Sunday, 12 April 2015

003. The Cardboard Cartographer issue 3 pt 2.

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Welcome to the second part of issue 3 of The Cardboard Cartographer.

If you have not read Issue 3 part 1 then follow this link.

Game Play.

The objective of Five Tribes is gain control of the Sultanate by influencing the Five Tribes of Naqala.
To do this players move Meeples representing members of the tribes around the board, and in doing so, aim to gather victory points.
The player with the most points at the end of the game wins.

Like most Euro-esq games, Five Tribes looks big and scary, but is actually a very quick game to pick up- and simple to play.

One of the best ways to see how the game works is to watch the Five Tribesepisode of TableTop season 3.

Alternatively, read on!

The set up process is for this game is almost the same regardless of the amount of players. There is a small rules variant for two players in which they get two turns per round and have more camels, apart from that it is exactly the same.

In this example we've used a 3 player set up (the black tokens do not show up well on our table cloth).

023 Five Tribes Set Up 1

The game board is set up by placing the 30 tiles randomly to form a 5 x 6 rectangle.
The Turn order and bidding track placed to one side.
Each player is given 8 Camel tokens, 1 Minaret and 50 gold coins.
The Djinn Cards are shuffled and 3 are placed face up.

024 Five Tribes Set Up 2

The resource cards are also shuffled and 9 are placed face up in a line.
All other tokens; Palm tree, Palaces and the reaming gold coins are put to one side, within reach of the players.
All of the Meeples (blue, green, red, white and yellow) are placed in the bag and mixed around. 

026 Five Tribes Set Up 4

Meeples are then blindly drawn from the bag and dropped onto a tile, 3 at a time.

027 Five Tribes Set Up 5

Once this is done every tile should have 3 Meeples on and you are ready to start the game.

028 Five Tribes Set Up 6

Each round works in the same way.

The player at position 1 on the bid order track must chose a spot on the turn order track and pay the corresponding amount.
Then position 2 does the same choosing a reaming spot, and the position 3. 

029 Five Tribes Gameplay 1

Turn order is decided in descending order; the player who has bid the highest goes first, and the player who bids the lowest goes last.
In addition this order is the same for the bidding order for the start of the next turn.

In our example the orange player is going first with a bid of 12, teal goes second with a bid of 5 and pink is happy to go last with a bid of 0.

030 Five Tribes Gameplay 2

It is important to comment on the three 0 bid spaces.
A player may bid 0 gold and take this position on the turn order track. 

031 Five Tribes Gameplay 3

If another player decides to do this too, they move ahead of that player, therefore taking their turn before the player who chose there first. 

032 Five Tribes Gameplay 4

Bidding 0 gold early may allow another player to jump ahead of you at no extra cost!

033 Five Tribes Gameplay 5

Once bidding for turn order is complete the player who is going first starts the next phase.

In this phase the player chooses a tile from which to move Meeples from.

034 Five Tribes Gameplay 6

Meeples are moved using a Mancala-esq movement mechanic; a player picks up all the Meeples and chooses a path of tiles to take, placing a Meeple on each tile as they go, ensuring that the final Meeple placed matches the colour of at least one Meeple in the final tile in that path.

035 Five Tribes Gameplay 7

036 Five Tribes Gameplay 8

037 Five Tribes Gameplay 9

When moving Meeples in the fashion players cannot move diagonally, nor can they double back on themselves. Players may circle round to their original tile though.

Once the final Meeple is placed the player activates that tile in the following order;

1) The player removes all Meeples matching the last Meeples placed in the final tile. If there are no Meeples left in that tile the player places one of their Camels in the tile indicating that they now control that tile. Tiles may only be controlled by one player and cannot be taken from another player.

038 Five Tribes Gameplay 10

2) The player now activates the action of the Meeples they have removed.

In our example the player would remove the Yellow Meeples and activate their action.

Each colour of Meeple has a different action.

