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Collective Action

Star Wars X-Wing Miniatures game box shot

I blame X-Wing for a lot of things. I blame it for making me read more than is decent about the expanding universe of Star Wars. I blame it for the gaping hole in my bank balance. Most of all, though, I blame it for turning me from a player into a collector.

Those of your who’ve been with us for the long haul will remember the amount of words I used to lavish on getting people to play their games. All the dire warnings against acquiring another identikit cube pusher when so many gamers already don’t play the ones they have. Part of me still wants to believe that. In reality, the tottering piles of hardly-touched games and expansions tottering out of shelves and cupboards all over my house say otherwise.

It was X-Wing that started this, because it was the first game I’d seen that made me want to own it just on the strength of how it looked. There are other games with fantasic design and production: Napoleon’s Triumph and Claustrophobia are prime examples. Yet I would never encourage a gamer to own any other game on the strength of how it looks alone.

X-Wing was different. X-Wing spoke to the long dormant miniatures gamer in me. The gamer that used to rejoice in seeing three thousand points of intricately painted Warhammer figures duelling it out on the table, supported by cunningly crafted scenery. Those little ships. Those simple, yet realistic paint jobs. How could I not love them?

So the piles of figures started to grow. Originally I promised I’d stick to designs that were in the movies I remembered as a child, but then an HWK-90 and a Tie Defender turned up at bargain prices, and I was unable to resist. I tried hard to get them all on the table, and succeeded. But I’d bae lying if I said that some of the less successful models, like the TIE Bomber, were every likely to see play time again. Still I kept them, carefully ensconced in foam, because they were beautiful. And the towers of foam stacked up, and up.

They say the road to hell is paved with good intentions. So it was that the next nail started out with a premise to keep true to my original promise. If I focussed on expansions, I reasoned, I could get more play out of the games I already owned while still enjoying the process of acquisition. This realisation sparked another buried facet, a march toward completest tendencies.

What I’d foolishly failed to realise was just how many expansions some of my favourite games had. The Commands and Colours games are by far the worst offenders. Napoleonics has four, Ancients has six and there are small islands in the Pacific with insufficient landmass to hold all the Memoir ’44 expansions. In buying them, I was just making a rod for my own back.

Commands and Colors Spartan & Spanish army expansions for the Ancients & Napoleonics base games

At some point among this madness I had to admit defeat. I could not, in all good conscience, tell people to play what they had before collecting more any longer. And in doing so, I found a kind of peace. All those boxes on the shelves stopped nagging me. There were still practical considerations, of course. A small house can only hold so many games. But it changed the way I viewed my games. Instead of millstones, weighing me down with the knowledge that there would alway be more games than time, they became more like old friends.

Human beings have a desire for nostalgia, for keepsakes. There’s not a person alive who doesn’t have a little collection of memorabilia from important times and places. If, as gamers, some of those important times and places revolve around gaming, what’s so odd about wanting to keep the games that spawned them? Even if they weren’t played enough, or you doubt you’ll ever play them again.

Hope is the great enemy of good sense. Hope is what’s behind people accumulating unplayed games, thinking that one day, one special day, they might see the table again. Yet for all that it can lead us astray, it can also be a precious thing. There’s a certain pleasure to knowing that if, one day, I or a friend, or a family member wants to learn more about the Scottish Wars of Independence I can pull down Hammer of the Scots and say “here. Play this”. I’ve played it over twenty times, and I’m done with it. But if ever I should want it again, it’s there.

Maybe it’s just because I’m getting older, and I’m finding it harder to let go of the things that defined my past. Perhaps I’m just becoming that little more resistant to change. It comes to us all in the end. I’m sorry if I ever made anyone feel bad about collecting games. In truth, I still think it’s better to be a player than a collector. It’s just that I finally have to admit that I don’t have the strength to live up to that ideal any more. Games are lovely. I want to keep them in my life.

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The Quiet Year Review

Quiet Year cover

The world is full of things that should not work, but somehow do: pineapple on Pizza, or mixing opera and hip-hop, or making jokes about death. Some examples are personal, others largely universal. And to that last list we can now add a game called The Quiet Year.

The Quiet Year calls itself a map-making game, but it isn’t really, even though you do make a map as you play it. A lot of people seem to refer to it as a role-playing game but it isn’t that either, since it actively discourages you from the minutiae of its character’s lives. It’s one of a small but growing group of storytelling games, where a simple structure is used to explore the player’s imaginations.

All games share the same basic setting: a year in the life of a small post-apocalyptic community. They’ve just survived one war and at some point in the next twelve months another will begin, ending the game. What happens in between is up to you, a deck of playing cards, and some pencils and paper.

The setting is left deliberately light on detail. At the beginning the players collaborate to chose a physical setting for their community and flesh it out with a few key details. Some wooden huts, for instance, built near a poisoned lake in a forest clearing, short on food. These details are drawn on paper to begin the map that will be the focus of the game. What ended modern civilisation is not explained, nor is the founding of the community or the nature of the conflicts that shape its past and future.

