M A S A R Y K O V A U N I V E R Z I T A FILOZOFICKÁ FAKULTA The Process of Board Game Localization in the Czech Republic Magisterská diplomová práce BC. PETRA PÍŠOVÁ Vedoucí práce: Ing. Mgr. Jiří Rambousek, Ph.D. Katedra anglistiky a amerikanistiky Program Překladatelství anglického jazyka Brno 2023 MUNI ARTS T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Bibliografický záznam Autor: Název práce: Studijní program: Vedoucí práce: Rok: Počet stran: Klíčová slova: Bc. Petra Píšová Filozofická fakulta Masarykova univerzita Katedra anglistiky a amerikanistiky The Process of Board Game Localization in the Czech Republic Překladatelství anglického jazyka Ing. Mgr. Jiří Rambousek, Ph.D. 2023 95 lokalizace, překlad, hry, deskové hry, stolní hry, společenské hry, lokalizační proces v České republice, vydavatelství 2 T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Bibliographic record Author: Be. Petra Píšová Faculty of Arts Masaryk University Department of English and American Studies Title of Thesis: The Process of Board Game Localization in the Czech Republic Degree Programme: English-language Translation Supervisor: Ing. Mgr. Jiří Rambousek, Ph.D. Year: 2023 Number of Pages: 95 Keywords: localization, translation, games, board games, tabletop games, localization process in the Czech Republic, publishing house 3 T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Anotace Tato diplomová práce si klade za cíl představit proces lokalizace deskových her v České republice. V teoretických kapitolách práce je nejdříve řešena otázka deskových her, tedy jejich popis, vývoj, rozdělení a důležitost. Následně je přiblížen termín lokalizace a s ním spojené záležitosti, včetně specifik lokalizace deskových her. Praktická část popisuje, jak probíhá v České republice profesionální lokalizace deskových her, a to od výběru hry až po její vydání. Práce je zakončena ukázkou dvou lokalizovaných her, kde se rozebírají změny, které lokalizační tým provedl a zároveň výzvy, které musel vyřešit. 4 T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Abstract This thesis aims to present the process of localization of board games in the Czech Republic. In the theoretical chapters of the thesis, the topic of board games is first addressed, i.e., their description, development, distribution, and importance. Thereafter, the term localization and related issues are introduced, including the specifics of board game localization. The practical part describes how professional localization of board games is carried out in the Czech Republic, from the selection of the game to its release. The thesis concludes with an example of two localized games, discussing the changes the localization team made and the challenges they had to solve. 5 T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Declaration I hereby declare that the thesis titled The Process of Board Game Localization in the Czech Republic that I have submitted for assessment is entirely my original work, and that no part of it has been taken from the work of others unless explicitly cited and acknowledged within the text of my thesis. Brno April 30, 2023 Be. Petra Pisova 7 T H E P R O C E S S OF BOARD G A M E LOCALIZATION IN THE C Z E C H REPUBLIC Acknowledgements I would like to thank Martin Hrabálek (REX Games) and Pavel Prachař (MINDOK) for their time and willingness to provide me with materials for this thesis. My further thanks also go to my thesis supervisor Ing. Mgr. Jiří Rambousek, Ph.D., for his good guidance and advice. Additionally, this thesis would not have been completed without the constant support from my family and partner. 9 TABLE OF CONTENTS Table of Contents List of Figures 13 List of Tables 14 1 Introduction 15 2 Introduction to Board Games 17 2.1 Definition of Games 17 2.1.1 Analog, Non-Digital, Tabletop, or Board Games? 21 2.2 Definition of Board Games 22 2.3 Development of Board Games 24 2.4 Typology of Board Games 28 2.5 Significance of Board Games 33 2.5.1 Why Are Board Games (Still) Popular? 34 3 Localization 37 3.1 General Information 37 3.2 Key Terms 38 3.2.1 Globalization 39 3.2.2 Internationalization 39 3.2.3 Localization 40 3.2.4 Translation 40 3.2.5 Locale 40 3.3 Localization of Board Games 40 3.3.1 The Importance of Board Games Localization 43 4 Board Game Localization Process in the Czech Republic 45 4.1 Selection of a Board Game 45 4.2 Distribution of Profits 47 4.3 Material and Work Distribution 49 4.4 Translation 50 4.5 Proofreading 55 4.6 Embedding Text into Graphics 56 11 TABLE OF CONTENTS 4.7 Printing 57 4.8 Marketing 59 4.9 Mistakes and Their Possible Corrections 59 4.10 Why Some Board Games Do Not Get Localized or Reprinted? 64 4.11 Localization Time Frame 65 5 Successfully Localized Board Games 67 5.1 Concept (Koncept) 67 5.1.1 Game Mechanics 67 5.1.2 Translation of Game Contents 68 5.1.2.1 Rules 68 5.1.2.2 Player Aid Sheets 71 5.1.2.3 Cards 72 5.1.2.4 Box 76 5.2 Ex Libris (Ex Libris) 77 5.2.1 Game Mechanics 77 5.2.2 Translation of Game Contents 78 5.2.2.1 Rules 78 5.2.2.2 Location and Library Tiles 81 5.2.2.3 Cards 82 5.2.2.4 Box 84 6 Conclusion 85 Bibliography 87 12 LIST OF FIGURES List of Figures Figure 1. Game elements overview 20 Figure 2. Picture representing GILT process 39 Figure 3. Translated (left) and original (right) card from board game Everdell (Divukraj) showing the use of visual mode 42 Figure 4. Preview of the Czech rules of Wingspan (A/a křídlech) 53 Figure 5. Cover of 1989: Dawn of Freedom in Czech localization 54 Figure 6. An example of a typo in the board game Noctiluca {Svitilky) 60 Figure 7. A typographical error in Infinity Gauntlet: A Love Letter Game (MARVEL: Rukavice nekonečna) 61 Figure 8. Example of a more serious translation error in Noctiluca {Svitilky) Czech version above, English version below 62 Figure 9. Example of the initial (left) and corrected (right) Czech card from Mansions of Madness (Panství hrůzy) 63 Figure 10. First English (top) and Czech (bottom) example from Concept (Koncept) 70 Figure 11. Second English (top) and Czech (bottom) example from Concept (Koncept) 71 Figure 12. Example of cards from English version of Concept (Koncept) 73 Figure 13. Example of cards from the Czech version of Concept (Koncept) 74 Figure 14. Bottom of the box of Concept (Koncept) 76 Figure 15. Game setup of Ex Libris (Ex Libris) 78 Figure 16. Addition of practical examples to the Czech rules of Ex Libris (Ex Libris) 80 Figure 17. Comparison of English (left) and Czech (right) location tiles in Ex Libris (Ex Libris) 81 Figure 18. Example of Czech cards from Ex Libris (Ex Libris) 83 13 LIST OF T A B L E S List of Tables Table 1. Murray's and Bell's board game typologies 29 Table 2. Woods' board game typology 31 Table 3. Categorization of different culture-specific items - examples are taken from the English and Czech versions of Concept {Koncepf) 75 14 INTRODUCTION Introduction The phenomenon of games has been firmly rooted in human history for several thousand years. Although games now serve as a recreational activity, this has not always been the case. Playing was purposeful, and sacred, and served as a means of learning skills or communicating with the gods (Huizinga 1980). Much time has passed since then, and in the meantime, new types of games have arisen, others have died out, and gradually the principle of games has changed as people began to spend more time indoors. Material things like boards, figures, and dice were added to the game and they expanded the possibilities of play. Such game-playing gained more and more popularity until it became a favorite pastime of children and adults that continues to this day. Games have become such a popular activity that science of their own has emerged, dealing with their development, the experience of playing them, and the culture in which they are created or enjoyed (Frasca 2001). Not surprisingly, there was a need to introduce games to other cultures and to spread awareness of them. And this is where the art of translation has come in and allowed people speaking a different language to enjoy new games. Although the topic of games has been covered in numerous fields and directions, a lot of sources deal with the history of board games and how to design them but only a small number of those are focused on translation (Evans 2013; Whitehill 2007; Jarvinen 2008). With the rising digital trend, more literature has been devoted to the issue of video games and their localization (to name a few, Petru 2011; Schubert 2013; Bushouse 2015). However, it is often forgotten that even board games can be localized, the process is just very different in some ways. The aim of this thesis is to present the process of localization of board games in the Czech Republic carried out by board game publishers from the selection of the game, through all organizational issues, to the release of the game. I chose this topic because I have been playing board games with my family and friends since I was a child. 15 INTRODUCTION However, due to the coronavirus pandemic, I could not be close to them to play so I visited the online sphere and discovered a large number of games in foreign languages. I realized how much work it takes to transfer a game into another language and set myself the task of finding out how Czech publishers do it. The thesis is divided into theoretical and practical parts. The theoretical section is first devoted to the topic of board games and discusses their definition, origin, development, and importance in human civilization. Next, the concept of localization and its related issues are introduced, including the specifics of board game localization. The practical part includes a detailed description of the process of localization of board games in the Czech Republic. Information for this chapter was gathered from interviews with two leading representatives of Czech publishers, Martin Hrabalek from REXhry and Pavel Prachar from MINDOK. It covers how games are selected for localization, what needs to be taken into account, how the game will reach the shelves, and more. In the next chapter, two successfully localized games are analyzed in terms of changes and improvements made by the Czech localization team. 16 INTRODUCTION TO BOARD G A M E S 1 Introduction to Board Games Board games have been around us for thousands of years. Their mechanics and design might have changed but their importance in society still remains. In fact, there is a whole discipline that is dedicated to the study of games - ludology, or also game studies. It is a relatively young discipline that emerged in the 1990s but scholarly interest in games is much older and goes back to the early years of the 20t h century (Jarvinen 2008). Still, many people believe that ludology deals only with video and computer games. Its range is, however, wide and covers games of every type, from physical (sports, playing tag/chase), to tabletop (such as board and dice games), to electronic (video, computer, and mobile games) (Frasca 2001). This chapter will outline a view on games in general and then focus on various aspects of board games, in terms of their definition, development, typology, benefits, and popularity. 1.1 Definition of Games Before we can explore board games in greater detail, it is appropriate to offer an insight into games in general. There are various definitions found in online dictionaries, such as "a physical or mental competition conducted according to rules with the participants in direct opposition to each other", "an entertaining activity or sport, especially one played by children, or the equipment needed for such an activity", "an activity that you do to have fun, often one that has rules and that you can win or lose", or "an activity that you do for fun that has rules, and that you can win or lose" (Merriam-Webster n.d.; Cambridge Dictionary n.d.; Oxford Learner's Dictionary n.d.; Macmillan Dictionary n.d.). A closer look reveals words that are repeated in most presented definitions - they are activity, win, rules, and fun/entertainment. From these findings, we can in simpler terms conclude that a game is a fun activity that follows certain rules and the goal is to win. 17 INTRODUCTION TO BOARD G A M E S Numerous historians and other academic professionals have dealt with the concept of game or play. Dutch historian Johan Huizinga (1980) resorted to the usage of the word "play". He claims that play is older than civilization and is not restricted to humans since we can see playing behavior among animals as well. By his definition, a play is: a free activity standing quite consciously outside 'ordinary' life as being 'not serious', but at the same time absorbing the player intensely and utterly. [...] It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings [...]