Yellow Meeples are Viziers. A player who has collected Viziers places them in front of themselves. These will be worth a minimum of 1 victory point each at the end of the game, as well as some additional benefits which we will come to during the scoring phase.

White Meeples are Elders. A player who has collected Elders places them in front of themselves. These will be worth a minimum of 2 victory points each at the end of the game, as well as being used throughout the game.

Green Meeples are Merchants. A player who collected Merchants places them back in the bag and takes a number of resource cards, starting at the front of the line of face up cards, matching the amount of green Merchants they had.

Blue Meeples are Builders. A player who collected Builders places them back in the bag and gains a number of coins according to the following rules;
Count the number of blue valued tiles surrounding and including the tile you finished your move on (a 3 x 3 square).
Multiply this number by the amount of Builders the player had. That is the total value of coins the player is awarded.


039 Five Tribes Blue 1

In this example the player has ended their movement and claims 4 Builders.

042 Five Tribes Blue 4

This is then multiplied by the number of surrounding tiles that are valued blue, including the tile movement ended on(6).
043 Five Tribes Blue 5

4 x 6 = 24 gold.

Note: A player may discard any number of Slave cards in their possession to increase their Builder count.

Red Meeples are Assassins. A  player who collected Assassins places them back in the bag. Assassins can do one of two actions;
A) Kill a single Vizier or Elder in front of any one opponent. When this Meeple is killed place it back in the bag.
B) Kill a single Meeple within the amount of titles equal to the number of Assassins collected. 2 Assassins collected means up to 2 tiles away from the tile movement was ended on.

Note: A player may discard any number of Slave cards in their possession to increase their killing range as if they had extra Assassins.
In addition, if by using the Assassins a player clears a tile they may claim it and place one of their Camels there.
This does not activate that tile

3) Once all Meeple actions are over the tile action activates.
Each tile has a symbol indicating the type of action possible. Tiles marked with a red arrow are compulsory, the others are optional.

Compulsory actions;
Palace -  place a palace on this tile.

044b Five Tribes Gameplay 11

Oasis - place a Palm tree on this tile.

045b Five Tribes Gameplay 12

Optional Actions;
Small Market

046 Five Tribes gameplay 13
Pay 3 gold to take 1 resource card of your choose form the first 3 cards available, starting from the beginning of the line.
048 Five Tribes Gameplay 13

Large Market.

049 Five Tribes Gameplay 14

Pay 6 gold to take 2 resource cards of your choice from the first 6 cards available, starting from the beginning of the line.

051 Five Tribes Gameplay 14

Sacred Places.

052 Five Tribes Gameplay 15

A player may spend 2 Elders, or a  Elder and a Slave card to take 1 of the 3 available Djinn.

053 Five Tribes gameplay 15

You may use each Djinn's power once during your turn, including as soon as you've bought it.
Some Djinn have a constant effect, in which case these are always active. Other Djinn have an activation cost. in order to use their ability a player must first pay said cost.
All Djinn powers are detailed on the reference sheet.

4) Merchandise sale.
In the last segment of a players turn they may sell some of the resources they have gained throughout their turn(s).
As there is no hand limit in Five Tribes this is optional and only really necessary if you really need the gold. Players can save their cards and trade them in during the scoring phase. We'll cover how trading resources for gold works in the scoring phase.

Once a players turn is complete is then the next players turn, and so on until the round ends.
When the round ends the Market is restocked up to a total of 9 face up cards (reshuffling cards if the Market is exhausted), as is the Djinn cars up to a total of 3 face up cards (again, reshuffling discarded cards if necessary).

Once this is done, the next turn beings with players bidding for turn order.
This process continues until the game ends.

The game can end in one of two ways.
The first is when a player has placed the last of their camels. The second is when there are no more legal moves to be made.

054 Five Tribes Gameover
Regardless of how the game ends all players who have yet to take their turn may do so.
This may be to activate Djinn powers or claim additional territory if possible.

