes to moving them around the board.


The various card decks included in the game are printed on high-quality cardstock that should stand up to repeated shuffling and play. This is particularly important given that the key mechanism in this game centres around the shuffling and recycling of the card decks. I might consider sleeves for them at some point, but it all depends on whether the game will get more play time. The Speed cards, which form the core of the game's movement mechanism, feature bold, easy-to-read numbers and subtle design elements that tie into the racing theme. Special ability cards for each team are equally well-designed, with clear iconography and text that explains each unique power.


The rulebook deserves special mention. Rules books can occasionally end up being a weak point in the overall game design, however the "Heat" rulebook turns out to be clear and well organised. It provides a logical flow to gameplay taking you through setup, basic rules, and more advanced concepts.   Numerous examples and sidebars provide additional clarity, and the use of colour-coding and icons makes it easy to reference specific rules during play. I particularly liked that the core rules are kept separate from the Championship and advanced rules.The inclusion of a separate, condensed "Quick Start Guide" allows players to jump into their first game with little delay and without having to, perhaps unintentionally, wade through additional rules that are not relevant during your first time playing.


Overall, the component quality of "Heat: Pedal to the Metal" is good, living up to the standards set by previous Days of Wonder releases. The attention to detail in both the functional and aesthetic aspects of the components enhance the immersion and enjoyment of the game.


At its heart, "Heat: Pedal to the Metal" is a racing game that simulates the strategic decisions and calculated risks that real-world drivers face on the track. The game's core mechanism revolves around the clever use of speed cards to control your car's movement. Let's break down the rules and walk through a typical turn to give you a clear picture of how the game unfolds.


Setup:

Before the race begins, players choose their teams and take the corresponding car miniature, player board, and special ability cards. The racetrack is selected and the cars are placed on the starting grid according to a random draw. Each player receives a starting hand of Speed cards, which will be their primary tool for navigating the track.


Turn Structure:


1. Gear Selection:

The race begins with all players simultaneously selecting which gear they will be playing on. Gears range from 1 to 4. Players can change up or down one gear without incurring any penalty but should they opt to shift two gears up or down they would need to pay one Heat card from their engine area to the discard pile. Once everyone selects a gear they next select from their hand a number of speed cards equal to their chosen gear value. Speed cards represent the number of spaces your car will move during the movement phase. Players can choose to play multiple cards, adding their values together for more speed. 


2. Movement Phase:

As noted above once all players have selected their speed cards, movement occurs in turn order. Players reveal their chosen Speed cards and move their cars accordingly. The straight sections of the track are simple - just move the number of spaces shown on your cards. However, corners present a significant challenge. Each corner has a speed limit, and if you enter or pass through a corner at a speed higher than the limit shown, you'll need to discard “Heat” cards or take stress tokens if you happen to not have enough of them. There again it’s not simply a matter of playing it safe, you will need to risk, to pay Heat if necessary if the situation warrants it. This creates a crucial risk-reward decision. You would need to decide on whether to push your car to its limits for a burst of speed, or play it safe to avoid paying in Heat. In truth the decision should be a foregone conclusion in that playing it safe all of the time  will not get you on the podium. 



3. Slipstreaming:

If when you happen to move your car you end up adjacent or behind another car, slipstreaming comes into play. If this happens, you can take advantage of their slipstream to move an additional two spaces forward. This mechanism adds a layer of tactical positioning to the game, as players jockey for advantageous positions.



4. Corner Resolution:

If your car ended its movement in a corner, you must resolve any excess speed you might have as you entered the corner segment. For each point of speed over the corner's limit, you must either discard a Heat card from your engine or take a stress token. Heat tokens are placed directly into your discard pile and will slow you down in future turns unless moved back into the engine area (by shifting down gears).


5. Cooldown and Draw:

At the end of the round, players can cool down their engines if they've accumulated too much heat. This is done by shifting down gears to either second or first gear. On second gear a player may remove one Heat card from those in hand into the engine area and on first gear he can move up to three Heat cards back from those in hand to the engine area. Finally, players draw back up to their hand limit, replenishing their options for the next round. As part of the  redraw action, players can get rid of any number of speed cards from their hand but they cannot use this discard action to get rid of stress or Heat cards. 


