Saturday, April 11, 2020

It Makes Sense If You'Ve Read The Book...

Jonathan Strange & Mr Norrell: a Board Game of English Magic probably seems like a really weird title for a game, at least until it's explained that it's based on Jonathan Strange & Mr Norrell, Susanna Clarke's novel about high society wizards operating in early 19th century England. It may sound like a good idea for a game, but despite a 2015 BBC television adaptation, the novel remains relatively obscure.

Broadly speaking there are two main components to a game: theme and mechanics. Both carry a lot of weight, and a great theme can prop up a mediocre game design (see Grimslingers) just as easily as a good game design can transcend a less interesting theme (see the Resident Evil Deck Building Game or the surprisingly good Spartacus board game, soon to be reprinted without its original TV show decor).

Jonathan Strange & Mr Norrell errs on the side of theme over mechanics, and any fan of the book who enjoys mid-weight board games will probably like this one. It does a good job of referencing the novel's strange blend of supernatural menace and powdered-wig high society, and presents a game design that fits that theme very well, rather than feeling tacked on after the fact like games based on licensed properties so often do.

Each player plays either the titular Jonathan Strange or Mr Norrell, or as one of two secondary characters from the book. The goal of the game is to accumulate enough magicianship to be able to confront "the gentleman with the thistledown hair" (the novel's main villain) before the game ends. This is done by accomplishing feats of magic in the form of playing out cards from your hand that add tokens of different types to the cards on the table in front of you. The catch is that only certain symbols can be played out each turn, so the game becomes an interesting combination of thinking several turns ahead but also madly scrambling to get enough magicianship points to beat the villain and win the game.

Game play is complicated by two additional types of card plays: "invitations," representing social events such as parties and concerts, and "introductions," meeting famous characters of the age such as Lord Wellington. Both types of cards can only be played at certain locations, requiring moving around a board depicting London and Europe of the early 1800s. Invitations are played to draw additional cards (either introductions or additional feats of magic to work on), and Introductions move you along a Prestige track, eventually unlocking powerful game play advantages.

The game as written does have one major issue: it is very difficult to win, so much so that the designers admitted that they made a last-minute change to the game design without playtesting it thoroughly, and have since released a simple variant (described here) to re-balance the game. A rookie game design mistake that should never have happened, but at least the designers have recognized the error and taken steps to correct it.

The game mechanics fit the theme well, and I suspect that the designers (Marco Maggi and Francesco Nepitello of War of the Ring fame) are fans of the book, or are at least very familiar with it. Unfortunately this doesn't necessarily work to the game's advantage, as for the most part the references to the novel assume that the players have read it. I don't think the game does enough to explain the setting and characters for those who haven't, and the game play isn't really remarkable enough to sustain interest in the game on its own.

Rating: 3 (out of 5) if you've read the novel, but probably only a 2 (out of 5) if you haven't. But it's a great book, so go read it and then play the game afterwards...

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