Once every player has taken their last turn the game is over and players calculate their victory points.

055 Five Tribes Scoring

Using the pad provided players total their points scored from their gold, Viziers, Elders, Djinn, Palm trees, Palaces, Tiles controlled and their resources.
The individual values of these are either printed on component in question; such as the tiles, coins and Djinn, or on the pad; such as the Palm trees, Palaces, Elders and Viziers.

However, it is important to remember a few things when scoring.

Firstly some Djinn have the ability to boost how much something is worth. Remember to take this into account when totaling up points.

Secondly is the Viziers additional points.

In addition to the 1 victory point per Vizier, player score 10 more points for each opponent they have more Viziers than.

056 Five Tribes Scoring Viziers

In this example Teal and Pink both have 2 Viziers, and thus 2 points each.
Orange on the other hand has 4 Viziers. Not only does Orange get 4 points, but also 20 additional points; 10 points from having more Viziers than Teal and another 10 points for having more Viziers than pink.

Finally there are Resource cards to take into account.

Resource cards score in suits. As previously mentioned players can hand in suits to gain gold during the last phase of their turn.
At the end of the game players do this automatically so there is no need to worry about trading resources in during a time limit.

The amount of gold, and thus victory points, you score is determined by the number of unique cards per suit.

057 Five Tribes Scoring Resources

In this example a player has 7 resources cards.

The player gains 13 gold for the suit of 4 cards, as they are all different form each other.
As the players remaining cards are already included in the first suit, they must start another set.
The second suit gains 3 gold for 2 cards.
Again, the remaining card is already in both suits and thus must be part of a new suit, which only gains 1 gold.
This player gains 16 gold/ Victory points in total for their resources cards.

Once all of this is taken into account and all individual assets are totalled the player with the most Victory points wins the game.

058 Five Tribes Scoring Total

There are no tie breakers in the case of a draw.

If you want to look over the rules for yourself, you can find the rules for Five Tribes as well as the reference sheets on the Days of Wonder website.

Personal Opinion.

There is some controversy surrounding this game and its use of the Slave card. As we're covering this later, we'll put this to one side and judge the game without taking that into account.

Five Tribes won Strategy Game of the Year at the Golden Geek awards 2014.
While I wouldn't go that far personally, it is easy to see how it got nominated, and how it managed to be a runner up in the Golden Geek awards for Game of the Year 2014, as well as being a runner up for most innovative Game of the Year.

Every mechanic in Five Tribes has been pretty much done before; card drafting, bidding, Mancala -esq movement, yet in this case the whole is greater than the sum of its parts.
Bruno Cathala has managed to put all of these different aspects into one game and craft it into a game that is simple, approachable and insanely difficult to master.

I think the game plays well and all of the available options always present a benefit to the player. You will not come across many situations where when presented with a wide range of options a player would always chose option A instead of the multitude of others.
This kind of game balance is difficult to achieve and means carving out your own strategy to gain victory.

I wouldn't say Five Tribes deserves strategy game of the year.
The very nature of movement in the game means that at the beginning of a players turn the board can be significantly different, especially if you are the 4th player to move in any given round.
This results in a very tactical game; a game where you adapt the current situation to better your own standing.
Yes this can tie into a long term strategy, but it does mean that planning any moves ahead of time is almost impossible. 
Personally I don't see this as a negative point; I love this tactical element. Encouraging players to think on their feet and adapt is something that a lot of Euro type games shy away from.

The downside is that because of this 'think on your feet' element, Five Tribes almost invites analysis paralysis; having to rethink your entire turn because the situation is completely different by the time you get to take your turn.
While I can see how this will not sit well with some players I feel that this is slightly intentional . It helps to emphasise the importance of balancing your approach to bidding for turn order and balancing your goals; don't put all your eggs in one basket.

From game play, we move to theme

Five Tribes is essentially a Euro game.
The game could function without the story of the Sultan's death and battle for the Sultanate. The theme could almost be any other situation that involves interaction between different people.