. (Huizinga 1980: 13) His understanding of play, therefore, lies in the fact that playing is an important voluntary act that enriches life and takes the playing person into a "temporary world within the ordinary world" where a play takes duration and then ends (Huizinga 1980: 10). What he also mentions is the presence of order, the rules, which the play brings into a world full of chaos and helps the player to be for a while in a perfect bubble where everything has its place and function. As Huizinga's main focus is on humans and their position in culture, he also speaks about feelings that play triggers, that we often immerse ourselves into play and forget about the world, and that playing together encourages people to form "clubs" where they share common play preferences. Except for Huizinga's socially aimed definition, there are several others that explain games in terms of structure. David Parlett (as cited in Salen and Zimmerman 2009) distinguishes between an "informal game" and a "formal game". While the former is the so-called "undirected play" or "playing around", the latter has a structure in the form of "ends and means" (Salen and Zimmerman 2009: 70). The ends of a game lie in the fact that the game is a contest with two or more individuals or teams whose 18 INTRODUCTION TO BOARD G A M E S goal is to win. There can only be one winner and the winning itself ends the game. In order to win, players need to manipulate certain equipment and follow given rules the means. Other definitions treat games as systems. In Jasper Juul's paper (2003), he gathers definitions from various scholars, examines their differences and similarities, and proposes the following: a game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. (Juul 2003: A new definition section, paragraph 2) To rephrase it, games have rules and players are trying to reach a winning result. The ways to get to the result differ and they rely on the player's strategy as some moves are more important or beneficial than others. Once the game is over, players react to the result a certain way, usually with either joy or sadness. Depending on the type of game you play, there may be real-life consequences, such as changes in relationships, rankings, or financial status. Another structurally and system-based characterization was done by Finnish game designer Akijarvinen (2008). It also serves as a starting point for the characterization of board games as his dissertation is concerned with game-designing that can be transposable to every game, either physical, computer, or board. Jarvinen's research developed on the idea that games are information systems where "a game gives output to the players who produce input into the system and it responds in light of the state that the system is in" (Jarvinen 2008: 50). In other words, the game itself and the players interact with each other. Based on these findings, an overview of elements that form the basis of games was compiled and is represented in Figure 1. 19 INTRODUCTION TO BOARD G A M E S Figure 1. Game elements overview (Jarvinen 2008: 55) S Y S T E M I C E L E M E N T S * components * environment C O M P O U N D E L E M E N T S - ruleset • game mechanics - theme • interface » information B E H A V I O R A L E L E M E N T S • players • contexts Figure 1 shows a possible game setup with various elements that Jarvinen distributed into three categories - systemic, compound, and behavioral - each of them consisting of "element classes" (Jarvinen 2008: 55). There are always at least seven of them, however, the implementations of these element classes may vary depending on the type of game. Every game needs certain components which represent what moves or what we can possess, such as a ball, video game characters, board game figurines, cards, and so on. All components are located in some environment where they move, for example, on a board, in a 3D virtual world, or in arranged setup. When we want to play a game, we first ought to know the rule set that states allowed or unallowed moves, the arrangement of the game, and goals. The actual playing is contained in game mechanics and means what actions players do in their turn. The element class called information is more common in video games and shows scores, energy, time limit, or statistics, but it can also represent the actual setup of "cards and boards on a table" or a scoreboard during a sports event (Jarvinen 2008: 76). Moreover, information and statistics from previous games can help to determine what players will do in their turn. Next, there cannot be a game without players since they are the element that executes game mechanics, moves and possesses the components, and affects the course of play 20 INTRODUCTION TO BOARD G A M E S with their behavior and mood. Contexts mean "the time and space where the game takes place" (Jarvinen 2008: 84). However, do not mistake it for the environment as it deals with the game itself whereas contexts are about the players and their taste in both games and co-players. Besides these "necessary" classes, there are two additional ones that are not always present - theme and interface. A theme is often used in role-playing games, RPGs, where players "transform" themselves into new roles and act according to their characteristics. Apart from RPGs, the theme can be applied to games of a commercial type which use conventions of popular culture in the form of different graphic designs but with more or less the same gameplay. And lastly, the element of the interface is used when "there is no direct access to the game system" (Jarvinen 2008: 81). In other words, the game needs to be accessed via a keyboard, mouse, gamepad, or any other electronic device. 1.1.1 Analog, Non-Digital, Tabletop, or Board Games? In the world of games, there are many cases of inconsistency in naming. Terms such as analog games, non-digital games, tabletop games, and, of course, board games appear frequently in the current literature, yet their definitions are not clearly defined. Before proceeding to the very definition of board games, it is worth setting out the differences between these terms. Bayeck (2020) views analog games as games played offline, with face-to-face interactions, a shared space, and physical objects that serve as game components (such as figures, cards, dice, boards, pen and paper...). The non-digital games can be considered synonymous with analog games. Both are the opposite of digital games that need an electronic device to function (meaning a computer, console, or tablet...). The fairly widespread term tabletop games is often used interchangeably with analog games as they share the basic attributes. However, thanks to the development 21 INTRODUCTION TO BOARD G A M E S of new modern games, games with digitalized boards can be included in this category as well. This feature distinguishes tabletop games from analog and non-digital games - there are still tangible game components so it is not entirely digital and, in a way, this semi-digitalized kind of game can be seen as a hybrid. The notion of board games can be understood as tabletop games but with the difference that, as the name suggests, a board is needed to play them. This rules out solely cards, dice, and pen-and-paper games. 1.2 Definition of Board Games Finding a universal definition of board games is difficult as numerous types of games differ in gameplay (the various typologies of board games are discussed in Chapter 2.4). Jarvinen's (2008) aforementioned characterization laid helpful foundations upon which the following definitions will build. Firstly, it is important to distinguish board games from other games. Bond (2016) defines board game as "a recreational and intellectual activity in which players use a specifically marked surface, or board, to define the placement, positions, movements or powers of playing pieces and attempt to achieve a competitive objective". He also adds that the pieces are moved manually, either by a random value rolled on a dice/roulette or by "pure mental endeavor". The progress is, therefore, not done with the help of "dexterity, athletic skill, or strength" which is typical of sports games (Bond 2016: paragraph 1). Evans (2013) states there are three main elements in board games - players, rules, and components. He also emphasizes the social aspect and defines a board game as "a form of rule-bound social interaction" where players make decisions in accordance with rules and manipulate components with a view to win (Evans 2013: 16). Since board games are a social activity, we need human players together in one place. The rules are necessary for playing and players ought to know them and obey them. Concerning components, he mentions game pieces and a board where the game takes 22 INTRODUCTION TO BOARD G A M E S place, whether it is on a fixed one (such as when playing Monopoly) or a gradually formed one [Carcassonne). According to Lehrich (2005, as cited in Evans 2013), it is the existence of the board that distinguishes board games from RPGs, dice, and card games as they only need physically-present players, rules, and additional game pieces like paper and pencil. Next, Hunsucker (2016) is looking at board games as a "set of physical objects that are paired with a game system that governs what interactions participants, termed players, may have with them" (Hunsucker 2016: 3). The definition is more or less the same as those before, however, in his paper, he examines in greater detail the physical objects (also called components) needed for playing. He divides them into boards, player tokens, cards, and other tokens. Hunsucker as well mentions different types of boards like Evans and adds instances of multiple boards, such as in Agricola, where there is a central common board and each player has their own progress board. Another important component of board games is tokens representing individual players. They are often differentiated by color, shape, symbol, or combination of several of them. Most contemporary board games incorporate cards that function as resources, game perks, tasks, and so on. The last component, other tokens, are not specified and include any other physical items used in a game. Since this thesis deals with the Czech market, we should look at what board games mean in the Czech Republic. The words that exactly match the lexical meaning of board games are deskové hry, in everyday speech deskovky. Another widely used phrase is společenské hry which does not have a very established counterpart in English. The closest translation would be socialgames. In addition, as in English-speaking countries, the term tabletop games and its Czech equivalent stolní hry is also used but not very common. 23 INTRODUCTION TO BOARD G A M E S 1.3 Development of Board Games Playing and games are with human civilization from the very beginning. We possibly do not know the first board games as they were probably drawn into the ground and weather took care of them or carved into materials, like cloth or wood, that fell apart over the years (Whitehill 2007). However, we can trace their beginnings to the end of the Neolithic period. Mardon (2020) claims that the first physical evidence of game components dates back to 5,000 BC to the Sumerian civilization where archaeologists found numerous knucklebones of animals that served both religious and pastime purposes. It is believed that knucklebones, also called astragalus, functioned as dice and were often found together with colored pebbles used as a game extension. Over time, people began to modify the astragalus and eventually, they ended up with cubes that differ little from the present ones. Other games from around the same time have origins in Africa. They are called Mancala and they spread mainly to the Middle East and Caribbean where they are still played today. Although the original significance is not known, scientists believe they served as a ritual and gambling game. There are many variants of Mancala but they share a board with several holes. The goal is to capture the opponent's pieces by moving your own. About two thousand years later, the earliest boards of the Egyptian game Senet were found in tombs. The game "reflected the movement of the soul" through the death realm and was often buried with the deceased to help them reach the realm (Mardon 2020: 8). Senet in a way resembles the mechanics of today's board game Sorry! since a player can displace an opponent's figure with their own. To determine how many playing fields they can move, ancient Egyptians were using four and sixsided dice as well as sticks. The sticks had one side painted in a light color and the other in a dark where one side represented either value of 1 or 0. 24 INTRODUCTION TO BOARD G A M E S At the same time, Sumer had its own board game called the Royal Game ofUr after a site where it was first discovered. However, the game was not restricted to Sumer only and spread to other civilizations under different names like Tau, Aseb, or the Game of Twenty Squares. The board had, like the alternative name suggests, twenty playing fields, some of them with special functions such as a second roll or the possibility to stack game pieces. The goal was to get all of your pieces out of the board before your opponent. The next game is Backgammon whose origins date back to Mesopotamia in 3000 BC. We do not know under which name it spread but we know some of its younger variants - XII Scripta and Tabula in Rome around 200 BC, and Nard in the East around 800 AD. The game gained more and more popularity both in the East and Europe till the first half of the 17t h century when the first official use of the name Backgammon is recorded. Another very popular board game today is Checkers (or Draughts). The earliest physical evidence comes from around 600 BC; however, a similar game was played in Egypt and Greece a thousand or two years before. Checkers were then known as Alquerque or Quirkat but the game board was smaller. Only between the 11t h and 12t h century the board got bigger and began to look like today's Checkers. The checkered board is common with the worldwide game of Chess. Its origins go back to the 5t h century BC in India where it was known under the name Ashtapada or Chaturanga. All six contemporary figures were used, although with different names and shapes, but the possible movements were different. Chess then spread into the world in two directions - east and west - and each direction adapted the game differently. The game came to Europe in the 11t h century and since then, only a few improvements were done, mainly to the bishop's and queen's moving ability. The game of Go has remained the same for almost 2,500 years. It originated in China and is played on a checkered board with 361 fields. In order to win, you need to 25 INTRODUCTION TO BOARD G A M E S acquire as many fields as you can and subsequently capture the opponent's pieces by surrounding them. Moving to another continent, in 200 BC, the game of Patolli appeared in Mesoamerica. Due to the Spanish conquest, most of the game and its components were destroyed. Fortunately, we know it was kind of a gambling game and its mechanism was to correctly throw playing pieces into the fields in the shape of a cross. In addition, Patolli had