Friday, 22 November 2024
Picturing Solo History
Friday, 12 April 2024
Magazine Madness 29: Senet Issue 9
Senet Issue 9 was published in the winter of 2022. As an issue, it does something different. This is to spread its wings away from its usual subject, that is, board games, into roleplaying—though only a little! This is in the issue’s interviews with designers and publishers who have both had a big influence on the games hobby and industry, one more recently, one over the course of decades. Never fear though, for outside of these articles, Senet Issue 9 is very much a board games magazine. This does not stop the editor highlighting one of the issue’s interviews in his editorial, which is perfectly reasonable, since it is with a designer and publisher who is a very big name in both the board game and the roleplaying hobbies—and other hobbies—here in the United Kingdom.
‘Behold’ is the regular preview of some of the then-forthcoming board game titles. As expected, ‘Behold’ showcases its previewed titles to intriguing effect, a combination of simple write-ups with artwork and depictions of the board games. Notable titles previewed include Pandasaurus Games’ The Fox Experiment, co-designed by Elizabeth Hargrave of Wingspan fame, which is a ‘roll-and-write’ design about the Belyaev-Trut experiment into fox domestication, in which the players attempt to draft friendly foxes and use them to breed even friendlier foxes, whilst Moon, the third and final part in a trilogy of card-drafting games from Sinister Fish Games which began with Villagers, takes the series off planet to colonise the Moon as well as increase the player interaction with this style of game.
‘Points’, the regular column of readers’ letters is only as thematic as to be all from readers praising the magazine, so is a whole lot less interesting than in previous issues. ‘For Love of the Game’, continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. In this entry in the series, he addresses the issue of acknowledging your inspirations when it comes to your game, both in terms of other game designs and other sources. He cites Donald X. Vaccarino being inspired by the deck-building aspect of Magic: The Gathering for his Spiel des Jahres award-winning Dominion, but actually lists other sources for his inspiration for his own Gloom of Kilforth, such as the Fighting Fantasy books, Dungeons & Dragons, and J.R.R. Tolkien, so although this represents another nod to roleplaying in the issue, it does feel one-sided.
Senet follows a standard format of articles and article types and Senet Issue 9 is no exception. One explores a theme found in board games, its history, and the games that showcase it to best effect, whilst another looks at a particular mechanic. In addition, there are two interviews, one with a designer, the other with an artist. The particular mechanic in the issue is the engine-building game. In ‘Rise of the Machine’, Alexandra Sonechkina examines the history and state of the mechanic, starting by making an interesting suggestion that Monopoly, a fairly poorly regarded game, is actually an engine-building game—although not one in the modern sense. That, though, is really as far as the history goes in the article, as it looks what makes a good engine-building game. The article is an interesting look at what the mechanic can do, but it could have benefited from boxed sections highlighting particular designs and used them to track some of the mechanic’s development to give more context. Although interesting, the article does not feel complete.
The theme article in the issue is pirates! Matt Thrower’s ‘Pirates on Board’ is a far thorough look at the history of its subject, whose more recent surge in popularity as a theme can be traced back to 2003’s Pirates of the Caribbean, and before that with Robert Louis Stevenson’s Treasure Island. Along the way, it notes the historical nature of the subject means that it has long been a popular subject for wargames, such as Wooden Ships & Iron Men and Blackbeard, both from Avalon Hill, but the fantasy element of pirates means that it is seen as a suitable subject for lighter board game designs too. Examples include Cartagena and Pirate’s Cove, yet as the hobby has matured, there has been an acknowledgement the fantasy of pirates does not always equate to the actual history, since they are both villainous and violent, though less so with other board game themes and history. Thus pirate-themed board games tend to romanticise the history and make it palatable for a wider audience. It does, though, come up to date with a look at the issue of actual piracy and counterfeiting in the board gaming industry, but does not come to any more conclusion than that it is an ongoing issue. ‘Pirates on Board’ is an entertaining piece that nicely continues the magazine’s thread of examining the themes common to modern and not so modern board games.
