DESIGNING THE NARRATIVE TELLING COLONIALISM THROUGH RULES, ILLUSTRATIONS AND COMPONENTS


Published: Jan 15, 2026
Keywords:
Board Games Ludology Post Digital Analog Games
Miguel Vidal
Alexandre Almeida
Abstract

  This article explores how rules and mechanics in board games, in conjunction with their setting – illustrations and components – form the narrative that the game transmits to the player. Rules, even abstract ones, represent elements of the board games’ setting and it’s in their relationship with the game as an object that we can find the message that a board game transmits. While board game themes have not always been defined by designers, and rules have not always been designed with themes in mind, they are still vehicles for transmitting hegemonic societal values and narratives, even when not consciously intended by the designers or publishers. With the development of board games as authorial art objects, and the increased focus of designers on their games’ narratives, the study of how rules contribute to, or even contradict, the intended narrative becomes increasingly relevant.


  In this study, we develop a comparative documentary analysis of the rules, artwork and components of three board games: Catan, Spirit Island and Pax Pamir second edition. All these games have settings relating to the topic of colonialization, central in the history of board games. We analyze how the rulebooks and artwork of these three games construct different narratives all relating to the same topic, and, at the same time, the way that the narrative intent of the designer may be reinforced or undermined by the ways that the colonialization processes are represented in the rules.

Article Details
  • Section
  • Articles
Downloads
Download data is not yet available.
References
Antunes, P. (2023). Public interest and the potential social impact of board games: The role of the strategic twist, definition and scope. https://recil.ulusofona.pt/items/a62ab0ee-8133-4af8-9fb1-c5a57941e5ca
Arnaudo, M. (2018). Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today. McFarland & Company.
Bardin, L. (2012). Análise de Conteudo. Edições 70.
Carretta, M. L. (2024). Uma breve história dos jogos de tabuleiro. Revista Cientí­fica/FAP, 31(2), Artigo 2. https://doi.org/10.33871/19805071.2024.31.2.9610
Costikyan, G. (2011). Boardgame Aesthetics. Em Tabletop Analog Games Design (pp. 179–184). ETC Press.
Cramer, F. (2014). What Is ‘Post-Digital’? A Peer-Reviewed Journal About, 3(1), Artigo 1. https://doi.org/10.7146/aprja.v3i1.116068
David, M., & Sutton, C. (2004). Social Research: The basics. Sage publications.
Donovan, T. (2018). The four board game eras: Making sense of board gaming’s past. Catalan Journal of Communication & Cultural Studies, 10(2), 265–270. https://doi.org/10.1386/cjcs.10.2.265_1
Duncan, S. (2019). The Evolving Mechanics and Theme of Android: Netrunner. Analog Game Studies, 3, 93–104.
Emigh, W. (2016). Strategies for Publishing Transformative Board Games. Analog Game Studies, I, 15–22.
Flanagan, M., & Jakobsson, M. (2023). Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games. The MIT Press. https://doi.org/10.7551/mitpress/11779.001.0001
Foasberg, N. (2019). The Problematic Pleasures of Efficiency in Goa and Navigador. Analog Game Studies, 3, 19–32.
Junior, G. (2021). Jogos de Mesa e Mitologia: Quando os Mecanismos e o Tema se Misturam. Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 126–135. https://doi.org/10.5753/sbgames_estendido.2021.19632
Konieczny, P. (2019). Golden age of tabletop gaming: Creation of the social capital and rise of third spaces for tabletop gaming in the 21st Century. Polish Sociological Review, 2019(2), 199–215. Scopus. https://doi.org/10.26412/psr206.05
Paz, A. (2025). Sketch First, Play Later: The International Journal of Games and Social Impact, 3(1), Artigo 1. https://doi.org/10.60543/ijgsi.v3.n1.01
Pobuda, T. (2018). Assessing Gender and Racial Representation in the Board Game Industry. Analog Game Studies, V(4). https://analoggamestudies.org/2018/12/assessing-gender-and-racial-representation-in-top-rated-boardgamegeek-games/
Robinson, W. (2016). Orientalism and Abstraction in Eurogames. Analog Game Studies, I, 55–63.
Roedenbeck, M. R. H., & Lieb, M. (2018). Continually harvesting the crowds: A comparative case study of CMON and PEGASUS in the crowdfunding tabletop market. Journal of Research in Marketing and Entrepreneurship, 20(2), 147–169. https://doi.org/10.1108/JRME-11-2016-0047
Rogerson, M. J., Gibbs, M., & Smith, W. (2016). «I Love All the Bits»: The Materiality of Boardgames. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 3956–3969. https://doi.org/10.1145/2858036.2858433
Schreiber, I. (2011). How Settlers of Catan Created an American Boardgame Revolution. Em Tabletop Analog Games Design (pp. 93–99). ETC Press.
Scoats, R., & Maloney, M. (2024). “I think it takes balls, girl balls, to challenge those stereotypes”: Women’s perceptions of board game culture. European Journal of Cultural Studies. https://doi.org/10.1177/13675494241264202
Sousa, M., & Bernardo, E. (2019). Back in the Game. Em N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), Videogame Sciences and Arts (pp. 72–85). Springer International Publishing. https://doi.org/10.1007/978-3-030-37983-4_6
Trammell, A. (2019). Analog Games and the Digital Economy. Analog Game Studies, VI(1). https://analoggamestudies.org/2019/03/analog-games-and-the-digital-economy/
Vidal, M., & Almeida, Alexandre, A. (2025). Democratização por crowdfunding? A emergência de narrativas contra-hegemônicas nos jogos de tabuleiro. D: livro de atas do XIX Encontro Internacional Científico OTIUM, 387–400.
Woods, S. (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland & Company.