One of the odd little quirks in board gaming is how players get into the habit of narrating their actions as they take them. Some might do it to help memorize the intricate web of rules they‘re operating in. Others might do it to some pizzazz to the otherwise quite subdued actions we take as we play. Some might even do it, so as to not sit in complete silence as everybody contemplates their next move.
Whatever the motivation, by speaking out loud players also expand the act of play beyond the purely mechanical layer of following and executing instructions laid out in the game’s rulebook. Whereas the game predominantly takes place in our minds as we analyze the board state, calculate (or vaguely guess) our odds and weigh our options, by phrasing our actions in the language of the game, we reach out to turn a solitary mental exercise into a fleetingly shared experience. The actions we thought up become reality, not only because we took them but also because we gave them a name. We fell a tree and made a noise, so that other players could hear it.
Narration is a subtle contribution to what makes games enjoyable and fulfilling. Some more so than others, of course. Explaining your actions in a game like Through the Ages adds merely a flourish to the experience. We are generally too wrapped up in wrangling our nascent civilization into some presentable, i.e. pointscoring, shape to appreciate or even care about the small steps our opponents are taking towards world domination. But a game like 7 Wonders played in complete silence feels like an eerie cult engaging in an occult ritual about bringing forth the brightly-colored spectre of primary school math homework.
The point being that in order to experience a game fully, we can’t assume it is enough to simply tackle its rules as hard and efficiently as we can and expect fun to spew out like a roll of mints dropped into a keg full of Coca-Cola. To be clear, this is not about the old canard of theme vs mechanics. This is not about “appreciating a game’s theme” by mimicking kindergarten-style storytime as you bounce your miniature across the board or put on fancy voices as you narrate some card’s flavor text. All while busily plotting out your move to maximize your chances on your next turn.

It’s about pointing out that a game’s function is not limited to memorizing, combining and applying its carefully calibrated rules towards whatever goal the rulebook has set out for its players. A game’s function is just as often about the expected behavior players will engage in within the framework of the rules. It can be about what happens when you add the vibrant dynamism and chaotic energy of 3-5 distinct personalities to a purposefully constrained environment, like a board game.
Anyone who has ever played Werewolf, The Resistance or most party games should be able to recognize how the rules of these games, while still providing the essential foundation for the experience, were not the source of enjoyment or even the most arresting features of playing them. It’s the surprising twists and turns that happen as players pursue their goals, that create laughter, enjoyment and a sense of sharing play together.
But it’s a mistake to believe that this re-centering of the experience, one or two steps removed from the rules themselves, is only true for rules-light games and party activities. Games like Wiz-War, Cosmic Encounter or Twilight Imperium really only get room to breathe and live up to their potential when players see the rules not as a narrow maze to move through and find their block of cheese, but as an open platform on which we engage each other as players.
Shaped by the invisible lines that separate what’s part of the game from what isn’t, we get to explore the possibilities of how to interact with other people in a different context. We can get to know each other anew, or simply slip into different roles than we’re used to. Maybe tough-as-nail competitors instead of socially-minded friends.
A good game is more than the sum of the parts, that come in the box. A game comes alive by how we choose to play it. Recognizing what a game needs and being able to hit the right notes in play, is not a question of personal taste but simply practice and habit. It’s also a topic for another time.