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Rick's Adventures in Board Gaming

Making note of my life in the hobby. Occasional attempts at humor included.
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Theme and Mechanics - Two of a Kind

Rick Baptist
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*** Before we get into today's discussion, I wanted to relay that I've created my usual geeklist to document what we did at the recent local Strategicon convention and if it was fun or not (duh!) If you're interested, you can find it here. ***


Hi there.

I'm one of those people that want eurogames to be thematic. There, I said it. Now you know whether you want to keep reading or not. I call myself a hybrid, and it's not just because I like euro and American designs. So what if I can go from delivering spices on the back of an elephant to ripping the heads off Genestealers in a day? I like what I like. But I have to draw the line somewhere. And that's my line -- I want theme. I'm really not asking for much, and my criteria isn't really that tough. I know that there's plenty of designers that start out with a mechanic and then work that into a theme. That's great! I want to encourage that. Then again, there's plenty of games that start with a theme that forgets to add mechanics. No no, I say. We need to walk the line straight here, no wobbles. Let's extrapolate.



Most games in my collection nail it. Colosseum is a terrific example -- you're putting on shows in Rome. Hell yeah! I get it. Bombay is another one I like -- put the fabric onto the elephants back and deliver it to another city. Fun! Take these two examples and think hard about the mechanics in those games. I hope that you've played them both so you can follow, but Colosseum is simply an auction game wrapped up in a set-collecting basket. Maybe I'm giving Wolfgang Kramer too much credit here, but coming up with this theme was genius (it is a Days of Wonder game, after all!) Sitting on the design table, trying to figure out how these mechanics work -- I can't imagine the work involved in that. Without a solid theme, I would have a tough time finishing the project. I have no idea if Mr. Kramer had the theme in mind while he was designing the game, but it works. Without a solid theme, this game wouldn't stand out to me -- if it was about collecting different sets of elements, and then portraying them every few rounds in a classroom, I just couldn't get interested. Thank goodness it's not! Sadly, there's games out there today that do just this. (Okay, I was going to talk about Bombay, but I'm shifting to a new tangent. You probably could figure out what I would say, anyway.)

I'm not sure I'm creative enough to "fix" games. Many people I'm sure have a problem with me saying this, even. I apologize up front, but I have a real hard time playing games like Hansa Teutonica. I can admit it's a good game -- it is! It's very clever. The mechanics are sound, and I have friends that love it and consider it the best game of 2009. But here's the deal. I know nothing about the Hanseatic.league. I have no interest to learn of it. In fact, I had to google to even spell it right. Call me crazy, I don't think it's that popular of a subject these days. I have refrained from putting the dude on the cover in my blog, because I like my blog. Go look at him elsewhere if you want to see him - he's a weird chap! But really, if you're going to have a game like this, the mechanics have to be something that I REALLY like. If I'm going to spend an hour of my life placing cubes next to cities and completing routes, collecting tokens that are supposed to be plates of food, and building a tableau of something or other, I want to be involved. Most of all, I want to have fun. Hansa is well produced and the board and components, theme be damned, are very nice looking and pleasing to the eye. But what exactly am I doing here? The Bobs from Office Space want to know, and so do I.


Sure, I have some exceptions. Thurn and Taxis is a great game, German mail routes and all. I like the way the game plays (although it's crying out for some kind of cool idea). Vikings - awesome. Some might say there's a theme here, but no -- this game doesn't exactly check all the viking boxes that come to mind. Unless you imagine your vikings being nobles. I just can't. But these are great games for me, ratings of 8 and above, that can get away with this stuff. You'll notice they're also short games, about an hour or less. I recently played the game Luna at the convention. Luna is getting some flak recently for being themeless and doing random things for points. I kind of saw that in advance before I played, so I made sure to grab the rulebook ahead of time and read the theme of the game. When I did an action, I reminded myself what I was doing (recruiting a follower, visiting the temple, etc.) Of course, the setting was already beautifully set for me by watching Drakkenstrike's video. Those things together really had me enjoy the game a lot more, forgetting that in itself I could see the dryness of the mechanic.

So maybe it's all a mind game with some titles. But I think you'll find that my favorite games, my 10s and 9s, have the theme built right into it. Pandemic, Stone Age, Descent: Journeys in the Dark -- I love these games. Battlestar Galactica. Cyclades. Awesome stuff. Alien Frontiers. It's not hard to put yourself into the game with these guys. I know every gamer is different. One time I remember bringing out a component-heavy, theme-rich game with a friend, pulling out the pieces and talking about how cool I thought they were and how they integrated the theme well, and he didn't care -- he just wanted to know the rules. He likes games like Innovation, with some of the most g%&-awful art and presentation I've seen, because he really likes the game. That stuff matters to me. I thought Innovation was okay, but those cards and the box turned me off. Am I shallow? I don't know! But that stuff matters. Thank goodness so many companies have become so amazing in developing the components to the game, and taking care to put effort into their productions, adding themes where they see fit. Companies like Days of Wonder and Repos Production are thriving and they deserve to. It's a great trend and one that I hope to see continue through for many years to come. Can you imagine if Pandemic was actually about the Hanseatic league? Think of the missed opportunities.

