Culture Board Games Have a Colonialism Problem - Eventually, they're coming for Civilization

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
The board game “puerto rico” begins after everyone around the table receives a mat printed with the verdant interior of the game’s namesake island. Players are cast as European tycoons who have trekked across the Atlantic at the height of the Age of Exploration. “In 1493 Christopher Columbus discovered the easternmost island of the Great Antilles,” read the back of the game box that once sat on my living-room shelf. “About 50 years later, Puerto Rico began to really blossom.” To win, one must “achieve the greatest prosperity and highest respect.”

In practice, that means the mechanics of “Puerto Rico” are centered around cultivation, exploitation, and plunder. Each turn, a player takes a role—the “settler,” the “builder,” the “trader,” the “craftsman,” the “captain,” and so on—and tries to slowly transform their tropical enclave into a tidy, 16th-century imperial settlement. Perhaps they uproot the wilds and replace them with tobacco pastures or corn acreage, or maybe they outfit the rocky reefs with fishing wharfs and harbors, in order to ship those goods back across the ocean. All of this is possible only with the help of a resource that the game calls “colonists,” —represented by small, brown discs in the game’s first edition, which was published by Rio Grande Games and is available in major retailers—who arrive by ship and are sent by players to work on their plantations.

So that’s “Puerto Rico,” the game. In Puerto Rico, the real place, the Spanish empire started enslaving the indigenous Taíno people shortly after Columbus arrived on the island during his second voyage, in 1493. The first African slaves arrived in 1517. By 1560, the total population of captives numbered about 15,000, and in 1560, plantation holders started branding slaves’ foreheads with hot irons in order to adjudicate any potential kidnapping cases. It’s all a little uncanny when you set down a brown “colonist” marker, but the original instruction manual for “Puerto Rico” offers no commentary on the terror of human displacement that it echoes. The game’s animating principle—as much as it has one—is that this island was empty and dormant until the West arrived, bringing with it a golden age.

And yet, “Puerto Rico” is still considered to be one of the greatest board games of all time. For more than five years after its initial release in 2002, Rio Grande’s game was ranked No. 1 by the aggregator BoardGameGeek, and critics praised its clever mechanisms and depth of strategy. (Currently, it sits at No. 29.) “Puerto Rico” has been played digitally 1.8 million times on the website Board Game Arena since 2011, and BoardGameGeek users have reviewed it more than 60,000 times.

“Puerto Rico” is part of a wave of modern, strategy-heavy board games that earn high praise while asking players to reenact human history’s grimmest episodes. “Macao,” from 2009, is set in Portuguese Macau, where settlers are slowly gobbling up city blocks; “Vasco da Gama,” from the same year, whitewashes the explorer’s many murderous crimes; “Mombasa,” from 2015, puts players at the helm of an Imperial British East Africa Company stand-in. In 2004’s “Goa,” competitors transform themselves into Portuguese merchants at the height of the ravenous Indian spice trade. (“Goa” is currently ranked 187 overall on BoardGameGeek.) “Archipelago,” from 2012, asks participants to conquer an unnamed indigenous community as efficiently as possible; players “need to be careful of the natives,” announces the BoardGameGeek summary. “If they make them too unhappy or if too many of them are unoccupied, they could revolt and declare independence. Then everyone will lose!”

Boutique board games have been around for years, but in the mid-2000s, as “Catan”—which was formerly called “Settlers of Catan,” and which also employs a colonist mechanism, this time in a fictional place—permeated the culture, people started latching on to a hobby most commonly associated with the fringes of nerdom. These games are far more involved than the Parker Brothers catalog, and their designers ask players to embrace complicated rule sets and deep critical thinking; players will rarely do something as simple as just rolling a die and moving a pawn. For a seemingly narrow market, it keeps growing: In 2020, the research firm Euromonitor International noted that the “games and puzzles” market had eclipsed $11 billion.

But recently, players have started asking more incisive questions about their hobby—questions that reach beyond design elegance or component quality, that get at the nature of games as political objects and whether they should be held to the same standards that we demand from our other entertainment. One of the longest active threads on the BoardGameGeek forums for “Puerto Rico” discusses the game’s sanguine perspective on colonialism. (“Puerto Rico is the only game I ever turned down even a single trial play of, because of a literal curl of my lip in distaste as I was being taught the game,” one user writes.) Earlier this year, the board-game YouTube channel No Rolls Barred uploaded something of a mea culpa for having recommended “Puerto Rico” as one of its favorite strategy games. In 2019, the war-gaming giant GMT canceled a game called “Scramble for Africa” after mounting objections from its customers.

