When I complain about civgames, my harping comes from a place of deep affection. It’s just that civgames tend to be very good at one model of how civilizations flourish, and very bad at every other model. If it isn’t steady border expansion and technological growth, with very little diversity or ideological synthesis, it doesn’t usually rate. Because really, how many civilizations have spanned from remote BCE to far CE without redefining who they are? Without changing languages, dynasties, ethics, goals? I’ll give you a clue: not many. Even fewer were captained by Sid Meier’s immortal and nuke-happy Gandhi.
Enter Phil Eklund and Jon Manker’s Bios: Origins. As the third in the Bios trilogy, set after the multi-cellular life of Genesis and the prehistoric beasts of Megafauna, Origins is a civgame right down to certain familiar trappings. Tech tracks, cities, and special resources are all present and accounted for. But these trappings are only part of the story. What makes Origins special is the way it answers the questions that other civgames don’t even begin to think about. Questions like who you are — you, the player — what you want, and how very different peoples and civilizations can prosper across the ages.
The Pax Series has always been a treasure trove for those who could spend their entire night clicking on blue words in Wikipedia. It might be the impact of Mormon timber on Mexican politics, Bukharan Jews upsetting the commercial balance of Afghanistan, Isabella of Castile’s nuptials unleashing her noted repressiveness, or how Immanuel Kant’s lofty ideals don’t ship much beef when it comes to the practical business of manumitting slaves. These are more than names on cards. They’re gameplay effects, watersheds, even inside jokes. History’s peculiarities as a box of toys, as a magnifying glass, as a polemic, as a gentle ribbing.
With Matt Eklund’s Pax Transhumanity trading the historical for the speculative, it seemed natural to ask whether it could retain its sense of wonder, reverence, and playfulness for the triumphs and foibles of the past. Turns out, there was no cause for doubt. The strengths of the series are not only present, but emphasized, resulting in one of the most important science-fiction board games ever crafted. And it has everything to do with how it uses those cards to tell unexpected — and even profound — stories about where our species might go from here.
Phil Eklund’s Pax Series has always sparked controversy, although never to the extremes of Pax Emancipation. Its mere announcement prompted concerns ranging from the assumption that it would defend the practice of slavery (it doesn’t) to wondering if Phil’s libertarian worldview would color the game’s approach to history (duh). The game itself was almost secondary.
In person, there’s nothing secondary about it. Pax Emancipation stomps into the room with all the bashfulness of a rhinoceros, demands everybody’s attention, and proudly proclaims its views on a whole range of topics. And then, like an actual rhinoceros, it makes a big steaming mess on your carpet.
One of the most-repeated criticisms of Phil Eklund’s designs is that they hew closer to simulations than proper games, complete with persnickety rules exceptions, icon-strewn layouts, and overly dense rulebooks crammed with scientific and historical footnotes. And that’s to say nothing of the gameplay itself. If Eklund feels that the outcome of the Renaissance was due to some nebulous conflagration of commerce, class, religion, and imperialism, then by hook or by crook his game on the topic is going to contain a nebulous conflagration of commerce, class, religion, and imperialism.
At first glance, the second edition of Bios: Megafauna — which Eklund co-designed with Andrew Doull and Jon Manker — appears determined to prove the stereotype, with a rulebook liable to make even a veteran gamer’s mind wander somewhere between defining Cheshire cat mutations and the sprawling glossary where certain rules have been sent to wither in obscurity. And don’t even get me started on the mental gymnastics necessary to forge your way through that first learning game.
Imagine my surprise, then, to discover that this just might be Phil Eklund’s most accessible game since… scratch that. Most accessible, full stop.
In many ways, John Company feels like it might be Cole Wehrle’s magnum opus — which is one heck of a thing to say when you consider that it’s only his third published game. It certainly has the scope of a life’s work. Where Pax Pamir and its expansion Khyber Knives dealt with a British Empire willing to do anything to preserve their trading monopoly over India, and An Infamous Traffic got grimy up to its elbows with the business of the drug pushers who would collapse the Qing Dynasty for profit, both might pass as single-action blips in the course of John Company.
It’s appropriate, then, that Wehrle’s tale of the East India Company — the joint-stock enterprise that boasted an army twice as large as the British Army, grazed its grubby fingers over half the world’s trade, and still ultimately squandered its supremacy — should be one of accomplishment, failure, and biding your time. And often all three at once.
Two of my favorite games by Phil Eklund, Greenland and Neanderthal, also happen to be two of my favorite games full stop. One of the reasons is their willingness to employ a particular scope, which in turn gives their subject matters room to breathe. Greenland, for example, takes place over the course of approximately four hundred years. Neanderthal sprawls over four hundred years per turn. Both are about a lot of things, from the way cultures or brains develop in response to environmental pressures to the profound unfairness of how a group might rise or fall into extinction through sheer luck. They’re narrative masterclasses, micro history seminars, and compelling play experiences rolled into one.
Bios: Genesis takes this broad view and stretches it, taking place over the course of, oh, four billion years. That isn’t a typo. Billion. Four of them. This is a game that will cast you as primordial soup, single-celled bacterium, all the way up to the grandeur of sea stars and trilobites. As a next step in Eklund’s “survival” series, it’s a bold one.
It’s also a huge pain in the ass to learn.
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.
Let’s say you’re making a game about the Renaissance. Not merely a slice of it. Not patronage of the arts, the rise of science, Florentine or Venetian city councils, Reformation and Counter-Reformation, trade routes and the tension between East and West, or the exploration of the New World. I mean all of it. The entire thing. The whole loaded ball of wax. Where do you start? Where do you finish? Perhaps most importantly, who are you, the player?
Pax Renaissance is a game with aspirations no less grand than capturing the entire ideological struggle of the Renaissance, the churn of ideas about religion, state, art, science, law, and every other little thing that produced Western culture as we now see it. Which isn’t actually all that surprising, given its pedigree. Both Pax Porfiriana and Pax Pamir were ambitious games as well, functioning as statements and simulations and playthings with equal mettle. This is the broadest topic yet for the Pax series, however, and it wouldn’t be hard to imagine the entire thing going up in flames as surely as Girolamo Savonarola’s attempt at governing Florence.
And yet, while Pax Renaissance is forced to make a few compromises in service of its gameplay, the final result is nothing short of a triumph.
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.