its own "variant" in India called Pachisi. It was in many aspects identical to Patolli. Another game played in India has several names like Moksha Patam or Mokshapat. Precise dating is not known but it served as a teaching instrument about Karma and the virtues and vices of life. In the late 19t h century, the game was taken to Britain and gotten the contemporary name Snakes and Ladders (Chutes and Ladders in the USA). The old Viking hunt-like board game Hnefatafl dates back to 400 AD. Its popularity was mainly in Northern Europe but the game spread with the Viking raids to other parts of the world. Hnefatafl's board was checkered with several figures in the center and twice as many figures on the sides. The goal of the game varied depending on the player's role. The player with central figures was trying to avoid being captured by the opponent and flee toward the corner of the board. On the other hand, the winning situation of the player with side figures was to surround the central figure called the King. There was no major shift in board games in the following centuries. Some games spread further and were adapted for new audiences, while others lost popularity and were gradually forgotten. It was only at the end of the 18t h century and during the 19t h century that new games emerged in Gregorian and Victorian England, and subsequently in the USA, which laid the foundations for the games that are played today. Their boards began to be colorful with a lot of pictures and playing fields were arranged in a spiral. In most games, there was a strong influence of Christianity and the Puritan way of life. Dice were prohibited as they were associated with gambling a 26 INTRODUCTION TO BOARD G A M E S sin in God's eyes (Rovee 2015). Instead, teetotums were used - spinning tops with edges. Progress in the game was based purely on how many were "spun" on the teetotum, hence on luck. Ferro (2015) in his article mentions that one of the most popular games at that time was The Mansion of Happiness. It was based on Christian morality. The goal was to get to the "Mansion of Happiness". On the board, virtues helped you along the way while vices set you back, the game, thus, resembles Snakes and Ladders introduced before. Another similar British board game is The New Game of Human Life. It tracked a person's life from infancy to the goal of "The Immortal Man". The virtues and vices were in the form of acceptable and unacceptable social nuances. Moreover, the USA had its own version of these games. It was called The Checkered Game ofLife and served as a predecessor of the popular board game The Game of Life. Games that no longer involved life under God's gaze began to emerge on the American continent. Successful life was no longer seen through Christian virtues but rather through the accumulation of wealth. One of the first games to incorporate this idea was District Messenger Boy where players compete to become the President of a telegraph company (Donovan 2017). The next board game worth mentioning is The Landlord's Game credited to Elizabeth Magie in 1903. It served as the model for Monopoly thirty years later. This popular game is nowadays seen as purely capitalistic, however, Magie's vision was different. The game was originally released with two sets of rules. The first one was similar to how we play it now, the second one ought to teach children how to achieve a more equal society. In the second half of the 20t h century, the market began to fill with new games such as Risk, Cluedo, Scrabble, or Trivial Pursuit. Board gaming started to be an enjoyable pastime for both children and adults. 27 INTRODUCTION TO BOARD G A M E S The 1990s were an important era for board games as new types of games arose in Europe and USA. The most famous were German The Settlers ofCatan (now only Catan) which inspired the still ongoing popularity of board games. Now, new games are born almost every day with the help of the crowdfunding platform Kickstarter. Since its beginning over two billion dollars were donated to fund games of various types and genres, that includes tabletop, card, video, and mobile games. As of 30 March 2023, there are currently 39,077 solely board game projects open (Kickstarter 2023). 1.4 Typology of Board Games Board games can be categorized in numerous ways. However, due to their diversity, neither categorization cannot exist without some overlapping and exceptions. The first attempt to board games classification was done at the beginning of the 20t h century by Stewart Culin (Whitehill 2017). He was interested mostly in the games of Native Americans and sorted their games into five main categories - games of dexterity, games of chance, minor amusements, unclassified games, and games derived from Europeans (Culin 1907). Since Indians are people who have a strong bond with nature, their play activities revolve mostly around outside sports activities, yet, Culin mentions several dice games that use a specially made or adjusted surface that can be considered a board. Moreover, there are some simple board games that resemble today's Chess, Checkers, or Halma. Other two typologies emerged in the 1950s and 1960s (Whitehall 2017). The authors were Harold J. R. Murray (1978) and Robert C. Bell (1979). Both categorizations are very similar and deal with board games throughout the times and distribute them according to the mechanics of play and victory, as seen in Table 1 along with an example in the middle. 28 INTRODUCTION TO BOARD G A M E S Table 1. Murray's and Bell's board game typologies (data from Murray 1978; and Bell 1979) Harold J. R. Murray (1978) Example of a game Robert C. Bell (1979) games of alinement and configuration Halma positional games war games Chess war games hunt games Fox and Geese war games race games Backgammon race games mancala Oware mancala Even though these games still exist and have players, many of them are considered outdated, some even forgotten by other people than ludologists. However, it is important to note that most of newer board games are, in some parts, based on these simple games. In the second half of the 20t h century, game manufacturers began to produce new, more complicated games with adults as the target audience (Whitehall 2017). A new classification was, therefore, needed. Parlett (as cited in Woods 2012) notes that having only one typology is not sustainable and proposes two. The first is based on product ownership and divides board games into classical (or traditional) games and proprietary games. The former is characterized by that there is no known author and no company is claiming ownership. On the other hand, proprietary games mean that a company or person holds rights and decides about distribution. Parlett's second classification draws from Murray and Bell and proposes another classification of games according to gameplay mechanics and winning situations. His typology consists of race games, space games, chase games, and games of displacement. The categories more or less correspond to Murray's groups, with the exception of mancala which Parlett omits. What makes this classification different is Parlett's use of more modern 29 INTRODUCTION TO BOARD G A M E S games as examples (such as Snakes and Ladders, Go, Monopoly, Cluedo...), and with their help, he explains the game mechanics in question. Unfortunately, the game market has changed dramatically again and modern ludologists are trying to compose new typologies that could incorporate as many board games as possible. Whitehill (2017) finishes his paper with his own classification based on the mechanics of play with an example in brackets: • games of alignment [Connect Four], • race games [Snakes and Ladders), • games of capture [Risk], • building games [Catari], • trading and negotiation games [Diplomacy), • games of survival [Survive), • other (for those games that do not fit anywhere). Since modern games are known for their complex rules and game mechanics, their classification under solely gameplay typology is not plausible. Woods (2017) suggests we should rather take all proposed typologies and combine them. His conclusive classification is based on the combination of mechanics/goals of play, ownership rights, and cultural aspects and creates three main categories - classical/traditional games, mass-market games, and hobby games. Each of them is subdivided into a more specific group and shown in Table 2: 30 INTRODUCTION TO BOARD G A M E S Table 2. Woods' board game typology (Woods 2017) Category Sub-category Examples Classical/traditional board games race games Backgammon, Snakes and Ladders Classical/traditional board games space games Go, Connect Four Classical/traditional board games chase games Fox and Geese, Cluedo Classical/traditional board games games of displacement Chess, Checkers Mass-market games family games Scrabble, Monopoly, CluedoMass-market games party games Activity, Pictionary, Concept Mass-market games licensed games Dexter: The Board Game, Dancing with the Stars Board Game Mass-market games hybrid games Monopoly - Transformers Collector's Edition, The Simpsons Cluedo Hobby games wargames Diplomacy, Axis and AlliesHobby games role playing games (RPGs) Dungeons and Dragons, Blades in the Dark Hobby games collectible card games (CCGs) Pokemon, Magic: The Gathering Hobby games Eurogames Catan, Carcassonne From the table, we can see that Woods preserves Parlett's classical games typology and adds two contemporary categories of board games. If we go back to Parlett's categorization, mass-market games would correspond to his proprietary category, thus games with an author or owner who claims copyrights. These types of games are often commercialized so the general public knows them since they "dominate the shelves of large toy retailers" (Woods 2017: 18). The family games subdivision contains board games that can be seen in shops the most. They can be played across generations and function as a tool that brings families together. However, their success is primarily 31 INTRODUCTION TO BOARD G A M E S attributed to nostalgia and great marketing. Similar games can be found under the name party games. They are, too, quite common at toy retailers but "they tend to focus on performance and social interaction" (Woods 2017: 18). The third subcategory of licensed games is connected with the popularity of television. Most of these games originate from popular TV shows or movies and they are often based on some classical game mechanics. The last mass-market game form is a hybrid of the family and licensed games. Usually, a theme is applied to some family games but the gameplay stays the same. The category of hobbygames consists of complex strategy games that often appeal to only those with common interests. Wargames, as the name suggests, represent some war conflict. They can be inspired by a real event or some hypothetical situation and are known to be very complex with extensive rulesets. The next two subcategories, the RPGs and CCGs, will be omitted from further explanation since by the previous board game definitions they do not qualify as typical board games - they do not use a board as such. The last hobby game genre is Eurogames. This term was introduced after The Settlers ofCatan (now only Catan) won a prestigious award Spiel des Jahres (The Game of the Year) in 1995. Eurogames are board games that "focus on strategy and mechanics over luck and theme," and do have not very complex rules (Eff 2023). Moreover, the players compete over game resources and they cannot be eliminated, or "killed off". Another term that is closely related to modern games is Eurogames' counterpart Ameritrash. This initially derogatory term is now commonly used for games that are known for their complex rules and a strong emphasis on theme and luck, such as games like Arkham Horror or Battlestar Galactica: The Board Game. Their players are in direct conflict and the game often ends by eliminating everyone else. 32 INTRODUCTION TO BOARD G A M E S 1.5 Significance of Board Games Board games are no longer a pastime for children only. In fact, most contemporary games are aimed at an adult audience. Even in the past, they were seen as almost everything else than a meaningless activity. Firstly, games were considered rituals, the ways to connect with ancestors and the deceased. Over time, some transformed into gambling activity but at the same time, others served as means to teach children important values. The warring sides during World War II also benefited from them when they were testing various offensive and defensive strategies using war board games (Donovan 2017). In addition to their purposeful use, board games have a place in many disciplines focusing on humans, such as sociology, psychology, and pedagogy. If we ask the question of why people play games or how they benefit from playing them, we get a lot of answers from different domains. Chronologically speaking, people first encounter board games as small children. Playing a board game teaches children to stay seated for a certain amount of time, follow rules, and concentrate on a task (Mini Sprout 2021). Moreover, they learn to accept situations that put them at a disadvantage (as when they are losing or when an opponent makes a move that complicates their move). Apart from behavioral aspects, children could learn basic skills such as counting, hand-eye coordination, or identifying colors, shapes, and objects. But children are not the only ones that benefit from board games. Many adults now resort to playing board games as a way to relax and reduce stress from work and life in general. Using a physical setting on a flat surface allows us to reduce the time we spend in front of a screen and improve the quality of sleep at night. Although playing a board game alone is getting more popular, games mainly serve as a socialization tool that gathers people with common interests. While playing, people cooperate and compete to win a game which helps to "promote the ability to debate and order [their] ideas" (Mitjana 2022). 