"I got invited to David Walliams's wedding . . . but I'd have just been on my own at the buffet"

A few extra bits from my interview with Russell Howard.

For those of us outside TV's coveted 18-25 age bracket, the extent of Russell Howard's popularity might not have registered. His topical comedy show Russell Howard's Good News is currently on its fourth series (with a fifth already scheduled for later in the year). It regularly makes the top-five rated shows on BBC Three, with around 800,000 viewers. His Facebook page, meanwhile, has 1,632,805 fans.

I interviewed Russell for the current issue of the New Statesman, covering his politics ("I don't really have a political agenda -- I just like things to be fair; I get angered by pomposity"), his policy on naughty jokes and the Daily Mail website ("It leaves me utterly depressed"). The full piece will be online later in the week but, in the meantime, here are a few bits there wasn't room for in the magazine . . .

How much do you police your jokes for whether or not they're going to cause offence?

The test I always like to do is: would I do that in front of the person? If I wouldn't, I won't say it. Also, because it's my show and it's me, I would rather -- and this sounds profoundly wanky -- I'd rather it was beautiful and brilliant rather than just slagging someone off.

When we did the Chilean miners, every comedy show was [doing sketches] about the idea of them shagging each other. It was all quite obvious stuff, I thought. We made it about Mario Sepulveda. They were all offered wheelchairs, after all those weeks and the trial they'd been through, and he said: "I won't need that wheelchair -- but my wife will." The crowd was like "Wahey!" I just like that utter bravado. So we concentrated on that and ignored the idea of them shagging each other down there, which I think people were a bit bored with.

Is there any topic that is completely off-limits for you?

We look at the merits of each story and try to figure out whether it's funny or not and sort of go from there. It's not as if we go, 'Oh, we must not talk about this,' or, 'We must not talk about that.' We just try to work it out. There was a story last year about a guy who had banned gay people from coming into his bakery and we did a whole load of jokes about that.

He banned gay people from coming into his bakery?

Yeah, it's amazing isn't it? And I put forward the joke that any man who makes a living by pumping cream into buns is in no position to criticise the gay community. We're sort of tucked away on BBC3, really, and they let us get on with it.

Being on BBC3, you've ended up with a huge young fanbase. I asked your fans on Facebook what I should ask you about -- and one asked whether you were writing an autobiography.

I haven't really thought about it. I'm only 30, so hopefully I have a bit more time to do more stuff . . . What I should do is let my mum ghost-write it and then we'd have a book! By Christ, we'd have a book!

Do your parents ever offer you comedy advice?

My dad likes to. I mean, he's a businessman, he designs call centres, but he's also working on an idea for a children's TV character and it's terrible. And me and my sister go: 'It's the BFG, it is the BFG!' It's about this old guy who gives dreams to children. And we're like 'Dad, it's the fucking BFG!'

My dad occasionally will give me ideas and stuff like that and I have to politely turn them down. But he loves it, he really enjoys it. But my mum is unwittingly funny and I take quite a lot of stuff from her because she just has no idea of how funny she is.

What about your friends? Have any of them ever minded cropping up in a routine?

I ask them and also I change their names as well, so if there's anything particularly embarrassing, I ask them if it's OK. If it isn't, I won't do it but I always change their names.

Obviously, you live in the glamorous metropolitan hot spot of Leamington Spa. Have you ever lived in London, gone to the Ivy and Soho House and lived the "celebrity" lifestyle?

The reason I live in Leamington is basically because my girlfriend is doing medicine at Warwick, so we moved in together and that was the easiest place for her. And because I'm a stand-up, living in the middle of the country is great. Since we moved there, I've been doing loads of stuff on telly so I bought a flat in Maida Vale with my brother, so I have the best of both worlds.

When I'm in London, I spend a lot of time with my brother and my mates around there playing five-a-side football and stuff like that. Not really going to the Ivy. I've been once, last week, actually. It was brilliant, I really enjoyed it. But I think it should be wildly exciting and like, "Ahh, this is pretty cool, innit?" because if you lose that, you won't be a particularly good stand-up comedian. "Y'know in the Ivy when the service is ridiculously good and everything tastes great, what's up with that?" "Y'know when your butler's really uppity in the morning? Would it kill him to chew gum? He stinks!" So I try and lead a normal life.

Also, I feel awkward in those situations . . . I might change in a few years. I mean, I got invited to David Walliams's wedding and that's pretty nice -- but I'd just be on my own, just stood around, eating fucking loads of food at the buffet, going: "Hey Elton, Elton, have you tried these sausage rolls?" Because that's what happens to me at normal weddings: I always end up on my own in a corner, so it'd be exactly like that -- except with famous people.

God knows what it's like to get into that world where you're desperate to get into the papers . . .

Have you ever been papped?

No, I get a few photos occasionally when you go into Radio One, basically the doors open then you see flash, flash . . . then -- Oh, it's you -- and the clicks stop, which is pretty funny.

I can't imagine what it must be like seeing various celebrities going, "Oh, I'll go to that nightclub because there'll be lots of paps there. Hopefully there'll be an up-skirt shot of me in the paper!" Those bastards that do that, the up-skirt shots, can you imagine that? It doesn't get worse than that.

Presumably you've had stuff written about you in the papers that you didn't like . . .

I'm pretty seriously annoyed with Closer magazine. I was talking about getting married with my girlfriend and did this joke: "We are going to get married one day because the further you go on, your girlfriend turns gradually into Gollum."

They didn't run the interview with me -- they put a photo of me looking really cross and just a speech bubble that had me going: "Better get married soon because my girlfriend's turning into Gollum." I said to them, "You know I didn't say that." Her mates had seen it and just [asked me] what the fuck are you doing? So now I don't speak to Closer.

The other thing that pissed me off was the Independent said last year that I earn £4m, which I didn't. My mates are like, "Alright, moneybags!" and I had to show them my bank balance. That slightly pissed me off because it makes me look like this greedy bastard. I mean, I don't do any corporate gigs or adverts or things like that. I just do gigs.

Russell Howard's Good News mixes serious issues and jokes. How do you find the right balance?

We just decide which of the heavier stories we want to slip in. So it's: "Here's a funny one, here's a funny one, but this is a bit fucked up. Here's a funny one, here's a funny one, bloody hell! Did you hear about this?" It has to be like a snaking conversation with your mates in the pub. That's kind of the aim. You chat and you're being really silly and funny and then suddenly you talk about Colonel Gaddafi. It's that kind of bizarre tone.

Russell Howard's Good News is on Thursdays at 10.30pm on BBC3.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

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