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The New Statesman's Poems of 2014

New voices join old friends in our selection of the best poems published in the New Statesman over the past 12 months.

Driftwood Houses
Clive James

The ne plus ultra of our lying down,
Skeleton riders see the planet peeled
Into their helmets by a knife of light.
Just so, I stare into the racing field
Of ice as I lie on my side and fight
To cough up muck. This bumpy slide downhill
Leads from my bed to where I’m bound to drown
At this rate. I get up and take a walk,
Lean on the balustrade and breathe my fill
At last. The wooden stairs down to the hall
Stop shaking. Enough said. To hear me talk
You’d think I found my fate sad. Hardly that:
All that has happened is I’ve hit the wall.
Disintegration is appropriate,

As once, on our French beach, I built, each year,
Among the rocks below the esplanade,
Houses from driftwood for our girls to roof
With towels so they could hide there in the shade
With ice creams that would melt more slowly. Proof
That nothing built can be forever here
Lay in the way those frail and crooked frames
Were undone by a storm-enhanced high tide
And vanished. It was time, and anyhow
Our daughters were not short of other games
Which were all theirs, and not geared to my pride.
And here they come. They’re gathering shells again.
And you in your straw hat, I see you now,
As I lie restless yet most blessed of men.

 

An earlier version of this poem was first published in the New Statesman of 18 April 2014.
Clive James is a poet, critic and broadcaster. His most recent book is Poetry Notebook: 2006-2014 (Picador).

 

First World War Hero
Dannie Abse

Often away on business though no-one
seemed to know what Uncle’s business was.
He’d return from Timbuktu, North Pole or Mars,
cigar-smoking, proud of his new bought Bentley.

Not always a Bentley. Sometimes a cavalier Rolls
or some other post-war car made in Heaven.
“Sam juggles cars like he juggles lemons,”
Dad grumbled. We owned an Austin 7.

Once, with three lemons, Uncle entranced me.
He danced over watchful one-eyed daisies
juggling a choreograph of lemons. Funny, freckled
red-haired Uncle. Such beauty of balance!

He could do it with whisky wizardry,
kneeling on the floor, singing a Fred Astaire song
but Mother disapproved of war-hero Sam.
“Generous with other people’s money. Scab. Cheat.”

“Not a cheat,” Dad frowned. “A juggler, yes,
a meshugana charmer and chancer, yes. Always
was, always will be till his name’s on the slab
he’ll throw up Sour till it comes down Sweet.”

No exemplar, but misled, I was in awe of Sam.
They said at Ypres he had killed ten Huns.
Asked about his medals he fled into silence,
then winked, “They gave me them for juggling lemons.”

That was whisky-glib years ago. Now no more
cars, leaping lemons. At Sam’s funeral, drama:
Aunt numb and an unknown woman weeping
comforted by a freckled, red-haired son.

In the trance of Belief there are spaced-out gurus,
wild messiahs, and can-do men like Sam,
tight-rope stars, in god-fearless equipoise,
they speak to a child and to the child in man.

 

First published: 8 August 2014.
Dannie Abse, a Welsh poet and former doctor, died on 28 September 2014, aged 91. His final collection of poems, Ask the Moon, is newly published by Hutchinson. He was awarded a CBE in 2012.

 

 

The Hinds
Kathleen Jamie 

Walking in a waking dream
I watched nineteen deer
pour from ridge to glen-floor,
then each in turn leap,
leap the new-raised
peat-dark burn. This
was the distaff side;
hinds at their ease, alive
to lands held on long lease
in their animal minds,
and filing through a breached
never-mended dyke,
the herd flowed up over
heather-slopes to scree
where they stopped, and turned to stare,
the foremost with a queenly air
as though to say: Aren’t we
the bonniest companie?
Come to me,
You’ll be happy, but never go home.

 

First published: 28 February 2014.
Kathleen Jamie’s most recent collection of verse is The Overhaul (Picador) and her essays are published in Findings and Sightlines. Her poem commemorating the Battle of Bannockburn was inscribed on the monument at the site in 2013.

 

Ex-Industrial (a trailer)
Helen Mort

Zoom in: near sunset in a town where everything’s ex-this,
ex-that, an artificial pond poured in to fill the gaps.
Just out of shot, your neighbour the ex-smoker smokes
behind the flats and feels ex-touches shivering down his back.

