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Your Move

Your Move

What Board Games Teach Us about Life
by Jonathan Kay 2019 166 pages
3.58
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Key Takeaways

1. The Magic Circle: Where Failure Fuels Fun

In play? Failure is the whole damned point.

Embracing imperfection. Board games offer a unique "magic circle," a protected space where the usual rules of life's consequences are suspended. This allows players to experiment, take risks, and, crucially, fail without real-world repercussions. This freedom from the fear of failure is essential for genuine playfulness and creativity, contrasting sharply with societal pressures to succeed brilliantly on the first attempt.

The Telestrations test. Games like Telestrations, a Pictionary-meets-telephone game, exemplify this. Its design guarantees hilarious failure as drawings and guesses inevitably garble the original word. The fun isn't in winning, but in the shared experience of joyful incompetence and laughing at oneself and others' silly struggles. This highlights that sincere effort combined with inevitable failure is the recipe for enjoyment in many games.

Beyond the screen. The resurgence of tabletop games, despite the prevalence of electronic devices, points to a human need for warmth and connection. This hobby provides a welcome escape from screens, fostering social interaction. The magic circle allows players to engage with challenges, experience uncertain outcomes, and rediscover the exhilaration of throwing themselves into the unknown, protected from judgment.

2. Games as Dynamic Systems: Mirrors of Life and Economy

The villain here is not necessarily the avarice of the banker who loaned this poor fellow his money in the first place. It is the unstable dynamic of a system that mercilessly drives some people down to the bottom through a succession of cascading misfortunes.

Unstable equilibrium. Many games, like Monopoly, mirror real-world "unstable equilibrium" systems where small initial advantages or disadvantages can cascade into overwhelming wins or losses. This "rich-get-richer, poor-get-poorer" dynamic is not just about individual greed but the inherent structure of the system itself, driving some to bankruptcy.

Stabilizing mechanics. In contrast, Eurogames like Catan or Power Grid incorporate "stabilizing mechanics" to prevent runaway leaders and promote parity. Examples include:

  • Catan's "robber" targets the winning player.
  • Power Grid's losing player bids first on fuel.
  • Civilization's losing player moves troops last (a huge advantage).
    These mechanisms act like engineering safeguards, preventing system collapse and ensuring a more balanced, engaging experience for all participants.

Real-world parallels. This dynamic extends beyond economics to complex systems like climate change (positive feedback loops accelerating warming) and warfare (WWII's unstable blitzkrieg vs. WWI's stable trench warfare). Understanding these game dynamics helps us appreciate how societal character is embedded in the feedback processes of our economy and laws, suggesting that "fixing" society might involve "fiddling with the rules" rather than just changing human nature.

3. From Moral Lessons to Modern Choices: The Evolution of Play

When life (or Life) is not what it should be, maybe it is time to change the game.

Victorian virtue. Early track-based games, like Milton Bradley's 1860 "The Checkered Game of Life," were didactic, aiming to teach moral virtues. They introduced an element of player choice, allowing movement up or down the board, and rewarded a "life well led" with points, reflecting a belief that virtue would find its reward.

Post-war materialism. The 1960 re-imagining of "The Game of Life" shifted dramatically. While visually lavish, it removed meaningful player choice, becoming a deterministic path where everyone got a job, house, and spouse. The goal changed from spiritual rewards to accumulating material wealth, with the richest player winning, reflecting a post-war focus on consumerism and a "Leave It To Beaver" fantasy.

Subverting the script. Modern players, particularly millennials, often subvert the rigid rules of "The Game of Life." They might:

  • Choose careers they like, ignoring randomness.
  • Personalize relationships (e.g., two blue pegs for a gay man).
  • Invent new rules, like buying and selling children.
    This behavior suggests a generation, perhaps disillusioned with predetermined paths and unfair systems, that actively reclaims agency and reshapes the game to better reflect their own values and desires.

4. The Human Element: When Rationality Meets Spite

By punishing proposers who offer unfair deals, we are exhibiting behavior that, while irrational with regard to a one-off transaction with a stranger, may be rational as a long-run strategy to show onlookers that you will not let them enrich themselves by targeting you with predatory commercial behavior.

