Meme culture is constantly evolving. As new memes emerge, others are updated. They mutate, they cross over with other meme styles. It’s virtually a language at this point, a hyper-dynamic vernacular where the rules change as fast as the imagery.
And yet, old memes can resurface for new audiences and make an unexpected impact, like the one I stumbled across this week.
Two years ago, an archaeology report hit internet news feeds. Archaeologists in Kazakhstan uncovered the burial mound of a young girl, somewhere between the ages of 12 and 15. The grave dated back to the Bronze Age, about 5000 years or so.
But that wasn’t what caught the Internet’s attention.
It was the sheep bones that captured everyone’s imagination.
You see, she was buried with 180 ankle bones, also known as astragalus bones, from dozens and dozens of sheep.
Researchers were unsure of the significance of these bones, attributing them to cult practices, totems for meditation, or symbols of good luck to wish the deceased well in their transition to a new world.
Internet readers came to a different conclusion. They believed this young girl was a world-class gamer and these were her trophies, the spoils of victory.
Knuckle bones, ankle bones, and other small, easily-rolled bones have been associated with gaming for centuries. For many cultures, they were the first readily-available dice. This is true in Kazakhstan as well.
In fact, there is a Kazakh game called Assyk, and it’s similar to marbles. Players take an ankle bone and try to knock other ankle bones from the game space. It requires considerable skill, since you’re tossing the assyk from a distance.
Rules vary depending on your sources, but according to some articles about this traditional Kazakh game, winners would keep the ankle bones they knock out of the circle, just like in marbles, pogs, and other games of this nature.
So, if our Bronze Age assyk master followed this rule — and based on the number of bones in her grave, it’s a distinct possibility — that means she didn’t just dabble in this game… she dominated at it, collecting dozens of victories.
Appropriately, the Internet celebrated her as a pro gamer, a tournament-level champion with the hand-eye coordination to dominate modern games as easily as she did games of assyk around her village.
And honestly, how can you not love something like that? Everybody needs a hero, gamers included. A 5000-year-old Bronze Age astragalus-hoarding game sniper is not a bad place to start.
Social deduction games are terrific party activities. A social deduction game involves players being assigned secret roles or allegiances, and the goal of the game is to unravel these secret roles before the opposing side can eliminate you from the game.
Usually it means the good guys trying to root out the bad guys before the bad guys take power, kill the good guys, or outwit the good guys into acting against their own best interests.
There are a lot of social deduction games out there for you to enjoy. Ultimate Werewolf, Are You a Robot?, Salem 1692, The Resistance, and Secret Hitler are all affordable ones with tons of replay value. (Of course, for affordability, you can’t beat Mafia. You can play a round of Mafia with just a deck of cards, proving that social deduction games are more about the players than the game pieces.)
But, when it comes to social deduction games, one game stands head and shoulders above the rest in terms of complexity, variation, challenge, and immersion.
There are usually only a few different roles to play in social deduction games. In Are You a Robot?, there are humans and robots. In Ultimate Werewolf, villagers and werewolves. In Secret Hitler, there’s Liberals, Fascists, and Hitler. In Mafia, there are mafia members, townspeople, a doctor/guardian angel, and a detective.
The limited number of character archetypes allows you to introduce to new players to the game quickly, which is definitely a bonus for games that require a large number of people.
But these limited roles can also hurt replay value if your players are looking for more to sink their teeth into.
That’s where Blood on the Clocktower comes in.
Yes, there are only two teams (good and evil), but EVERY player gets their own role, including powers and requirements that change over the course of the three “nights” that the game takes place. Every role is unique, and victory or defeat can hinge on the special abilities of a single player.
Blood on the Clocktower is the Tri-Dimensional Chess to every other social deduction game’s Chess. There is so much going on, so much to keep track of, so many possibilities that you can’t help but fall fully into the immersion of the game. It’s your only chance to survive.
And the game is so involved that it lends itself well to be “performed.” Watching a great game of Blood on the Clocktower being played is sometimes just as fun as playing.
I have seen some amazingly entertaining actual play videos of Blood on the Clocktower. YouTube channels like Smosh and No Rolls Barred have played, and now, Good Time Society is hoping to fund a Kickstarter for a series of actual plays of the game:
Some of the best actual play personalities in the board game and roleplaying game are teaming up for this, and it looks like they’re going to make something special here.