33 INTRODUCTION TO BOARD G A M E S Further, board games have their place in education. As already mentioned, children can learn simple math, such as when rolling the dice and moving pieces on the board, or improve their literacy but there are special games made with education in mind. A teacher may use board games that help with knowledge of anatomy, diet, nature, history, and others. Another popular way to incorporate board games into the curriculum is to teach languages, both native and foreign, for vocabulary enrichment (O'Neill and Holmes 2022). But learning can also take place outside the classroom, for example, through knowledge board games that are aimed at people of all ages. Playing board games also contribute to skill development. Depending on the game, you can sharpen your creativity, improve memory, practice strategy-thinking and train your problem-solving abilities. Several studies (Atherton and Cross 2021; Dartigues etal. 2013; Estrada-Plana etal. 2019; Estrada-Plana etal. 2021) have proven that board games improve the lives of people with autism, and ADHD, and prevent mental deterioration (such as dementia and Alzheimer's disease) in elderly. Moreover, playing games is frequently accompanied by laughter which triggers the production of serotonin and dopamine that helps fight depression (Hillary 2022). 1.5.1 Why Are Board Games (Still) Popular? When you look around, it is clear that we are in the digital age. Everyone carries around their smartphone, tablet, or laptop, and in the evening at home, the TV screens are flashing at them. People entertain themselves by watching funny videos on their smart devices, playing mobile, computer, and video games, yet there are still people who rather pull a board game out of the closet after a day of work in front of a computer screen. Thanks to them, the market for board games continues to grow, encouraging designers to create new games. That growth has been so significant that the value of the board game market size has increased by more than 46% between 2019 and 2022, from $13 billion to $19 billion (Seetharaman 2020; Arizton 2023a). These numbers have also grown thanks to Covid-19 during which people had to stay home and think of new indoor forms of entertainment. However, the increase was happening even 34 INTRODUCTION TO BOARD G A M E S before the pandemic. The University of Pittsburgh's (2020) interview with assistant professor Zachary Horton revealed that people are resorting to playing board games because they seek "social activities as they become more isolated by technology". Therefore, we can say that the boom in analog gaming was also due to the digital tendency of the world. Board games are special because although the rules and game components are always the same, the game experience is different every time. It depends on the players, their moods, strategy. If you get tired of one game, there are a wide variety of types and themes to choose from. Board games are also another collectible item that can be traded with other enthusiasts and discussed on their qualities. The popularity of board games helps the fact that they are easily accessible (Emily 2019). They are in almost every retail shop; you can search for and buy them on the Internet. When you are not sure if they match your interests or if they are suitable for a particular age group, there are a number of websites and forums, such as Board Game Geek or Reddit, where you can read reviews and find further information. You can also watch how are your chosen games played thanks to various YouTube channels dedicated to board games. Another way to get inspiration for your future board game is to visit specialized tearooms and cafes where you can borrow and play a board game while enjoying your beverage. Moreover, many games are mentioned or even appear in popular TV shows and movies which encourages many viewers to buy them. Such people are then excited when a game that is inspired by their favorite show also comes out. While it might seem that digital and analog games are opposed to each other, it is not entirely true. Today's game designers are trying to move with the times and they are implementing digital components into games like Monopoly: Electronic Banking where you have bank cards and an electronic terminal instead of paper money, or XCOM: The Board Game that uses an application to provide the players necessary information (Arizton 2023b; Sonechkina 2018). Another innovation that has found popularity among players is a hybrid of analog and digital. It is called a digital tabletop 35 INTRODUCTION TO BOARD G A M E S game and uses a horizontal monitor to display a board, however, the game pieces are still physical and move on it. Furthermore, it is worth mentioning that many games have been digitalized and can be played either on a computer or smart device with Android or iOS. One of the most popular online board game websites is Board Game Arena where you can play several hundreds of games with people from all over the world. Since board games are a social affair, it is not surprising that with the help of people interested in them, numerous associations, conferences, conventions, colloquiums, and tournaments have been and continue to be formed. To name a few, Board Game Studies Colloquium, PAX Unplugged convention, and Eurogames World Championship. 36 LOCALIZATION 2 Localization The concept of localization is nowadays associated with computer programs, websites, and video games, therefore, with digital content. However, localization can be done for any product that you know needs certain adjusting in order to introduce it to a foreign market and guarantee its sale. This chapter will focus on the general basics of localization, including its origins, evolution, and an introduction to key terms. Then, localization will be related to board games, outlining its specifics, potential problems, and importance. 2.1 General Information The beginnings of localization date back to the end of the 1970s when the leading American computing companies wanted to expand to major European and Asian markets, often referred to as FIGS (French, Italian, German, and Spanish) plus Japanese (Jimenez-Crespo 2013). As the new users were "normal" people, thus outside of academic and scientific fields where computers were predominantly used, there was a need for more efficient and suitable programs and interfaces for different cultures. This applied to both software to ensure correct language properties, and hardware, such as Spanish keyboards with the letter n (Esselink 2003). When the idea of localization started, the common practice was that developers finished programming a product and then "[handed] down the extracted textual strings in resource files with the supporting documentation to linguists" (JimenezCrespo 2013: 9). Developers would then add translated strings into the program after the translation was done. However, this solution was not ideal as problems frequently occurred when implementing the translated text - the text was too long to fit into a certain box; there were incorrect genders or declension agreements; or a part of the code was translated which resulted in the program not working. This led to the conclusion that localization should be taken into account in the developing stages and 37 LOCALIZATION after some time, the GILT process (an acronym meaning Globalization, Internationalization, Localization, and Translation) was established in which all parties collaborate to ensure that product will be usable for the foreign users and function properly. Nowadays, the term localization represents two distinct standpoints. The first is related to its origins and deals with digital texts such as software, websites, videogames... On the other hand, translation studies were already using that term but with different connotation. It is a part of translation process whose goal is to adjust non-digital texts like paper news, advertisements, or comic books, to successfully distribute them among foreign cultures (Jimenez-Crespo 2019). Each of these viewpoints requires a different approach to create the final product. While the former emphasizes the technological aspect to make everything fit and work properly, the latter prioritizes its effect on the target culture. Classic example of non-technological localization includes the McDonald's brand and menu which are different in each country. If we take India as an example, the Hindus do not eat beef for religious reasons, so a whole new range of fish, chicken, and vegetable products had to be invented. At the same time, prices had to be taken into account so that the average Hindu could buy their products, as well as appropriate advertising which mainly focuses on family (Quinn et al. 2008). Another example of successful localization is IKEA which has once again adapted to its target markets, both in terms of products and services (Myerson 2021). It has also made the work of translators easier as its assembly instructions contain only pictures - a universal language that the whole world can understand. 2.2 Key Terms Following the aforementioned GILT process, this section will explain its constituents and adds other information needed to understand it properly. An illustration of the process can be seen below in Figure 2. 38 LOCALIZATION Figure 2. Picture representing G I L T process 2.2.1 Globalization Esselink (2000) describes the notion of globalization, in some circles abbreviated as g l l n , as "the business issues associated with launching a product globally" (Esselink 2000: 468). In other words, it is a process that company starts in order to bring products to world markets and handles its sales and marketing attributes. Moreover, it covers the remaining components of the GILT process and deals with their proper implementation. 2.2.2 Internationalization Internationalization, also known as il8n, is a strategy that company employs to design product in the way "that it can handle multiple languages and cultural conventions without the need for re-design" (Esselink 2000: 2). One of the steps in internationalization is to prepare product for localization, such as by separation of text from the product, by adapting code to support different character sets, or by considering that different cultures use different formats of date, currency, and postal codes. 39 LOCALIZATION 2.2.3 Localization The term localization (UOn) is known as "the linguistic and stylistic adaptation of content for the target region, its languages, and cultural particularities in order to make it appropriate, easily understandable, and comfortable to use for a local native target audience" (Balaoiu 2020). People working on a localization team do not usually translate but they are responsible for managing the product in the terms of linguistic quality, testing deadlines, assigning roles to the right people, or providing necessary resources such as term bases and style guides (Esselink 2000; Giammarresi 2011). 2.2.4 Translation Translation (also written as t9n) is a "process of converting written text or spoken words to another language" (Esselink 2000: 4). In localization theory, translation is only a small part in the whole process and it has not received much attention in the business-centered localization literature. 2.2.5 Locale Another important part of the localization process is the term locale. Esselink (2000) states that locale is "a collection of standard settings, rules and data specific to a language and geographical region" (Esselink 2000: 33). To rephrase it, it represents a market where company wants to get their product. Language alone often does not embrace cultural nuances among their speakers, for example, Spanish has several varieties that differ in grammar and, therefore, the product needs to be adjusted to appeal to the target culture, the locale. 2.3 Localization of Board Games If we were to categorize the localization of board games in today's understanding of localization, it would fall under the adaptation of non-digital texts. As it is not a 40 LOCALIZATION technological product, several steps are different or missing completely. There is no coding, at least not necessary one - however, graphic designers can use codes to help with the layout of the game. Moreover, testing functions differently and there is no specialized knowledge required. In a way, board game localization can be compared to that of a website as it offers a big scale of types of text. Moreover, their scope of work includes tasks such as transforming logos or adjusting text within illustrations which is similar to language and graphic adjustments in board games. Evans (2013) argues that the final product "should offer a similar playing experience ... in whatever language it is played in" (Evans 2013: 17). Board game localization is specific in its multimodal aspect. Evans (2013) states that "modern board games present a multimodal textual system, consisting of text, images, and pieces; therefore written, visual and plastic modes" (Evans 2013: 16). These elements complement each other to create a complete game. Contemporary game-makers, same as software engineers, invent and design their products with translation in mind. Therefore, they tend to use "straightforward language and multimodal strategies that reduce readers' reliance on the verbal text" (Evans 2013: 16). Designers create boards without or with a little text, and the main game mechanics are frequently in the form of card-playing. The reason for this is that boards are often heavy paper boards, sometimes even plastic and their printing costs are higher than the cards' that are printed on thinner, cheaper, paper. To illustrate, a cardless board game without any text on it is Carcassonne; another game with a textless board is Catan but it incorporates playable cards with textual elements. As was already mentioned, a board game involves different types of text - on boxes, boards, cards, and in rules. For a game to sell well, it has to look appealing from the outside. This is guaranteed by the graphic design of the entire box and the title along with other enticing elements such as prizes won or reviews. 