Borikén Game Three: Post-1529

Borikén: The Taíno Resistance includes three separate games, each covering a distinct period of the history of the Taíno people of Borikén (modern day Puerto Rico). Each game uses the same map and the same basic system, but with different additional rules and objectives to model the particularities of its era. In my previous articles I played through the first game, covering the fifteen centuries prior to 1492, and the second game, covering the initial arrival of the conquistadors from 1493-1528. I was able to complete my objectives and resist the conquistadors for a time, but unfortunately their numbers and technology are too great, and now in the third game I am tasked with ensuring the survival of the Taíno people by escaping from Borikén. Like the second game, the third game can be played cooperatively, but I will again be playing solitaire as I explain some of the rules and history.

Solo Playthrough of Borikén Game Two: 1493-1528

Borikén: The Taíno Resistance includes three separate games, each covering a distinct period of the history of the Taíno people of Borikén (modern day Puerto Rico). Each game uses the same map and the same basic system, but with different additional rules and objectives to model the particularities of its era. In my previous article I played through the first game, covering the fifteen centuries prior to 1492, and was able to successfully establish myself on the island of Borikén as High Chief on the Taíno. Now, in the second game, the conquistadors have arrived, and I must attempt to resist their incursions onto the island while also completing certain historical objectives. This game can be played cooperatively with multiple players, but I will be playing solo, without the help of anyone else!

Solo Playthrough of Borikén Game One: Pre-1493

Borikén: The Taíno Resistance includes three separate games, each covering a distinct period of the history of the Taíno people of Borikén (modern day Puerto Rico). Each game uses the same map and the same basic system, but with different additional rules and objectives to model the particularities of its era. The first game, taking place in the centuries prior to the arrival of Spanish conquistadors in 1493, is competitive, with players aiming to establish their own Taíno faction on the island, competing against each other and the rival Caribe people, with the dominant player at the end of the game becoming Agüeybaná I, High Chief on the Taíno, in the second game. The second and third games then chart the players’ cooperative struggle against the conquistadors from 1493 to 1528, and finally their desperate attempts to escape and survive after 1529. All three games can also be played solitaire, with the first (competitive) game coming with additional rules and objectives for solo play. In this series of articles I will play through all three games, providing an introduction to the rules and themes as I go (all art featured in these articles is prototype material that will be replaced before publication). 

Borikén: Diving Into the Game

Borikén: The Taíno Resistance ended up being quite a big project to work on, especially in the early days of doing research. While I went through many references on the topic, the information was scarce, but many referenced one historical book that I ended up using as the backbone of the historical narrative of my design, and that was Agüeybaná: El Bravo by Jalil Sued Badillo. What was interesting about this book is that the author used the original historical texts as his sources in his analysis of the historical period, instead of referencing the historical narrative of Spanish historians of the 16th Century and afterwards. 

Borikén: Why Did I Make This Game?

I have been designing games for 5 years. In that time, I have learned so much about the board game industry. One element of game design that instantly stood out to me and is thankfully being addressed by many publishers and designers is cultural appropriation in games. I remember how disappointed I was after my first play of Puerto Rico. While the game had so many interesting mechanics, the theme was not representative of what I knew my culture to be and greatly distracted me from the fun. While I didn’t know it at the time, my experience with Puerto Rico planted the desire in me to make a new game that shared a more holistic picture of my people.

Puerto Rico Cover, Originally Designed by Andreas Seyfarth and Published by Rio Grande Games

My first experience of designing a game set in a culture that wasn’t my own was with Holi: Festival of Colors. The design that became Holi was originally pitched to Floodgate Game with a completely different theme, but Floodgate had been wanting to do a game with this theme and when they pitched the idea to me I was onboard. However, I urged them to have cultural consultants involved, so that we could be sure to do right by the theme. As it turns out, that was their plan all along and ultimately they did a great job incorporating and representing the theme in my game.Throughout that process, I learned that spending the time and resources to get that right made the game better and that there’s so much benefit that it should be a no brainer for all games that use real world cultures as a theme to make sure they bring in cultural experts.

Holi: Festival of Colors Cover, Designed by Julio E. Nazario and Published by Floodgate Games

Two New Designer Interviews for Borikén: The Taíno Resistance

Hi Everyone!

Today we would like to point you to a couple of excellent video interviews with Julio E. Nazario, designer of one of GMT’s newest P500 additions, Borikén: The Taíno Resistance.

The first interview, streamed on May 7th from the Bonding with Board Games and RPGs YouTube channel, covered many topics including why Julio decided to design this game, in-depth descriptions of the game board, the three different stand-alone scenarios, and the complexity and mechanics. Here is an excerpt: