History of the "Take That!" Card Game
You probably know the sort of thing. Each player has some card holdings on the table. The goal is to grow or at least preserve them while at the same time playing cards to destroy the holdings of others. These "beer 'n' pretzel" vehicles seem so common and throwaway that they're lost in the woodwork. On the other hand, I suspect that as a class they've earned themselves an amazing number of hours played over the years.1906: TouringI'd like to try to trace the history of them: where they started, how their mechanics have developed and changed and what is going on now. Probably there are too many to fit in just one list and probably I will forget some too. Maybe readers can help by suggesting others.
1927: Lindy, the New Flying Game; The New Lindy Flying Game
The patent must have expired after seventeen years, that is by 1923, but no new game
employing these ideas arose. Perhaps everyone had forgotten?
Then, in 1927, a major event in transportation caused not one, but two to appear.
Of course this was the historic solo air crossing of the Atlantic by Charles Lindbergh.
The New Lindy Flying Game
was invented by Paul K. Guillow and published by his Nucraft Toys company.
He seemed well suited for the job as a former flier in the US Navy
who also made gliders and models. The game's
form fitting box included 75 cards: 39 mileage, 10 take off, 10
weather, 15 hazards and 1 Lucky Lindy.
Hazards include forced landing, storm, fog, engine trouble, etc.
The other, similar, game of that year came from industry giant Parker Brothers.
This one offered 99 cards, 51 of them mileage and 48 of the move and event type.
Head winds kept you from playing the 500 mile cards. Beside obvious disasters like
running out of fuel, players had to deal with ripped fabric and broken propellers.
There were no equivalents to things like puncture proof tires and extra gas.
By the way, it's original price? 75 cents.
With such similar titles and concepts, it's not surprising that a lawsuit emerged, in
this case Nucraft suing Parker, and losing. As a consequence the Nucraft game is much
rarer and more valuable to collectors today.
1954: Mille Bornes
These legal proceedings may well have scared off all competitors for a good long while.
Or perhaps interest in this sort of game had simply waned as Great Depression-oriented
vehicles like Monopoly hogged the game table.
In any case, it seems to have taken the 1950's to have a new development.
In France, Edmond Dujardin returned to the automobile to create his adaptation of
Touring.
Added is the Coup Fourré concept whereby safeties could be held back
until the corresponding calamity was played, making the player invulnerable, granting
bonus points and adding another level of strategic interest.
1965: Nuclear War
This is the next one I could find, from 1965. What a bizarre choice
of topic! It certainly proved popular nevertheless, or perhaps
because of it? The innovations must have helped too though. Fixed
holdings that only decline (for the most part) means that attacks
can be that much more devastating (satisfying). The slow buildup
of the attack added strategy and planning. And stealing from Mah
Jongg to have the player order jump (with the anti-missile)
was a winning idea as well. Dice or a spinner was added to help in the damage
resolution. Has been supplemented by three expansion kits:
Nuclear Escalation,
Nuclear Proliferation
Nuclear War Booster Packs.
1980: Grass
The game that depicts a hallucinogenic lifestyle adheres more
closely to the pattern established by Touring. (Was there really
nothing else in the genre in the decade and a half previous?) One
twist are the Paranoia cards that one must not be caught with
at the end of the game, but which is passed around the table and
so are difficult to avoid. The rules are a bit vague – do you
1982: Family Business
Here was a very clever innovation, that of the creation of the very
dynamic and often maddening queue of death which often takes on a
life of its own. The player order jump idea previously seen in
Nuclear War was preserved as well.
1983: Naval War; Star Commander
Star Commander by Historical Concepts took the idea to outer space in a faintly Star Trek
way. Players are attempting to be the first to construct a fleet of ships, the unit of accumulation being
crew points. The "take that!" sequence is more involved than most as it involves a lengthy exchange of
back-and-forth card play in which players shoot and defend.
1988: Enemy in Sight
1989: Modern Naval Battles
1990: Express
1991: Car Wars: the Card Game
1994: Plague & Pestilence
1995: Formula Motor Racing
1996: Honor of the Samurai; Lunch Money
1997: Groo: the Game
1998: Trailer Park Gods; Wucherer
1999: Wortelboer; Chez Geek
2000: Pirate's Plunder; Online: Internet Card Game
2001: Saloon; Grave Robbers From Outer Space; Who Stole Ed's Pants?; Wyatt Earp
2002: Flagship; Burn Rate; Bang!; Am Rande des Gletschers; Virus & Co.