Beyond pure profit. Games like Chinatown, a negotiation-heavy real estate game, highlight how human behavior often deviates from pure microeconomic rationality. The author recounts rejecting a perfectly rational deal due to a perceived opportunistic maneuver by an opponent, prioritizing pride over profit. This "irrational" act, while costly in the short term, can serve as a long-term signal to deter future exploitation.

The Ultimatum Game. Game theory experiments, such as the Ultimatum Game, consistently show that responders reject significantly lopsided offers, even if it means receiving nothing. This isn't about dignity in front of researchers, but a desire to punish "unfair" offers. The Impunity Game, a variation, confirms this, as responders accept meager payouts when the proposer's share is unaffected by their decision.

Evolutionary roots. This seemingly irrational behavior is rooted in evolutionary psychology. In small, tight-knit ancestral groups, punishing anti-social behavior was crucial for maintaining community norms and deterring future exploitation. This instinct persists even in games with no real-world consequences, demonstrating how deeply ingrained the desire to avoid being seen as an "easy mark" is in our brains.

5. Cooperative Play's Paradox: Taming the Alpha

If the alpha tells the group what she thinks everyone should do, she takes away her teammates’ agency and denies them the chance to play and have fun. But if she remains silent, she violates the play contract by failing to help her teammates to the best of her ability.

The alpha-player problem. In cooperative games like Pandemic, where players work together against the game, a common issue arises: the "alpha-player problem" or "quarterbacking." One dominant player, seeing the optimal moves, dictates actions, reducing teammates to mere spectators. This creates a dilemma for the alpha: either ruin others' fun by micromanaging or violate the "play contract" by not playing their best.

Design solutions. Game designers employ various strategies to mitigate this:

  • Limited information: Games like The Grizzled or Hanabi give each player unique, hidden information, preventing any single player from having complete omniscience.
  • Time crunch: XCOM: The Board Game or Fuse force rapid decisions, making micromanagement impossible.
  • Reduced trust: Games like Dead of Winter introduce secret traitors, making players skeptical of advice and encouraging independent thought.
  • Lowered stakes: A Touch of Evil's lighthearted theme makes suboptimal moves less impactful, reducing the need for a dictator.

Real-world parallels. This paradox extends to organizations, where balancing short-term efficiency with long-term goals like mentorship and morale is crucial. A boss who micromanages (the alpha) might get tasks done quickly but alienates employees. The best solution often lies in team dynamics, such as having multiple alphas who challenge each other, or simply choosing teammates who prioritize shared enjoyment over ruthless optimization.

6. Culture in Play: Navigating Appropriation and Authenticity

We wonder whether the virtual experience of participating in the colonial history that such games produce could possibly encourage players to exhibit the behavior and attitude of colonizers.

The appropriation debate. Board games, like other creative media, grapple with cultural appropriation. Examples include:

  • Rising Sun's "Kōtahi" monster, an accidental appropriation of a New Zealand gamer's in-joke.
  • Teotihuacan: City of Gods' historical inaccuracies regarding Mesoamerican civilizations.
    These incidents spark debate between those who see it as "stealing culture" and those who view it as harmless appreciation.

Power dynamics and context. The impact of appropriation often depends on the power dynamic between cultures. Large, thriving cultures like China or Japan may be less concerned, viewing it as adaptation or "plagiarism culture" (pakuri-bunka) if it's severe. However, for marginalized groups, misrepresentation can be deeply harmful. The board gaming community, often progressive, paradoxically plays games with colonial themes (Puerto Rico, Small World) without overt concern, perhaps due to the social nature of gaming or a fear of the "slippery slope" of interrogating all game premises.

Beyond didacticism. While some worry games with colonial themes might encourage colonizer attitudes, the author argues they can instead educate by immersing players in the colonizer's mindset, revealing how "evil can be bred from amoral greed." Games like Greenland, by focusing on the kinetic and technological ingenuity of Indigenous peoples, offer a welcome contrast to victim narratives, fostering genuine curiosity and understanding through active role-play rather than passive didacticism.

7. The "Bad Game" Paradox: Understanding Popular Appeal

They are playing because they know exactly what it is like and that is the experience they want.