In closing -- designers, publishers: think twice when you figure out that awesome mechanic. Creating a strong theme will have many gamers putting your game into a class in itself, giving it its own identity to make is stand out from the hundreds of games released every year. Tying that theme into your mechanic is priceless. It makes the best kind of games -- in my opinion, it creates a romance that can never be split. And not to mention, a place on my shelf. When theme and mechanics work together, it truly is a match made in heaven.
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Subscribe sub options Sat Feb 26, 2011 7:41 am
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Lee Ambolt
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Linus Per Ambolt 13.12.2010
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such a great idea for a blog post, you kind of stole it from my head!!! Well, at least I am often bemused as to why Euro and Ameri "themes" seem tied to mechanics. Why do the clever non confrontational resource managing cube based games HAVE to be about traders in the middle ages in the dark recesses of 1400s Europe. Why do the dice rolling, confrontational, immersive games HAVE to rely so heavily on adolescent fantasy material and variouos other vacuous themes that, while I would have no problem playing with my son when he reaches 8, I can find little or no interest in now. Such a great point, why are they connected. Why cant there be a thematically immersive confrontational dice rolling combat game about royal houses from 1500s Europe smacking down peasants. Why can't there be more games where you have limited actions and resources, need to chain them together, compete for optimal use of actions but it be about latex wearing femdom superheroes? I exaggerate but it's always been slightly amusing to me how two different aspects of game are always discussed as though they come as a pair, when they dont really need to, or do they? Do you need a teenage pleasing guns/dragons/aliens type theme to really "get into" an ameritrash style mechanic game?
I dont know, I am actually a very big fan of the Euro genre, mechanics and theme, but one of the biggest things that puts me off ameritrash games is not the mechanics or the gameplay, its the adolescent themes (and I am not someone who has ever been described as "mature" for his age, its not that I think theres anything wrong with enjoying those themes, I have a Ps3 myself :-) they just dont particularly interest me as board game material, or much at all really. Is it age related? I find a lot of todays music, movies, TV, culture in general less and less interesting and I am not even 40 until the summer!
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  • Posted Sat Feb 26, 2011 8:11 am
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Jay Cormier
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I too love a good theme. As a game designer I do know that the idea for a game can spring from anywhere - sometimes it is the theme first, but other times there's an interesting mechanic and then I try to find a theme to fit it. Sometimes the theme feels very tacked on, like you mentioned, and other times it really helps you feel like you're making decisions that will affect the world of that game.

I've been writing a blog about how I got my games published and one of the posts was about theme vs. mechanics. Give it a read if you're interested:

http://inspirationtopublication.wordpress.com/2010/07/30/ste...
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  • Posted Sat Feb 26, 2011 8:58 am
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Mark Chaplin
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Well put, Lee!



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  • Posted Sat Feb 26, 2011 10:52 am
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Rick Baptist
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@Lee - Well, a lot of folks don't consider that material adolescent -- a lot of the time American-style games will focus on World War II, for instance. But you're right, it seems that it has to be one or the other. Perhaps that has something to do with how dice (read: chaos) can make a situation exciting. Defenders of the Realm, for instance, has you taking on generals in battle and after you commit the cards that you want to the fight, it all comes down to that one big dice roll. For whatever reason, that experience correlates to the fight better than playing cards (although recent FFG releases seem to be always inventing ways to fight with cards).

I guess Yspahan might be a good example of dice in a euro. I love Yspahan. And there's a lot of great euros that use a lot of dice (Stone Age, Kingsburg, etc.) and I always enjoy seeing a good dice mechanic.

@Jay - Good stuff, thanks for sharing.
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  • Posted Sat Feb 26, 2011 1:19 pm
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Lee Ambolt
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Linus Per Ambolt 13.12.2010
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Yeah adolescent was a bad choice of words in some ways, I didnt mean to offend, more describe the themes there as something you would often find in standard teenage boy culture I suppose. Interesting that you picked up the dice based euros, at least they have the euro type theme with dice, but they're not openly confrontational so much either.
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  • Posted Sat Feb 26, 2011 2:59 pm
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Dominic Crapuchettes
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Nice post Rick. It's hard to disagree that great mechanics are better with a strong theme, and that a great theme is better with great mechanics. I am a firm member of the camp that likes the two to go together.

Even so, I probably err on the Euro game side. For instance, I think Hansa Teutonica is fairly thematic (though I think the name is weird and hard to pronounce). I actually feel like I am struggling and gaining regional power when I play the game (though there are mechanics that are not thematic for me). I have also heard people say that Tigris & Euphrates is thematic although there is nothing about that game that feels thematic to me. I think of T&E and a complicated and weird abstract.

