The Hideout: why board games matter

Rab Florence on reinventing the rulebook every time you play.

In Umberto Eco's brilliant Foucault's Pendulum, we watch as characters play with global conspiracy theory and occultism as a satirical, intellectual game. This game leads the characters down a dark path, but we understand completely why that path is worth following. Games are important. They are important when we're children, and then we forget how important they are for a while as we chase adult pleasures. Then we recognise that those too were games, of a sort, and having won and lost and won and lost we return to more obvious and literal games. Ones we can play on our TVs and place on our tables. Ones that hurt less when we fail.

Increasingly, for people of my generation, the games we are playing are on tables. When I started playing board games regularly about five years ago, it seemed that no-one else in the country was doing it. I'd just finished an exhausting and stressful TV show that saw me reviewing one or more video games every episode, and those video games had all merged into one violent, brown, ugly whole. I was completely and utterly numbed by them. I'd had enough. I wanted to play a different kind of game. After hunting down all the great board games of my youth (Space Hulk, HeroQuest, Warhammer Quest) I flung myself into an online community to find out what board games were out there right now. There was no flesh and blood person I could speak to about board games at that point. I had to type words at strangers in Baltimore or Ontario or Berlin. I had to seek out little points of light, distant illuminated tables, wherever I could find them. The scene, over here in the UK at least, was as good as dead.

But that's all changed. And I think I know why.

The saviour of video games, over the last few years, has been the growth of the indie sector. Those little points of digital light have grown and massed into something bright and warming. We see innovation on a weekly basis. There's always something new, and usually that something new has something new within it. These games, from tiny teams of creators, even make us question what games are. While the big-budget blockbusters remain risk-averse and repetitive, the indie sector zigs and zags and experiments with the form.

When you've played computer and video games for 30 years, as I have, the indie sector's vigour is an essential thing. It keeps us from getting jaded. It's starting to steal headlines too, simply because quality is difficult to ignore. There are no big marketing budgets or PR flim-flam in indie gaming – it's just become embarrassing for major gaming news sources to not talk about what's happening. The indie sector never really went away, but these days it feels like it's “in”, like it's maybe the only part of the industry that genuinely matters. Only ten years ago we would talk about how the “bedroom coder” was a thing of the past. We were wrong. We just hadn't tired enough of the living room entertainment yet to start checking in all those bedrooms. Just like in MTV Cribs, the bedroom is where the magic happens.

It's the magic of innovation that leads us to board games. I've spoken many times before about the emotional benefits of board games. Spending time with people you love, playing at a table, communicating? That's all essential stuff in this age of social networking. But I think the main reason why so many video gamers have started board gaming is that it feels like board games are part of the whole indie movement. Look, almost every board game is an indie game. Most board games are created by one person, and that one person is trying to come up with new ideas, or new spins on old ones. When you have a question about some element of the game, you can often just ask the designer. He'll be on Twitter or something, probably, and will be happy to have you pestering him about a rule clarification. The creator is a human being, not some corporate machine. The indie sector, in video gaming and board gaming, is full of people who are doing what they do for the love of play. Are they making fortunes? No. They're just people like us, who know that games are important. They're the types who understand characters like Eco's imperilled Foucault's Pendulum trio. They would follow that path with them, with us, because hey, this is fun. Games are worth it, whatever the cost.

For children, it's never just about “Will we play today?” It's about “What will we play today?” It's about being stimulated intellectually, and revelling in the creativity of the games they invent. Children rarely play the same game two days in a row. They don't spend entire summers as the same bald, grunting space marine, shooting his way through waves of endlessly re-spawning enemies. They don't spend every single day fighting over who gets to be the main nameless soldier dude in that helicopter full of nameless soldier dudes who are about to land in that nameless Middle Eastern country again. They tweak their games up, change them and introduce new mechanics. It might seem odd to say that your 6-year-olds are creating new game mechanics when they're out in your back garden, but it's true. The minute they ask for a password to the secret hideout, a new mechanic is in the rulebook.

And that's just the thing. Board games, and indie video games, are always changing the password to the hideout. And it's exactly why you should want in.

Archipelago, one of many hugely inventive board games released in the last five years. Photograph: Ludically

Robert Florence is a writer and comedian, and the co-creator of Consolvania and the BBC's Burnistoun. He writes a weekly column on board gaming for Rock, Paper, Shotgun.

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The marine, and human costs, of illegal fishing

Two new books take us inside the least regulated industry on the planet.

How big the sea is, how big. How poor a description that is, too, but the ocean usually resists description and words, no matter how many of its plains are named after Herodotus or how many fracture zones are called Charlie-Gibbs. It is rare to find good writing about the sea: that’s why everyone who tries quotes Conrad and Melville. It is rarer still to find good writing about the people of the sea, those strange creatures – strange to us, on our supposed maritime island, from where the ocean as a place of industry has long retreated – who set out to sea in boats and ships to make a living from it. These two, very different books try to bring them alive, although both really are about death.

Fishers and Plunderers is dense and dry, but within it are riches and horror. Seafaring is the second most dangerous job in the world, but deep-sea fishing is worse. In the UK, between 1996 and 2005, the rate of fatal accidents in the fishing industry was 115 times higher than that for the overall workforce.

