Avidly Reads Board Games
“How we should think about board games, and what do they do to us as we play them?”

Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life.

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Avidly Reads Board Games
“How we should think about board games, and what do they do to us as we play them?”

Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life.

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Avidly Reads Board Games

Avidly Reads Board Games

by Eric Thurm
Avidly Reads Board Games

Avidly Reads Board Games

by Eric Thurm

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Overview

“How we should think about board games, and what do they do to us as we play them?”

Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life.


Product Details

ISBN-13: 9781479826957
Publisher: New York University Press
Publication date: 10/08/2019
Pages: 144
Product dimensions: 4.30(w) x 6.90(h) x 0.60(d)

About the Author

Eric Thurm is a writer whose work has appeared in, among other publications, Esquire, WIRED, Real Life, and The New York Times.

Read an Excerpt

CHAPTER 1

ENTER THE MAGIC CIRCLE

On a stale Florida day at the end of March, my family languished in a hospital waiting room, staring intensely at nothing in particular. We'd waited in the haze of the hospital's lobby for several hours before being led up to the dimly lit waiting room. Eventually, we would be taken to my grandfather's bed. He was in the late stages of pancreatic cancer, and we had come to say good-bye.

The waiting room was a grim, foreboding space, covered in old magazines and dull, browned tile. The television sandwiched into a corner of the ceiling was set to a Vanderpump Rules marathon, airing all of the drama leading up to a reality TV wedding. We could have chatted about nothing to fill the time, but a pair of women were rooted in chairs, silently perusing their copies of People; as painful as our situation was, we didn't want to disturb other people in a similarly fragile state. And besides, there's not much you can say, sitting around waiting for death. So my brother, sister, and I did the only thing we could think of: we took a big, red cardboard box out of a tote bag, sidled up to the table at the center of the waiting room, and started setting up a game of Catan.

The three of us had been playing the game originally known as Settlers of Catan obsessively for over a year by this point, so we had all of the steps down cold, like a pit crew mechanically getting their car ready for a race. We fit together the skeleton of the board — six pieces of coast that create the outline of the island of Catan, filled in by hexagons representing the island's various resources. We knew the cost of building roads, settlements, and cities — the elements of your civilization. We knew the uses and abuses of each of the game's development cards. We even knew the particular circumstances under which it makes sense to trade resources: when one of us wanted to swap a lumber card for an ore, we would simply point or gesture without needing to speak. Save for the intermittent rolling of dice and the incidental wooden plunk of a road or settlement, there was no sound.

No games are good for waiting to say your final good-bye to a dying relative, but all things considered, Catan isn't a bad one. You can play without talking, if you need to — in theory, a game could play out entirely in silence, letting the dice and each player's individual choices guide the outcome. This also means Catan isn't overly competitive, unless you want it to be. The players can largely ignore each other if they so choose, instead focusing on their own strategies, whether that's building up cities and settlements or pursuing the floating Longest Road and Largest Army cards. More than anything, the Catan system is accommodating, which might partially explain why it's one of the most popular board games in the world, with more than eighteen million copies sold since its publication in 1995.

Catan 's flexibility is part of why it's a sort of ambassador for Eurogames, a popular genre of board game built on the principle that, broadly speaking, games should be more about creating a shared experience of play than about the singular pursuit of victory that characterizes the classics of the American dining room table. Players in Eurogames are rarely eliminated before the end of a game the way they are in Monopoly; there's more strategy required to win than in the functionally random Candyland; and players are encouraged to focus more on trading and accumulating resources rather than crushing their opponents as in Battleship or Stratego.

Well-designed Eurogames, and Catan in particular, are perfect cushions for your time: complex enough that they can command the bulk of your attention, preventing you from thinking about other, less pleasant things, but not so complicated that they cause a mental short circuit. They're bearable in painful situations — this particular game of Catan functioned much the same way the People magazines did for the other women in the waiting room.

This quality also means that these games are very fun to play while drunk: my first game of Catan was with a few members of my college fraternity, who insisted that I would, in fact, have a good time trying to build across this abstracted, fictional island. It helped that I was not exactly sober at the time.

In getting me to hunch over the board, laid out on a dirty glass table in front of a busted pleather couch, my friends were overcoming considerable internal resistance. My first encounter with Catan was about two years earlier, when a pair of high school students thinking of applying to my college decided to play Catan on their overnight visit to campus. For some reason, they had chosen to play this weirdsounding game instead of joining me at a party in another fraternity's basement where everyone had to pay for drinks and put in a concerted effort to rip their shoes off the permanently sticky basement floor while weaving through an equally permanent haze of cigarette smoke. As an eighteen-year-old prospective philosophy major who had already planned out a senior thesis about the intersection of neo-Kantian and neo-Aristotelian ethics, it seems safe to say I was on pretty solid footing when I mocked the two teens for being nerds.

