Educational Board Gaming and Counter Politics

A Short History of the Election Game

Cover image Election, 1972

The election simulator, borrowing nearly all of its mechanical traits from the Eurogame, is primarily about indirect player competition. The primary difference between these two genres is the election simulator’s simulation of voter manipulation. Regardless of why this genre has received so little attention, it is my contention that critical game scholars should include this genre as a part of the discourse on educational and historiographical game designs. What follows is a brief history of the intersection between educational board gaming and the election simulator with a discussion of the game Shasn as a case study. Continue Reading

Remodeling the Labyrinth

Player-led Efforts to Update GMT's War on Terror Wargame

“The Sun Rises on the Middle East,” accessed at BoardGameGeek. Labyrinth’s gameplay models real-world current events.

In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject. Labyrinth’s subject matter both raised concerns and prompted accolades. Matthew Kirschenbaum, in a nuanced critique at Play the Past, stated that “despite its many aspects that call out for critical scrutiny, I believe Labyrinth has been good for strategy gaming, demonstrating the vitality of board games for exploring material that big-budget computer games can’t or won’t touch.” Continue Reading