That being said the artwork is beautiful. Clément Masson has to tie the artwork and visuals together in such a way that the theme of Five Tribes feels like an integral part of the game.
There are few games outside of the Fantasy Flight Games range that put so much effort into the visuals and production values of a game.
Because of the quality of art and production I just can't imagine Five Tribes being anything else, even though I know in theory it could be.

That is the sign of a job well done.

Expansions, Reprints and Different Versions.

Days of Wonder has hinted at an expansion in the, but so far the only add on for Five Tribes is the Fakir pack, which replaces the 18 Slave cards with 18 Fakir cards.

059 Five Tribes Fakir Add on

Digital Spotlight.

As the game is fairly new it hasn't made the transition to digital mediums yet.
Though we can easily see this game being made available on ios and Steam in the same way other Days of Wonder titles such as Ticket to Ride, Small World and Memoir 44 have.

Five Tribes Slavery Discussion featuring #BoardGameHour's Ben Maddox and Nate Brett.

After the initial excitement that surrounded the release of Five Tribes came a growing squeamishness about the inclusion of Salves as a resource.
It is one of the most divisive topics in recent boardgaming history, with unexpected strong responses on both sides of the debate. 

060 Five Tribes Slave Issue

In episode 2 of the Board GameHour podcast, Ben Maddox and Nate Brett discuss the debate surrounding the issue.

Recently Days of Wonder decided to remove the Slave card from the game, replacing them with the Fakir card.

Now Ben and DarKHaZZl3 are here to follow up that discussion in light of the announcement.

*Warning* This segment is very text heavy, very long and full of opinions.
Please remember
that all opinions in this issue, and all subsequent issues, are those of their respective authors.
This disclaimer is usually included in every issue, however it is important to emphasise this point for this issue as it will certainly divide opinions.
Please don't feel like they are a personal attack or an attempt to undermine or void the opinions of others.

In addition it is important to note that The Cardboard Cartographer and all of our contributors view slavery as a deplorable activity that cannot be tolerated in the real world.

As usual feel free to agree, disagree, debate and discuss, or simply ignore any or all that is written here. If you don'#t want to get involved with this discussion feel free to skip to the 'Outro' segment.

Whatever you do, be civil. Thank you.

If you have any suggestions or feedback feel free to comment, email us, or hit us up
@TCBCartographer on twitter.
So without further adieu...

