Two years ago, I began transitioning from video games to table games. But I always thought that one day, Iād come back. I kept one eye on my cards, the other on the door, which was actually very impractical but did give me a spooky Forest Whitaker look that would unsettle my opponents.
Not any more, though. As of this week, Iām losing it. If I were an undercover cop in a movie, thisād be the part with a long shot of me in a crappy bathroom, staring at my reflection, wondering who I am.
Itās all to do with physicality, the status of these things as actual objects. Iām not sure I can live without it anymore.
Two months, ago, the morning after. Filip from Czech Games Edition, my closest contact inside the board game underworld, sat in my breadcrumbed kitchen, assembling a copy of Tzolkāin: The Mayan Calender with quick, clicking motions. This is what amounts to a mid-level business meeting in the board gaming world. Iāve been on the other side of the fence, in video games, with the $16 cocktails, the hotels that look like offices, the offices that look like hotels. But I like the earth of this better.
I set down a couple of anemic cups of English tea as Filip reached into the box and offered me a handful of tiny, glassy pieces. They were skulls. A little mass grave in the palm of my hand.
āPeople go crazy for these,ā Filip offered, conspiratorially. āThe wooden imps that came with Dungeon Lords? Nothing. But these⦠they canāt get enough!ā
When I started getting involved in board games, I picked up on the obvious quickly. The game as physical object is a pleasing thing. Working with your friends to set up a game brings a happy psychological bookending, like opening a brand new book. āPiratingā a bluffing game like Skull & Roses out of some coasters at your bar and a sharpie is cool.
After that, I started learning a little science. Humans prefer handling wooden components to plastic. Heavier is better, and size is to be handled in extremes. Big playing pieces are great, but so are tiny ones. Even individual games can teach you a lot. Dixitās oversized cards stealthily make you feel like a child again. The rotating the gears of the aforementioned Tzolkāin lay down the tactile equivalent of ASMR. Mage Wars, which my site covered here, has an actual, physical spellbook. These things have to be touched to be believed.
What I didnāt imagine, though, is what came next. It turns out that beyond the pleasantly tactile lies something still more seductive. Itās the capacity for analog games to hook you on an emotional level, as totems of fun. This is whatās stopped me answering the calls of the video game precinct chief (what might he look like?).
Take my Netrunner decks. They represent my first experience getting into a collectible card game, and it didnāt take long for these things to begin a kind of emotional osmosis. Technically, Netrunner is a āLiving Card Gameā, meaning Fantasy Flightās new model of not releasing random booster packs but set, monthly expansions.
Thatās a fitting moniker, because my decks are alive. Theyāre not just picking up scuffs and whatever microscopic flecks of me whenever I touch them. Theyāre absorbing every one of my failures and victories, and all of the time I spend with them.
Two weeks ago, I went to see my friend Si (pictured) and we played Netrunner for an entire night while drinking bourbon. When our nerves were shot through, we talked about Netrunner. Then I crashed on his floor and we both dreamed about Netrunner. You wake up in the morning after something like that, and you see your decks where you left them on the table, and you know theyāve changed.
And it gets worse. When you want to alter your deck, and you lay all those cards face-up, categorised by Ice Breakers, Hardware, Agendas, itās like being stood at an operating table. You wince as you remove old friends, slipping in cards that may or may not work. The housemate you roped into supporting you sponges sweat from your brow. Finally, youāre finished, and you shuffle that thing and pick it up, and itās the same deck as before, but not. Itās fascinating. Youāre scared to play with it.
āMy decks are alive. Theyāre not just picking up scuffs and whatever microscopic flecks of me whenever I touch them. Theyāre absorbing every one of my failures and victories, and all of the time I spend with them.ā
It was the week after that, though, that I knew I was truly lost. I sat cross-legged on my bed in the small hours the night, opening up a shipment from Victory Point Games. A tiny Californian company. The thing had an impossibly proud, red box with a āMade in America!ā sigil on the back.
I picked up one of the punchboards of tiles and found two strange things about it. One, the tokens just fell out, made of the thickest, nicest cardstock Iāve ever felt. Two, the punchboard was coated in filth. I stared disbelievingly at my blackened fingers. A cursed game in a witching hour.
Then at the very bottom of the box, I found a napkin. Like the kind youād get from a fast food joint. Printed on the front was as follows:
āVICTORY POINT GAMES. āTHE GAMEPLAYāS THE THING.ā
PLEASE USE THIS TO REMOVE ANY EXCESS COAL DUST FROM THE COMPONENTS.ā
And just like that, I fell in love with Victory Point Games. That this momānāpop company found a great solution for their tokens, but it left them dusty. But they trusted their customers to appreciate the tokens, the thoughtfulness, and take part in the assembling of the game themselves with a literal bit of polish.
In time, when Iām killed in an accidental shootout with the video game police, my love interest will be cradling my corpse and sheāll find that napkin in my pocket. And sheāll understand.
I get it now. The appeal of table gamesā physical presence isnāt to do with the luxury of the objects themselves. Play is how we form emotional connections. The purpose of the game-as-object is to make it easiest to foster those connections, allowing everybody to invest in whatās on the table, right down to building it up and breaking it down, and in doing so, it gives you the path of least resistance to connect to each other. Put another way, that tiny plastic man isnāt a toy. Heās an emotional power adaptor.
My game nights are powerful things now, and theyāre getting stronger. And stranger. Last weekend I got six people together to play the epic WW2 swear-a-thon that is Memoir ā44: Overlord, but my friend also brought two backpacks of his girlfriendās military equipment. We played wearing wobbly helmets and camo trousers of impossible size. Why? Because it was funny, mostly, but also because when you augment a gameās components to such a ridiculous extent, you canāt help but share something, and remember that game for the rest of your lives. And as a gamer, Iām not sure thereās anything quite that priceless.
Weāve got bigger plans, too. We want to organise an epic-scale game of Werewolf, at night, next to a giant bonfire. Do you see? Your surroundings are the components. The people are the components.
Iāve spent my entire life playing video games without once feeling like I was closer to something. Here, I feel like Iām getting better at play.
Donāt look for me. Iām pocketing my napkin and running for as long as I can.
Quintin Smith is a games columnist able to identify different board game manufacturers by their scent. He runs Shut Up & Sit Down, a board game site, and is @quinns108 on Twitter.