The game continues in this manner for a set number of laps, with the first player to cross the finish line after the final lap being declared the winner. 



Game Mechanisms:

As far as game mechanisms go, "Heat: Pedal to the Metal" incorporates several intriguing types that elevate it above a simple roll-and-move racing game:


1. Hand Management:

The Speed card system is the heart of the game. Players must carefully manage their hand of cards, balancing the need for speed with the risk of generating too much heat (transferred from the engine area to the discard pile) or being unprepared for upcoming corners. The decision of which cards to play, which to save, and when to cooldown creates meaningful choices throughout the race.



2. Heat Management:

The heat mechanism adds a fascinating push-your-luck element to the game. Generating heat by playing multiple cards during a given turn could give you a significant speed boost, but continuously loading your deck with Heat cards will make your draws difficult unless you address the accumulation of heat cards. Moving heat cards back into your engine area entails spending valuable turns cooling down at lower gears, potentially losing precious positions in the race.


3. Stress and Corners:

The interplay between corner speed limits and the stress mechanism creates tense moments as players decide whether to risk taking stress to maintain their speed or play it safe and potentially lose ground to their opponents. Stress cards accumulated during the race can be a significant hindrance, and could reduce or hinder your options on future turns.


4. Slipstreaming:

The slipstream rule encourages tactical positioning and can lead to dramatic swings in the race order. It is technically possible to benefit from opponents' slipstreams while denying them the same advantage to others. Personally however I do not as yet have sufficient experience with this mechanism to recommend a workable strategy. 


5. Special Boost cards and Weather Conditions:

The game includes optional boost and weather condition cards that can affect gameplay. Boost cards include speed top-ups you can use as you would other speed cards  but which add  extra actions to the mix. Weather conditions on the other hand, range from rain (which reduces corner speed limits) to tailwinds (which enhance slipstreaming), adding another layer of unpredictability and adaptation to the race.


As can be attested by the ruleset just described, I think Heat does a great job when it comes to establishing a credible simulation of what it would feel like to manage a vehicle on a speedway. This at least in the form of a mental visualisation of the processes. The genius of the designers lies in their ability to break the whole simulation into a series of manageable tasks that do not feel like a drag. Each action performed is tight, simultaneous play during the gear selection phase makes the turn proceed quicker. Negotiating the corners around the chosen track can also feel exciting, especially when you would be depending on a turn of a friendly card to avoid spinning out of control, losing precious positions.




Heat does award calculated risk taking, this is very apparent when you sit down to play. As stated elsewhere in this blog, you cannot play it safe and hope to win. You need to keep track of the cards you draw, the heat cards that go into your discard pile and the positions of your opponents around the track. Corners come up quickly from one turn to the next and managing them correctly and efficiently is a definite key to success. There is strategy here, yet not overbearingly so. This is a quick and fun game that can appeal to various types of players, from the more casual to the most sophisticated connoisseurs. 


It’s rare that you come across a game with such a far-reaching appeal when it comes to modern games and the tendency here is to quickly label them modern classics. Many so-called modern classics have come and gone in the proverbial blink of an eye, yet I don’t think Heat will be so easily set aside. Its simple rules and multilayered strategic appeal make it a board game you will not easily set aside once tried. 


Yet, in summary, would I recommend this game to a person who is on the market for a new board game? Well, I think I certainly would, confidently. This is a relatively easy to learn game with enough strategy to keep everyone happy while not overwhelming first-time or casual players. It offers a great overall experience and one which players may be willing to get into more than once. So yet, definitely one for any modern board gamer’s collection. 


You can get your copy of Heat from Amazon here


Saturday, January 11, 2025

Rolling Dice, Building Worlds: The Essence of Play

A while ago, back in 2006, I was on my honeymoon in London. It was a particularly chilly December if I recall correctly but that didn’t seem to bother either my newly wed wife or myself. We were staying at a particularly lovely hotel located on the same road as the British Museum, not that far off from Tottenham Court Road and Oxford Street. 


