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The Meeple Guild: Chiefdom elevates print ‘n play experience

When a PnP is a few maps, some rules and an odd card or two to print, the time investment and print cost is low and you can get it to the table quick.
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A look at part of the single sheet player card.

YORKTON - In the realm of print ‘n play games the general rule of thumb is to expect greater simplicity of play than most boxed games you buy in a store.

Of course it is not really a surprise since you are building the game off your printer, and while some PnP games get a bit heavy on the components leaving the creator building dice and various chits, most keep it simpler. Frankly the overly complex print ones are something I shy away from in fear the creation effort might not be worth it once played.

When a PnP is a few maps, some rules and an odd card or two to print, the time investment and print cost is low and you can get it to the table quick. If it’s a weaker offering it’s not the end of the world.

Interestingly, and perhaps it is because of the ease of creation, most PnP games are pleasant surprises.

Most might not become ‘go-to’ games in a collection, but are worth an evening or two’s attention at a relatively low cost.

A few however transcend the norm.

They manage to keep the print job itself relatively straight forward, and once at the table add a bit more complexity for a better game experience.

Such is the case with Chiefdom from designer Arif Nezih Savi, who was originally from Istanbul, Turkey, now residing in the historically rich city of Ankara.

“Absolutely, I'm a true gaming enthusiast! From consoles to PCs, mobile devices to board games, you name it, I've played and cherished every moment of it. My all-time favourites? Chinatown on tabletop, Sideswipe on mobile, and Street Fighter 6 on PC. These games never fail to entertain,” he explained via email.

In addition to being PnP, Chiefdom is a ‘roll ‘n write’, so the rules are pretty easy to grasp, or at least the basic idea which is roll dice and use the resulting numbers to do things.

You choose your actions simultaneously with the other players, using the values rolled to determine what icons you will draw and how to place them, which is rather basic to most roll ‘n writes.

In Chiefdom you are creating a village/society so over the game you add lakes and forests based on the dice roll, and you will assign your people jobs such as fishing, woodcutting, or building.

“When I first started to think about this game, I noticed there weren't any roll-and-write games out there with a worker placement mechanism,” explained Savi. “A light bulb went off - why not give it a shot? Initially, I didn't put much emphasis on the theme, but the ideas of gathering wood and fishing intuitively made their way into the game. And guess what? They fit so well that I decided to leave them as the central theme.

“By the time I put the finishing touches on the game, a few other roll-and-write games with worker placement mechanics had popped up. But, that's how it goes sometimes, right? Still, I'm thrilled with how our game turned out . . .

“I've got to admit, I really enjoy the worker placement aspect of the game.

“It's so fascinating how, based on where you position them, your workers instantly take on roles such as a fisher, a lumberjack, or a builder.

“Now, if there's nothing around the worker, they're technically unemployed until you draw something in their adjacency. And honestly, that just feels thematically perfect to me. Doesn't it just make sense?”

So what is the most unique mechanic within the rules?

“I've always had a soft spot for thematic games,” said Savi. “For me, it's so much easier to learn and teach a game when the mechanics are in harmony with the theme. Consider this: you place workers, and if they're next to a forest, they become lumberjacks gathering wood. Have enough wood? Great! You can build a house to shelter your people.

“But remember, you'll need a builder because lumberjacks are experts at collecting logs, not constructing houses.

“Once you've used your logs to build a house, you've got a shelter, but what about food? Well, that's when you assign some of your people to be fishers and bring in the fish. As you build up your chiefdom, you also get to see how effectively you've cared for your people.
I believe that Chiefdom's unique blend of worker placement and resource management in a roll-and-write format, all presented in a truly thematic way, sets it apart from the rest.”

Still the incorporation of a worker placement element was key to the design process for Savi.

“To be honest, I was actually challenging myself as a designer that if I could combine two things never been done and make it a really gamer’s game,” he said. “There's a common notion that a top-notch board game should be overflowing with wooden pieces and adorned with spectacular artwork.

“However, I took on the challenge of creating a comprehensive, thought-provoking game using just a single sheet of paper and three dice. Personally, I believe I've managed to do just that.”

Therein lies the strength of Chiefdom, it ultimately feels ‘bigger’ than most PnP efforts.

It is within the varied choices afforded players – albeit still determined by the shared dice roll – where Chiefdom shines a bit brighter.

You get to score in a myriad of ways here so players can forge ahead in their own vision of creation, but there are going to be difficult choices along the way because the dice are not always going to match your vision.

Yes, the dice are still a luck making, luck destroying, mechanism, but you are still able to make and execute at least parts of your grand plan.

That a game with this much going for it is a PnP is a boon to gamers.

“My goal is really to connect with an even broader audience,” said Savi.

“As a designer based in a developing country, I know all too well the steep prices we face when buying a board game, often paying three times the original cost due to shipping and import fees.

“So, with Chiefdom, we're taking a digital approach. By sending the game digitally for players to print at home, we aim to make it more accessible for those who are put off by the hefty extra costs often involved in playing a quality board game.

“Plus, by forgoing a physical copy, we're reducing the unnecessary waste of paper and cardboard. It's a win for both players and the environment!”