“Every year of my life since I was two,” Dominic Crapuchettes tells me, “I would go up to Alaska in the summer and my dad would fish.” Not long later, they were working the fishing boat together through long, challenging days. The job, he explains, was hard. “If you go way back to when I was seven, I was miserable.”
Soon enough, when he was about eighteen, he took over captaining the boat. “I captained for twelve years. It was a huge part of my life.” And, in many ways, the struggle began to feel good. “You prove that you can conquer all of this adversity and it fuels you when you do. You feel powerful, and then you come home, and you get paid way more than you could anywhere else in the world.”
During the winters back home, however, something a little less adventurous was drawing his attention. Away from the noise of the sea, Dominic was enraptured by the world of boardgames.
Dominic had been designing games since he was eleven. His wargame, Kabloogi, was so popular amongst his classmates that it was banned from the 8th grade. During college, he was an avid Magic: The Gathering player, even entering professional tournaments – which, for the uninitiated, is some top tier nerdiness. Then, in 2003, after more than a decade working his fishing boat, two years at business school, and dozens of discarded game concepts and designs, he was able to found North Star Games.
And in 2004, North Star Games published a product that’s very special to me; a game called Evolution.
Evolution, in the simplest terms, is a game about creating animals, and providing those animals with traits that will help them survive. Changes in climate, shortages of food, and disastrous natural events all impact the ecosystem in which you play. If the temperatures dip, for example, you may want to give your creature the Heavy Fur trait, to ward off the effects of the icy cold. Which is a great idea, until the temperatures begin to rise, at which point your creature would really appreciate a haircut.
A turn in Evolution is simple. You will look at your hand of cards, which each describe the in-game effects of a given trait. These could be herd instincts, or climbing, or mud wallowing. You may then apply up to four of these traits to each of your animals, or discard cards to increase their body size or population. The winner, at the end of the game, is the player with the most population, traits, and food in their bellies.
Which brings us onto feeding time – and here’s where things get tricky. On any given turn, there will be a limited amount of food to share amongst players. Initially, you will take it in turns to feed. Each animal will take one food token, before moving onto the next. Sounds fair, right? Except that someone has given their animal the nocturnal trait, allowing them to swipe away a token before the rest of the animals are even awake. Another creature has foraging, which lets them take two food per turn instead of the usual one. Then there’s fat tissue, which means a creature can store extra food and… You get the idea.
In many ways, Evolution is a game of strategy. You must create the perfect combination of cards for a changing situation, with the goal of consuming enough food to survive the summer heat or the winter chill. Many players will appreciate the game as a competitive struggle; a challenge to overcome. But for me, Evolution is something all the more exciting. Evolution is a game of story.
Look, for example, at my latest animal. It has the maximum body size of six, a Hard Shell, and a Long Neck. Now imagine, for a moment, what that animal must look like. (Personally, I’m picturing a huge, lumbering turtle with a head that snakes out of its shell and towards the treetops.) Once you’ve got that picture in your head, you’re no longer looking at cards on a table. You’re looking at bizarre, fascinating creatures of your own creation – creatures who are relying on you to make sure they don’t go extinct.
Which brings me onto the moment. The moment, really, when everything changes. That moment, I’m afraid to say, is when somebody decides to create a carnivore.
Because there’s always one. A player who waits for your guard to be down. Who sees your animals not as fellow members of a thriving ecosystem, but as food.
It is the role of the carnivore to avoid the shared pool of tokens in the centre of the board and instead feed from the population of animals around it.
Dominic, who on top of founding North Star Games was the lead designer behind Evolution, tells me that “sometimes, a competitive player will just create a super carnivore and pound on people who don’t know how to protect themselves.” He worries that this is a flaw in the design: “because it’s not fun to have your creature that you love and that you’re evolving and that you’re telling your story about just get completely destroyed.” But for me, this threat is what brings the game to life. You must adapt not only to the landscape in which you live, but to the animals around you, who are in turn adapting to better hunt you down. It’s one of the key factors that pushes Evolution beyond its systems and mechanics and towards something rich with narrative and theme.