The dizzying facts and stats come, and come again, like tides. We start with the ocean, and the fish in it – or the fish that used to be in it, before human beings learned to build vessels that could scrape the seabed, that could entangle dolphins, sharks and other unlucky passers-by. How wrong indeed was T H Huxley, the eminent biologist and chairman of a royal commission on sea fisheries, giving the inaugural address at the Fisheries Exhibition in London in 1883, when he said: “I believe . . . that the cod fishery, the herring fishery, the pilchard fishery, the mackerel fishery, and probably all the great fisheries, are inexhaustible; that is to say, that nothing we do seriously affects the number of the fish.”

He did not account for our greed. There are 16.5 million fishers catching 90 million tonnes of fish a year in four million fishing vessels. Pelagic long-lines, stretching dozens of kilometres, to hook tuna. Super-trawlers that can retrieve the equivalent weight of 20 busloads of fish a day, using nets 600 metres long. A biomass of predatory fish that has decreased by two-thirds in a hundred years. One-third of fish stocks fished unsustainably. Thousands of tonnes of “bycatch”, a benign word for a horrible thing: fish that are caught and discarded. An indictment of us.

But the sorry heart of this book lies with the fishers. There are the natural dangers that face them – ice, water and weather – such as the ones that overcame the crew of a British trawler near Iceland in the first half of the 20th century. They couldn’t beat the ice, so the skipper got everyone in the radio room, from where they phoned home. The crew “said goodbye, and eventually were just turned over and were lost”.

In every British fishing port, you will find a memorial to those lost at sea. There will not be a memorial to the fact that, in 2008, 75 per cent of those who died on UK boats were from eastern Europe or the Philippines. Fishing is the most unregulated industry on the planet, infected with abuse, slavery and worse. Some West African states lose 40 per cent of their catch to foreign vessels that come and steal from their waters, such as the bottom trawler Apsari-3, found fishing less than two nautical miles off the coast of Sierra Leone. The boat and officers were Korean, the crew from China, Indonesia and Vietnam. They had no contracts and no salaries, but were paid in packets of “trash fish” to sell ashore. They shared wooden and cardboard bunks in the hold. It was not an isolated case. Distant-water fishing nations operate vessels that abound with these ghosts: men trafficked or bonded into appalling conditions or contracts, stuck at sea for months at a time.

Modern shipping, with its “flag of convenience” system, makes slipperiness easy. Pay a fee, and you can fly the flag of any state and are then governed by its law at sea. Unscrupulous owners and operators can switch flag, name or identity almost instantly (hence “convenience”). Escape is easy for the criminals, and for the abused: often they go overboard. The illegal, unreported and unregulated (IUU) fishing industry is worth up to $23.5bn each year, and it is extremely difficult to police. Much illegal fish from West Africa passes through Las Palmas, Gran Canaria, which has hardly any inspectors. It is repackaged, presented as legal catch and sold in western Europe. Some subheadings in the chapter on “Abuses and Slavery at Sea”: Abduction; Abuse; General; Beatings; Children; Death; Exploitation; Imprisonment; Murder.

Fishing has never been an easy life. It’s not that it was better then than it is now, but that now the abuse is industrialised, organised. The authors are a sober lot, and include Father Bruno Ciceri, who chairs the International Christian Maritime Association. The port priests are often the ones who save and soothe the fishers, though they can only do so much. I’m glad they do that. And I’m glad I don’t eat fish.

Julia Blackburn’s Threads is what you should read after finishing Fishers and Plunderers. Read it as an antidote to rigorous investigation, because this is a gorgeous, dreamy quest, for a man named John Craske, who was “a fisherman who became a fishmonger who became an invalid”. He also became an extraordinary artist, but one whose legacy is scattered and maligned.

Craske was born in Norfolk in 1881 and went to sea, like the rest of his family. At the age of 36 he fell ill with a mysterious illness, and never recovered. There were months of stupor and disability (Blackburn concludes that it was diabetes), of becoming, as his valiant wife, Laura, wrote, “very quiet. Sudden turns. Must get outside.” He did go back to sea, when his brothers took him on their fishing boat, lashing him to the mast in rough weather. He stayed for three months, rolling about in the hold or on deck until, somehow, he realised “it was not his home” and he came back to land.

Craske began to paint. They had no money, so he painted on what he had, which was the surfaces in his house. On the mantelpiece. On bits of cardboard. “On the seat of the chair he did a frigate in a storm.” His love of the sea and knowledge of it were clear, as a fisherman whom Blackburn interviews tells her. “You can’t put that energy out unless you’ve been there.”

This “quest” is meandering: don’t expect great events. The revelations are of emotion: sadness throughout for Craske’s life, though he may have been happy. Grief for Blackburn, who suffers a great loss while she is writing the book, so that from then on “grief is prowling close”. And joy, for being exposed to the embroidery of Craske, who took up the needle as he lay abed, finding a vocation. His little fishermen in their boats, sewn in careful stitches; his giant portrait of Dunkirk, with sweeping seas and tiny figures: they are amazing, yet were scorned by the museums and odd places where his work ended up, turned to the wall, ignored.

A doctor once told Craske’s wife that “he must go to sea. Only the sea will save him.” And it did, but not for long enough. We should thank Julia Blackburn for bringing back this quiet fisher and man of the sea; and Bruno Ciceri and his co-authors for exposing an unforgiving and cruel industry, where men die and the seas are depleted for the sake of our fish supper, out of sight beyond our horizon.

Rose George’s books include “Deep Sea and Foreign Going” (Portobello)

This article first appeared in the 11 February 2016 issue of the New Statesman, The legacy of Europe's worst battle