Now I have always been a history enthusiast for as long as I can remember and therefore a visit to the British Museum, barely a stone’s throw away from where we were staying was a foregone conclusion. I can still remember the initial sense of grandeur the very entrance to the museum left on me. This was a remnant of the British empire, grand neoclassical architecture, majestic and substantial. Yet in spite of all that architectural beauty, approaching the staircase that led to the main entrance also felt strangely underwhelming, low key as though nothing much really mattered any more.

We entered the main foyer and meandered towards one of the galleries within the museum. I vividly remember ascending the stairs to a larger hall dedicated to ancient pharaonic Egypt, which truly astonished me! The exhibits were captivating, resonating with the echoes of millennia that spoke to the immense power of Egypt during the Pharaohs' reign. Numerous


life-sized statues of the Goddess Sekhmet gazed down upon us from various corners of the expansive halls, while a colossal scarab statue commanded our attention as we passed by. However, it was the enormous bust and effigy of Ramses II that left me utterly speechless as I contemplated the might of a man who was once regarded as a living deity by his people. On that same floor, encased in glass, the priceless Rosetta Stone, in all its mysterious splendor, beckoned to me, and I must have spent a good ten minutes memorizing each wedge mark and glyph that helped unlock the secrets of Egyptian hieroglyphics.


It wasn't solely the Egyptian empire that was on display, there were also relics from ancient Babylon that served as a poignant reminder of the fleeting nature of human existence. A thought struck me then about the countless individuals who must have lived, loved, raised families, worked, argued, cried, laughed, and ultimately passed away, all within a world shaped by these same empires.

As I did back then in 2006, I find myself pondering what forms of entertainment those ancient peoples sought, what sports they might have engaged in, and what games they played. It is well-documented that board games have frequently been uncovered among the ruins of ancient civilisations. This suggests that board games are not merely a modern curiosity but rather a pastime that has been cherished by people throughout history. Whether one was an ancient Babylonian, Persian, Greek, Egyptian, or Roman, board games were an integral part of culture that consistently found ways to flourish in various forms.

For both board gaming enthusiasts and historians, the primary challenge lies in uncovering the rules that governed those ancient games. While some of the games themselves, crafted from materials such as wood, stone, glass, bone, metal, or clay, have endured through the ages, the rules are often reliant on oral traditions or on written records for their survival. Even in ancient Egypt, where writing flourished, references to gaming rules are scant if not non-existent.

Several factors could have contributed to this lacuna in historical records when one considers gaming rules. Firstly, papyrus and inks were regarded as valuable resources that were not squandered. Secondly, although papyrus is notably more durable than modern paper, it is still relatively perishable under adverse conditions. Unless the ancient peoples inscribed their rules on more resilient materials like stone or clay—and unless those records survived the ravages of time—retrieving those rules would be exceedingly unlikely. Then there is also the fact that game rules tend to change over long spans of time. These changes could be gradual or could be supplanted by a totally revamped set. This and the fact that popular games tend to travel via oral tradition following trade and migration routes could have contributed to a dearth in written records over time. 

For example, although several copies of a board game identified as Senet have been recovered and studied for nearly a century, we still do not know precisely what the pieces were intended to represent or what the symbols etched on the Senet boards signified during play. It is speculated that the game likely held some form of spiritual significance for its players, possibly relating to the afterlife or the Gods. However, this interpretation may have been applied retrospectively, rather than being the original meaning of the game.

To better grasp this concept, it’s important to understand that in ancient times expressions of randomness were often interpreted as a connection to the supernatural. In the throw of the dice or astragali (knuckle bones), those ancient players believed they were witnessing the will of their Gods influencing the outcome, serving as a means of communication between the divine and humanity.

Let me put this into perspective, each of those ancient civilisations had deities associated with luck or good fortune. The Greeks revered Plutus, the son of Demeter, the Goddess of Harvests, whose blessing was believed to ensure a bountiful harvest for those who sought his favour. Similarly, the Romans worshipped Fortuna, the Goddess of Luck and chance, calling upon her whenever luck played a role in their lives, such as when rolling dice during games.

