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Doubt Is Our Product box art

Doubt Is Our Product

Game ID: GID0100756
Game Info
Year
2023
Collection
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Description

In the second half of the twentieth century, faced with the incontrovertible truth that cigarette smoking caused lung cancer, the tobacco industry embarked on a campaign of deliberate disinformation while knowingly selling a deadly and highly addictive product. Deeply entrenched in American culture, and with deeper pockets, they leveraged their lobbyists and marketing to avoid regulation and dodge responsibility for a hundred million deaths. A disparate collection of scientists, grassroots activists, politicians, lawyers, and public health officials faced an uphill battle to change the culture, place limits on tobacco advertising, and combat a health crisis of unprecedented scope.

This game from designer Amabel Holland (Nicaea, Endurance) models the asymmetry of this conflict by giving each side a different game. The Company, representing the industry, plays an economic deckbuilder, setting themselves up for big turns, chains of actions, and big profits. The Movement that opposes them is playing a political tableau builder – slowly coming together and organizing to advocate for legislation and regulation. These two halves, each with its own mechanisms and components, intersect the most fully in the disinformation war. Illustrating Brandolini’s Law – “the amount of energy needed to refute bullshit is an order of magnitude bigger than that needed to produce it” – the Company player easily muddies the water, while the Movement must work hard to clear it away.

—description from the publisher

Description

In the second half of the twentieth century, faced with the incontrovertible truth that cigarette smoking caused lung cancer, the tobacco industry embarked on a campaign of deliberate disinformation while knowingly selling a deadly and highly addictive product. Deeply entrenched in American culture, and with deeper pockets, they leveraged their lobbyists and marketing to avoid regulation and dodge responsibility for a hundred million deaths. A disparate collection of scientists, grassroots activists, politicians, lawyers, and public health officials faced an uphill battle to change the culture, place limits on tobacco advertising, and combat a health crisis of unprecedented scope.

This game from designer Amabel Holland (Nicaea, Endurance) models the asymmetry of this conflict by giving each side a different game. The Company, representing the industry, plays an economic deckbuilder, setting themselves up for big turns, chains of actions, and big profits. The Movement that opposes them is playing a political tableau builder – slowly coming together and organizing to advocate for legislation and regulation. These two halves, each with its own mechanisms and components, intersect the most fully in the disinformation war. Illustrating Brandolini’s Law – “the amount of energy needed to refute bullshit is an order of magnitude bigger than that needed to produce it” – the Company player easily muddies the water, while the Movement must work hard to clear it away.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video IbPrXKTVk6E Heavy Cardboard Discussion at 20:54 sentiment: positive
video_pk 80756 · mention_pk 288754
Heavy Cardboard - Doubt Is Our Product video thumbnail
Click to watch at 20:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compelling gameplay
  • Very asymmetric
  • Makes an impactful statement
  • Captures the difficulty of fighting big tobacco
  • Highly recommended if the theme resonates
Cons
  • Theme might be a hard stop for some (e.g., those who lost family to smoking)
  • Cynical look at the theme
Thematic elements
  • Tobacco industry vs. the world
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric gameplay — One player plays as the tobacco industry, the other as the world fighting it.
  • Card Play — Tobacco industry player must play and buy cards on their turn.
  • interruption — The world player's goal is to interrupt the tobacco player's string of actions.
  • Resource Management — Implied through the tobacco industry trying to make money and the other side fighting back.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If art is making you feel something, then it's succeeding on some level.
  • I really dislike the artwork in Grenville and I really like the game, so I'm okay with it.
  • So, Treasure Fleet of Jan Ho, I would say good, not great.
References (from this video)
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