In the second annual Board Game Jam, participants faced a ticking timer as they created an original board game in two days.
The most fun a person can have while horizontal isn’t on a bed, it’s on a board.
At least, you might have heard that argument made by some of the the board game aficionados that took part in the second annual Board Game Jam this past weekend. You definitely would have heard it from Dave Fono and Adam Clare, the creators of the event. Last year, the inaugural Board Game Jam was born out of their observation that even within Toronto’s booming gaming community—that holds events like TOJam, which focus on video games—the board was still a relic of the past.
“We wanted to attract people who just like games. And pretty much everyone likes board games, it’s pretty universal. So, we thought if you like playing games, you’re going to like making games,” Clare said, leaning against the bar at The Central on Sunday night, where the teams from the Jam were celebrating their creations with food, drinks, and friendly competition—a much needed period of R&R after a jam-packed weekend.
It began on Saturday morning—teams congregated at George Brown College for game-design workshops, then put those new skills to work on an original board game (the theme, entirely optional, was “science”) with materials supplied by Fono and Clare. Sunday was “play-test” day, where teams helped each other fix holes or spot weaknesses in their concepts. Teams worked up until 6 p.m., when it was time to officially present their games to the rest of the group.
Fono and Clare encouraged the 70 participants to think beyond a grade-school assignment board game. “Usually, you think of a square board, you roll a dice and move around, and answer questions. A game can be so much more than that,” Clare said. It was obvious, by looking at some of the games on display on Sunday night, that most had taken his advice to heart.
Winning Best Overall was We Are Legion, a game about computer hackers and corporate lobbies, inspired by the hacker collective Anonymous. Best Use of Theme was Frankenfood, in which players work cooperatively as an evil GMO-producing corporation that spreads products around the world as the game tries to restrict them. Other games dealt with subjects as diverse as grammar (Punctuaction!), time travel (Paradox), corporate takeovers (Rat Race), high school “it” crowds (Cliques and Chemistry), and even Rob Ford’s battle against the Coalition for Transit City (Subways! Subways! Subways!).
Ryan Kelln, a video game developer who participated in this year’s Board Game Jam, wanted to make his game Collaporation about collaboration and teamwork, so that it could function as an alternative to popular violent video games, which he calls “garbage.” He said, pointing to the sprawling game, which involves three players in different roles, completing tasks in a mini obstacle course, “That’s not garbage. That’s awesome. I’m proud of that.”
According to Kelln and his three teammates, there are many reasons that some people never tire of their favourite boardgames: they’re an escape from real life, they tap into childhood nostalgia, there’s social interaction, players use their hands and enjoy the (mostly) fake competition with friends. That’s why they decided to spend their weekend in a fast-paced creative challenge, exhausting though it was.
“When we started cheering, we knew we were on to something,” Kelln said.