The ancient Egyptians also had a deity of Fate known as Shai or Shait. This god (or goddess) was connected to what was decreed by the divine, influencing the lifespan of individuals and present at the judgement of souls in the afterlife. Additionally, there was a cobra goddess named Renenutet, believed to determine prosperity, and the Goddess Isis, associated with magic, who was invoked for good fortune and thought to have the power to alter human fate. So, it is not inconceivable, nor should it come as a surprise that ancient civilisation tended to link the divine with the intrinsic randomness of games and to read omens in the outcomes of a dice roll. 

As a side note, even modern man is not immune to the superstitions surrounding games that involve an element of luck. Habitual gamblers often blow on dice before rolling them or call out the numbers they wish to see, despite the fact that, unless cheating or loaded dice are involved, these actions have no bearing on the final outcome. In statistics and probability, we assert that dice or any other randomising device has no memory of previous results. This means that the odds of any particular outcome remain constant, regardless of what has occurred before.

Humans have an extraordinary ability for pattern recognition, which has been essential for our survival. We instinctively seek out patterns to predict outcomes. For early humans, this skill was vital. For instance, recognising fresh tracks of a predator signalled potential danger and prompted caution. Similarly, noticing specific cloud formations or a drop in temperature before rain allowed us to anticipate changes in the weather. Through these observations, we learned that identifying patterns in our environment could enhance our preparedness and, ultimately, our chances of survival.

While pattern recognition is a valuable survival skill, it can also have its downsides. Under stress, this ability can become overly active, causing individuals to perceive connections where none exist. This phenomenon is known as apophenia, which refers to the tendency to find meaningful relationships between unrelated events.

Modern Board Game adaptation of th Royal Game
A common example of this is observed in gamblers who notice an unusual sequence of outcomes in games of chance. They may erroneously conclude that certain results are "due" because they have not occurred recently. Such reasoning is flawed since random outcomes do not retain any knowledge of previous results and should be viewed as independent events. 

Back to ancient board games, there is one game whose rule set was found buried among hundreds of clay tablets written in what is known as cuneiform script by a philologist and Assyriologist working at the British museum, a certain Irving Finkel. The game in question goes by the modern name of “The Royal Game of Ur” but the truth is that while it was at the peak of its popularity, the game was played all over the region not just the ancient city of Ur.  

This board game links us back to the Rosetta Stone I mentioned earlier, nestled within a glass exhibition cabinet in the British museum. Just as the Rosetta helped a French researcher Jean-Francoise Champollion, to crack the code to Egyptian hieroglyphics, the clay tablet found by Irving Finkel helped him crack the silence around the boardgame other researchers had found within a tomb within what had been the city of Ur. Thanks to that fortuitous find, Finkel could resurrect one of the ancient world's oldest board games and make it available to modern enthusiasts such as myself.

This leads me to my discovery at the souvenir shop within the British Museum, a replica of the Royal Game of Ur, which caught my attention as I passed by. The game, while straightforward, is captivating. It resembles a race with elements reminiscent of both Parcheesi and, to some extent, Backgammon. When looked at from the top, the board is shaped like an asymmetrical dumbbell, featuring an area composed of twelve squares arranged in a 4 x 3 layout, connected by a 2 x 1 bridge to another section containing six squares in a 2 x 3 configuration. Notably, the game includes four tetrahedral dice that, when rolled in unison, yield scores ranging from 1 to 5.
An original copy of the Royal Game of Ur at the British Museum, London

I find it interesting that this game has all the trapping of a solid, tactical racing game. There are safe squares where your pieces cannot be knocked off the board. At other points of the board however, your opponent may and (in a way) should knock you off. Then there’s a home area from where you are then expected to bear-off your pieces. The first player to bear-off all their pieces wins.

Having played it a few times, you tend to realise that there are segments of the board where the risk of being knocked-off increases substantially. Likewise once the safety of the bearing-off areas is reached there isn’t much else your opponent could do to stop you. The safe squares then are what allow you to gain a slight edge over your opponent. You could decide to simply hold a piece on a safe square with the purpose to use it to knock an opponent’s piece off should the opportunity arise. As a minimum it grants you some respite in the sense that a piece landing there is safe until moved. 