In support of Days of Wonders decision - by Ben Maddox @benisace

I am not smug. Yes, my mouth is turned up at the edges but this smile is not smugness. Someone with self-esteem so cripplingly low can never be secure enough in their own correctitude to be smug. Neither am I satisfied nor do I feel vindicated. In truth I don’t have a dog in this fight. The only reason I’m writing this is because someone asked me to and I found the request rather flattering.
I am writing about the decision of Days of Wonder to change the Slave cards to Fakirs. In a case of untypical good timing I discussed this very issue on my podcast (the board game hour podcast, wink, wink) mere days before this decision was revealed. I took a position and my inestimable co-host, Nate Brett, took a contrary one and I was asked to clarify that position in light of the change to the game.
The slaves were always contentious. They made people feel uncomfortable and I attempted to explain why. 
It is the C-word. The word people don’t use when discussing this but it seems as clear as day to me that the C-word is at the heart of the problem. The C-word is, of course, context.
My Co-host argued that slaves have been a part of the human experience since civilisation existed and so were a valid choice to put in the game but he singularly fails to see the ramifications of context.
He argued for historical verisimilitude and said that he didn’t wish the publishers to sugar coat history. He wanted a straight dose of reality and to remove the slaves would be to sacrifice the authenticity of the game. This is a view held by a lot of people but I keep coming back to context. Context is all.
No one is denying that many throughout history profited handsomely from the trade of people as commodities but Five Tribes asked us to be complicit in that trade and that is what made people uncomfortable; not the fact that slaves were represented. 
Slaves are a benefit in Five Tribes. They help your engine. The context in which the slaves are used is a positive one. Slave owning is a good. I’m not surprised people felt squeamish.
Maybe I’m not the one to talk to about this because maybe I’m too sensitive. I have an issue with war games, for instance. I think that some things shouldn’t be abstracted and made into a game. My grandfather experienced night-terrors for the rest of his life after his experience in the Second World War. That, for me, is not a fit subject for a game. I don’t want to play the role of an administration that was responsible for the industrialised slaughter of millions of people. It’s the same playing a slave owner. Imagine if you played as the Fugitive Slave Catchers in ‘Freedom the Underground Railroad”? I think there would many that would object to that. Context again. “Freedom” illustrates beautifully that it’s the position the player is asked to take that informs their reaction to the subject matter.
Saying that though, the slaves being replaced haven’t affected my life one bit but I was surprised at the reaction to the news. There were shrill cries of ‘censorship’ and the idea that this is censorship is purely moronic.
Days of Wonder made this decision. Not the government, not a shadowy organisation charged with washing our brains, Days of Wonder. And why? Simple: money. I am sure that many of those who screamed censorship are in favour of letting the market decide. Well, it has, the slaves are gone.
If you gag yourself you are not being censored. The worst anyone could accuse Days of Wonder of doing is listening to the board gaming public.
If you don’t like the Fakirs then don’t buy the game but the vehemence with which people defended their right to be slaves owners was surprising. Have I missed something? I for one am happy with the Days of Wonder decision.  Buy Five Tribes or don’t but don’t tell me that endorsing slavery is defending free speech. Fundamentally companies are slaves to their customers and it doesn’t make them Fakirs to acknowledge that.

In opposition of Days of Wonders decision - by @DarKHaZZl3

The Slave trade was a blight on the world.
It goes without saying that the buying and selling of indentured people for any purpose is abhorrent, and I am disgusted at the notion.

That being said Slavery was a thing that happened. As a global society we have to accept that and seek out any who still traffic humans for profit.
Weather we like it or not Slavery is a part of our history. Therefore is something we should all be aware of and acknowledge. We should not shy away from it.

When a game chooses a certain historical period to based in it would be thematic to include Slavery in it, if it were present at the time
As a historical exercise we should be aware of it.

That is the situation under which Five Tribes was created.
During the era the game is based, Slavery was a very real part of everyday life.
Would it not be misrepresenting the past to not include such a key construct in the society of the time?
If one were to make a game about the Deep South of North America prior to or during the American civil war, would Slavery not have to play a part?
It is a large part of the history of that era. I think it would be a huge oversight to exclude it. It almost eulogies that era of history, sweeping the mistakes of the past under the rug.
From a historical point of view I cannot abide by that.

Many don't agree with the inclusion of the Salve card because it is seen as a boon; Slavery is a good thing for the player to engage with during the game. Therefore, in a sense, Five Tribes condones the use of Slavery.

This is just nonsense.

Let us start with the concept of Slavery being a positive.
This is why history is so important. History allows us to categorically say that, for those engaging in the act of Slavery it most certainly was something they saw as a positive.
If you look at the vast majority of successful nations and the empires of times gone by, the significant majority utilised slavery in a big way.
The British empire; the largest in the world at its peak, utilised Slavery, The French, the Spanish and the pre- civil war Americans all took part in the slave trade.
These nations have always been called the 'civilized nations,' because of their level of social and technological advancement, none of which would have been possible without, in part, the slave trade.

Again, do not confuse this with condoning slavery.
It does not.
It simply states that those utilising slavery benefitted greatly.
The Slaves themselves suffered horrendously, which is where the travesty lies.

Moving on; Five Tribes endorsing Slavery.
We have established that Slavery would have been a positive in terms of those employing it.
We have also established that as a functioning member of society we know that this act is not acceptable.

Does that mean we can't use that as a construct in a game?
Of course we can.