The much-heralded highlight of the issue is ‘The Games Master’. This is the first of the two interviews in the issue, and is with Sir Ian Livingstone, co-founder of Games Workshop and co-creator of the Fighting Fantasy series, as well as designer of board games like Judge Dredd: The Game of Crime-Fighting in Mega-City One. The lengthy interview, which starts with Livingstone’s first experiences with board games and takes the reader through the founding of Games Workshop, the games he designed, the creation of the Fighting Fantasy series—the primary roleplaying focus in the interview, and beyond to what he plays today. It is a good, solid interview, interesting and informative, liberally illustrated, though more so if you have not read other interviews with Livingstone. The interview is, of course, timed ahead of the release of Dice Men: The Origin Story of Games Workshop, which expands upon the various subjects explored in the piece and more.
The second interview in Senet Issue 9 is with Johan Nohr, the co-creator and illustrator of Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone, and its Cyberpunk counterpart, CY_BORG. As with previous issues of the magazine, this does a very nice job of showcasing his artwork, although it is not necessarily a style that would be seen in board game design.
‘Unboxed’, Senet’s reviews section actually includes a review of Apothecaria: Solo Potion Making RPG, so continuing the issue’s flirtation with roleplaying games, although solo journalling games are typically the magazine’s only flirtation with roleplaying games. Otherwise, a wide range of games is reviewed, from family titles such as Dodo and its egg-rolling down a mountain mechanic to big, brutal storytelling designs such as Oathsworn: Into the Deepwood. The latter is the issue’s game of choice, but there are a surprising number of disappointments reviewed too, like Rear Window and Cellulose: A Plant Cell Biology Game. In between, there is a good mix of interesting games reviewed that should drove the reader to go and find out more.
Rounding out Senet Issue 9 are the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, Mx Tiffany Leigh addresses the issue of ‘Playing with Alphas’, and how the over abundance of advice from an Alpha Player can negate player agency, involvement, and fun, before giving straightforward advice. In fact, the advice might be called too straightforward, even obvious, but this does not make it bad advice. Tom Brewster of Shut Up & Shutdown takes Pax Pamir, a wargame of nineteenth century politics in Afghanistan, off his and ‘Shelf of Shame’ and explains why it is not getting to his table to play more often. Unlike a lot of entries in this series, it is not because it got forgotten or bypassed in favour of other titles, but because it is actually not a game that others want to play because of its complexity and capacity. This highlights an issue with a lot of board games, that of finding the right audience.
Physically, Senet Issue 9 is very professionally presented. It looks and feels as good as previous issues of the magazine.
It has almost become a cliché to state that as with previous issues, Senet Issue 9 offers a good mix of articles, interviews, and reviews, but it does. Yet where the interviews both look great and are very accessible, the articles on the issue’s theme and mechanic are not. This is not to say that they are unreadable, as they are, but they are no longer highlighting particular games appropriate to either theme or mechanic, so unlike in previous issues with these articles, there are no examples to stand out effectively and catch the reader’s attention. The issue also has an odd feel to it because of its emphasis on roleplaying in its two big articles, but this change is refreshing, widening the scope of the magazine, if only a little. It also highlights how a magazine of similar quality devoted to roleplaying could be just as good. Overall, Senet Issue 9 is still good, but just a little bit different—and that is not a bad thing.
Friday, 23 June 2023
1982: Judge Dredd: The Game of Crime-Fighting in Mega-City One
Judge Dredd: The Game of Crime-Fighting in Mega-City One is back! Originally designed by Sir Ian Livingstone and published by Games Workshop in 1982, it was the very first board game to be inspired by the Judge Dredd comic strip from the pages of 2000 AD. In the original game, the players control Judges patrolling the streets of Mega-City One, the vast twenty-second century metropolis on the Atlantic coast of North America, home to eight hundred million citizens and all of them potential lawbreakers. Every Judge is trained from the age of five to arrest criminals, pass sentence, and carry out the sentence—even if that means a death sentence!—all in the name of keeping the city and its inhabitants safe. Every turn a player sends his Judge to the scene of a reported crime, perhaps the Palais De Boing—the only place in the city where it is legal to go Boinging, Otto Sump’s Ugly Clinic for the very best in uglification surgery, or the Alien Zoo where wonders and weird creatures from across the universe can be seen— and attempts to arrest the perpetrator. Perhaps Joseph ‘Mad Tooth’ McKill for Tobacco Smoking, Ma Jong for Stookie Glanding, or Dobey Queeg for Robot Smashing. Notoriously, this is the board game where you could be arresting Judge Death for Littering, or Ma ‘Green Fingers’ Mahaffy for Murder. Unfortunately, only one Judge gets be top dog in Mega-City One, and that is Judge Dredd. Which means the player with greatest total strength of Crime and Perp cards in his score pile at the end of the game is the winner and thus next top dog.