Besides the Royal Game of Ur, which still makes part of my board game collection, there were other intriguing games on offer back in 2006 but which, at the time, did not resonate with me as much as The Royal game of Ur did. There were historically accurate reproductions of Hnefatafl or “viking chess” as well as replicas of The Lewis Chessmen originally discovered in early 1831, in a sandbank at Uig Bay on the west coast of the Isle of Lewis, in the Outer Hebrides of Scotland.
Hnefatafl pieces on a board

These three board gaming sets which were on offer at the souvenir shop, one can see an interesting transition that took place between what was essentially a roll and move game and the latter abstract strategy games that rely exclusively on logic, and a finite ruleset. One (The Royal game of Ur) resting heavily on the luck of the draw whereas the other two, clear examples of games of complete information. Not surprisingly however, the Royal Game of Ur exemplifies the simple roots of board gaming as a form of physical tally to sequences of dice rolls. All this points us to the progenitors, games which relied exclusively on dice rolls. 

As noted earlier, the casting of lots or rolling of dice most probably had a dual significance to those performing the act. There was the ludic intent, the game itself, as players rolled dice to hit on specific scores or outcomes, as well as a more esoteric intent, a link to the supernatural and the divine. Whether these two aspects coexisted or whether the latter was superimposed onto the former, is anyone’s guess. Though we do have precedents for comparison, such as trick-taking Tarot games and the subsequent utilisation of the same Tarot deck in cartomancy. Many now understand the latter as having been developed at a much later date than the actual games linked to the Tarot deck.

Many have tried to rationalise why such games of chance have both caught on and been developed independently in parallel by diverse civilisations and across time. Perhaps it all boils down to our inability to grasp the significance of randomness and in the process this has resulted in humanity’s constant pursuit of an illusion of control on what in essence is uncontrollable.

Example of Roman dice

Yet, these ancient peoples were not stupid. They understood that control over outcomes could only come from cheating as can be attested by the many loaded dice found from diverse archeological sites. For this reason, almost in an attempt to appease the Gods of chance, they often resorted to simple contraptions that removed the agency over dice rolls from the hands of the gamblers and back into the hands of Plutus, Fortuna or Isis. 

The Vettweiss-Froitzheim Dice Tower, a Roman artifact discovered in Germany in 1985, is a notable example of what was referred to as a "Turricula" in Latin. This particular artifact dates back to the 4th century AD and is believed to have been given as a gift. Finding a complete dice tower is quite rare,the Vettweiss-Froitzheim Turricula survived largely due to its construction from durable metals rather than wood or other materials that would decay over time. This artifact reflects the intention of ancient players to ensure fairness in their dice games.

As with all contraptions of its kind the Vettweiss-Froitzheim dice tower was designed to facilitate a reliable roll of the dice, featuring an upright, hollow cuboid shape made from copper alloy. It also includes three internal levels that create random movement for the dice as they descend through the tower, ultimately exiting via a small staircase at the base. 
Vettweiss-Froitzheim Dice Tower

As I continue to explore the historical roots and extensive prevalence of board games throughout the ages, I come to appreciate how fundamentally human this pastime is. This is an activity that is readily comprehensible and embraced by a multitude of cultures and societies. Moreover, the nature of play often follows similar trajectories, resulting in board games that exhibit a remarkable number of shared features. Interestingly, this occurs despite the fact that the cultures that created these games may not have engaged in trade or direct interaction with one another.

What this suggests is that this particular activity is one that humans find both enjoyable and engaging. It appeals to our innate creativity, allowing us to construct worlds from a few simple rules. Even when examining the more intricate board games, you will often find that they ultimately revolve around the basic action of rolling dice. This straightforward act serves as the foundation from which most modern board games have evolved. What began with the simple rolling of bones, or astragali, has transformed into countless expressions of our humanity.

Through the act of playing games, we create a unique space where a defined set of rules temporarily suspends reality, establishing a framework for action in which players can express their agency by rolling dice, drawing cards, or moving game pieces. In this setting, everyday responsibilities are put on hold, and for the limited duration of a game, participants can do whatever is necessary to secure victory. In many ways, this simplicity is what makes the pastime so charming.