41 LOCALIZATION Both boards and cards face a limitation in the length of the text. Cards are usually small and lengthy texts cannot fit properly or their readability is impaired. This issue is often solved by the visual mode illustrating symbols, for example, in Figure 3, Everdell [Divukraj in Czech) uses pictures that represent resources needed to play this card. Boards, on the other hand, avoid longer texts because of complex graphic editing. Figure 3. Translated (left) and original (right) card from board game Everdell (Divukraj) showing the use of visual mode (martinsun n.d.; Dized 2023) The rules may include a variety of text types. They can be purely descriptive and explain the game. Though in contemporary games it is customary to introduce the game with some narrative that gives the whole game a story, and then move on to the game mechanics (Prachař 2023). Therefore, we can talk about a combination of technical and creative text. In the rules, we find again the incorporation of visual mode that may show players what a properly set up board looks like, what the symbols on cards mean, what situations can occur, where the pieces can or cannot be placed, and others. The most important aspect of game rules is clarity which ensures successful playability without the need to decipher their meaning. 42 LOCALIZATION The localization of board games is often accompanied by situations where a typical translation cannot be considered, as it might, for example, shift the meaning possibly not make sense, or confuse the players. In such cases, it requires a type of adaptation called transcreation. This term merges together words translation and creation and refers to "recreating the original content in a new form while keeping its intent and context ... [and] honoring the cultural and social norms of your target audience" (Abuizd n.d.). The most problematic areas are titles of the games, puns, playon-words, or culture-specific items. The issue of the transcreation challenge that may arise in the localization of the boards is described with examples in more detail in Chapter 4 and Chapter 5. 2.3.1 The Importance of Board Games Localization The importance of localization of board games can be seen both from the perspective of the publishers/author of the original game and from the perspective of the consumer/player (Aksoy 2022). The owner of the game most often plans to make a profit from the game. This will assure the game's success in the market where it is launched. However, if they want to gain a bigger reputation, they should also consider other markets. This is where localization comes in. Since the game has entered a new market, it will gain new customers and therefore more profits. At the same time, for a publishing house that has taken up the localization, releasing a new game is also a way to attract new customers, increasing sales and profits. Localization is therefore economically beneficial for both parties. On the other hand, players in countries where the game is released in a localized version will have a larger variety of games to choose from. Nowadays, games from different environments are being released, which can also be educational for the player and he will learn to appreciate different cultures. Moreover, thanks to localization, players who do not speak or understand the original language of the game can finally come together and play it (Wabbit 2021). 43 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC 3 Board Game Localization Process in the Czech Republic Although the Czech market for board games is still small compared to, for example, the American one, there are many quality publishers with a long tradition. Among the bestknown are Albi, MINDOK, TLAMA games, Blackfire, REX hry, and CGE (Czech Games Edition). However, with the increasing popularity of new board games, new publishers are also entering the market. In the last few years, Fox in the Box and BoardBros have caught on, focusing on localizing thematically marginal games. The following chapter will describe and explain the process of localization of board games in the Czech Republic - from the selection of the game itself and the tasks associated with the distribution of profits, over possible problems during translation and graphic design, to the printing and marketing of the finished game. Furthermore, it discusses examples of errors that customers discover and their possible solutions, and also why some games will not reach the Czech market. The main materials for this chapter were obtained through interviews with two representatives of the Czech board game localization market - Martin Hrabalek from REX hry, and Pavel Prachaf from MINDOK. Before describing each phase of the localization process, it needs to be noted that the following information is in some aspects simplified. There are much more stages involved that affect various areas of business and sales. Moreover, the phases listed here are arranged in the most logical chronological order, however, several steps can and do occur simultaneously. 3.1 Selection of a Board Game It all starts with choosing a game. Publishing companies or authors themselves regularly attend various game fairs, such as Essen in Germany or Gen Con in the US, to exhibit and market their games (Hrabalek 2023). Board game publishers from all over 45 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC the world travel to these events to find games that they think are worth localizing in their language. But fairs are not the only place to get games for localization. Recently, the online platform Kickstarter has become very popular, with both experienced and new game developers turning to it to help them raise funds for game production. In addition, if they are more established publishers, it is likely that they have developed partnerships with other foreign publishers, and thus games are offered directly to them. Both Hrabálek (2023) and Prachař (2023) agree that once it is decided what game Czech publishers are interested in, it is important to play it. It is, therefore, necessary to secure a copy, a sample, of it. In the case of fairs, they most often receive it in the form of a full game (box with components) either directly there, or it is sent to them later. However, sometimes it happens that the sample is provided in electronic form either in a Print-and-Play version (game files are sent in reduced quality so that they can print them out and try the game themselves) or as an app where the game is digitally converted for them to try out. With long-term partners, there are often no graphics, and the game is only outlined in plain text but you can still tell if the game is worth localizing. Prachař (2023) states that, in general, the Czech publishing industry prefer game sample as physical entity where the quality and craftsmanship of the game can be seen. It also delivers the same experience the game will have on the consumers. When testing board games, we try to avoid those that are implemented in a digital system. Although the game owners claim that we can tell how it is played, I say we cannot because with a game it is really important that you are sitting around a table with other people and there is some kind of mood and communication. You cannot just replace that with a computer screen. (Prachař 2023) During and after playing the game, there are decisions to be made about whether or not to localize it. A number of factors have to be taken into account, such as how the 46 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC game is crafted, what makes it different, or how it is engaging. In the case of an alreadyreleased game, publishers research how successful it has been internationally, mainly by looking at the BoardGameGeek website, where they check both the game's numerical rating (0-10) and the comments that respond to its strengths and weaknesses. However, the financial aspect is also relevant - it has to be determined whether the localization and subsequent production of the game would not be too costly. Yet, the biggest deciding factor is the feeling and instinct that the customers would like the game: It means that we play the game, and on that basis, we decide that if we enjoyed the game a lot, then other people will enjoy it as well. Or, of course, if maybe we did not enjoy it that much, if it was not really for us, then different kinds of people with different preferences would enjoy it. (Prachar 2023) Once a company decides that it would be interested in localization, the details of pricing licensing, and logistics have to be finalized. However, since publishers also approach the authors/original publishers themselves, it often happens that more than one publisher is interested in releasing a localized version. It is then up to the author/original publisher to choose who they prefer, depending on the price offered and sales and marketing capabilities. 3.2 Distribution of Profits As already mentioned, financial considerations are also taken into account when contemplating localization. There are two basic ways in which profit sharing is addressed. The first, and the most common, is that the original publisher organizes an international co-production. They send an offer stating how much the local publisher 47 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC will pay per piece if a certain number of copies are printed in a printing factory of their (the original publisher's) choosing. The price usually goes down with a higher number of copies, however, it must be remembered that the Czech boardgame market is not that big - although it has grown considerably - and the number of copies ordered is usually in the single thousands (Hrabalek 2023). Again, this decision is based on how much local publishers "believe" the game will succeed in the market. Thanks to the information about the purchase price, Czech publishers can decide whether it is worth localizing the game and use a formula to calculate the price at which they will sell the game in the Czech Republic. The second way to deal with profits is by paying royalties to the owner of the game. The original publisher or the author provides the local publisher with a temporary license along with all the materials necessary for the creation of the game. Then they agree on a fixed amount or percentage of each game sold or printed (Prachar 2023). In this case, the publishing house is responsible for printing the game itself. As in the first case, it is necessary to decide how many copies will be printed. However, what should be noted is that in most cases the license is granted for number of print runs. Re-licensing is often less profitable for the publisher as the owner of the game increases the amount or percentage of each game sold/printed (Hrabalek 2023). Based on all the costs associated with the acquisition of the game, its localization, and subsequent printing they use a formula to calculate the price at which the game should be sold on the Czech market to avoid losses. As far as prices are concerned, it is quite common that the prices of games translated into Czech are lower than those in English. As already mentioned, the Czech market is still quite small, and very expensive games do not attract end customers this corresponds to a certain market expectation. It all depends on what kind of lowpriced contract they can negotiate with the license owner. Providing a license is purely extra money for the owner. Even if the localization fails and there are no staggering sales, his game cannot be harmed in the original market and it will continue to sell (Polylux2021). 48 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC 3.3 Material and Work Distribution Once the publishing house has signed a contract with the original publisher or author of the game, the necessary documents are sent. This phase also requires important decisions. The local publisher has to choose whether the localization will be performed by their team or outsourced elsewhere. In the case of outsourcing the local publishing house acts as a contracting authority and dictates the requirements. Both translation and graphics can be outsourced and it is the local publisher who comments on any errors, changes, or improvements in the outsourced documents. In the Czech board game industry, however, it is preferred to localize within the local publishing house (Prachař 2023). This is because the publisher employs or hires people who already have experience with board games, either with playing them, translating them, or, ideally, both. He states: When localizing games, it is very important to follow the game terminology which is why we cannot entrust it to a translation agency. In the board game industry, there are established game terms - it is clearly stated what is a dobírací balíček, odkládací balíček, herní plán and so on. These are the phrases that players expect in the rules. If it is translated by a person who is not involved in translating games, or who is not familiar with board games, they may translate it differently even to the point of not making sense. That said, we prefer translators who are "immersed" in the board game world and take this game terminology as an automatic thing. (Prachař 2023) If a publishing house decides to localize the game itself, they pick the people who are the best fit for the game and then divide the materials among them. Essentially, the graphics are sent to a graphic artist who extracts the text which is sent to the 49 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC translators (Hrabálek 2023). Translators are approached and selected based on the types of texts in the game because each person has a talent for something different someone excels at translating purely technical rules that describe the game mechanisms; another has a talent for literary creation and can handle the story that is part of the rules; and another has a creative soul and can come up with interesting suggestions when there is, for example, a pun in the original. In addition, to guarantee the best localization, it is recommended that the translators themselves try the game to know exactly what they are translating. 