They were right to blow off the party. I don't remember much of that night in the basement, but, faded as I was, I still remember my first game of Catan. Or, at least, I remember how it made me feel: my initial confusion, followed by the slow sensation of starting to understand how to speak a new language, followed by the sort of pleasant frustration that comes with getting your ass kicked in an exciting new game, followed by a commitment to playing again and again until I won. When I learned about the Longest Road, a mechanic in which the player with the longest contiguous set of roads nets two victory points, I seized on it as somehow crucial to success and feverishly spent my first six or seven games trying to acquire it, to the detriment of literally every other part of the game. (It took me a while to realize an important fact that might be useful for new players: Longest Road is a tactic for fools. It can easily be disrupted or stolen by someone else, while the resource production of cities can be reinvested in development cards while making it easier to do everything else. Trust me.)

I lost that first game very badly but discovered that a fire had been lit somewhere in the lower-left part of my skull, and not just by the frat house's accordion gravity bong. I simply could not stop playing Catan, I told myself, at least not until I'd won a game. I stumbled around in the dark both literally and figuratively for several games, slowly trying to grasp how the rules fit together. Eventually everything started to snap into place — in a flash, the small wooden buildings that initially seemed like chunky versions of Monopoly houses and hotels became settlements and cities, habitation that I had carved out from the raw materials of the island and that I could then use to produce sheep, wheat, ore, lumber, and brick, which I needed to build even more settlements and cities and, after some time, to win the game. When I moved the robber piece, I wasn't just taking a card from one of the other players; I was cutting off an entire area of the island, where their villagers would otherwise be hard at work. My goal of ten, abstracted victory points was a clear horizon, but charting a straightforward course there was anything but easy. After a few weeks of failed attempts, I finally won a game. (To the best of my recollection, by not pursuing Longest Road.) I was hooked.

In the seemingly endless stretch of Catan games I played over the next two years, I would insist on everything being just right: a dim room, lit by a lantern my roommates had bought online (also while drunk); music that wasn't necessarily Howard Shore's score for the Lord of the Rings movies but that wasn't not Howard Shore's score for the Lord of the Rings movies; a shaky, single-game story that expanded to contain all of the quirks of resource distribution and building. (Did you build a settlement in the middle of my road, cutting off my path to build more? Think of the children!) One of the people in the fraternity moved out of the house, leaving behind a copy of the official Settlers of Catan novel, which he was then too embarrassed to claim. I promptly stole it and made a habit of reading a paragraph out loud in the middle of every game of Catan I played without knowing anything else about the plot or setting. The book, which I gathered was about a bunch of characters with names like "Candamir" and "Osmond" complaining about traveling up and down a mountain while dramatically expressing that they were also wary of witches, felt like the apotheosis of using the game to tell a story, albeit a bit too seriously.

Playing Catan in a darkened room under perfectly replicated conditions is a very silly habit, but it's representative of a huge piece of what draws us into board games: the story. Not the story of the game itself, necessarily — Catan isn't Dungeons & Dragons, and no one goes into a play session hoping to fall under the spell of an engrossing narrative. But you do participate in making the story every time you sit down to play the game, even if it's just the events of that individual session. Each time you prepare a game of Monopoly, you and everyone else in the room are consciously deciding to enter into an abstracted real estate market, where only one person will emerge victorious with all of the money. Constantly negotiating what is actually happening within the game is just one part of allowing the rules of the game to fully enmesh you; even at the same time that you put a red block on a Catan board, you're also building a settlement. It's an engrossing experience, alluding to what the pioneering cultural historian Johan Huizinga referred to as the "magic circle," a concept has been taken up by games designers and scholars for years and used to delineate the distinction between a game and the rest of one's life.

* * *

As products, board games are thriving. The amount of money Americans, in particular, spend on board games has skyrocketed in recent years, and global board game sales have started to approach $10 billion. But that doesn't mean board games are always taken seriously. No one bats an eye at books aimed at mass audiences analyzing film, television, and, increasingly, video games, but it feels absurd to imagine a newspaper hiring an in-house board game or tabletop game critic to think about the ongoing evolution of the medium. What is there to learn from the bad luck of landing in Monopoly jail or the zing of tweezers touching metal in Operation anyway? It's only so much cardboard and plastic. There's quite a lot to learn, as it turns out: board games have been used as teaching tools since their inception.

Chess, along with many other popular games, was originally a war simulation, used both as a way to spend an afternoon and as a tool for developing strategies on the battlefield. The game now commonly called Chutes and Ladders began its life in India over two thousand years ago as a sort of illustration of karma, with each snake and ladder representing a vice or virtue. The original Checkered Game of Life, the game published in 1860 by Milton Bradley that eventually became the household staple Life, used a similar approach to modeling right conduct, asking players to aim to land on values like perseverance and industry while avoiding the pitfalls of idleness and gambling. It was one of many successful games from the Victorian era, when publishers could begin to mass-produce their offerings — the beginning of board games as we know them today.

