One of the things I appreciated most about Geoff Engelstein’s board game rendering of The Expanse was the way it took the venerable Twilight Struggle’s very serious, very wargamey card system and bolted it over the top of something that had nothing to do with real-world history or politics. It was, if you want to be dramatic about it, a democratizing move. Where any quantity of board gamers might shy away from engaging with “serious” topics in their leisure time, The Expanse boasted a deeply smart card system layered over a fictional world, right down to its dumber-than-a-bucket Captain James Holden. If the hero doesn’t bust his noggin over political statements and colonial implications, why should you?
Now, in a surprise alliance between political-game veteran Cole Wehrle (Pax Pamir, An Infamous Traffic, the forthcoming John Company) and one of the industry’s freshest publishers of asymmetric buffoonery Leder Games (Vast: The Crystal Caverns), we’re witnessing what just might shape up to be the next step in the process of bending the branch of wargame-style gameplay into reaching distance of a more general audience.
The game in question is Root. It’s still in playtesting, likely won’t be out for a good long while, and details are still subject to change. But my impressions of an early build have been almost entirely positive.
For the first time ever, the Space-Biff! Space-Cast! is all about Dan Thurot’s uncertainty about Cole Wehrle’s paternity, the definitions of sandbox games, as well as a number of Great Games, from Pax Pamir to Pax Renaissance and An Infamous Traffic. Great Games: in these hands alone, that’s a pun intended only for the cleverest of humans. Perhaps you’re among them. Perhaps.
Every time I’ve taught a group of friends how to play An Infamous Traffic, Cole Wehrle’s sophomore design and a sort of thematic follow-up to his astounding Pax Pamir, we reach a point where someone lets a nervous chuckle slip out. After explaining our role as British opium sellers, forcing our product on a nation whose authorities would very much rather we leave them alone, I begin describing the game’s take on supply and demand. We’re the supply, crates of dried poppy latex from India bumping around the holds of our ships. And the demand? Well, we’re that too. By inserting smugglers and missionaries into the workings of the Qing Dynasty, we spread the word and create an enthusiastic population of buyers.
It’s the missionaries that do it. Where I live in the heart of Zion — Mormon country to outsiders — a large quantity of young men and women serve eighteen-month to two-year church missions. For the most part, these are well-meaning acts of service and devotion. Those obnoxious pairs who knock on your door and smile a little too wide? That’s them. They’re also the ones mending fences, working in care centers, and going caroling in August. To that service-oriented mindset, the idea of peddling an addictive substance — other than the opiate of the masses, depending on your perspective on the matter — is nothing short of appalling.
An Infamous Traffic is a game with a lot on its mind. And one of those things is that certain trades pollute everything they touch, no matter how well-intentioned the people engaged in it.
In more ways than one, Pax Pamir is essentially my Platonic Ideal of a board game. It was even my favorite game of 2015. It’s deep and multifaceted, yet lean. Political, but careful to prevent alliances from lasting more than a few moments. Mean, but… well, it’s mean. That’s a good thing. Victory in Pax Pamir nearly always meant you had stripped everyone else’s aspirations of ruling Afghanistan to the bone, one assassination and taxation and military campaign at a time. Ruthless.
And from now on, I’ll never again play Pax Pamir without its expansion, Khyber Knives. Let me tell you why.
In the second quarter of the 19th century, the crown jewel of the British Empire was unexpectedly placed under threat when the Russian Empire began a period of aggressive expansion into Central Asia. India had been the linchpin of the British Empire’s interests abroad for nearly a hundred and fifty years, so the prospect of a Russian frontier bypassing the khanates and the Afghan emirate that had previously stood as a buffer zone between the British Raj and the Russian Empire sparked a flurry of activity. Spies, armies, diplomats, and traders poured into the region. Just like that, the tribal leaders of Afghanistan found themselves squeezed between two desperate empires.
Welcome to what came to be known as The Great Game.