3.4 Translation As soon as the translators receive the materials, the process of translation can begin. Depending on the difficulty of the game texts, the number of translators is determined. In common practice, there is one main translator and several others who assist him. They all cooperate with each other and create a glossary of terms to avoid inconsistencies in the translation. In addition, if a game is specialized in a certain topic (for example, it is set in a particular historical period, or it focuses on a scientific discipline), the publisher will normally work with outside experts on that topic to ensure the game is authentic and correct. For instance: We localized the game Keystone: North America [Divočina Severní Ameriky). There is this book that has a single-player mode with a lot of technical stuff in terms of biology and geography. Another example is the game Wingspan [Na křídlech). There are cards with the names of different birds, over 150 of them, and for each one, there is some interesting fact about it. We consulted an ornithologist about the whole game. Without her, we couldn't have done the translation in a way that made factual sense. (Prachař 2023) 50 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC During localization, numerous issues can arise. One of them is challenges in the form of text that cannot simply be translated but must be adapted to ideally preserve the same impression that the original has on its speakers. This type of adaptation is called transcreation and it is frequently used when a publisher wants to create a Czech title for a game. Of course, at times it is possible to use the same title as in the original (for example, a board game Watergate) but at other times, it is necessary to use your imagination as the Czech customer prefers games with Czech titles. Hrabálek (2023) and Prachař (2023) commented on several titles that were transcreated for the Czech market: • Everdell is a board game set in a village inhabited by forest animals trying to discover and build new settlements. The English title has a mysterious and fairytale-like feeling so they came up with a title that feels similar in the Czech language - Divukraj [literally Wonderland]. • Clank! is meant to evoke in players a sudden sharp sound that resonates, is meant to evoke in players a sudden sharp sound that resonates. Brink! was the closest Czech counterpart that induces the experience. • Ticket to Ride is a game revolving around the construction of railways. To make the game catch the eye at first sight, the publisher decided to use a well-known phrase when traveling by train, Jízdenky, prosím! [Tickets, please!]. • The children's game Squirrels Go Nuts is a board game based on the puzzle principle. It is a board game based on the puzzle principle. It is translated into English as Tři oříšky pro veverku [Three little nuts for a squirrel]. It is a cultural allusion to the Czechoslovakian-German television fairy tale "Tři oříšky pro Popelku" [Three little nuts for Cinderella]. • The cooperative board game Black Orchestra transforms you into the role of a conspirator who wants to kill Hitler. The Czech publisher opted to change the title to something that says what the game is about -Atentát na Hitlera [Assassination of Hitler]. The main reason for this was that if it were 51 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC translated literally, "Černá kapela", many people would not be able to imagine anything under it because it is a term that is mainly known to WWII experts and enthusiasts. However, sometimes the original publisher/author of a game does not want the title changed. This decision has to be respected, even if you believe it is a shame, and the game then goes into circulation under the original title. Other transcreation issues are puns, play-on-words, and culture-specific items. These language items cannot be translated literally and adequate alternatives should be found that will have at least a similar effect on the new target players as the original had on their own. Explanations and examples of them are presented in Chapter 5 where two games localized into Czech are examined in greater detail. Nowadays, games that are based on a work of art, such as a film, TV series, or book, are also very popular. These licensed board games, however, raise another localization problem. If there is already a Czech translation of the work in the Czech Republic, it is advisable to keep the same terminology and naming conventions in order to maintain consistency. Such a game is most likely to be purchased by fans of the source material who are used to the existing terminology and might be confused or even discouraged by other names. Examples of such games include Discworld: Ankh-Morpork (Zeměplocha: Ankh-Morpork) and Harry Potter: Hogwarts Battle (Harry Potter: Boj o Bradavice). In some cases, rules maybe modified during translation. In the following citation, Prachař (2023) explains what these changes might be: It is very important that the rules are both technically accurate and at the same time that they are easy to understand. Sometimes the translators might say that this is already mentioned in three other places, so let's not mention it again here, it doesn't make sense, and it would confuse the players. Sometimes it happens that the original is written in such a way that it is not clear what to take from it, or it 52 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC can lead to two different interpretations. So, during the translation process, we change these things and try to refine them to make them as understandable as possible for the players here in the Czech Republic. (Prachař 2023) In other words, English is known for repeating words to give them emphasis. However, this does not work well in Czech. In such cases, translators resort to rewriting sentences altogether or using pronouns. Other times, the information in the original rules may seem ambiguous. If such a situation arises, the local publisher will contact the owner of the game and discuss clarifying the rules and rewriting them. Of course, sometimes the license owners do not wish to do this and the publisher is left to write the clarification of the rules in, for example, a gameplay tip box. Sometimes the layout of the rules can change to such an extent that it can no longer be considered a translation but rather a creation (Prachař 2023). One such case is the board game Wingspan [Na křídlech). Since the game is very complex and contains many game mechanisms, the Czech translators decided to conceptualize the rules in a more visual way with a large number of exemplary situations. Consider Figure 4 below: Figure 4. Preview of the Czech rules of Wingspan (A/a křídlech) (MINDOK, 2023) NÁZEV PTÁKA česky a latinsky VYOBRAZENÍ ROZPĚTÍ KŘÍDEL2 Má význam pro určité efekty, viz str. 9. OBLAST VÝSKVTU A INFORMATIVNÍ TEXT Nemá žádny technický význam, slouží pouze pro dokreslení atmosféry a pro poučení. 53 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC The picture shows a detailed description of a card in the game, including the page number where you can learn more about each attribute. The original rules do not contain any such information and describe individual attributes only in moves where they are relevant. Another example where the localization of a game tilts the scope of adaptation to the level of creation is 1989: Dawn of Freedom [1989: Úsvit svobody) (can be seen in Figure 5). The content has been modified, replacing some of the pictures on the cards with personalities and events related to the history of Czechoslovakia, and the rules have been extended to include events directly related to Czechoslovakia. In addition, the cover of the game has also undergone a significant change, giving it a purely Czech feel, as it contains slogans that appeared during the Velvet Revolution (Tomková 2014). Figure 5. Cover of 1989: Dawn of Freedom in Czech localization (Zatrolené hr n.d.) In the case of this game, it also made use of fan translations and comments from the Zatrolene hry website community. This is not uncommon these days, and in the case of 54 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC translation-intensive games, people from this community are often approached to offer insight and express opinions. As far as fan translations are concerned, there are also cases when publishers approach a person who has provided a free downloadable translation of rules to the Czech board game community and ask him if they could use his translation in the officially Czech-localized game. While this makes the translator's job easier, and at times even nullifies it, such translations often complicate the work of proofreaders as they are usually full of typos or incorrect word order. Moreover, ironically, games by Czech authors are often primarily produced in English, as the English-speaking market is larger and it is easier to establish oneself there. Therefore, these games also need to be localized into Czech - examples of such games are Codenames [Krycíjména] by Vladimír Chvátil, Underwater Cities [Podmořská města] by Vladimír Suchý, or Project L [Projekt L) by Adam Španěl. 3.5 Proofreading After the translation is completed, there is a proofreading process. As in previous cases, this too can be done in-house or outsourced. Hrabálek (2023) says it is most often carried out by two people. One of them is responsible for checking that all terms are translated correctly and uniformly and that no words, lines, or whole paragraphs have been omitted. If the proofreader finds errors or inaccuracies on a larger scale, they consult their findings with the translators. The second person focuses only on the grammatical and stylistic aspects of the text, ideally without prior knowledge of the original, and checks for typos, word order, errors in grammar, and typographic mistakes. 55 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC 3.6 Embedding Text into Graphics An important part of localizing board games is their design. Together with the title, it is what most often catches the customer's eye when choosing a new game. Only then they look at the game mechanics. The graphic designer starts working on the game at the same time as the translation team. Moreover, he is often the one who has to extract the text for translation from the graphics (Hrabalek 2023). Later, once the game text is translated, he implements the new text back into it. If the graphic, translation, and proofreading teams work together, the work of all of them is to some extent easier in the final phase. Since it is the graphic designer's job to embed the translated and proofread text into all the game components, the text has to fit in the designated places. An example might be a game card of some character, with their name at the top and their abilities at the bottom. If the provided text is too long, it may not fit in the space allotted. In some cases, the text can be made smaller but this reduces its readability. The graphic designer's other duties include basic typography. When choosing the font, he should ensure that it is legible and supports the Czech language characters. Next, he handles the layout of the text - whether it is proper alignment on the cards and boards, or in the rules. It is important that widows and orphans do not dangle anywhere and that there is no overlapping or interference of text with the pictures. The graphic design, along with the name, is the first thing the customer sees, and thus the graphics should not be blurry or pixelated. Moreover, the graphics should attract attention, but at the same time, they should not distract. Publishers want to increase sales by putting all sorts of prizes they have won on the game box, but sometimes it can be rather distracting. It is, therefore, essential to ensure a certain balance. 56 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC Since the text is often edited during the process of graphic embedding the entire game is checked again for both factual and grammatical accuracy before being sent to the original publisher or printing company. In addition, if there is enough time, the game is printed and the localization team tests it. 3.7 Printing Once the final proofreading of the game is completed, the game is sent to print. As mentioned above, there are two ways of printing the game which are also linked to the way profits are distributed. Moreover, the overall localization process differs from the other in either case. If the original publisher only asks for localization in the form of translation and graphics, the local publisher mainly deals with the time and logistics side of things. Since the Czech version of the game is printed together with other foreign language versions, the original publisher sets a deadline for the finished files to be delivered. Once they are finalized, they are submitted and the original publisher forwards them to the printing company of their choice. After that, both publishers wait for the games to be printed and delivered which can take up to several months depending on the arrangement and location. Regarding the method of delivery, Hrabalek (2023) mentions the three most common shipments: • Ex Works (EXW) means that the seller (original publisher) prepares the finished products in the printing factory and the buyer (local publisher) arranges the pick-up of the goods and the subsequent transport to their final destination (Twin 2023). • Free on Board (FOB) differs from EXW in that the seller ships the goods to the port or airport and pays the export duty but the buyer handles the import duty and transportation from the ship/airplane destination (Banton 2023). 