Most early board games were simple race games: boards where players rolled the dice and moved along a prescribed track, following orders on any given space, until they reached the end. (Many popular board games today have yet to go beyond this mechanic, or rule structure.) Passing through these scenes while subject to the whims of fate was, in theory, enough to mold young minds to any end game designers had in mind, whether civic virtue, workplace efficiency, or education about exciting new technologies. Or, at least, the world's board game manufacturers managed to convince large numbers of parents this was the case.

Milton Bradley's 1895 Game of Mail Express of Accommodation promised to "impart to the players a considerable amount of geographical and statistical information, and convey a vivid idea of the variety and extent of our country's productions." Manufacturer J. W. Spear & Sons' early 1900s game International Mail: An Instructive Game proclaimed, "the usefulness of such a game as this is obvious." McLoughlin Brothers, for years one of America's biggest board game manufacturers, described its North Pole (1897) game as the children's equivalent of a "cinematograph lecture," delivered by a real Arctic explorer. Play required moving between spaces depicting episodes of ice fishing, setting up camp, and dog sledding. How else were North American youth going to learn about conditions in the tundra?

Of course, this wasn't all that early board games taught children. The cover of another McLoughlin Brothers game published around the turn of the century, The Funny Game of Hit or Miss, depicts a caricatured black boy with curled hair pulling away in surprise as he is whacked in the face with a ball. In the game, players spun a teetotum (a sort of top that replaced dice for gambling-averse parents) and moved across the red-and-black checkered board to see if they would "hit" or miss." "To hit," the rules told players, "is to stop on a Negro head."

To play a board game about a given subject is to be told that it's worth spending a lot of time thinking about the topic, even if it's something as silly as anthropomorphic gumdrops. (I still remember the names of every character in Candyland. ) For something to be the subject of a game, it must be a subject of play, something that can (and, at least in the eyes of the designer, should) be treated with a light touch — whether that's the candy machinations of Lord Licorice, owning Monopoly 's Boardwalk, or repeatedly smacking a black child in the head. Board games help define what we consider broadly acceptable, both for children who have them in the house and for hobbyist adults.

Certainly, that's been the case for most of my life. As a child in the 1990s, I played a healthy amount of family board games: Life,Stratego, the occasional game of Scrabble. Mostly, I used them as platforms to fantasize and daydream about other things — especially Road to the White House, a 1992 game that modeled the process for running a presidential campaign and included way too much paper money in the box, which I would stare at while imagining what it might be like to work in politics as an adult. I spent a lot of time looking at Road to the White House but very little time actually playing it. (As best I can recall, even as an eight-year-old, I had a lot of difficulty convincing my friends to play complicated board games.) Eventually, I developed cooler interests, like fantasy novels and anime, and left board games by the wayside for most of my adolescence. But once Catan got its hooks in me, I was a goner: by the time I graduated from college in 2014, I had returned to board games with a vengeance. I include this brief history not because I think it's especially important that I used to play Stratego but because the way I've been shaped by games reflects, in part, the way other people are shaped by games — and the reasons games are worth considering and reading in the first place.

* * *

A year into my Catan phase, large portions of my life were built around the game. I used games as an excuse to suggest plans (hey, maybe we should go on a road trip to Milwaukee?), as a setting to talk through problems in a social circle (two friends in a social group who were dating had broken up, and we needed to figure out how to make things less awkward for everyone), and even as a way of feeling out potential romantic prospects (I'm ashamed to admit this worked several times). Just before my twenty-first birthday, my then-girlfriend lured me to a surprise party with the prospect of playing Catan. Greeted by most of my friends, a beautiful afternoon, and a healthy selection of drinks, I deadpanned, "Does this mean we're not settling?"

Once I graduated from college, I moved from Chicago to New York, where, needing to start over with a new set of friends, I spent months futilely trying to lay the groundwork for a regular Catan league, complete with matching monogrammed bowling shirts. This would, in theory, be a regularly structured, regimented way of interacting with other people and forming long-term social bonds (read: avoiding loneliness in a newish city). It didn't work, but I did cement a few friendships by playing one-off games. Catan's game pieces became a cardboard foundation for my relationships, and I was not alone.

(Continues…)


Excerpted from "Avidly Reads Board Games"
by .
Copyright © 2019 New York University.
Excerpted by permission of New York University Press.
All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.

Table of Contents

1. Enter the Magic Circle, 1,
2. Playing Along with Complicity, 29,
3. Monopoly and Its Children, 53,
4. Can Friendship Be Stronger than War Games?, 81,
5. Legacy Games and the End of the Campaign, 111,
6. Game Night, 137,
Gameography, 147,
About the Author, 155,

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