So click this link if you’d like to contribute. If not, hopefully you’ll watch some of these actual play videos and check out the game for yourself.
Game companies continue to push the envelope in terms of storytelling, presentation, and immersion, and Blood on the Clocktower has become the new benchmark. Who knows what’s coming next!
Do you have a favorite social deduction game? Let me know in the comments below! (For me personally, I love the simplicity and replay value of Mafia!)
Rochester, New York is the home of The Strong National Museum of Play, and they have a very important mission: to chronicle the history and importance of play.
Child development, social interaction, imagination… all of these key features in a healthy individual are facilitated by play, and the staff at The Strong help us not only understand that process, but celebrates it by hosting both the National Toy Hall of Fame and the World Video Game Hall of Fame under its brightly-colored umbrella.
As you might have guessed, puzzles and games play a significant role in The Strong’s work, and they’re represented in both Halls of Fame. Clue, Chess, Scrabble, the Rubik’s Cube, and Dungeons & Dragons are all inductees in the National Toy Hall of Fame, while Myst, Tetris, The Oregon Trail, and Where in the World is Carmen Sandiego? are among the puzzlier inductees on the video game side of things.
This year’s finalists for the 2025 class run the gamut from 8-bit classes, modern phenomenon, and games that took play to surprising new places, and they represent different genres, play styles, and aspects of gaming across decades.
The 2025 finalists are: Age of Empires, Angry Birds, Call of Duty 4: Modern Warfare, Defender, Frogger, Golden Eye, Golden Tee, Harvest Moon, Mattel Football, Quake, NBA 2K and Tamagotchi.
What a field! Everywhere from arcades (Frogger) to pocket games (Tamagotchi) are on display here, as well as social gaming both in person (Golden Eye) and online (Quake).
The nominees were chosen from thousands of nominations online. The field was then narrowed by staff members at The Strong based on “longevity, geographical reach, and influence on game design and pop culture.” Only a small handful of these finalists will be selected by an international committee of experts as this year’s inductees.
Everyone has an award show that they geek out over, and you’re probably not surprised to discover that these Halls of Fame are two of my favorite awards given out each year. I love seeing deserving games and puzzles get the spotlight they deserve for helping change how we play and interact with each other.
Many TV shows, films, and novels help add character to their narrative universes by mentioning the games played by the characters.
Shows and franchises as wildly disparate as Battlestar Galactica, New Girl, It’s Always Sunny in Philadelphia, The Witcher, and Pretty Little Liars have fictional games that enrich their worlds.
But sometimes, either through clever marketing or the affection of fans, these games go from fictional recreational activities to real ones, crawling fully formed from the imagination to be enjoyed across tabletops worldwide.
Today, I’d like to introduce you to a few of them. Let’s play, shall we?
Tri-Dimensional Chess
Star Trek has been a source of many fictional games and sports over the years. Dom-jot, Chula, Dabo, Parrises Squares, and Stratagema are some of the more famous ones, but the granddaddy of Star Trek games is Tri-Dimensional Chess.
First appearing in the original series back in 1966, Tri-Dimensional Chess follows the normal rules of chess, but spread across different vertical levels. So a knight could move in its usual L-shaped format, but on its own board OR the boards above and below.
Over the years — and across different Star Trek series — we’ve heard stories about key maneuvers like the Aldabren Exchange and the Kriskov Gambit in games of Tri-Dimensional Chess, helping flesh out how influential the game is for several characters. (Heck, in one episode, Spock beats the Enterprise computer at the game, saving Kirk from a court martial!)
The Franklin Mint has released limited edition versions of the game on two occasions, and I’ve seen homemade games of Tri-Dimensional Chess at gaming and pop culture conventions over the years.
Chess remains incredibly popular — as do many variants of Chess — so it’s no surprise this fictional game made the leap to the real world. (I suspect the complicated three-person Chess game developed by Sheldon in The Big Bang Theory is less likely to make a similar leap. Especially since there are already three-person Chess games on the market today.)