Games are just that; games. Constructs of fantasy.
In this construct we can employ and enjoy conducting activities we find morally abhorrent in real life.
That is the nature of the beast.

There are many example where this is so.

Grand Theft Auto is a prime example.
In GTA you spend your time speeding, sleeping with and  killing prostitutes, committing mass murder, theft, arson... you name it, the game probably does it.
Do people enjoy playing GTA? Certainly, I know I have in the past.
This doesn't mean I am either condoning these actions, or likely to do them myself.

Another example is War games.; both tabletop and digital.
Axis and Allies, Memoir 44, Call of Duty et al.
At some point a player will play as the Nazi's.
Do people enjoy fighting for victory in these games, even if they are the Nazi's? Certainly.
Do people condone the actions of the Nazi's during this era of history? Barring a extremely small minority I think you couldn't find something that is more vilified than the atrocities committed by the Nazi's.

Using something in a game simply does not equate to condoning it.
To say that it does is the same as saying computer games make people violent. If you believe that, then in my opinion, you're already on the losing side.

That is why, personally, I wouldn't have taken the card out of the game.

Day of Wonder have made that decision, and despite everything I have just said, if I were in their shoes I would have done exactly the same thing.
As far as public relations goes, if you are accused of condoning something, you backtrack as fast as possible, and you won't hear any complaints from me about that part of the decision.

There are still multiple problems with this decision however.

The first is where does this stop?

Nowhere near as many people have complained about the use of the Assassins in Five Tribes.
Assassins were very real organisations that were paid to commit murder for someone's explicit benefit.
In Five Tribes this is a positive for the player, no question. Yet murder is unacceptable, especially for something as trivial as monetary gain.
Do we now take the Assassin out of the game?

We can expand this to other games too. Mass murder is unacceptable, but do we stop playing War games?
Stealing is unacceptable so can we not play Cash and Guns?
Racism and Xenophobia are unacceptable, so is the entirety of games like Warhammer 40,000 and Twilight Imperium unplayable?

Through the understanding of our past, society has taught us that the themes these games utilise are unacceptable in the real world.
Games however are not the real world, they are realms of fantasy. Even historical games are set after the fact.
If you can't distinguish between fantasy and reality, the use of a mechanic in a game is the last thing you should be worrying about.

So simply put, of course
we can play these games.
My next problem is the precedent it sets.

Similar to the above, by only removing the Slavery aspect to the game you single it out as a more valid and important issue than anything else.
Is it more important than other issues?
Can we now not include it or talk about it?
I feel not talking about something as historically important as slavery is a great injustice to those who have suffered under it, and continue to do so.

Making something taboo is generally counterproductive to coming to terms with a concept.
Acknowledging something and coming to terms with it allows us to continue to explore it in order to understand it better.

Ignorance is not bliss.

The final problem is what to replace the Slave card with.
Days of Wonder chose the Fakir.

061 Five Tribes Fakir Issue

The vast majority of people, specifically in the west, are unfamiliar with Fakir.
Taken from Wikipedia;
A fakir, or faqir (
/fəˈkɪər/; Arabic: فقیر‎ (noun of faqr)), derived from faqr (Arabic: فقر‎, "poverty"), is a Muslim Sufi ascetic in the Middle East and South Asia. The Faqirs were wandering Dervishes teaching Islam and living on alms.

In other words Fakir are people, predominantly of Muslim faith, who travel spreading the word of Islam whilst choosing to live a life of poverty and abstinence, relying on the goodwill of others to survive. Much like Christian Friars and so on.

My issue is how Fakir are now presented in Five Tribes.

First, the concept that praying will help you utilise the mechanics in the game.

Specifically that you can expend a Fakir card to improve the effectiveness of your Assassins; those people hired to murder people for personal gain.
In short, Holy men not only condone, but help you kill people for personal gain.

My second issue with the Fakir is the card art.

The Fakir can be seen as sitting on a bed of nails, playing a bungi/ pungi to charm a snake.