But why did anyone look at that concept and think it was a good idea? Why did game designers ever fall in love with colonial fantasy anyway?

“I think the main reason is purely practical,” says Bruno Faidutti, a veteran game designer who wrote an essay on colonial themes in board games back in 2014. For one, a two-dimensional piece of cardboard lends itself to a limited number of mechanisms, and a map is one of them. “If all of the [pieces] are on the map from the beginning, it’s a war,” he says. “If every player starts with one or two, as in ‘Catan,’ it’s expansion, development, colonization.”

Board games also rely on broad, generalized tropes to get their point across quickly. “And colonial clichés, especially in Europe, where the modern board games started in the ’90s, are widespread,” Faidutti says. “The choice for a board-game designer is not between cliché and depth or accuracy; it is between good and bad clichés, or old and new clichés.”

The designers of the board games mentioned in this article seem particularly taken by a certain kind of imagery: rugged landscapes, heroic pioneers. They are also part of an industry that has been overwhelmingly white and male. “It’s a case of romanticised ideas that are familiar from other media, such as adventure novels or films,” says Lukas Boch, a research assistant at the University of Münster, in Germany, who is writing his doctoral dissertation on historical depictions in board games. “The authors simply lacked (and sometimes still lack) a sense of the inconceivable cruelty associated with colonisation, which makes it a very sensitive topic for many people,” explains Boch, who answered my questions via email with the input from his research colleagues Max Rose, Toni Janosch Krause, and Barbara Sterzenbach. “The crimes committed during colonialism were known in the 2000s. However, those who considered the topic important were not represented in the board game community at that time.”

“Puerto Rico” is not designed as a history lesson, nor does it intend to authentically mimic colonial expansion. Instead, many modern board games use their art and thematic trappings as decoration for the core puzzle, a way to look pretty on the shelf. If you stripped away the imperial motifs of “Puerto Rico,” the game would still play just fine, in the same way that “Catan” could function regardless of what resources you were trading with your tablemates. (There’s a reason that game has been adapted from its original medieval setting to both Star Trek and Game of Thrones.)

The glorification of colonialism in these games, then, appears to be superficial, born of convenience and ignorance—not a reflection of deeply held philosophy—which makes their problems too easy to ignore. I remember my first game of “Puerto Rico,” in 2016. My group was taken aback by the insensitivity of the theme, but we submerged ourselves into the game’s mechanics and puzzles. By the end, the only thing we were focused on was the point tally, without thinking about Puerto Rico, the island, much at all.

But just like the colonialist settings these games mimic, “Puerto Rico” and its ilk make us active participants—and that’s a responsibility every designer, and player, needs to take seriously. “The special thing about games, and tabletop games in particular,” writes Eric Thurm in his book, Avidly Reads Board Games, “is the way they actively train you to think from within their rules. Other forms of art do this too, but in a more roundabout way that requires a certain sensitivity and willingness to be taken in by the television show you’re watching or the book you’re reading,” Thurm writes. “With games, it’s a prerequisite to entry. If you don’t think the way the game wants you to think at least a little bit, you’re not really playing the game at all.”

As the board-game hobby has ballooned in size over a relatively short amount of time, it has seen a shock of diversity to its player base. Maybe it is simply enduring growing pains similar to those of so many other pop mediums—the video-game sector in particular—as they exit their relative nooks and crannies to introduce themselves to the vast divergence of human experience.

“The board-game scene is becoming increasingly globalized,” Boch says. “Games that were originally produced only for certain markets are now marketed worldwide, and suddenly games like ‘Puerto Rico’ are played by people who themselves come from that country; so it is unsurprising that it creates resistance.”