Much like the later Block Mania, the good news is that Judge Dredd: The Game of Crime-Fighting in Mega-City One has returned to the fold of 2000 AD and is now published by Rebellion Unplugged. Like Block Mania, it has undergone a redesign and makeover, but not by very much, and the game play remains very much the same. What has been added are clearer rules for ending the game and a simple expansion to make play a little more interesting and worth revisiting. Everything else remains the same. Same game rules, same art style, same set of perps and crimes, and same take that style of play. So, although a classic, Judge Dredd: The Game of Crime-Fighting in Mega-City One is still a game from 1982. What that means is that the game is easy to learn and easy to play, has bags and bags of theme—even if that theme dates back between 1977 and 1982, a degree of players acting against each other, and a high degree of luck. Judge Dredd: The Game of Crime-Fighting in Mega-City One is by any definition, an ‘Ameritrash’ board game. That by no means is necessarily a bad thing as the game can also be funny and silly, and it is playable by anyone—not just those who played it first time around in 1982 and are noshing down on the nostalgia.
Judge Dredd: The Game of Crime-Fighting in Mega-City One is designed to be played by two to six players aged fourteen plus and has a playing time of between an hour and an hour-and-a-half. The board depicts twenty-eight locations in Mega-City One. Over the course of the game, each sector will be seeded with a reported Crime and Perp. The Judges will proceed to the Sectors where these Crimes and Perps have been reported, reveal them, and attempt to arrest the Perp. Failing that, they may be able to stop the Crime in progress. At the end of the game, the player who has scored the most points from Perps arrested and Crimes stopped, wins the game.
Set-up first requires the group to choose a game length—‘Hotdog Run’, ‘Day Shift’, or ‘Night Shift’—and decide whether or not to use the Specialist Judges expansion. Each player receives six Action cards, and the Crime, Perp, and Sector cards are shuffled. Sector cards are drawn and these indicate where reports of crimes have been made, Perp cards and Crime cards being drawn and placed face down in the indicated Sectors. Each round consists of three phases. In the Movement Phase, the Judges move two Sectors in a direction, taking accounting of bridges to cross the river, but primarily to the nearest Sector containing Perp and Crime cards. When a Judge moves into a Sector Perp and Crime cards, both are turned over and revealed. In the Arrest Phase, a Judge attempts to bring a Perp and his Crime to justice. To do this, his player rolls the game’s black Judge die and adds his Judge’s Strength. Another player roll’s the game red Perp die and adds the result to Perp’s Strength, a total of the value on the Perp card plus the value on the Crime card. Highest total wins. If the Judge’s result is higher, he arrests the Perp and his player takes both Perp and Crime cards and adds it to his score pile. If the Judge’s result is lower, the Judge has failed, is knocked out, and has to discard and refresh his hand of Action cards. If the result is a draw, the crime is stopped and the Crime is added to the player’s score pile, but the Perp runs away, ready to be arrested by another Judge! In the third Refill Phase, new Sector cards and Crime and Perp cards are drawn to bring the number in play back up to six, any Judges knocked out go to the Justice Department Hospital, and each player receives a new Action card, more if their Judge is in certain sectors.
Of course, it is not always possible for a Judge to beat a Perp and a Crime on a singe roll. For example, if Fink Angel And Ratty with a Strength of eight was Body Sharking, which has a value of five, the total Strength the player has to roll higher than is thirteen. Which is not possible with the addition of a Judge’s Strength of six plus a die roll. Fortunately, a Judge has access to Action cards. Most are Support cards, which add a bonus to the arresting Judge’s Strength. For example, ‘Judge Hershey is with you today’ adds three and ‘The Perp is Kill Crazy. You send in the Sonic Cannon.’ adds five. Others though, are Sabotage cards, and can be used by a player to make an arrest attempt by another player’s Judge even harder. For example, ‘Your breakfast of plasti-flakes and synthi-lix is giving you chronic indigestion. You are not in tip-top fighting condition’ levies a -2 penalty or ‘The Perp you are fighting is secretly an East-Meg spy. Add an Extra Die to their Strength’. The worst of these cards, of course, the Escape card, which reveals the Perp to be the notorious Edwin Parsey, notorious confessor of other people’s crimes, which forces all Support cards used in the arrest attempt to be discarded and the attempt be treated as a tie. Other Action cards allow extra movement, send the Judge to a particular Sector, grants on the spot healing, and so on.