So what has inspired this card art?

In the image it is clear that the Fakir is presented as a street performer as are all snake charmers.
The concept of street performers must have come from somewhere.
Sometime after the 13th century the term Fakir came to mean street beggars.
After the 17th century the original meaning returned, and the Cambridge English Dictionary now defines a Fakir as a member of an Islamic religious group, or a holy man.

Essentially then, the card art is based on this 13th century definition, and is comparing Holy men to beggars and/or street performers.

While this is possibly inappropriate, it is also inaccurate.
We've already established that a Fakir forgoes any form of wealth, and common pleasure focusing on restraint and respect for their body, mind and conduct.
Both the bed of nails  and the snake charming don't fit that description of the Fakir, but rather a street performer, who perform task for monetary gain.

Before we wrap this up I want to focus on the Snake charming aspect of the card art.

Snake charming is certainly something that would have happened during this era and in this location. Indeed it still prevails today all over the world.
However, snake charming is not the most morally robust of practices.

'At home, snake charmers keep their animals in containers such as baskets, boxes, pots, or sacks. They must then train the creatures before bringing them out into public. For those charmers who do not de-fang their pets, this may include introducing the snake to a hard object similar to the pungi. The snake supposedly learns that striking the object only causes pain.
For safety, North African snake charmers typically stitch closed the mouth of their performing snakes, a form of animal abuse, leaving just enough opening for the animal to be able to move its tongue in and out. Since the members of the audience in that region typically believe that the snake's ability to deliver venomous bites comes from its tongue, rather than fangs,[3] the public remains satisfied watching the snakes' tongues flickering through the remaining opening.[3] Snakes subjected to this manner of abuse soon die of starvation or mouth infection, and have to be replaced by freshly caught specimens.[3]
Methods of dealing with the fangs include expert surgical removal of both the fangs and replacement fangs, which has been done by some native American and African snake charmers. Barring extraordinary measures, pulled fangs are replaced within days. Fangs may also be plugged with wax or other material.[4]'

In this context Fakir have presented as practitioners of animal cruelty.
Hardly an appropriate representation for a Holy man, and one I could see people being offended by if they had the historical knowledge to add context to it.

Now, I'll admit I have taken this point slightly further than it needs to go, but I have done so to illustrate a point.
Historical accuracy is important if you are using real world historical themes and concepts. Slavery was taken out because it was 'offensive,' but at least it accurately represented the era, and therefore there cannot have been ill intentions behind its inclusion.
The Fakir card not only misrepresents the Fakir, it represents them in, what is potentially, a fairly offensive manner. While I doubt this is done in bad faith, it is done without the correct research and thus unfairly represents the past and a collection of people.

In conclusion this change is not better. In any way.

The decisions to keep or change the Slave card will continue to divide opinion, but the decision to change has been made, and it is one we must accept.

Even though I have argued for keeping the Slave card, I am perfectly content with the decision to change the card. Just not what it has been changed to.

During the Five Tribes episode of TableTop Wil Wheaton hit the nail on the headwhen it comes to the Salve card.
Why not just call them assistants, or helpers, or apprentices? Or replace them with these aforementioned people instead of the Fakir?
These all fit thematically, historically and logically, and are not in any way offensive.

But then again, the internet will always find a way to be offended by something.


What did you think of this issue? Pro's, Con's?
Did you attend Comic Con? What did you play while you were there?
Did any other Kickstarter projects grab your attention?

Have you played Five Tribes?
What do you think of Days of Wonders decision regarding the Slave card?

Feel free to comment on this post, or alternatively hit us up on twitter

Thanks to the BoardGameHour podcast hosts Ben Maddox @benisace and Nate Brett @MofBG.
Remember to check out #boardgamehour on Twitter @Boardgamehour every Monday at 7pm GMT and listen to their weekly podcast.

Thank you for reading this issue of The Cardboard Cartographer, until next time!