Interior: your ex-face in that photo on the shelf
is less than half the shadow of your former self.
Crowned with a plastic rose, the TV’s talking to itself.
A coat pools on the floor. Real shadows take the walls by stealth.

Zoom out: that man-made lake again. The fishermen
and geese have left, the sun slinks off towards the west.
The camera pans across the water, comes to rest –
and there: the sun beneath the surface holds its breath.

 

First published: 6 December 2013.
Helen Mort was born in Sheffield in 1985. Her debut collection, Division Street (Chatto & Windus), was shortlisted for the 2013 Costa Poetry Award and the T S Eliot Prize. She is the poet laureate for Derbyshire.

 

Scar
Philip Gross

             : a heart-
        shaped scorch-
    patch in the bracken.
Today a spat of Valleys rain has stopped it there

but each Easter makes tinder of this hillside,
a swathe of crisp brown question-marks,
fire in them itching to run where it will

and how could you resist it, being fourteen
and full of the slack of the day, of the nothing
to go home to, with a lighter in your jeans,

the others looking on? A fair wind, luck,
and there’ll be sirens this evening, smoke-
signalling We were (are still) here

where they’ll already be too late,
those flatfoots in vizors and fire suits,
cartoon spacemen in the wrong film. Watch

them chasing the last of the flame-snakes,
wriggling here, there. Different greynesses
into the night sky: smoke and steam.

That’s a good day, when everyone wakes
to sodden rakings-over, world restored
to black-and-white, shoots shrivelled

to wisps, bared rocks and birch trunks
scorched, a stink as alkaline as birdlime,
valley like a morning-after ashtray

(yes, you in the dinky estate by the station,
we’ll rub your noses in it), like a riddled grate
of clinker, where coal was. Not far

beneath the skin of new-turfed green,
        dug under but still
            smouldering, the
                heart. The scar.


First published: 18 July 2014.
Philip Gross’s collections include The Water Table, which won the 2009 T S Eliot Prize, and Later (Bloodaxe). “Scar” will appear in A Fold in the River, a collection set around the River Taff in south Wales, to be published by Seren in 2015.

 

Grip Stick
Mark Granier

The man emptying bins on the prom might 
be my age,
though healthier looking, tanned, bare-armed
in a hi-vis jacket and black ski-cap.
He plucks at stray bits of litter with that familiar
metal rod with its Dalek pincer – the same

as the one I bought for my mother in Fannin’s
some years before she died – a gadget
so starkly ingenious surely it’s a branch
of a family tree of similar inventions, of Bakelite,
whalebone, leather, wood . . . going back, back

to that afternoon in her nursing home
a year and a half ago, when I hold her hand
and feel it loosen then go slack, and call
the nurse, who says quietly “yes, she’s going . . .”
and I look out the window

to see the usual glorious rubbish, clouds
not stopping their tumble over Killiney Hill’s
huddle of slates and satellite dishes, while I am
abruptly in a different country – the vast
landscape of her open palm –

tiny in the grip of what gave way.

 

First published: 6 June 2014.
Mark Granier is an Irish poet and photographer. He is the author of three collections of poetry: Airborne, The Sky Road and Fade Street. His fourth, Haunt, will be published by Salmon Poetry in 2015.

 

Aubade
Roger McGough

Needler Hall, the University of Hull

Woken at four to the sound of jazz
coming from his room on the floor above,
as he opens the door and slips out.

The flop of moth-eaten brocade slippers
along the corridor. The knock. “Come in.”
He stands in the doorway plain as a wardrobe.

“Sorry to . . . Unearthly hour . . .”
He stays just on the edge of vision,
“Thought you might be able to help.”

There is no escape. The curtain-edges grow light
and the room takes shape. “Work has to be done.
What year was the Beatles’ first LP?”

“Nineteen sixty-three,” I mumble.
“ABBAB. Excellent.” And he is gone.
The sky is white as clay, with no sun.

 

First published: 4 July 2014.
Roger McGough is the president of the Poetry Society and presents the BBC Radio 4 programme Poetry Please. His most recent book is It Never Rains (Penguin).

This article first appeared in the 19 December 2014 issue of the New Statesman, Christmas Issue 2014

GRAHAM TURNER/GUARDIAN NEWS & MEDIA
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How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era