57 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC • Delivered at Place (DAP) adds an obligation on the seller to deliver the goods to an agreed location. However, the buyer still pays all costs associated with import duty (Barone 2020). In the case of printing from the original publisher, Czech publishers most often encounter DAP or FOB delivery. If the local publisher arranges the licensing, the printing and shipping of the games are their responsibility. They have to find a printing company that provides a good combination of price and quality. Czech publishers have the games printed in various countries - the Czech Republic, Poland, Germany, Russia, and China. It is namely China that is the most common printing location because the costs are lower and the printing and materials are of high quality. Hrabalek (2023) says that not many printing companies can produce such durable boxes while providing plastic components of such quality at such a high price. However, there are disadvantages to printing in such a faraway country. For one thing there is the long delivery time and complex customs procedures, but also the risk of losing the cargo due to, for example, the sinking of the ship. As this method of board game production uses Ex Works delivery, it is advisable to insure the cargo against such events. Hrabalek (2023) on this topic elaborates: Printing in China is the best solution for us in terms of price/quality ratio. Of course, it takes a lot longer, there is a lot more paperwork and there are a whole bunch of risks. We once had a typhoon hit our printing company and all the printed games got wet so they had to start over. A rival publisher, on the other hand, had a shipload of prints sink. You cannot control these things but you have to keep them in mind and take precautions. As far as the printing price is concerned, it usually decreases with a larger number of pieces. However, the price can also be lowered if more localized variants are printed 58 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC at the same time or if it is a reprint of the original game. It is a good idea to research all of this to save costs. Another way to save money during printing is to arrange for two-step printing. Taking game cards as an example, first, the colored sections (images) are printed and then this is put into the printer again and only the text (written in black) is printed. Additionally, depending on the printing company and the contract with them, publishers can arrange to receive a sample of what the final product will look like. Either all the materials are printed on larger sheets of glossy paper or sometimes a preproduction sample comes directly in the box. Everything will be checked again and if everything is in order, the printing process will start for real. 3.8 Marketing No successful publisher would have much of a foothold in the market if they did not do marketing as the games need to be sold to generate profits. Although some of the sales are from brick-and-mortar retail partners, nowadays the biggest part is pre-orders. Therefore, during the translation process, the marketing department or the hired company begins to work on promotion. This depends on the type of game and its target player. Furthermore, free promotional content, which are extra components that cannot be bought separately, helps to sell the game better (Hrabalek 2023). 3.9 Mistakes and Their Possible Corrections Despite all possible checks and proofreading it may happen that a mistake appears somewhere in the game. Hrabalek (2023) states that if it is a minor issue in the form of a typo or a missing comma, the publisher does not really address it at all as it does not affect the gameplay in any way - consider Figure 6. 59 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC Figure 6. An example of a typo in the board game Noctiluca {Svitilky) (Kya 2021) The mistake marked with a red rectangle is just an example of a problem that, no matter how obvious, has no effect on the game mechanism. However, it is questionable whether this is a simple typo or a grammatical error. Considering that the original states, for most of the year, I would be leaning towards a typo with an extra "0" in the word většinou. On the other hand, there could also have been a confusion of words and a grammatical error at the same time - "po většinou" is the often-misspelled form of the adverb povětšinou which means většinou [mostly, mainly, largely] which is an incorrect word choice in this context. 60 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC In other instances, there may be typographical errors (Figure 7) in the form of not placing a fixed space between a one-letter preposition and the following word. Figure 7. A typographical error in Infinity Gauntlet: A Love Letter Game [MARVEL: Rukavice nekonečna) (DaftPunk 2023) These kinds of mistakes are once again not disruptive to gameplay so there is no need to fix them. However, even these issues are noticed by players and if they are more prevalent, players may be discouraged from playing the game. In the case of a more serious error, the publishers have to react and inform the players about the problem through their website and social networks (Prachar 2023). Sometimes it can be solved with a sticker, such as a wrong number value on a card. Other times, there may be a shift in meaning (see Figure 8) in the rules which the publisher usually addresses by posting the corrected rules on their website. 61 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC Figure 8. Example of a more serious translation error in Noctiluca {Svitilky) - Czech version above, English version below (Kya 2021; Z-Man Games 2019) 2. Zkontrolujte, na kterou část herního plánu ukazuje šipka a hodte černou kostkou. Z této části herního plánu odeberte počet kostek svítilek ve výši hozeného čísla a vraťte je do víka krabice. 2. Check which section of the board the arrow is pointing to, then roll the black die. Remove all noctiluca dice from the space corresponding to the number rolled, returning them to the box lid. A close reading of the second sentence of each version shows that they differ in meaning. According to the original rules, the value rolled on a black die refers to the numbered box from which all noctiluca dice are to be removed. In the Czech translation, the meaning has shifted and the player should remove the same number of noctiluca dice from the whole section (six boxes in total) as the value rolled on the black die. However, if the error is so extensive that even a sticker would not help, the publisher arranges for a special reprint of the flawed component. The same applies to missing contents like figures or cards. An example of reprint is illustrated in Figure 9. 62 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC Figure 9. Example of the initial (left) and corrected (right) Czech card from Mansions of Madness [Panství hrůzy) (1a2a3a4 n.d.; Froggery 2017) Inadequate proofreading can result in texts that are printed with nonsensical sentence structure which can be seen in the left card in Figure 9. This error has been corrected through a reprint. However, at the same time, the name of the weapon type was changed from a Sečná zbraň to Chladná zbraň (in the original game, it is a Bladed weapon). Unfortunately, this change has not been corrected in the rules and they still refer to these types as Sečná zbraň. From the above examples, it can be seen that Czech publishers make mistakes from time to time but they usually own up to these mistakes and try to correct them. Both they and the players notice these inconsistencies and with the players' help, they try to fine-tune the game so that the current and future players are not disturbed or confused by anything. 63 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC 3.10 Why Some Board Games Do Not Get Localized or Reprinted? The global market is flooded with thousands of new board games every year. This can seem like a goldmine for publishers who are also in the business of localization, but it does make the job harder. Since every gamer has different preferences and interests, it is very hard to please everyone. Hrabalek (2023) says that they often get messages where people ask if they will localize a certain game. In most cases, however, the answer is negative, for a variety of reasons. The first one is that the game creator does not even want the game to be localized. In that case, due to copyright, localization as such cannot be discussed at all. However, nowadays, translated rules and other components created by the community of players appear on many websites (globally BoardGameGeek, in the Czech Republic Zatrolene Hry). Although this is inherently copyright infringement, publishers are not too concerned about it, as it helps sales of their original games. Further, localization "gets stuck" at the price. As mentioned, local publishers are sent an offer with a price/percentage per unit and it is up to them to calculate the minimum price the game must sell for to avoid a loss. Sometimes, however, the resulting price is so high that they fear the game will sell poorly. This is because the average Czech customer is still reluctant to buy games that exceed CZK 1,000, which is the lower price limit for complex and graphically and translation-heavy games. Another reason why localization is sometimes not considered is the low interest of the public due to the marginal nature of the topic. In America, board games are a very popular hobby, and it is there that games with all sorts of themes such as space conquest or fighting in a fantasy world are created. However, the Czech market is still small compared to the American one and there is not much interest in these genres. Ordering a large number of copies would mean the risk of games sitting in the warehouse and not selling or selling below cost. On the other hand, ordering fewer copies will make the purchase price significantly more expensive, and the sale price would have to go up with it. 64 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC In some cases, there is a lot of interest in localizing games due to the current trend of a certain genre or game mechanics. Again, this brings up the question of whether localization is worthwhile for publishers. There are trends that catch on and last for several years on the market, but at the same time, there are some that fade away within a few months. In the case of the latter, localization is highly questionable, as the translation, graphic editing, and production time can delay a game's release by up to several months. By this time, the trend has already slowly faded or disappeared altogether. Furthermore, Hrabalek (2023) mentions games that have already been released in Czech localization but are no longer available or soon will not be available, in other words, reprints are not considered. There are reasons for this. The most prevalent is low sales in the first months after release. Such a decision is made by each publishing house setting criteria based on experience, which, if not met, will result in the game selling out at discounts and not being reprinted. In most cases, these are hobby games with a strong theme or one-play games, that is, story games. Other times they are games that have been on the Czech market for several years. In these cases, reprints are again decided on the basis of sales, but it must also be taken into account that customers are more interested in new releases than in "recycling" older ones. In fact, these games are often of similar or even identical game mechanics but the game environment is different. 3.11 Localization Time Frame Giving a time range is very individual for board game localization. If we go in phases, selecting a game can take a few days or even a few years. When a publisher is interested in a game, they contact the original publisher or author of the game to discuss possible cooperation. These arrangements often happen within days or weeks, but Hrabalek (2023) gives one instance where it took almost two years to negotiate a license to translate the Harry Potter games. Moreover, if we include the playing of the game and 65 BOARD G A M E LOCALIZATION P R O C E S S IN THE C Z E C H REPUBLIC the decision-making phase in this process, the length is stretched out by several more days or weeks. Finding the right people to localize and then distribute the materials among them usually takes either hours or days. It all depends on the type and complexity of the game and the available schedule of the people you want. Czech publishers do not like to turn to translation agencies that have more people available and prefer to contact those with whom they already have experience. It may therefore happen that, for example, a translator who is good at story passages has another job and the publishing house either waits for the job to be completed or approaches another person. Even in the case of the translation itself, the quantity and complexity of the text are important. There are games that have only two pages of rules, but there are also those that have dozens of pages. The time scale is therefore from a few hours to a few months. Moreover, Prachař (2023) states that although the rules of a game may be short and take only a few hours to translate, it can, for example, take a long time to come up with the title for the game. As already mentioned, the length of the graphic editing process depends on the cooperation between translators and graphic designers. If everything is going well, the graphic editing of an average game takes about a week. However, if there are problems, the phase can extend up to several months. Proofreading is closely related to the length and type of text, and the skill of the translators. A short, simple text can be proofread in a few hours, and rules of dozens of pages in a week. One of the longest phases is the printing of the finished game and its shipping. Even if the printing takes place in the Czech Republic, it takes at least a few weeks. Foreign printing especially in China, is in the range of a few months, assuming there are no production or logistical problems. 