Judge Dredd: The Game of Crime-Fighting in Mega-City One adds one expansion—Specialist Judges. There are six of these—or seven if the Judge Fish from ‘The Day the Law Died’ storyline promo is included—and each Judge has a different ability. They include Chief Judge, SJS Judge, Psi-Judge, Wally Squad, Cadet, and Mechanismo. For example, the Cadet Judge only has a Strength of four, but begins play with and can hold seven Action cards, and draws an extra card; the SJS Judge can look at another player’s Actions each turn and wins ties in combat; and the Wally Squad Judge can move through Sectors containing revealed Perps, but does not have to arrest them. All six are nicely thematic and give a player a good little edge in play. The mix means that the players can come back to the game, try another Specialist Judge and a slightly style of play.
Physically, Judge Dredd: The Game of Crime-Fighting in Mega-City One is well presented. The artwork on the board is in colour, whilst the cards is black and white, but also is sharply and crisply handled. The rulebook is clearly written, easy to read, and supported with examples of the rules. In addition, the rulebook includes all of the UMPTY CANDY CARDs from the Jack Caldwell’s Old-fashioned Umpty Candy packs. All three series—‘SECTORS of Mega-City One’, ‘CRIMES of Mega-City One’, and ‘PERPS of Mega-City One’ explain the three sets of cards in the game, giving background for each of them.
Judge Dredd: The Game of Crime-Fighting in Mega-City One is not a perfect game by modern standards. It is too luck driven, the game allows one player to directly hamper another with the Sabotage cards, and towards the end of play, players can congregate around the remaining Sectors that have not yet been drawn if they have been keeping an eye on the cards that have been drawn to date. That said, they were part of the game’s design in 1982 and they should be there also in 2022 because the new edition is intended as a nostalgia piece and to change the game’s design too radically would break from that. Another issue is that the game only draws from the first five or so years of the Judge Dredd strips in 2000 AD—1977 to 1982—so that means forty-year-old stories which may not be as familiar to younger players. Perhaps yet, there is room for further expansions involving the more recent stories and thus more Crimes and Perp cards?
Saturday, 27 August 2022
1982: The Warlock of Firetop Mountain
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Today is ‘International Gamebook Day’, a celebration of interactive fiction. Which also means that in 2022, it is also Zagor’s birthday. Zagor of course, is the ‘Warlock of Firetop Mountain’ whose labyrinth will be explored by the reader of the eponymous game book, The Warlock of Firetop Mountain. Written by Steve Jackson and Ian Livingstone and published by Puffin, it was the first of some fifty-nine entries in the Fighting Fantasy series which would encompass numerous genres—horror, Science Fiction, superheroes, and more—but would always, always come back to fantasy. The series would sell millions of copies, have its own magazines, and get its own history with YouAre The Hero: A History of Fighting Fantasy™ Gamebooks, and The Warlock of Firetop Mountain would receive sequels, be adapted into board games and computer games and a roleplaying scenario for Dungeons & Dragons, Third Edition and even an audio adventure.
There were of course, ‘choose your adventure path’ style books available before the Fighting Fantasy series began with The Warlock of Firetop Mountain. There was the Tracker series published in seventies, plus the ‘Choose Your Adventure Path’ books and various solo scenarios for Tunnels & Trolls, the roleplaying game from Flying Buffalo, Inc. There were computer games, such as The Hobbit for the ZX Spectrum, also published in 1982. None of these had the advantages or the impact of The Warlock of Firetop Mountain. The ‘Choose Your Adventure Path’ books presented simple choices with nothing else for the reader to do to influence what happened from one paragraph to the next. The Tracker series—such as Mission to Planet L—had the advantage of using illustrations to present the reader with choices, but the stories were quite short. The solo adventures for Tunnels & Trolls required the reader to own and understand how to play Tunnels & Trolls before even attempting to play through them. Computer games such as The Hobbit required a player to own the computer and have ready access to a television, as well the knowledge to install the game. Then for both the Tunnels & Trolls solo scenarios and computer games like The Hobbit, they were not as readily available.