Cones of Dunshire
Ben Wyatt of Parks and Recreation enjoyed many nerdy pastimes, but Cones of Dunshire was his masterpiece.
Initially treated as a mistake, a nonsensical result of his boredom and frustrations, the game becomes a running gag in the show after Ben leaves a copy as a gift for the accounting firm that he has been hired by (and walked away from) several times during the show’s run.
Later, we find out the game has been commercially produced, and Ben stumbles across it when dealing with a dotcom company. He mentions that he invented it, but his claims are dismissed. He then proves not only his gaming skill but his authorship of the game when he beats the dotcom bosses in a tense playthrough.
It’s mentioned once that a gaming magazine called Cones of Dunshire “punishingly intricate,” a point that makes Ben proud.
Part of the fun of Cones of Dunshire (other than the parody of Settlers of Catan) is that the viewer never really understands what’s going on, so supposedly dramatic moments can be played for laughs. (I also appreciate that the name of the game is basically a fancy way of saying “dunce hat.”)
And, in the sort of cyclical storytelling that could only happen in a nerdly pursuit like board games, the company that made Settlers of Catan — Mayfair Games — produced a giant version of the game as part of a charity event at GenCon.
Both the silliest and most ambitious game to cross from fictional to real, Cones of Dunshire is a nerdy highlight of a now classic sitcom.
Tak: A Beautiful Game
Originally introduced in Patrick Rothfuss’s Kingkiller Chronicles novels as a tavern game, Tak made the leap to the real world as a stretch goal in a Kickstarter campaign for another game.
Game designer James Ernest accepted the challenge of bringing the game to life, and his collaboration with Rothfuss created one of my all-time favorite board games.
Tak has a very simple concept: two players each attempt to build a road connecting opposite sides of the game board. The first player to successfully complete their road wins.
To do so, you place game pieces called stones, one at a time, on various spaces on the board. The stones can either be played flat (meaning they’re part of your road) or standing on edge (meaning they’re a wall, blocking any road’s passage through that space).
It’s a rare thing when a new game feels like something that could’ve been played in taverns centuries ago. For me, this is the gold standard when it comes to adapting fictional games to the real world.
A key storytelling device in the much-beloved show Avatar: The Last Airbender, Pai Sho was a tactical tile-based game that reinforced important themes in the show.
The game had many variants (often played differently depending on the faction or nation featured) but each had the feeling of an ancient game passed down across generations.
In the most popular variant, Skud Pai Sho, the goal is to form a harmony ring around the center point of the board. Players create harmonies by placing two harmonious tiles on the same line without other tiles or obstacles. There are gates, gardens, and lines that help dictate play, as well as multiple flower tiles for players to place that accomplish different things when placed properly.
There are entire forums and websites dedicated to the rules of Pai Sho and its many variants, and the thriving fan community that continues to nurture these games well after the show’s conclusion make this one of the most heartfelt and successful transitions from fictional to real life that I can think of.
Image courtesy of starwars.com.
Sabacc
In The Empire Strikes Back, we learn about the friendly rivalry between Lando Calrissian and Han Solo, and how a wager led to the Millennium Falcon changing hands.
But exactly how it happened was only revealed later in supplementary material like the Star Wars Visual Encyclopedia and the novel Lando Calrissian and the Mindharp of Sharu.
The second draft of the script for The Empire Strikes Back mentioned that Lando won Cloud City in a “sabacca” game, but by the time additional stories fleshed out the relationship between Lando and Han, the game had been shortened to Sabacc.
It’s sort of a combination of poker and Blackjack. You want the value of the cards in your hand to be as close to 23 or -23 as possible. Sounds simple, right?
Well, imagine a game of poker where the cards in your hand changed periodically unless you publicly locked them in by placing them on the table, where they stayed until the hand was over. That’s the basic idea behind Sabacc.
There were numerous fan versions of the game over the years, but now you can get Sabacc decks at Disney theme parks (alongside many, many, MANY other items).
Do you have a favorite fictional game that made the leap to the real world? Did we miss any major ones? Let us know in the comments below!
And now, half a decade hence, I’m writing a blog post about another global disaster affecting the board game industry:
Donald Trump.
