Thursday, April 28, 2016

Rules Discussion: Varied Currency in Board Games

The concept of money and "currency" in board gaming is not a new trend. In fact, some of our classic (or, I should say, time-worn) board games are predicated on money, such as Monopoly and Life. Money is something to which people can relate readily, since we use it in our daily lives. As board games have become more varied in their themes and sophisticated in their designs, not many games employ game money, as if money was too jejune an idea to incorporate into (what some cynics may consider to be) "hoity-toity" connoisseur games (I'm being facetious, of course... if not needlessly verbose). Of course, games like Alhambra, Puerto Rico, and Power Grid use money outright, but you get what I mean...

Anyway, there are a vast majority of games that use many other countable items or points as currency to execute actions or even "buy" items. Case in point: Village (by Markus and Inka Brand) not only employs gold coins as currency, but also colored cubes, time (one unit of time can be used to perform an action), and even family members, who can (in a way) be swapped for goods and/or placement in the town Chronicle. Another fine example of varied currency is Five Tribes, which uses victory points to bid for turn order and purchase cards from the Marketplace, as well as white meeples and/or Fakir cards to purchase djinns. A third example of varied currency is Core Worlds, which uses "energy" and actions as currency.

Varied currency may include resources, as well, though I tried to avoid that inclusion for the purposes of this discussion because trading resources for in-game actions (though very much like a currency) crosses over into the realm of... well, "resource conversion." Village does straddle that dividing line in its use of colored cubes, but those cubes are odd concrete representations of abstract concepts like "knowledge" and "commerce," so I don't think of those cubes as resources. Nonetheless, the incorporation of victory points, time, actions, energy, and other abstractions as currency is a fascinating mechanic in and of itself because it's an attempt to quantify that which we don't often quantify as spendable, though we should... I mean, we do "spend" time performing actions; we do "spend" energy to exercise or perform daily functions; and, we do "spend" life points to fight evil (as in Shadows over Camelot).

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