In comparison, The Warlock of Firetop Mountain required
nothing more than the ability to read, understand some simple rules, a pair of
six-sided dice—easily found in any board game, let alone a toy shop, and pencil
and paper. Even if the reader lacked dice, numbers were printed on the book’s
pages that he could flip through to generate the required numbers. With or
without dice, The Warlock of Firetop Mountain was easily portable. Plus it was
a book, which meant that the player was reading—usually a good thing as a far
as most parents were concerned. It was also a book which could be found on the
shelves of your local bookshop, meaning that its market presence and penetration
had the potential to be huge. So it proved. This only increased as sales rose,
again and again, so that Fighting Fantasy titles became bestsellers. Obviously
advertised in the pages of White Dwarf magazine, because Livingstone was the
editor, its sales reached out beyond those of the hobby, with many readers
being introduced to interactive fiction, roleplaying, and fantasy through their
reading and playing of The Warlock of Firetop Mountain and other Fighting Fantasy series titles.
The Warlock of Firetop Mountain began by asking the reader
if he was brave to take on the monsters and magic of Firetop Mountain? The treasures
within lay ripe for the taking, but in order to do that the powerful warlock
Zagor must be slain! To face him, the mighty hero must navigate the tunnels and
caverns that form the maze of his mountain stronghold, often facing the warlock’s
horrid minions and monsters who would kill you as much as look at you. Even if
the hero can find his way through every twist and turn of Zagor’s maze, defeat
every monster and minion encountered, and even Zagor himself, he still must
have both keys to unlock the chest containing the warlock’s mightiest treasures!
Only then will he have survived the perils of The Warlock of Firetop Mountain!
There is little fanfare to the instruction of The Warlock of Firetop Mountain. It very quickly into the explanation of what it is and what
the reader will need before getting to roll up his character, who has Skill,
Stamina, and Luck. Skill is primarily used in combat—added in opposed rolls
against the monsters, Stamina is the character’s life force and health, and
Luck covers everything else. Actually, Luck mostly covers running away,
although other instances of its use are explained in individual paragraphs.
Combat works by the player rolling for his character and adding his Skill and
then doing the same for the monsters. The highest result each round wins and
inflicts damage on the other. Anyone reduced to zero Stamina is dead. In comparison
to most monsters, the character does start play with a lot. In addition, the
reader’s character has a sword and leather armour and a potion, which will
restore one of his three stats.
Then onto page one and the labyrinthine cavern complex inside Firetop Mountain.
It is a brutal journey. Very quickly the reader encounters Goblins, some asleep,
some in a murderous mood, then Orcs, traps, a box with a snake which will try
and bite him, a ferryman to bargain to take him across the river into the
second part of the adventure. Besides sneaking past Goblins and killing Orcs, the
reader might find himself gambling with Dwarves, getting lost in a maze—the non-linear
nature of the book manages to make a maze even more annoying, distracting Ogres,
and much more. To be fair, there is very little story to The Warlock of Firetop Mountain, and arguably the character who the reader is controlling is morally
suspect given his attitude towards torture in one scene and the fact that he
wants to take Zagor’s treasure when the warlock is merely minding his own business
and not oppressing the nearby populace. That said, the story is one that the reader
is creating in reading and playing through The Warlock of Firetop Mountain. As
much as it is ‘dungeon bash’, the authors are really setting a template for the
other Fighting Fantasy titles to come which would be more sophisticated and
mature in their storytelling.
Of course, throughout The Warlock of Firetop Mountain, the
reader and his character is in constant peril and danger of dying. Combat is
not the only way that the reader can die in The Warlock of Firetop Mountain. This
increased sense of peril and the possibility of death is arguably the solo game
book’s innovation, making survival and its play uncertain. Whatever way in
which he does die, the reader has to start again, this time with new stats
rolled up for a new character. Where the new character will have an advantage
is in having access to a map showing the progress of the previous character or characters.
This is because the reader is encouraged to draw a map as he reads through and
explores the tunnels and caverns of Firetop Mountain. In this way he maps out
the routes explored and looks for untried ones, again and again each time his
character dies and he begins anew. Here then, The Warlock of Firetop Mountain is working like a Rogue-style computer game in which death is permanent and the
player has to start again. Of course, the new character has the advantage of
the map and hopefully learning from previous wrong choices. It is notable that
in many cases that map would be replicated again and again as new players read
through the solo game book for the first time.
Physically, The Warlock of Firetop Mountain looks and feels
like a novel. It is not of course, but the standard of presentation is
excellent, with the artwork of Russ Nicholson—sadly lacking in later printings
of the book—really standing out and giving the book its signature look.
