537: “A Live Fish?!” (Badell, Rebottaro, & Bender)

“Bunker: ‘A live fish?!’
The Wraith: ‘The true crimefighter always carries everything she needs in her utility belt, Tyler.’”
                -Flavor text for The Wraith’s Utility Belt card in Sentinels of the Multiverse by Christopher Badell, Adam Rebottaro, and Paul Bender

                I don’t love this quote just because I love the image. A Batman style utility belt, and inside a live fish—maybe a little dace—of course in water because otherwise it won’t stay alive for long. And I don’t love it just because my friends and I were playing Sentinels of the Multiverse yesterday, and Hannah stopped us, saying: “Wait. This card’s actually pretty funny.” Though maybe in part this post is a you had to be there moment. So much of language is, isn’t it? A connection in a place and time. A hand holding a fish. You had to be there, and it all made sense.
                There’s also something ridiculous about that superhero trope of carrying everything you need. Of somehow being fully independent of context and situation, as though prepared enough could keep you dry in a rainstorm, cool in a heatwave, could help you chat with friends around a board game, cure your cancer, ready you for a loved one’s death or an old friend’s return, or the pipes freezing, or your joints aging, or life, or death. Could be ready for all the endless perhapses and certainties of a changing world. For that you really would need a live fish. Or maybe, instead, you could let the fish go back in the river, where it would rather be. Swimming along. Not helplessly, not mindlessly. Not ready for anything but responding to this. These changing currents of river and world. You had to be there, but luckily, you are.

529: “Evaluation: Erratic” (Pandemic Legacy)

                “Evaluation: Erratic.”
                –Pandemic Legacy (Season 0)

                I have an older brother, so I knew about Yoda long before I first watched the movie. I knew he was a teacher, silly and wise. Even if I didn’t know, I think the story—its shape, and the tropes it plays with—tells me to pay attention to this little figure in a little hut. His performance of unimportance is important. His power is just beneath the surface of the swamp, ready to rise. In that respect Yoda is different from almost all the other little creatures we see throughout Star Wars. His difference, his distinctness, is highlighted in everything from the camera’s attention to the precision of his character design to his humor.
                All the video and board games I’ve played build with something like this signaling. A game (by one definition) is about what I can do, and can’t do. It’s important for me to understand why landing on someone else’s Monopoly property led to me losing money. Playing the game (by this definition) is understanding, and pushing the rules around. Even in social deduction games where the point is that everyone doesn’t know the rules, the goal is to figure them out. To learn the limits of my doing, and to use my doings toward a goal. The game is about our agency.
                Which is why it stuck out to me last night when, playing the excellent Pandemic Legacy (Season 0), I had no idea why our team spies received the psychological evaluation: “Erratic.” I’m sure there was a reason. I bet it makes sense. But in this post I’m not really looking for it. I’m interested in the consistency with which I’ve learned that games are about my actions. I’m interested in how much of my life happens for bewildering reasons I can never sort out. How much of my engagement with the world unfolds beyond and outside my ability to control events. And here I am, walking through the rain I didn’t expect, trying to fix the doorknob that I didn’t know was broken. Making friends with someone who happened to say hello. What would a game be like if it celebrated the way that things go unpredictably, without any reference to my plan? Does anyone know a game like that?

504: “Taunted by Tigers” (Baker & Nephew)

                “…was taunted by tigers. You’re not the ringleader this time.”
                -Keither Baker and Michelle Nephew, Gloom (Second Edition)

                My family’s been visiting this last week, and in between cooking and washing dishes and lounging on the floor we’ve been playing games. Especially Gloom. Have you played that one? Each player is a kind of guiding ghost for an ill-fated family, and your goal is to get the characters in your family as miserable as possible—and then safely dead—while everyone else’s characters remain “happy, healthy, and annoyingly alive” (from the rulebook). And we’ve laughed. Laughed and laughed. I think part of the game’s fun, for me at least, is how it takes up the “good” and “bad” events that tropes imagine for us. Characters get happier (a bad thing, when you’re playing the game) when they do things like inherit money or get “wonderfully well wed” or are blessed by the pope. Characters get more miserable (a good thing) when they get hurt or “grow old without grace” or are “menaced by mice.” It’s all, in a way, exactly how you’d expect, except the goals are reversed. 
                In my day-to-day I avoid washing dishes, rushing along to the moment when I can “relax” by watching TV or whatever all else. I make my plans and try to stick with them. And then this week my plans are interrupted and bent and tumbled over with visiting family, and there’s something tiring in that, for sure, but there’s also something lovely. Gloom mocks my expectations for what’s supposed to happen. And it’s nice not to be the ringleader this time.