The Square Ring is one of 50 or 60 boxing-themed board games in existence, so I wanted to take a look a few of our pugilistic-tabletop brethren. How are we similar? What unique aspects did they include? How did they choose to capture the look, feel, and excitement of boxing?
The very first boxing board game that I had ever seen was “TKO”, a micro game that is roughly the size of a pack of gum. It’s a remarkably simple simultaneous-selection micro game from Chris Handy
Overview
In every turn, there are four action choices: Uppercut, Body Blow, Head Block, and Body Block. It’s rock-paper-scissors with a fourth option, and incremental accumulation of points.
After selecting, the players reveal, and resolve:
Head Block > Uppercut = 1 point
Body Block > Body Blow = 1 point
Both Block = No Points
Both Have the same Attack = No Points
Both have different attacks = Both Score 1 point
Players are trying to accumulate 5 points in one of the four categories to win one round. Much like our own, the first player to win two rounds, wins the game.
Players can choose from one of 8 characters that vary in their point values. So for example, a Ginger Ail starts at 2 on head shots and body blows, meaning he is more likely to go there to accumulate points to take the round.
Space (and it's replacement)
The tagline on TKO's BGG page reads: "Compete for the TKO Belt as you maneuver around the ring in this boxing game."
Unlike it’s tagline and not unlike other fighting card games, TKO does not have a spatial aspect. There’s no literal maneuver to speak of. Boxers are always “in range”, and in a neutral positioning, until you get to the “Power” arrow.
The Power card essentially shows initiative. When someone wins an exchange, they have the “Power” pointed at them. If they win the next exchange, they can allocate the point to any of the four tracks. Pretty alright. One can lose Power by tying or losing an exchange. So it is finicky.
That being said, having “Power” a few turns in a row basically means the round is a foregone conclusion.
Does TKO resemble boxing?
There are a few things that remove this game from boxing, and make me wonder if the sweet science was the correct theme for this game.
Chris Handy is a prolific designer but it does not seem like he did much boxing or much research before creating the game. That’s alright! It’s a micro-game, not a masterpiece.
What would I do differently?
Here are a couple easy house rules that I think give the game a lot more tension.
Were I to revamp the entire game, I’d start with what attacks were available. This would require another card.
My rating: 0 - 4
0 = Awful
1 = Not Good
2 = Average
3 = Good
4 = Exceptional
Art: 2/4
Fit to Fighting: 0/4
Moddability: 2/4
Replayability: 2/4
Complexity vs Playtime: 3/4
Overall, I enjoy this short game because one can play it and move onto another game quickly. TKO can be fun, but it’s not going to knock your socks off. I would say it requires house rules to resemble boxing in the slightest and to give players some tension between rounds.