2003: In 80 Karten Um Die Welt, Wo ist Jack the Ripper
Maybe Take Thats:
Others I have heard about, but don't have much information on:
Arriving in the next year from Avalon Hill, Naval War covered World War II battleships in a way
that seemed more like Nuclear War than any of the other predecessors.
A few years later
Avalon Hill transported the system, with improvements including
much better artwork, to nineteenth-century sailing vessels. Apparently
it sold well because in the very next year there appeared ...
... to cover the Cold War era. Featured two later expansion kits, imaginatively titled
Modern Naval Battles II and
Modern Naval Battles III.
This game on collecting various types of train cars is a fun
return to the idea of building up one's holdings instead of just
tearing down a fixed position. As a result, the events are again
relatively weak. It also added a lot of the mechanics from another
seminal card game, Rummy.
More a return to the Nuclear War model.
As was this vehicle set in Middle Ages.
Should this Reiner Knizia creation be included? Here holdings are indicated not by one's cards, but by one's position in the auto race.
The innovation of the game of shogun-era Japan was to create two
different ways to win: one to try to grab the prize right away and
hope to survive all the slings and arrows of one's opponents, the
other to bide one's time and creep up on it bit by bit.
Lunch Money is more reminiscent of Nuclear War in
its mechanics and just as dark in theme, but without the levity.
The form showed its maturity as it won its first commercial tie-in.
A clever innovation is the set of special dice help to control what
players can do to one another. Successful enough to spawn
Groo: The Card Game Expansion Set.
This effort about the very offbeat topic of pagan worship in trailer parks
seems mostly inspired by Nuclear War, without however heeding its lessons.
The other housing-related title of this year comes from Germany where the title means
Profiteer (later released as Landlord). It is also somewhat dark in tone as one portrays
an avaricious landlord.
This unusual game from the Netherlands seems to be in the genre
although, interestingly, the event cards have vanished entirely. Instead,
players use the holdings cards to accomplish much the same result.
In Chez Geek
the topic gets yet stranger as slackers try to sponge off society.
Special abilities conferred by the holdings cards became more
important. Has been expanded several already:
Chez Geek (1999),
Chez Geek 3: Block Party (2001),
Chez Geek: Slack Attack (2000).
The makers of Plague & Pestilence returned to the genre
with a pirates game. Here the holdings can be stolen so it
tends to be a matter of who can steal the treasure last and make
a clean getaway.
In Online, Hasbro, by now the owners of both Touring and
Milles Bornes, updated the concept to a computer theme.
The German game of Wild West fisticuffs feels like Lunch
Money, but with a lot more levity. Its companion game,
Goldrush-City, could be considered a distant cousin to the genre.
Grave Robbers From Outer Space
is a treatment of horror and alien movies.
Later expanded with a look at jungle movies in
Cannibal Pygmies in the Jungle of Doom (also standalone).
Who Stole Ed's Pants?,
a game about solving a crime, is
even more than Family Business, about adjusting the state
of the game parameters, which are owned by all the players in
common.
Wyatt Earp is more in the Rummy vein, but as noted
above, Rummy has been combined with the genre before. It's an
unusual Rummy game though which permits reduction of others'
holdings, even a little bit.
Now the idea has been taken to outer space combat, a further re-working of the
Naval War concept.
In Burn Rate, even the dot com phenomenon has become the
topic for such a game. In fact the mechanism of holdings gradually
dwindling to nothing seems to work better here than anywhere
previously.
And return now to the Wild West of yesteryear with Bang!,
a "take that" featuring the clever innovation that every player has unique
powers derived from his character as well as a hidden player goal.
Am Rande des Gletschers, or "At Glacier's Edge" is set in the ice age.
Players no longer simply draw cards from the deck, but turn them up and try
to capture everything from herbs to giant hamsters to wooly mammoths.
When winter comes they must use this food to nourish their people,
but also use the items, along with dice, to compete for the bragging rights
points that confer victory.
Virus & Co., a satire of modern health care, is an unusual form of
the genre. Now the taking of cards from other players is conditional, dependent
on the player's willingness to take tablets (pay disks) to avoid the virus,
injection or risk card. If they do so pay, they earn the right to pass the nasty
on to someone else.
There have been other games which use this concept in a wider
context. James Clavell's Tai-Pan and Liberte are just two
that spring to mind.
I understand that Middle Earth: The Wizards
is a collectible card game somewhat based on Milles Bornes.
But since it is just a small subsystem in
those games, I do not formally include them here.
Also ...
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