Kris Hall: More Worker Placement

My one tiny contribution to gaming culture is the phrase worker placement, and ever since I coined the term I’ve taken a silly almost-proprietary interest in the worker-placement sub-genre.  And so I am happy to see that some Essen games heading our way are worker placement games.

Not every new game does novel things with the worker-placement mechanism of course.  In Colonia, it seems the workers have become little more than another of the game’s several currencies. 

In Dungeon Lords, the workers function in the usual way, but the spaces to be claimed come in three varieties.  Depending on whether a player is the first, second, or third player to place a worker imp on a space, the reward or the price of the reward may change.  This should lead to players trying to out-guess their opponents as they try to snag the maximum rewards by timing their imp placement just right.

In Carson City, worker placement conflict is resolved with guns.  Or maybe I should say that dice are used to simulate the gunfights between opposing bands of developers/bandits.  Although some spaces on the board can be peacefully occupied by opposing cowboy meeples, placement of opposing cowboys in most spaces results in open conflict.  Each player has a firepower rating (the number of cowboys in a player’s reserve plus any revolver chits he owns) that is added to their die roll.  The highest die roll wins the conflict.  Players can even send their gunmen to rob other player’s banks, although the game only allows victorious robbers to steal half of a turn’s profits--presumably to keep players with a gunfighter strategy from running away with the game.  Players can also protect their holdings by placing a church next to them; even the dirtiest, most back-shooting cattle rustler won’t start the lead flying near a house of the Lord.

From this description, Carson City may sound a lot like Martin Wallace’s Way Out West, and I believe there are similarities between the two games.  But I think Carson City is the more complicated and more structured game, and may allow for more subtle strategies.  It is one of the new games I am most looking forward to.

Gunfights in a worker-placement game now seem to me to be an almost inevitable development, just as dice as worker placement seemed inevitable in retrospect once Kingsburg appeared.  Worker placement is now just another tool in the game designer’s toolbox, but it is still one that can seem fresh or interesting if the designer can find a different approach to this familiar mechanism.

© 2009 Kris Hall


Posted by Kris Hall on Nov 13, 2009 at 01:00 AM in ColumnistsKris Hall / 1551

Comments:

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Don’t downplay the importance of coming up with the phrase “worker placement”, Kris.  I’ve been writing about games for a decade and the only phrase I can think of that I coined was calling Knizia, Kramer, and (Klaus) Teuber the “Special K’s” of German Game Design.  That gets invoked maybe half a dozen times a year by the few people who remember it.  But I bet the term “worker placement” is used on the Geek at least 100 times a day.  Small wonder that it stuck:  it’s concise and accurate, and rolls nicely off the tongue.  I think it’s pretty cool, myself.

Posted by Larry Levy on Nov 13, 2009 at 02:39 AM | #

I don’t wish to sound confrontational, but how do you know you coined the term?  Is there an interesting story behind the claim?  :)

Posted by Michael Denman on Nov 13, 2009 at 10:04 PM | #

Michael, this isn’t proof (I’m not sure how you would go about “proving” such a claim), but for your reading pleasure:

http://www.boardgamenews.com/index.php/boardgamenews/comments/kris_hall_the_year_of_the_worker_placement_mechanism/

That dates from December of ‘07.  It was the first time I’d heard the term “worker placement” and I said so in the comments.  My position was that Kris should be given credit for coining the phrase unless I heard anything different and I haven’t seen any counterclaims in two years.  Shoot, even the origin of the term “meeple” is more controversial than that (though just about everyone, including me, agrees that Alison Hansel should get the credit).  Moreover, acceptance of the phrase was almost immediate and pretty much universal.  That’s awfully unusual in gaming.  So if Kris thinks he coined it, I have no reason to doubt him (and lots of evidence that he’s correct).

Posted by Larry Levy on Nov 14, 2009 at 12:11 AM | #

Thanks for the link!  I don’t really have any idea about this term’s origins, but I do know that sometimes the same thing originates from totally different independent sources.  I was just curious.

Posted by Michael Denman on Nov 14, 2009 at 01:23 AM | #

Agreed, most of my favourite games are worker placement, nowhere near tired of them yet.

I think we need to go well past Dec. 2007 to find the invention of “worker placement”. It was pretty common terminology in Caylus discussions two full years earlier in 2005, and Pillars in 2006.

http://www.boardgamegeek.com/article/637007#637007
http://www.boardgamegeek.com/article/685660#685660
http://www.boardgamegeek.com/article/1248978#1248978

A very specific reference to worker placement as a mechanic:

Leonardo Da Vinci Nov 2006:
“So anyways back to the actual mechanic… Leonardo takes the worker placement idea one step further”
http://www.boardgamegeek.com/article/1169793#1169793

Posted by Steven Duff on Nov 14, 2009 at 04:14 AM | #

Very interesting, Stephen.  The first three comments basically use standard English to talk about an action (Player X was “placing workers”, therefore the action he did was “worker placement").  The last comment actually refers to the mechanic as “worker placement”, as you said.  However, in none of them is there any mention of a “worker placement” game.  Actually, the last comment mentions it, but it occurs in an update which looks like it was made shortly after Kris’ article appeared.

To me, it looks like a natural progression, where a descriptive phrase was first used to identify an action, then a mechanic, and finally a game genre.  Kris may still be the first person to talk about “worker placement” games, but it now looks as if it might have been an inevitable term.  Prior to all this, I do recall people talking about “Caylus-type” or “Caylus-style” games, so there was some terminology which had to be replaced.  I think the better and more descriptive phrase won out.

Posted by Larry Levy on Nov 14, 2009 at 05:03 AM | #

Thanks for coming to my defense, Larry.  But the first time I used the term was in a Gone Gaming article in March of 2007 “Age of Empires III and the Workers of Fun.” http://www.boardgamenews.com/index.php/boardgamenews/comments/kris_hall_age_of_empires_iii_and_the_workers_of_fun/

But I agree that it seems to be an absolutely inevitable development.  I told you it was a tiny contribution!

Posted by Kris Hall on Nov 14, 2009 at 05:30 AM | #

Without wishing to detract from Kris’s identification of this as a phrase describing a genre of games, I see that the phrase was used in passing by a number of commentators on Keythedral, a game which is for me still one of the best of its kind.

See for example a BGG session report by Doug Garrett on 2002-11-15 and a BGG review by Andrew Fisher on 2002-11-15.

I think this probably supports what Larry Levy has already said.

Posted by Tim Synge on Nov 15, 2009 at 11:44 AM | #

Detract away!  I don’t read BGG obsessively and came up with the worker placement phrase on my own.  But you gents have shown me that it was an obvious coinage used by lots of folks before me.  I’ll be more careful to make such claims in the future.

Posted by Kris Hall on Nov 15, 2009 at 01:04 PM | #

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