Canadian Geographic

The board game boom

Canada became a hotbed of gaming in the 1980s, for better or for worse

- BY MARK STACHIEW

LLATE IN 1979, two journalist­s sat around a Scrabble board in Montreal, beers in hand, wondering whether they could create a game as good. Two years later, their own board game baby was introduced to the public: Trivial Pursuit. Its seemingly overnight success was called “the biggest phenomenon in game history” by Time magazine. Perhaps Trivial Pursuit’s quirkiest legacy is the gold rush of Canadian board game creation it spawned in the ’80s. Some titles went on to become successful; many more were quickly forgotten.

“There’s no question that we went from having very few completely original games made in Canada prior to 1980 to having dozens of them,” says Jenny Ellison, a historian at the Canadian Museum of History and a specialist in the subject.

Here are a few of the Canadian board game winners and losers you might have played during the ’80s.

The World According to Ubi

Not content to rest on their laurels, Trivial Pursuit’s creators followed up with The World According to Ubi (1986), a geography-based trivia game described by critics as overly complicate­d — some questions didn’t actually have answers — and lacking the fun of their original creation. The game was packed with traps, tricks and turnaround­s. It flopped. About the only thing anyone remembers about Ubi is the eerily Masonic triangular box it came in, complete with an Illuminati-esque eye on its cover.

Balderdash

Another hit Canadian game from the 1980s that drew inspiratio­n from an existing idea was Balderdash (1985). Created by Toronto inventors Laura Robinson and Paul Toyne, the game took its cues from the parlour game Dictionary, where players choose a word, make up fake definition­s for it and have everyone guess which is real. The board game was a hit, selling millions of copies and earning a spot in many board game cupboards.

Untrivia

Jim Deacove, a prolific Canadian game designer who started his career in 1971 and is still dreaming up new ideas 125 games later, admits Trivial Pursuit inspired one of his games. Deacove insists all his creations be cooperativ­e games without winners or losers, however. His solution was Untrivia (1985), where players work together to come up with consensus answers to some serious life questions. Impressive­ly, it’s still in print.

Docte Rat

The French-language edition of Trivial Pursuit was created with all-new questions and sold under the title “Quelques Arpents de Pièges,” a punny twist on the famous Voltaire descriptio­n of French Canada as “quelques arpents de neige” (a few acres of snow). It was surpassed, however, by another punny Quebec trivia game, Le Docte Rat (1988). In this game, players answer questions to advance through their academic careers to be the first to collect a doctorate. Le Docte Rat was a huge success in Quebec, spawning two extensions and a kids’ version: L’apprenti Docte Rat.

Newfoundla­ndia

After playing Trivial Pursuit while teaching in Papua New Guinea, Cliff Brown was convinced a similar game about his home province, Newfoundla­nd, would be a hit. Why? Newfoundla­nders are everywhere, and all Newfoundla­nders love home. The result was the eponymousl­y named Newfoundla­ndia (1986). The game was picked up by the CBC soon after its release, and “five minutes after the newscast across Canada, my phone started to ring from everywhere,” says Brown. The game sold 7,000 copies in three weeks, and a second printing was rushed out in time for Christmas. A Canadian bestseller in ’86 and ’87, the game is now out of print.

True Dough Mania

Where many games during Canada’s board game boom tried to be educationa­l, some were designed to push a political agenda. In True Dough Mania (1982), a satirical economic game invented by an Alberta real estate developer that poked fun at the “Trudeauman­ia” surroundin­g Pierre Trudeau’s 1968 election (and whose popularity had waned by the time of the game’s release), players own a resource-based business that has government red tape eat into its profits. Eventually, everyone in the game goes bankrupt. The winner is the biggest loser: that is, the first to lose all their assets to the government.

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 ?? ?? Clockwise from far left: True Dough Mania; Chris Haney (left) and Scott Abbott, creators of Trivial Pursuit; Balderdash; Untrivia; a 1986 print advertisem­ent for Balderdash; parts of the Ubi board game.
Clockwise from far left: True Dough Mania; Chris Haney (left) and Scott Abbott, creators of Trivial Pursuit; Balderdash; Untrivia; a 1986 print advertisem­ent for Balderdash; parts of the Ubi board game.

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