Designer's notes
KING OF SIAM
Douglas Adams once wrote: "What will happen, will happen." – Certainly this was so in the design of KING OF SIAM: I found it irresistable.
Everything started in late 2003 when I was in Siam, nowadays Thailand. I had been working there for over a year as a teacher, and I was curious to learn more about Thai history. But that wasn't easy, since the
International schools where I was working did not teach Thai or Asian history, but only European history.
Thus, there were no books for me to read and no teachers for me to question. However, what information I
was able to gather fascinated me. Especially intriguing was the fact that Siam was successful in averting
colonization. By the start of the 20th century, all of Southeast Asia was colonized except for Siam. How
did the Siamese accomplish that?
The idea for a game was born. What about a game
where different factions fight for domination in Siam, but every player has to take care that the British won't
march in? Since there was never an open civil war in Siam, a political area-control game seemed the best
fit. I thought that the conflict would be to influence the high nobility. The initial idea was that the British
would invade if a power-struggle ended in a tie. In the event of a British win, all players would lose. I
thought that this mechanism would simulate the cautious manoeuvring of the factions, which tried to avoid
open conflict at all costs. The British would intervene if a civil war was threatening the kingdom. Civil war
would result from a power vacuum - that seemed logical to me. Unfortunately, this initial game design did
not work, and was not very original either. So, I put it on hold.
After my return to Europe and move to Berlin, I came in contact with several game designers. I started to
play their and my prototypes in private sessions. It was in one of these sessions (playing another game) that
I had the break-through idea: The players should not have their own pieces on the board, but they should
predict which faction will win – just as it is written in the rules now. I then had the idea to divide Siam
in 8 provinces and introduced 8 actions which seemed plausible to me. Originally, the Malays, Lao and Rama
had individual special actions. It was more elegant, however, to simplify this in the form of the cards
Rama, Malai, and Lao. Since I had 8 provinces (each with their own power-struggle) and 8 actions, I
decided that these 8 actions should be enough for the complete game. This reduced the "chaos" in the game
and made it very analytical. Basically, the first prototype of the second generation design was very like the
game you now have in your hands. Initially, however, the four player game was not played by partnerships.
One critical problem with the 4 player game was that with 4 players and only 3 factions the game tended to
end up as a tie too often, and another problem was that the individual player did not have enough control over
game flow. Since I am a fan of partner games, the introduction of the 4 player rules was a logical change,
and it did improve the game. (By the way: Some players prefer to play the partner game with open communication.
I am not a fan of this variant, but if players want to, they are free to try it. The use of a secret
or coded information should still be forbidden, with all communication open so that all players can understand
it. Players may state what cards they have, but they may not show them.) The last polish was given
to the game with the aid of Richard Stubenvoll: a few rough edges of the design were smoothed, the borders
were adjusted to better match those of 19th century Siam, and the game was tilted more towards historical
accuracy.
The 3 chosen factions had never been altered since the initial idea for the game: In the South of Siam,
there was the Islamic realm of Kedah. In South Thailand, there is even today a lot of friction between the
Muslims and the Buddhists. So this faction was an obvious choice. As a second faction, I initially thought
of the Burmese, but there never was any Burmese influence in that period. Furthermore, conflict with the
Burmese was always of an external and military character, which was not a fit with the political nature of
the game. Part of what is now Laos, however, was then part of Siam; and the Laotian people were not always
happy about that. Given this, I opted for the Lao. (By the way, the final game board correctly shows the
home province of the Lao. In the prototype versions, the Lao home province had moved well to the west.
This was a result of the fact that the first protoype gave two home provinces to each faction. This was later
changed to only one home province, because it gave game play more variability.) The third faction was obvious
again: The Royalists, i.e. the Rama, who are the most important faction as per the historical facts. In
the early design stage, their importance was reflected by fixing the power-struggle for Ayutthaya as the last
and 8th power-struggle. Again, this was changed in order to open up game play more.
It may be of some interest that intuition and induction were able to capture an historical truth. It was only
when doing the final graphical layout that I found the 19th century Siam coat of arms. These show exactly
the chosen 3 factions – so to say as Siam's constituting ethnic groups. I want to add that historically
the Malays should be pink and not blue. For reasons of colour psychology and better visual differentiation,
blue was used instead. I hope you are able to forgive us this small inaccuracy.
Today, Thailand consists of more than 40 provinces, and in the year of 1874 there were even more. For
the game, I had to merge many of the provinces. My choices were based on which provinces were important
in the past as well as which provinces are bestknown today.
Thai people are quite famous for their Mai pen Lai! (That doesn't matter!) — This saying demonstrates
quite a very relaxed attitude towards the difficulties of life. This kind of relaxed attitude will help you in playing
KING OF SIAM, too. The trick is to know which province you should give up and which you should
never give up. Remember also that you cannot hold the majority of all factions. Sooner or later you will
have to decide which faction you want to accumulate. The action card Maharacha is quite often underestimated,
though it is a quite powerful tool. By swapping the order of two power-struggles, a powerstruggle
which is favourable for you may be decided earlier (so that you can, for instance, make good use of
a Rama-card directly after it). But the Maharacha-card allows you also to "freeze" a province containing
a lot of troublesome followers (i.e. of a faction not favoured by you). Note that the number of followers
is limited. Especially in the four player game this is one of the keys to victory. Once you have an advantage
of two followers of a faction, your control of it is quite safe. At that point, there is almost never any
need to gather more followers of this faction. A better idea is to accumulate followers of a second faction,
both to pressure on your opponents and to give yourself a second way to win. Of course it is always wise
not to waste your actions too early, especially if your favoured faction seems likely to win.
In this spirit: Mai pen Lai!
Peer Sylvester, Berlin
The rules for download
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