It Is, After All, Just A Board Game

Today, while putzing around on Reddit r/BoardGames, the game Five Tribes came up as their “Game of the Week”. Five Tribes is a very fun tactical board game set in an Arabic-themed fantasy world around the time of the 1001 Arabian Nights.

There is a minor controversy (read: not actually a controversy at all) surrounding this game. If you’ve ever watched Wil Wheaton’s Tabletop, they did an episode on Five Tribes that addresses the issue: the original version of the game included Slave cards that were part of the game’s marketplace, and were used as a currency resource.

Thematically, the Slave cards fit the game alright, but many (rightly) found them distasteful. In subsequent printings of the game, Days of Wonder replaced the Slave cards with cards depicting Fakirs, lightly altering the cards place in the game’s theme without altering the game mechanics in any way. Overall, a positive change.

AND YET…

There is a vocal contingent in the board gaming “community” who are distraught by the change. Their argument – much the same as anyone who has ever used the term “politically correct” as a pejorative – is that the slaves were thematically appropriate and that Days of Wonder shouldn’t have “caved” to “pressure” by “sanitizing” the game.

As happens whenever the game is brought up in internet forums, this argument arose again in the r/BoardGames Five Tribes thread. I very nearly embroiled myself in an argument over the issue, but decided that my sanity and good mood weren’t worth the effort. I still have opinions jangling around in here, though, so here goes:

Within the context of the game, Slave cards are another type of resource or currency. They are acquired in a market alongside things like silk, papyrus, spices, and ivory. There are three ways they can be used in the game:

1) They can be “spent” to boost the power of Builders, earning a higher score for building. Thematically, the assumption is that the builders use slave labor for larger constructions.
2) They can be “spent” in conjunction with Elders to summon Djinn. Thematically, the assumption is that the slave is being sacrificed as part of the summoning process/ritual.
3) They can be “spent” to boost the effective range of Assassins. Thematically… well, fuck, I honestly have no idea how that fits thematically.

Fakirs, historically, are religious ascetics who, through their devotion to their religion, earn both power and authority directly from God. In a fantastical or mythological setting (like the one depicted in Five Tribes), they are powerful mystics whose devotion earns them God-granted supernatural abilities. Their inclusion in Five Tribes over Slaves alters the theme somewhat, but in a positive way.

Now, instead of using slave labor, Builders are calling upon Fakirs to augment their abilities to create even more grandiose architecture. Instead of sacrificing slaves to summon Djinn, Elders now enlist the help of the mystical Fakirs to use their powers to summon and control the Djinn. And instead of… doing whatever the fuck it is assassins might do with slaves, Fakirs lend their powers to augment the efficacy of assassins. This last one might be problematic for some people, but history and fantasy are full of religious assassins who believed themselves to be doing the work of God, and who were supported by both worshipers and clergy, so the idea of a Fakir helping an assassin isn’t too big a stretch.

So… yyyeaahhh… While Slaves may be thematically appropriate, they’re wildly insensitive and inappropriate in far more ways than solely the game’s theme. On top of that, their inclusion was off-putting to so many potential buyers that it was having a direct effect on the sales of what is otherwise an absolutely fantastic board game.

What’s worse, though, is seeing members of the board game “community” vehemently arguing that their removal was some kind of slight that ruined the game, and that their inclusion was a necessary component. Days of Wonder has no plans to reintroduce the Slave cards in future Five Tribes expansions, which one Redditor deemed “shameful”. Somehow, that’s more shameful than including a slaves-as-currency mechanic in the first place, or more shameful than wailing to the heavens that you don’t get to play with slaves in your game.

I guess.

Or something.

The Slave cards were an uncomfortable blight on an otherwise light fantasy theme. Their replacement has exactly zero effect on the game’s mechanics and, in fact, has a wildly positive effect on the popularity of an absolutely fantastic game. Vehemently arguing for the inclusion of Slaves is, quite frankly, GROSS, and makes you look like a nasty excuse for a human being. The arguments for thematic appropriateness of both Slaves and Fakirs weigh – at least for me – equally, so wouldn’t you rather be on the side arguing for positive inclusion rather than racial and cultural insensitivity?

It is, after all, just a fucking board game.

About Luke M.

Luke Matthews is a writer, board gamer, beer drinker, and all-around geek. He currently lives in the Seattle area with his wife, two cats, and two German wirehaired pointers.
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