You see, the president’s “genius” plan to enact large tariffs against the US’s trade partners, forcing the American public to pay more for goods from China, Mexico, and Canada, is guaranteed to hurt many MANY industries, and the board game industry is one of them.
Already, game companies are reaching out to their customers with mailing list entries and blog posts and warning them of potential price hikes being forced upon them by this half-witted political stunt.
Atlas Games, for instance, issued a post this week about the current, frustrating, entirely-avoidable situation:
Unfortunately, there’s confusion and a distinct lack of clear guidance at this point. While Canada’s announcement of tariffs they’re levying in response clearly states that goods already en route to Canada aren’t subject to them, the Trump Administration has been contradictory on how and when US tariffs will actually be applied.
For example, two 40-foot shipping containers filled with our new game Vicious Gardens arrived in Seattle on Saturday. These games are on US soil, but they haven’t yet cleared customs. We don’t know if, when they do, we may be handed a tax bill equal to 10% of their value…
We also need to place orders NOW to reprint some of our popular titles. The Pops & Bejou game CULTivate is now published by Atlas Games. It’s out of stock, but we’ve had to delay the reprint because of the lack of clarity about these import taxes. During the election campaign, Trump threatened that tariffs on Chinese-made goods could be as high as 60% to 100%.
Unlike the president and his poor explanation of the current constantly-evolving tariff agenda, these game companies are striving to be as transparent about their circumstances as possible.
That kind of honesty goes a long way with customers, and while both the companies and customers will be feeling the squeeze of these new tariff-induced costs, hopefully the companies can still remain profitable and board game fans can still enjoy these wonderful play experiences.
Some companies, like Monte Cook Games, are doing limited time discounts and sales to offset the upcoming tariff pricing. Some tabletop roleplaying game companies are already considering retreating from the physical game market entirely and focusing on PDF and downloadable products to remain profitable.
Much like the ripple effect of COVID in 2020, I suspect the effect of Trump’s tariffs will be felt for years to come.
But, unfortunately, like so many things these days, we’ll have to wait and see… and hope for the best… but expect the worst.
If you’ve been a roleplaying game fan over the last two decades, you’ve probably played a game that Owen has shaped in some way.
He has been an influential game writer and designer for years, contributing to the Star Wars Roleplaying Game (both the d20 and Saga editions), Dungeons & Dragons, Pathfinder, Starfinder, Everyday Heroes, The Wheel of Time RPG, and so many other games. Wizards of the Coast, Super Genius Games, Rogue Genius Games, Evil Genius Games (sensing a theme?), Paizo, and Green Ronin have all been homes for him over the years.
After an 18-month battle with colon cancer, he is still feeling the effects of his treatment and continuing the long, hard road to better health. And sadly, he is still buried under medical bills for his treatment and convalescence.
You can contribute to the GoFundMe campaign for him here.
And if you’re interested in learning more about Owen and his wonderful work in games, you can check out his website and his Patreon.
Normally, that’s how I would close out a post like this, but in this case, I hope you will indulge me with a personal anecdote.
Back in the year 2000, I discovered tabletop roleplaying.
A friend had just bought the new Star Wars Roleplaying Game (the d20 edition released around the same time as Dungeons & Dragons 3rd edition), and knowing I was a huge Star Wars fan, he invited me to play.
After a short adventure he ran for us as Game Master, he asked if I’d be interested in learning to be a Game Master myself. (I later realized he did this not only because he thought I would be good at it, but because HE wanted to play and needed someone to run for him. My friend was and is a diabolical genius.)
I ran that game on and off for nearly seven years. It gave me the confidence to explore other roleplaying games, like the Buffy the Vampire Slayer RPG, Dungeons & Dragons, Ninja Burger, and many many more, kickstarting a hobby that now spans more than two decades.
It also gave me confidence as a storyteller, pushing me to take writing more seriously (both fiction and nonfiction).
And all of that started with the d20 Star Wars Roleplaying Game.
Owen contributed to some of my favorite sourcebooks for that game (and several brilliant mini-adventures), helping make the galaxy a bigger and more interesting place for my players to explore. He is part of the fabric that helped shape me as a Game Master / Dungeon Master / Storyteller.
And I hope you’ll take a second to read about his story and help him out.
Best of luck to you, Owen, and happy puzzling, friends.