That tension has opened the door for a different kind of game. R. Eric Reuss’s “Spirit Island,” from 2017, is one of the few flat-out anti-colonial games on the market. In it, everyone around the table takes control of a primordial deity who is languishing on a fictional island that is under siege by European settlers. Those intruders chop down the jungles and foul up the wetlands, as the spirits mount an offensive to drive them off the shorelines. Reuss told me that he has no use for the plausible deniability of it’s just a game. He has an answer to a question I posed earlier: Anything a designer commits to cardboard can be political, whether it’s intended or not.

“I think there’s a growing understanding that using historic colonialism in a sanitized fashion—omitting all of its wrongs—has its own problems,” Reuss said. “Even though you’re not depicting torture, rape, massacre, enslavement, and genocide in your game, you’re promoting a false narrative about colonialism, which covers up all of those terrible things.”

Alexander Pfister, the Austrian behind the aforementioned “Mombasa” and 2019’s “Maracaibo,” has consistently acknowledged the implicit cruelty of his games’ settings. (“Chartered companies were associations formed for the purpose of exploration, trade and colonization, which links them inextricably to a very dark chapter in human history: global colonialism,” reads the beginning of the instruction manual for “Mombasa.”) But Pfister says that he is now giving “Mombasa” a to-the-studs renovation. When the game enters the market again in the indeterminate future, it will no longer carry art, terminology, or set dressing associated with 18th-century European expansion. Those days, he says, are over.

“‘Mombasa’ made gamers think about this awful history. But nowadays, I wouldn’t use this theme anymore. That’s the reason for a complete re-theme ’ It’s good that the community, including me, became more sensible,” he says. “We want our hobby to be inclusive.”

This year, “Maracaibo” will receive an expansion called “The Uprising.” Players are cast as indigenous people under colonial bondage, who will work together to liberate the cities of their island from foreign rule. “In the cooperative scenario, they win when all locations are free,” Pfister says. And last year, after Ravensburger acquired the English rights to “Puerto Rico” from Rio Grande, the game was released with slight tweaks—those brown discs are now purple, and the rule book now includes a disclaimer encouraging players to educate themselves on colonialism and the “harm that it caused around the world.” When I reached the publisher for comment, a representative told me that in 2022, it will release a “re-imagined version of the game globally, created in partnership with a culturally diverse and representative team.” This time, they said, it’ll be “set in post-independence Puerto Rico, and it won’t include themes of colonialism.”

Luke Winkie is a reporter from San Diego. He has written for Vox, Vice, and The New York Times.

 
I saw a modern box of Axis and Allies last weekend actually and noticed they made the Japanese the most prominent Axis baddies on the box and no swastika or Hitler to be seen.
I don't know when Americans decided the swastika or actual historical Nazis needed to be censored, but it was sometime post-2000 and really weird to me.
I don't understand censoring such imagery within an historical context. In Germany, video games are recognized as toys so it's prohibited. Apparently, it's overturned now.
 
This reminds me of video games removing the swastika in WWII themed games and replacing it with a generic Iron Cross.
Because they don't want people to associate Nazis and Nazi symbolism to actual Nazis. They want instead is to have people associate people who don't support the Uniparty, The Science, or wokeism as Nazis.
 
It’s worth pointing out that they had to go to number 26 on the BGG Hotness list because only one other game has real-life expansionism in it - Great Western Trail - and it’s more obscure than Puerto Rico (though much better),

the rest are all mostly fantasy - Gloomhaven, Descent, Arkham Horror; realistic - Wingspan, Terraforming Mars, Azul, Meadow; and scifi- Scythe, Dune. With a couple historical train games.

Ironically, Scythe and Root, both higher on BGG’s list than Puerto Rico are about colonialism and industrialization, and in a much more direct way. But since they’re wrapped in a non-realistic theme (Root is like Redwall, Scythe is mechasteampunk) I bet most of the people who would be upset can‘t even tell.
 
Last edited:
I've never heard of Puerto Rico the board game, but if they hate it this much it's probably fun.
it isn't fun. it's needlessly convoluted. I the times i played, we weren't even sure we were playing by the rules after spending the first 2 hour of the play reading the instructions. they hate it because the board game nerds love it.
 
It’s worth pointing out that they had to go to number 26 on the BGG Hotness list because only one other game has real-life expansionism in it - Great Western Trail - and it’s more obscure than Puerto Rico (though much better),

the rest are all mostly fantasy - Gloomhaven, Descent, Arkham Horror; realistic - Wingspan, Terraforming Mars, Azul, Meadow; and scifi- Scythe, Dune. With a couple historical train games.

