All Of It - Episode: The History of Board Games
Host: Tiffany Hansen (in place of Alison Stewart)
Release Date: May 7, 2025
Introduction
In this engaging episode of All Of It, Tiffany Hansen hosts a deep dive into the captivating world of board games alongside Tim Clare, author of Across the Board: How Games Make Us Human. The conversation explores the rich history of board games, their cultural significance, and the various reasons why humans are drawn to play them. Through personal anecdotes, expert insights, and listener interactions, the episode unpacks how games have evolved and continue to shape human experiences.
Personal Game Preferences and Nostalgia
The discussion kicks off with Tiffany Hansen inviting Tim Clare to share his first love for board games. Tim reminisces about playing "Speed" with his father—a card game reminiscent of Uno. He fondly recalls the "lush color illustrations" and the nostalgic ambiance it created (00:48).
Notable Quote:
"I remember just being absolutely in love with these lush color illustrations and this very nostalgic view of the world."
— Tim Clare [00:48]
Tiffany shares her own memories of playing Boggle with her grandmother, highlighting how personal and familial connections to games foster long-lasting affection.
The Appeal of Games
Tim Clare introduces the philosophical concept of the "magic circle," coined by Johann Huizinger, describing how games create a "temporary perfection" where normal rules and social restrictions are suspended (02:42). This altered state offers a transgressive and liberating space for players, emphasizing the unique allure of gaming.
Notable Quote:
"Games are almost like an altered state, almost like a kind of ritual state that you step into when you choose to play."
— Tim Clare [02:42]
Caller Recommendations and Discussions
Listener Contributions:
Throughout the episode, listeners contribute their favorite games, sparking diverse conversations:
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Charlotte from Jersey City recommends a bluffing card game called "I Doubt It," perfect for all ages and requiring only one or two decks of cards (07:09).
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Roger from Manhattan introduces competitive jigsaw puzzles as a form of board gaming, describing team-based puzzle-solving contests (11:09).
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Graham from Toms River expresses his love for cooperative board games like Pandemic and Spirit Island, advocating for games that promote teamwork over competition (20:07).
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Jordan from Utah shares her embrace of board games over video games, highlighting "Scythe" as a favorite due to its "dieselpunk" setting and strategic depth (18:46).
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Cheryl from Irvington on Hudson discusses her passion for vintage board games and the sanitization of modern versions, questioning the balance between entertainment and moral messaging (13:11).
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Elfie in Brooklyn talks about playing "Wizard," a trick-taking card game, during family gatherings, emphasizing fun over skill (23:02).
The Evolution and Moral Aspects of Games
Cheryl raises an important point about how board games like The Game of Life have evolved to become more sanitized over time, removing elements like revenge or negative outcomes to cater to modern sensibilities (13:11).
Tim responds by tracing the origins of The Game of Life, noting its initial focus on achieving happiness despite including misfortunes like jail time. He highlights that many classic games carried moral messages, often serving as "sober moral lessons" for players. However, modern adaptations tend to prioritize entertainment, sometimes at the expense of these underlying messages.
Notable Quote:
"Games have actually often had a moral message to them in the past."
— Tim Clare [15:16]
Cooperative vs Competitive Games
The conversation shifts to the dynamics between cooperative and competitive games. Graham advocates for cooperative games that foster collaboration, while Jordan mentions her family's approach to blending gaming with social activities like charcuterie nights.
Tim Clare underscores the variety within board games, including cooperative titles like Dorfromantik, which emphasizes teamwork to build serene landscapes, juxtaposing it with competitive games where players vie for dominance.
Notable Quote:
"Dorfromantik... working together to make a little puzzle that turns into a beautiful German rural landscape."
— Tim Clare 20:33
Definitions and Nature of Games
When asked about the definition of board games, Tim references philosopher Bernard Suits, who defines a game as a "voluntary attempt to overcome unnecessary obstacles" with an inherent element of fun (12:16).
He also distinguishes puzzles as "solo games," expanding the scope of what can be considered a game. This inclusive definition embraces varied forms of gameplay, from traditional board games to jigsaw puzzles and role-playing scenarios.
Notable Quote:
"I would define a puzzle as a solo game."
— Tim Clare [12:55]
Specific Game Discussions
A variety of games are discussed in detail:
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Rummikub: Tim clarifies the pronunciation and origins, noting its Hungarian design influenced by Mahjong (10:19).
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Stratego: Tiffany and Tim reminisce about playing this two-player strategy game, emphasizing its strategic depth and "fog of war" mechanics (05:58).
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Scythe: Jordan's mention of Scythe leads Tim to describe its "dieselpunk" aesthetic and dual gameplay elements of agriculture and conquest (19:25).
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Wizard: Elfie's experience with Wizard illustrates the social and entertaining aspects of trick-taking games (23:36).
Conclusion
As the episode wraps up, Tiffany encourages listeners to continue sharing their favorite games and personal stories, fostering a community bound by shared experiences and diverse perspectives on gaming. Tim Clare’s insights illuminate how board games are more than mere pastimes—they are cultural artifacts that reflect and shape human interactions, values, and creativity.
Final Remarks:
"The ultimate thing is to play a game where everybody has a terrific time."
— Tim Clare [23:55]
The episode concludes with warm thanks to Tim Clare and an invitation to listeners to stay connected for more enriching discussions on All Of It.
Key Takeaways:
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Cultural Significance: Board games serve as mirrors and molders of societal values and interpersonal relationships.
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Nostalgia and Family: Personal and familial connections to games enhance their lasting appeal and emotional resonance.
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Diverse Gameplay: The spectrum from competitive to cooperative games accommodates various preferences and fosters different types of social interactions.
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Evolution of Games: Modern adaptations balance entertainment with underlying moral messages, reflecting changing societal norms.
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Role-Playing Elements: Even strategic games incorporate elements of storytelling and role-playing, enhancing engagement and immersion.
Notable Quotes with Timestamps:
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"Games are almost like an altered state, almost like a kind of ritual state that you step into when you choose to play." — Tim Clare [02:42]
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"Games have actually often had a moral message to them in the past." — Tim Clare [15:16]
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"Dorfromantik... working together to make a little puzzle that turns into a beautiful German rural landscape." — Tim Clare [20:33]
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"The ultimate thing is to play a game where everybody has a terrific time." — Tim Clare [23:55]
About the Book: Across the Board: How Games Make Us Human
Tim Clare's book delves into the history and cultural impact of board games, exploring how they have shaped and been shaped by human societies. From ancient dice games to modern strategic masterpieces, Clare illuminates the enduring human affinity for play and competition.
Join the Conversation
Do you have a favorite board game that holds a special place in your heart or family? Share your recommendations and stories by calling or texting 212-433-9692. Be part of the vibrant community that celebrates the joy and complexity of board games.
This summary captures the essence of the episode, highlighting key discussions, personal anecdotes, and expert insights on the history and cultural significance of board games. Whether you're a seasoned gamer or new to the tabletop scene, this episode offers a compelling exploration of why games are an integral part of human culture.