This lack of detail feels very strange at first. With such a minimal framework, players start out grasping for foundations on which to build their tale. Plentiful examples in the short rulebook help a bit, but the whole thing is just too overwhelmingly strange. Not to mention the social awkwardness associated with telling a collaborative tale, not wanting to speak out with a bad idea, or accidentally choosing a wrong narrative turn and annoying your peers.

To try and combat this, the game then proceeds with players taking highly structured individual turns. First they take a card, look up its meaning in the rulebook, and choose one of two options listed to resolve. For example the six of diamonds says that outsiders arrive in the area, and asks that player to decide either why they are a threat, or how they are greeted.

It’s these cards that are the heart and soul of what makes the game work. The designer is clearly some sort of terrifying psychic. Or possibly he spent a very long time refining the choices on them to make sure they were likely to mould in to the evolving nature of the story. Either way, it’s the cards that suddenly provide the missing pieces of structure that the players need to work with.

And they’ll grasp on to those structures like they’re drowning in the limitless seas of their own imaginations. Grasp the structures, haul their bodies up onto the land and start to build. What began as awkward, hesitant suggestions will become stronger, more confident, start to interweave with one another into a coherent whole.

And this is where the cards reveal their majesty. The first few times you play the manner in which the questions and choices they pose will mirror things you’ve already mentioned in your fragile narrative threads and help you explore and strengthen them defies belief. I guess there are things about a post-apocalyptic community that are more likely to come up for discussion than others: finding food, avoiding predators, other survivors. But it still feels just a little bit like magic.

Quiet Year map

Once they’re decided on the effects of the card, the player then gets to choose from introducing a new thing to the map, starting a discussion about something that affects the community, or beginning a project, the progress of which is tracked by counting down a dice.

Through both card and action, the active player is totally in control: they decide how the card is interpreted and how their chosen action impacts the game. Discussion isn’t forbidden, but the clear intent is to keep it limited, leave the active player in charge and thus keep the game moving along. Other players can signal dissatisfaction or disagreement with the active player by taking something called Contempt Tokens.

The purpose of these tokens is simply to remember disagreements. They’re an interesting idea: there are curious social dynamics around accruing too many, or indeed too few of them which can start to leak into the game. They can be put back into the pool if someone feels the Contempt has been atoned for, or spent to allow a player to make a deliberately selfish decision.

But they’re the one thing in the game that doesn’t seem to work very well. Players are generally more interested in collaborating to make a compelling story to have serious disagreement or indeed to spend their Contempt to do nasty things to the community. There’s a shared goal to move things forward and that makes major disagreement rare. Or maybe I just played it with polite people.

Eventually the cards begin to dwindle and at some point, late in proceedings, the Frost Shepherds arrive and end the game. Their nature is left as obscure as everything else in the metagame, for the players to explore and decide themselves. As you do so, you’ll realise that you’ve told a tale of extraordinary richness, full of detail and wonder and drama. And you’ll wonder how those bare-bones mechanics helped your group fill in so many of the blanks you started out with.

There will still be blanks at the end. The sudden conclusion will undoubtedly leave many unresolved crises, unexplained mysteries and unexplored areas. But then again, so do most of the best stories. It’s disappointing, but strangely satisfying. And you’re left with a filled map to remember your exploits.

You can play the game with minimal household equipment. Buy a rules pdf, stick it on your smartphone and you can play it anywhere. Alternatively there’s a properly produced version with text on the cards and spiky contempt tokens in a little bag. The designer takes seriously the idea that his games should bring people together: if you want to buy The Quiet Year, or another one of his games, you can pay for it with good deeds.

I like this game a lot. I like the way it helps people pull the gossamer threads of a story they never knew existed out of thin air with minimal effort. It’s easier to pick up and play than trendy storytelling RPGs like Fiasco. But it’s not for everyone. Many of those I played it with were hardcore board gamers, most were quite suspicious of such an open ended game and some remained so after playing. But others joined the flow and watched their minds blossom into strange and wonderful shapes. Take a Quiet Year to yourself, and find out where it takes you.

Lords of Middle Earth : War of the Ring Extraveganza

War of the RingLicensed games based on well-known films or books are nothing new, and while of variable quality. generally rather better than their digital counterparts. But since its publication, the love for War of the Ring has been little short of astonishing.

It’s not hard to see why. The biggest achievement of the game is to allow players to re-tell a plausible version of The Lord of the Rings on each play through whilst still enabling plenty of strategy and freedom of choice while doing so. When you consider how difficult that balance is to maintain, and how venerated the source material is, the astonishing scale of that achievement becomes clear.

But the game is not without its detractors. It’s fiddly to set up and time-consuming to play. It was clear to even neophyte players that the original edition was tilted in favour of the Sauron player, an imbalance that actually got worse as players became more familiar with the tactics. There was also a degree of railroading, scripted strategies that could be followed to improve the chances of victory.