Ironically, Scythe and Root, both higher on BGG’s list than Puerto Rico are about colonialism and feudalism, and in a much more direct way. But since they’re wrapped in a non-realistic theme (Root is like Redwall, Scythe is mechasteampunk) I bet most of the people who would be upset can‘t even tell.
Hell, scythe is basically an economics boardgame LARP'ing about mechs. The actual mechs are fairly useless until the very last stages of the game. Early on it's a land scramble via your leaders; and a race to see who can industrialize the fastest.
 
Is this why that faggot at the place I used to work with "reeee'd" so hard about people using military to win in Civ?
 
If they're being this sensitive about a single board game, wait until they learn about...

Cards Against Humanity
CAH already bent the knee to trannies and censored themselves. Part of a trend that will, no doubt, continue as the game sanitises itself.
 
Board games are fun because it gives you one of the few chances in life to be an asshole to your friends without any repercussions. If they made board games about overcoming injustice or some such shit it wouldn't sell.
 
Board games are fun because it gives you one of the few chances in life to be an asshole to your friends without any repercussions. If they made board games about overcoming injustice or some such shit it wouldn't sell.
IDK, I've heard about years-long friendships getting ruined over Risk games. Its worse than Monopoly for causing fights among players from what I've heard.
 
Wait until they learn about "Risk"
Risk? Wait until they find out about axis & allies

IDK, I've heard about years-long friendships getting ruined over Risk games. Its worse than Monopoly for causing fights among players from what I've heard.
Seinfeld got it eerily accurate when they did that stuff about risk:


I wonder how these idiots would react to finding out about that 1996 game conquest of the new world, where you can discover different parts of the world and even the native faction has a mechanic where you win by attacking other native groups and forcibly assimilating them into a 'native confederation'
 
Dang, I guess they want to make people historically illiterate by trying to make it woke. Not that the game is meant to be like reading a history textbook, but it would really give people the wrong impression if they were to then read about the Oregon Trail in a history book. Also, Indians were already living in Oregon before the settlers came over. Why would Indians try to re-colonize the land they’re already on? (That is, unless they do a rival tribe that goes with the whites to settle, but that would be problematic because people on Twitter think all Indian tribes were harmonious until white people came).
They really do what all of your games (board or vidya) to be like a history textbook they wrote (so basically "white man bad, native man and black man good" with no nuance i.e. 1619 Project-style shit). You must always consider the IRL implications of what the game is based on, so that's why having little tokens that say "slave" give you points is now horrible and awful and "Settlers of Catan" can't have "Settlers" in the title because settlers are basically proto-Nazis or whatever.

Sometimes the wokeness piles up into pure stupid, like the black female Nazis in Battlefield or as a lesser example in the Oregon Trail remake, the fact the playable Indian characters aren't even from any tribe who lived in the places the actual Oregon Trail went through making them colonizers too! Colonialism is okay when brown people do it!
the rest are all mostly fantasy - Gloomhaven, Descent, Arkham Horror; realistic - Wingspan, Terraforming Mars, Azul, Meadow; and scifi- Scythe, Dune. With a couple historical train games.
Still sounds pretty bad. Historical train games should also be problematic because something something capitalism climate change and probably racism and colonialism too with the whole segregation and building railroads in the West thing. And don't forget anything space colonization is banned nowadays because it's a toxic white supremacist capitalist fantasy that ignores the real harm colonialism involves.
 
Board games are fun because it gives you one of the few chances in life to be an asshole to your friends without any repercussions. If they made board games about overcoming injustice or some such shit it wouldn't sell.
Monopoly was originally developed as an early 20th Century socialist's teaching tool so kids could learn about the evil of capitalism and property ownership, as the idea was everyone would realize how horrible it was for one player to be the last one standing in sole control of everything with everyone else penniless.

And people instead thought it was GREAT FUN to drive their buddies bankrupt, it was the Great Depression that made it a staple of American homes since nobody was working and nobody had money, what better to do than have some fun with play money?

Trying to do propaganda through games NEVER works and often the players will deliberately ignore the message to spite those who try to turn our free time into struggle sessions.
 
Back
Top Bottom