Here's another thing: Colosseum seems quite abstract to me, whereas Pandemic seems very thematic. So while I agree with you on your point (and really like your post), it's interesting that the same game might seem thematic to some people and abstract to others.
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  • Posted Sat Feb 26, 2011 11:10 pm
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Rick Baptist
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Thanks for stopping by, Dom. I think perhaps the way a game is taught to us and our general mood at the time of learning said game might account into our feelings as well. I've certainly fallen culprit to getting really hyped about a game and just wanting it to work so bad, that perhaps I made an assumed existence of theme where someone else wouldn't. But to find T&E a thematic experience, wow! Maybe if you play a game long enough, you can make any game thematic!

But I think there's one thing that almost anyone could agree with: immersing yourself into a theme can make any game better, or as Stephen Conway from the Spiel would say, "make a great game sublime."
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  • Posted Sun Feb 27, 2011 6:02 am
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Merran
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I enjoyed your blog post. I also enjoy a good theme with good mechanics.

Some that I really like are:
Fresco
De Vulgari Eloquentia

And they are beautiful!
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  • Posted Mon Feb 28, 2011 5:26 am
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Clint Herron
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Nice blog post! I totally agree -- I likes me some theme in my Euros. I can enjoy abstracts (Chess and Go are great), but if I'm going to play a euro in particular, I really like theme.

domcrap wrote:
Here's another thing: Colosseum seems quite abstract to me, whereas Pandemic seems very thematic.


Huh. Interestingly, I felt exactly the opposite. Pandemic feels more "clinical" and abstract to me -- like I'm moving blips on a computer screen in some darkened control room with a giant world map in front of me on the Big Board. I'm not "there". In contrast, Forbidden Island (and Colosseum) make me feel like I'm much more on the ground exploring the island, or putting on shows in the arena to thunderous applause.

To each his own I suppose.
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  • Posted Mon Feb 28, 2011 3:58 pm
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Max Maloney
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It's an interesting line and I personally don't play with anyone who prefers pure abstracts; it's just how my group is.

But I also think that even the most "pasted-on theme" games are not truly abstracts. Let's look at Hansa Teutonica. What if we truly stripped the theme out completely and reenvisioned it as an abstract?

It would probably have a web like structure of routes. Each junction might or might not have a different number of nodes. But more importantly, I doubt the desk with its action upgrade mechanism would exist. I doubt even more the bonus markers would exist, especially since they are shuffled!

HT may be lighter in theme than some, but it doesn't actually resemble abstracts at all when you really look at it. What does that make it? This is meant as food for thought and in no way as refuting your original point.
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  • Posted Tue Mar 1, 2011 9:56 pm
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Max Maloney
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HanClinto wrote:
domcrap wrote:
Here's another thing: Colosseum seems quite abstract to me, whereas Pandemic seems very thematic.

Huh. Interestingly, I felt exactly the opposite. Pandemic feels more "clinical" and abstract to me -- like I'm moving blips on a computer screen in some darkened control room with a giant world map in front of me on the Big Board. I'm not "there".

Hm, your description of Pandemic does not sound lacking in theme to me. It just seems your theme is more "CDC Command Center" than in-the-field disaster control. Themeless would make you feel like you're pushing cubes around on a board, no?

I never thought of Colosseum as themeless before, but it's an interesting point. I will say the assets have very token theming. There is no difference in the game between lions and plants and comedians; they just have different colors. And show bills are little more than menus of different arbitrary items. Certainly moving the pawns with dice is not that thematic either.

Dang, did Dominic just hose that game for me?
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  • Edited Tue Mar 1, 2011 10:11 pm
  • Posted Tue Mar 1, 2011 10:10 pm
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Rick Baptist
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Dormammu wrote:
It's an interesting line and I personally don't play with anyone who prefers pure abstracts; it's just how my group is.

But I also think that even the most "pasted-on theme" games are not truly abstracts. Let's look at Hansa Teutonica. What if we truly stripped the theme out completely and reenvisioned it as an abstract?

It would probably have a web like structure of routes. Each junction might or might not have a different number of nodes. But more importantly, I doubt the desk with its action upgrade mechanism would exist. I doubt even more the bonus markers would exist, especially since they are shuffled!

HT may be lighter in theme than some, but it doesn't actually resemble abstracts at all when you really look at it. What does that make it? This is meant as food for thought and in no way as refuting your original point.


I would never imagine Hansa Teutonica as an abstract. If I said 'abstract' above, I was referring to how the theme felt, not that category of game. To me HT is just a game with a mechanic -- if I liked the mechanic I'd probably be down for some plays, but it doesn't strike me. But in respect to that game, I'm not sure that you could even put a workable theme on it.

In regards to Colosseum, sometimes with euros (and heck, a lot of games in general) you have to put in an effort to immerse yourself in the theme. Great components and presentation certainly help this to happen. Perhaps that's another subject for another time?
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  • Posted Thu Mar 3, 2011 7:39 pm
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