An expansion helped those issues but in a heavy-handed way. Handed the opportunity to re-release the game in a new edition, the design team sought lighter routes to the same goal. Aside from some minor rules tweaks, their answer lay in the characters and card deck. There were significant changes, making it harder for Sauron to bring powerful pieces into play and work the scripted strategies. The Free People in turn were given attractive alternatives to their common tactics, offering more choice, and some of their best cards were made easier to play.

War of the Ring cards

For the most part it worked like a charm. But for first edition owners to benefit they needed to invest in an upgrade kit, a nicely produced tin holding copies of the new card deck and a pack of custom card sleeves. The new cards are lovely things, their larger size used to display quality art as well as improving the horribly cramped text of the originals. But the sleeves are a bit pointless and the price for this kit, even allowing for the design work that went into it, seemed excessive, being higher than many stand-alone card games.

Now there is a small expansion to the basic game available. Lords of Middle Earth focusses, as its name suggests, on characters from Tolkien’s world, adding minor but significant players like Elrond, Galadriel and The Balrog while introducing alternative versions of almost all the characters from the basic game which can be used to replace the originals if you so wish.

The new material can be divided into two groups. We’ll deal with the more minor change first, the Council of Elrond option which allows the Free People’s player to tinker with the makeup of the fellowship, sending altered versions of some companions back to their homelands as part of setup, even allowing Strider to lead the fellowship, at the cost of some free actions for the Shadow player.

War of the Ring Lords of Middle Earth close up

I get the feeling this isn’t going to get used very often, simply because it adds to the overburdened setup time and will confuse everyone’s tried and tested strategies. Which is a shame, because it’s a flavourful addition that addresses one of my key irritations with the base game, namely the tendency for companions to be used as Nazgul-fodder, protecting the ring-bearer at all costs rather than leaving the fellowship for adventures elsewhere.

The bigger change is the addition of Shadow minions and Free People’s keepers of the elven rings. Each of these adds a weaker version of the action dice that provide the engine underpinning the base game, a player’s’ potential choices each round being determined by rolls of these dice. They also offer unique powers for the use of each ring rather than the generic re-roll of the base game.

For the free people’s player, the keepers and their dice represent a choice over whether or not to use the powerful elven rings to further their cause. In the novel, this was discussed but set aside as likely to attract the attention of the Dark Lord and therefore too risky. Mechanically this is represented in a delightfully simple manner: keeper dice can backfire, sometimes being removed from the game and others being added to Sauron’s “Hunt” tally, which is used to find the ringbearer.

The Shadow equivalents work similarly, except that while their dice can be removed from play, they never backfire. Gothmog adds a military-themed dice while the Balrog is more capricious, sometimes enabling extra actions, others the opportunity to leave Moria and go stamping round the countryside thereabouts. I was pleased to see that he goes on foot, being correctly classified as a non-flying minion.

What this brings to the game is a wealth of subtle and nuanced strategic choices for both sides without either adding much in the way of additional rules overhead or breaking the basic theme of the game.

War of the Ring Lords of Middle Earth

Every possibility that’s enabled by the expansion is something that’s been kicked around in Tolkien fan circles for years. What if the Balrog was under Sauron’s command? Or one of the elf-lords had used their ring? Or Gollum had been tamed by Frodo’s kindness and not rebuked by Faramir? All these are delicately explored by the expansion, without invalidating older possibilities. Characters and situations leap off into life, the expansion fleshing out the bare-bones narrative of the base game with colour and detail.

It’s arguable that the exploration is almost too nuanced. The price for the rules-light way in which the new elements are introduced is that nothing, with the possible exception of the Balrog, feel substantially different to the base game. The new dice are still basically action dice. Making sensible choices as to when to use alternative characters rather than the originals requires a considerable appreciation of the strategic options in the game.

It’s also a gambler’s delight. Pretty much everything on offer outside the Council of Elrond option has a heavy random element. Dice can be very useful – or backfire badly. Smeagol can come into play if the right hunt tiles get drawn, and then might be useful depending on what cards come out. Whether this detracts from strategy is debatable, since each option needs to be chosen before being brought into play, and is therefore a calculated risk. But once picked the consequences can vary wildly on factors beyond the player’s control.

In many ways Lords of Middle Earth is the sort of expansion I’d want every game to have. It adds interesting new possibilities for experienced players without substantially altering the rules or the feel of the base game. But in being so delicately balanced it renders itself largely inessential for casual players. There are many hours of excitement and interest in the base game before you’re likely to become jaded by its possibilities, and familiar enough with its intricacies, to require this.

Where it scores though is with players who’ve done just that with the first edition game. The second edition isn’t different enough to warrant new attention from those people, but this expansion makes it so. Unfortunately to do that, they’re going to be pitching in for both the upgrade kit and the expansion, both of which look overpriced for the contents. War of the Ring is an exceptionally good and wonderfully creative game, but elements of its publishing are beginning to smell a little like a cash cow.