“Theme is so important,” Dominic tells me. “Other people on the [development] team usually start with mechanics. I’m always saying ‘this is an interesting mechanic, but there’s no theme here’. I feel like, in 2020, with the plethora of amazing games that are coming out on the market, you can’t fire on just one cylinder. You need to fire on simplicity, to bring people in easily. You’ve got to fire on theme – it’s got to make the story come to life. And it’s got to be well balanced and have good mechanics.”
For every hundred ideas for traits, the team would throw ninety of them away, filtering for those with the most theme. As an example of the work behind a single card, Dominic describes to me the climbing trait. “Really, there’s no such thing as an evolutionary trait that’s called climbing. There are claws that help you climb… There’s arms, there are all of these things.” And at first, they tried developing cards in this vein – “like a tail that helps with climbing.” But they soon realised a different tact was needed. “What [was] really going to bring this to life,” Dominic explains, was “the impact that these evolutionary traits have. So, when we call it climbing and we say that a carnivore can’t attack this species unless it also has climbing, it helps create an understanding of the dynamics that are taking place in this ecosystem.”
This is an aspect of game design I find fascinating; the ways in which designers, artists, writers and the rest of a team seek to draw story from mechanics and systems. Over the last year especially, the ability to explore nature through TV, videogames, and boardgames, has been invaluable for me. Circumstances of all kinds can prevent us from engaging with the natural world as much as we would like, but there is some joy to be had in exploring stories and worlds from the comfort of home.
Boardgames, I believe, are especially brilliant at bringing us closer to our world. Perhaps it’s the tactility of the medium – the ability for players to touch and hold and interact with game pieces and art. In Evolution, there’s a chunky, wooden diplodocus meeple. He’s weighty, green, and absolutely brilliant to fiddle around with when your hands get antsy. “This guy? People love him,” Dominic grins.
It’s a small element of the game, but one which really adds to the magic of play. The ability to feel a game’s components, to see the objects you are playing with, makes the whole experience more vivid and powerful.
Or perhaps that feeling of connection comes from the social aspect of many boardgames. Whilst watching movies or playing single player videogames, we are reacting to the rules and systems and stories that have been carefully crafted to evoke a singular response. A boardgame player, however, must also account for the ways in which their friends and family around the table will engage with such systems. We are reacting to people, at the end of the day, and their strange, often irrational decisions.
Joan Moriarity, in the fascinating book about boardgames and play Your Move, writes: “perhaps it was inevitable that people would welcome the chance to turn away from their screens, seeking the warmth and connection you get from playing games together with live human family and friends.” And this, really, is essential to the stories Evolution can tell. It’s not just that my long-necked-turtle-looking thing got eaten. It’s that my friend – who I thought was my friend – did the eating.
Evolution, Dominic tells me, was actually inspired by an already existing game. “Some friends,” he explains, “found this game called Evolution: The Origin of Species. It was designed originally, I think, as a teaching tool in class.” He wanted to publish Evolution: The Origin of Species in the US, but saw too many flaws in it’s design. So, his team got to work finding the fun – because no amount of educational text or exposition can evoke theme as much as the dynamic narrative you create through play.
“I received an engine that brought an ecosystem to life,” he explains. “Then I did a lot of research and tried to figure out how to keep as much of the science as possible, whilst turning it into a more polished game.” And in doing so, North Star Games have created a sandbox for stories of struggle, adaptation, and survival.
This website, of course, is ostensibly a place for stories of adventure, and Dominic Crapuchettes has had plenty of those. But this is also a place to talk about the things we do to feel connected to our world, and the people we share it with.
I ask Dominic, before I let him escape our conversation, if he misses his time on the fishing boat. “I did for about a decade,” he says. “There’s a certain pleasure in being able to conquer adversity and getting rewarded for it with money. But, honestly, I’m glad not to be doing it now. I mean, it was dangerous, we were in life threatening situations a lot, and I have kids now. Those days are gone, and I’m glad they’re gone.”
The reason boardgames are so special to me is that they give us challenges, puzzles, problems to solve. Adventures that we can have from home, cosying up with friends and family, gasping at each devious move and laughing at one another’s downfall. When we’re unable to leave our comfort zones, or step into the wider world, we can settle down and enjoy the act of play.
We’ve come a long way from Monopoly, after all. That’s for sure.