The Warlock of Firetop Mountain was reviewed in White Dwarf No. 36 (December 1982) in Open Box by Nicholas J R Dougan. He opened with, “The Warlock of Firetop Mountain, is, in gaming terms, a fairly simple programmed dungeon. Its uniqueness, however, as a may be guessed for the publisher’s name and the its paperpack format, is that it is designed to sit on the children’s shelves of a bookshop as much as in a gaming shop.” Before awarding it ten out of ten, he concluded that, “The book would make an ideal present for anyone who has expressed an interest in role-playing games, or indeed any young brother (or sister!). I imagine that the minimum age would be about ten, but I would recommend it to novice and veteran players alike for quite a few hours of entertainment. I imagine that the minimum age would be about ten, but I would recommend it to novice and veteran players alike for a few hours of entertainment. The authors, Steve Jackson (UK not USA) and Ian Livingstone (there’s only one), are to be congratulated on the successful development of an original idea that should benefit the hobby.”
More recently, author and publisher, Chris Pramas, chose The Warlock of Firetop Mountain as his entry in Hobby Games: The 100 Best, published by Green Ronin Publishing in 2007, also the year of The Warlock of Firetop Mountain’s twenty-fifth anniversary. He described The Warlock of Firetop Mountain as, “…[A] pioneering release that popularized the solo gamebook and successfully brought the roleplaying game experience to a wider audience. This book alone sold over two million copies and it was only the first of the Fighting Fantasy series. The Warlock of Firetop Mountain spawned 58 more Fighting Fantasy books in the original series, a support magazine, a board game, an ambitious spinoff series, several computer games, two traditional roleplaying games, and a series of fantasy novels. Then there was the legion of imitators, another sure sign of success. Not bad for a slim paperback less than 200 pages long.”
—oOo—
The influence and reach of The Warlock of Firetop Mountain is undeniable. Millions of copies sold, reprinted again and again, and adapted
to other formats, it started the Fighting Fantasy series and led to numerous
other publishers their own lines of game books too. Yet it also introduced many
readers to the concept of interactive fiction and many readers to the concepts
behind roleplaying as well, and for gamers, it gave them something to play away
from the game table and something that was very much game related that they
could buy at their local bookshop. This combination of accessibility and availability
helped increase the understanding of what roleplaying was and what its kind of
play was like in a way that computer roleplaying games would later do, and in
the process, it helped make both more acceptable.
For all of its influence and reach, The Warlock of Firetop Mountain remains still a nasty little dungeon, perhaps just a little grim and a
little perilous with a dash or two of humour, where there is the real chance of
the reader’s character dying at the hands of some monster or by some mishap. For
the teenager starved of gaming it enabled gaming again and again until the
cavern complex was fully explored and mapped out, and ultimately The Warlock of Firetop Mountain defeated and his treasure taken. Coming back to it as adult,
it feels familiar, evoking memories of the first few times it was played and of
the first few steps taken into all too many dungeon.
The Warlock of Firetop Mountain did not invent the form of interactive fantasy fiction,
but it made it popular and made it accessible. It is also made it fun.
Happy International Gamebook Day 2022 and happy fortieth birthday Zagor!
Friday, 20 December 2019
Friday Filler: Board Games in 100 Moves

Published by Dorling Kindersley—a publisher known for the quality of its illustrated reference works, so the quality of the book is certain to be good, Board Games in 100 Moves is written by two stalwarts of the British hobby games industry, James Wallis, designer of The Extraordinary Adventures of Baron Munchausen and Alas Vegas and Ian Livingstone, co-founder of Games Workshop and co-creator of the Fighting Fantasy series amongst many other things. Both are avid board game players and collectors and in their time have played thousands of games. Together they take the reader through eight thousand years of games and six ages of game design, all in exactly one hundred games.
From the start, almost like the rules to every good board game should, Board Games in 100 Moves explains its set-up. Both authors introduce their love of board games and explain the book’s premise, how it is organised, preparing the reader for the grand tour that is come. It sets out what the one hundred board games of its title are—from Senet in 3100 BCE, the Royal Game of Ur in 2600 BCE, and Hounds and Jackals in 2000 BCE to Beasts of Balance and Sushi Go Party! in 2016, and The Mind in 2019. Along the way it lists classics like Chess and Backgammon, playing cards and Pachisi, surprises such as Kriegsspiel and Suffragetto, stalwarts such as Scrabble and Monopoly, children’s designs like Mouse Trap! and Connect 4, it touches upon roleplaying games such as Dungeons & Dragons, before coming up to date with modern designs like Settlers of Catan, Pandemic, and Codenames.