The "Stupid Free Parking Rule." Monopoly, often derided by game enthusiasts as "bad" due to its length, reliance on chance, and player elimination, is frequently played with a house rule: the "Stupid Free Parking Rule." This rule funnels tax money into a jackpot for whoever lands on Free Parking, making an already flawed game longer and more random. Enthusiasts question why players cling to a rule that objectively worsens the game.

Reasons for its persistence. The rule's popularity stems from various psychological and social factors:

  • Hope for a comeback: The allure of a jackpot, even if random, offers a chance for struggling players.
  • Added excitement: It introduces moments of tension and surprise in an otherwise dull game.
  • Social inertia: "That's the way things are done," or fear of upsetting others who prefer it.
  • Anti-establishment sentiment: "Screw the bank, we should get that money."
    Ultimately, these reasons boil down to a fundamental truth: many players aren't seeking a "good" game by enthusiast standards; they want a specific, predictable, and often mediocre experience.

Subjectivity of joy. Just as not everyone wants to watch a cinematic masterpiece every time they go to the movies, not all gamers seek complex, challenging experiences. The "Big Mac" appeal of Monopoly and its house rules lies in its familiarity and the specific, low-stakes enjoyment it provides. Game snobs, the author argues, should respect this subjective experience of joy, recognizing that people choose games for reasons that may not align with design principles, and that browbeating won't foster a love for "better" games.

8. Beyond the Board: Games as Storytelling and Self-Discovery

Board gaming in general, and ASL in particular, is the only thing I do in life that allows me to fuse fully my desire for intellectual stimulation with the inborn human appetite for some form of social connection.

Collaborative narratives. Games, especially complex ones like Advanced Squad Leader (ASL), transcend mere competition to become collaborative storytelling engines. Players, guided by rules and victory conditions, spontaneously create intricate narratives, much like a jazz ensemble improvising a tune. This active "midwifing" of a story offers a thrill that passive consumption of media cannot match, fostering a deep engagement with the unfolding events.

Personal growth and reflection. The game board becomes an arena for self-discovery, revealing personal strengths and foibles. The author, playing ASL, noticed patterns in his own behavior:

  • Becoming cavalier after initial success.
  • Struggling with empathy for opponents.
  • Performing better in morning games due to stress management.
    These insights, gleaned from in-game mistakes and successes, offer opportunities for self-improvement in real life, making learning a fun rather than painful process.

The power of fantasy. Role-playing games like Dungeons & Dragons provide a unique space for imagination and identity exploration. The author's early D&D experiences, from misinterpreting "turn undead" to creating overpowered "Monty Haul" characters, highlight how games can be a canvas for wish fulfillment and learning about character. Later, the game became a tool for deeper self-discovery, even helping the author understand her own transgender identity, demonstrating the profound impact of inhabiting different roles within a fictional world.

9. The Unwritten Rules: Upholding the Play Contract

In Scattergories, these considerations do not apply. Why should you vote in favor of “drapes” counting as “a household task?” Is there any way to obtain an objectively correct answer to this question? No. Will it affect your score either way? No. Favoritism is the only metric for what does or does not constitute an acceptable answer.

The implicit agreement. Every time players sit down for a game, they enter an unspoken "play contract." This agreement typically includes:

  • Abiding by the rules.
  • Making a sincere effort to win.
  • Not letting the game negatively affect real-life relationships.
    This contract aims to create a "sweet spot" where excitement and tension are balanced with social harmony, ensuring everyone has a good time.

Violating the circle. Some games, however, inherently encourage behavior that violates this contract. Scattergories, with its subjective scoring and challenge system, is singled out as "sacrilegious." Unlike strategic games where in-game betrayals are self-interested and contained within the magic circle, Scattergories' challenges are arbitrary, often driven by personal animosity, bullying, or emotional manipulation. Players are incentivized to harm opponents in real life to gain an advantage.

The cost of "fun." While games like Cards Against Humanity (CAH) explicitly market themselves as "for horrible people," giving permission for edgy humor, they can still cause real-world harm, especially to those from marginalized groups. The author argues that CAH's design is lazy and boring, reducing player agency to simply picking the "most shocking" card. The proliferation of CAH clones further dilutes the party game market. Ultimately, the integrity of the play contract and the magic circle depends on players' willingness to respect boundaries and choose games that foster genuine, conflict-free enjoyment.

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