The first four ages of Board Games in 100 Moves are ages of materials—wood and stone, paper and print, cardboard, and plastic—and examine how those materials changed the look and feel of the games as much as it examines the games themselves. In ‘Wood and Stone’ it looks at the oldest game that we know of, Senet, noting that the Pharaohs were fans of the Egyptian game of passing and that the game had spiritual significance in that passing also referred to moving into the afterlife and then it looks at the first game that we have rules for, the Royal Game of Ur. What is fascinating here is how the rules were rediscovered. Other games examined in this period are ones that we would recognise today—Go, Pachisi (better known by its modern variants, Ludo and Parcheesi), the many variants of Men’s Morris (originally a game spread by the Romans across their empire), Backgammon, and of course, Chess.
A common feature of these games is that often being made from stone or wooden, there is a certain permanence to them, but in the age of paper and print, games became colourful and complex, yet easy to transport and teach. This is when playing cards evolved from tarot cards and the first printed board games appear, such as the Royal Game of the Goose. The nature of games changed again towards the end of this period when they set out to be instructional and educational, as with A Journey Through Europe, before the age of cardboard heralded the arrival of games about campaign, first military battles, but then political ones two. So this examines Kriegsspiel, the wargame designed to teach Prussian officers military tactics and The Game of Suffragette, published to promote the cause for female emancipation, before mentioning some of the actual games as propaganda published before and during World War 2. Here it does not shy away from some of the more reprehensible and unpleasant game designs of the period.
Unsurprisingly, Monopoly and its origins as a game completely counter to its big business theme, is highlighted before we come to the age of plastic. This period is likely to be the one that the older board game player—and certainly the authors—will be most familiar with as it is when they first played games. So Mouse Trap!, Scrabble, Connect 4, Twister, and both Risk and Diplomacy, but as Board Games in 100 Moves into the age of imagination with publication of Dungeons & Dragons and the rise of the Eurogame, there is a sense of the foundations being laid for where we are now, in an age of imagination, of Eurogames like Ticket to Ride and Settlers of Catan, and exploring a future of co-operation, of a global hobby with board games from Japan like Machi Koro and from the Czech Republic like Codenames, and digitalisation. Although one hundred games might lie at the heart of Board Games in 100 Moves, along the way, the book looks at more than that single hundred, not necessarily in the depth and detail accorded its singular hundred, but enough to intrigue and wonder about finding out more (or in some cases, rejecting out of hand).
This being a book from Dorling Kindersley, is very nicely laid out with hundreds of illustrations which showcase the changing look and design of board games throughout history as much as the words explore their impact and design. It even comes with an excellent index and buried deep in the back of the book there is a bibliography for the reader who wants to explore the hobby a little more as well as play the many games listed within the pages of Board Games in 100 Moves.
It should be no surprise that Board Games in 100 Moves gives a somewhat Anglocentric history of its subject matter. After all, the format that it is inspired by—A History of the World in 100 Objects—and its authors are all British. This in part also explains the attention paid to Games Workshop and Warhammer, although their inclusion in this history is certainly warranted and certainly does not detract from the inclusion of games from all over the world. Where Board Games in 100 Moves differs from A History of the World in 100 Objects is that it is not a look at a hundred specific games or objects—anyone wanting that should be directed to Green Ronin Publishing’s Hobby Games: The 100 Best or Family Games: The 100 Best—for many of the games listed at the book’s start are never mentioned again. (Which possibly means that there is a scope for a book which examines each title on that list in turn.) Instead Board Games in 100 Moves is a hundred moves through history of organised play, an examination of the importance and impact, the enjoyment and effect, of board games.
Board Games in 100 Moves is an interesting and informative introduction to the history of board games, an examination a hundred—and more—board games you may or have not heard of, and might want to play. For the board game fan, this book is a must, whilst for the roleplayer, this book is still of interest because of the many ways in which the two hobbies overlap each other, but either way, Board Games in 100 Moves is an attractive and enjoyable read from start to finish. One that fans of tabletop games of all types will find interesting.