66 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S 4 Successfully Localized Board Games Since the localization process of Czech publishers is at a high level, the Czech market contains many high-quality localized board games. Even if there are some mistakes from time to time, players do not let this spoil the games they are interested in and continue to recommend them. This chapter will describe and analyze two board games that have been successful with Czech players who are still enjoying them to this day. The analysis focuses on the changes and improvements that have been made to the texts and graphical representations and discusses the challenges that the translators had to overcome. 4.1 Concept (Koncepf) The Concept is a party game from 2013 by two French creators Alain Rivollet and Gaetan Beaujannot, and published by REPOS Production. The game has achieved great popularity and has been nominated for several board game competitions, where it even won twice. It was translated into 16 languages, including Czech in 2014 under the name Koncept by the publishing house Blackflre (Repos production n.d.; Hrajeme n.d.). 4.1.1 Game Mechanics The principle of the game is that a word or phrase is chosen on a card and its meaning or description is communicated by means of icons, symbols (the concepts), and the goal is to guess it. According to the manufacturer, the game is designed for 4 to 12 players, as it is intended to be played in teams of two, but with the modification of certain rules, the game can be played by two or three people (Repos production n.d.). According to the official rules, at the beginning of the game, players divide into pairs in which they will form word clues. It is both a team game and an individual game - although the words are clued together in pairs, everyone plays for themselves in case of guessing. The first pair draws a card and chooses the word or phrase they want to 67 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S give clues about from nine words divided into three categories (Easy, Hard, Challenging). The clue is formed using game components - a main concept in the form of a green question mark and cubes and a four-colored set of supporting concepts in the form of exclamation marks and cubes. These are placed on the game board where the individual concepts that can be pointed to are displayed. The clue-creating team is not allowed to talk or give any hints, but they can indicate when someone is getting close to the correct answer. Once someone has guessed the correct answer, they receive a double bulb, which counts as two victory points. For a successful hinting, each person in the pair gets one bulb (worth 1 victory point). The pair to the left of the clue makers is next to draw their card. The game ends when all double bulbs have been dealt. 4.1.2 Translation of Game Contents The game consists of a game board, rules, cards, figures, tokens, player aid sheets, and, of course, the box. Since the game is based on guessing words from cards, no text on the game board needs to be translated. The same goes for the pieces and tokens. The texts to be translated are therefore found in the rules, player aid sheets, on the cards, and on the box. This subsection will describe the changes made to the localized version and the problems the translators encountered. 4.1.2.1 Rules The game contains four pages of rules with lots of pictures. The text only explains the game mechanics and obj ectives, so it is important that it is clear and that players know how to play the game after reading it. Concerning the layout, it is almost identical in the English and Czech versions. Slight differences can be found in the extra text or the change in its order. 68 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S A quick overview of the game is given at the beginning of the rules. However, there is one additional piece of information (in bold) in the English version than in the Czech one: ENG: The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins. CZE: První hráč, který na základě těchto náznaků správně uhodne hledané slovo nebo frázi, získá 2 body. Vítězem se stane hráč, který získá nejvíce bodů. Although the distribution of points is explained further in the rules, these game overviews are often used to remind players who have not played the game for a long time of the game's mechanics and objectives. Therefore, omitting such vital information is quite inconvenient. The next modification is positive. In the first example of a more complex help (Figure 10), the main concept is explained separately, and then its relation to the auxiliary concept. 69 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Figure 10. First English (top) and Czech (bottom) example from Concept {Koncepf) Here we're searching for a metallic building located in a place or country associated with the colors blue, white and red (and not a building that's blue, white and red). Seems like we're looking for the Eiffel Tower. Kovová stavba. Hledáme tedy kovovou stavbu na místě nebo v zemi, která je spojena s modrou, bílou a červenou barvou (nikoli však stavbu, která je modrá, bílá a červená). To vypadá, že by to mohla být Eiffelovka. In the English version, compared to the rest of the examples, this is the only concept that is not explained separately. Therefore, the Czech localization team decided to keep the consistency and inserted an explanation for the main concept itself. Another significant change in the Czech version is the incorrectly translated move clarification during clue creation: ENG: The team members are free to place the cubes as they wish; they are NOT obliged to take turns when doing so. CZE: Členové týmu mohou umístit kostičky jakkoli chtějí, nejsou ale povinni hrát další tahy. The Czech localization mistranslated the phrase "take turns". The whole phrase now suggests that the player creating the clues does not have to participate in the next rounds. The end of the sentence should correctly read: ... nejsou ale povinni se během toho střídat. 70 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Another issue with the Czech localization is the lack of explanations for some examples of words to guess. Consider Figure 11: Figure 11. Second English (top) and Czech (bottom) example from Concept [Koncept] Here "cold" indicates the winter season, aiding players in guessing Christmas, a holiday or event that often features toys. V tomto případě značí „chlad" zimní období. Hráči tedy mohou hádat Vánoce. In the rules, the concepts indicated by the pictures with a pumpkin [Holidays, Birthday, Celebration] and a teddy bear [Games, Toys, Youth] were completely omitted from the explanation. While this example focuses on a different use of the concept of "cold", it is useful for inexperienced players to describe all that is relevant. 4.1.2.2 Player Aid Sheets The game contains two double-sided identical player aid sheets with a description of what each field on the game board means. The changes from the English version are again minor. The first difference is the lack of typographic uniformity on one side and the other. If one concept can mean more than one thing on one side of the paper is the first meaning separated by a slash with spaces on both sides [Dospělý/Starý], but on the other side is only a slash without spaces [Blesk/Elektřina]. From a grammatical point of view, the first variant is incorrect, but for the sake of clarity of the text, this rule can be circumvented in specific cases. 71 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Another change is the addition or substitution of certain meanings of concepts. For example, Games, Toys, Youth are used as Hry, Hračky, Hravost [Games, Toys, Playfulness] in the Czech version. In this case, this is a positive change, as "Youth" can be better represented by the concept meaning "Mladý" [Young] on the same side of the sheet. 4.1.2.3 Cards The gameplay principle is based on describing the words on the cards, of which there are 110 - with nine words/phrases per card, the total number of words is thus 990. The translators had to manage to translate a large number of words that should be describable using concepts. The biggest problem the translators faced at this stage was the culture-specific expressions. Since the English version served as a template for the Czech translation, they were Anglophone-oriented. Luckily, Czech people are aware of some Anglophone expressions, some of them are even already established. The translators' task was, therefore, to decide which phrases to keep and translate, and which to replace. 72 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S If we take as an example two English cards (Figure 12), we can see both cases: Figure 12. Example of cards from English version of Concept [Koncept) (SorrellD 2023) On both cards, there are common words that can be translated into Czech {Cinema, Snake, Shovel, Drapes], as well as words that do not need translation because they represent well-known public figures {Muhammad AH; Taylor Swift). However, the problem is fictional characters {Porky Pig; The Hardy Boys), which, although they have an established translation in the Czech language, are not so widespread in Czech culture. Another difficult situation is created by the title of the song {The Sound of Silence), the TV show {The Muppet Show), and some idioms {Pullyour hair out; Putyour foot in it). At this point, it was time to find Czech equivalents, ideally in the same category. However, the Czech cards do not keep the same distribution of words - for example, the words from the blue category are on three different cards - and so it is difficult to find which Czech cards should correspond to the English ones. After longer research, one can find a total of five cards on which most of the above-mentioned expressions are translated or adapted (one of them is shown in Figure 13). 73 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Figure 13. Example of cards from the Czech version of Concept {Koncepf) Kino Dýně Směrovka X - " 4 Rychlé šípy (5) SIM karta Pohlednice ) á Krystalicky čisté ® Nic to nestojí Zkrotit hnév J ^ < — . Šéfkuchár Rákosníček Mechanik ' ~f\ Spider-Man (o) Marečku, podejte mi pero Sherlock Holmes On the first card, it can be seen that the Czech translators decided to keep some expressions [Cinema/Kino; Be crystal clear / Krystalicky čisté] and take others from other cards. Worth mentioning is the Czechoslovak comic phenomenon Rychlé šípy which replaced the American detective book series The Hardy Boys. The second card presents further culturally specific expressions [Rákosníček; Když muž se ženou snídá; Marečku, podejte mi pero), which have no counterpart in English, so they have been chosen to replace those phrases that have this effect on us in English. To make these replacements or modifications more organized, the expressions can be divided into several groups, part of them inspired by Peter Newmark's (2009: 95-107) cultural categorization: 74 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Table 3. Categorization of different culture-specific items - examples are taken from the English and Czech versions of Concept (Koncept) English expressions Czech expressions Nature Mount Rushmore Propast Macocha Cities Houston Brno Quiz shows Jeopardy Az-kvíz TV shows Seinfield Ordinace v růžové zahradě Movies Casablanca Slunce, seno, jahody Movie quotes Elementary, my dear Watson. Hliník se odstěhoval do Humpolce Songs The Sound of Silence Skákal pes přes oves Historical figures Florence Nightingale František Křižík Celebrities Steve Harvey Jan Kraus Books To Kill a Mockingbird Honzíkova cesta Bands Nine Inch Nails Divokej Bili Cartoons Looney Tunes Rumcajs Idioms Go Dutch Koukat jako sůva z nudlí Dates The Fourth of July 1. máj Food Brisket Svíčková Measurements Yard Centimetr Celebrations Baby shower 15. narozeniny From the examples in Table 3 as well as those presented previously, it can be seen that replacing the original Anglophone expressions is in some instances easy while in others it requires more thought. Take the question of idioms as an example. Although at first glance it may seem that a given English idiom does not appear in the Czech language (at least not in the idiomatic style), this may not be the case. Idioms are dependent on the culture that uses them, and the idiom may take a completely different form - for instance, compare the English steal someone's thunder with the Czech vypálit 75 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S někomu rybník [burn someone's pond]. There is no obvious external connection, but both mean that you do something before the other person does and thus ruin their chance at something. 4.1.2.4 Box Since the name of the game did not need to be translated, but only the initial letter was changed, the graphic design was much simpler. The box did not need any further modification from the top and sides and it looks elegant at first glance. From the bottom, however, the box is different from the English one (see Figure 14). This is due to the fact that Blackflre is the distributor of the game for both the Czech and Slovak markets, and therefore the details about it are presented in Czech and Slovak language. Another important piece of information is that the cards are only in the Czech language. Figure 14. Bottom of the box of Concept {Koncept) 76 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S 4.2 Ex Libris (Ex Libris) The board game Ex Libris belongs to the category of strategy with a touch of fantasy. It was released in 2017 by Renegade Game Studio and was created by Adam P. Mclver. Thanks to its graphic design and book theme, it has won two awards. The Czech version of the game was released in 2018 by REXhry (Derrick 2018; REX hry 2019). 4.2.1 Game Mechanics The game is designed for 1 to 4 players where everyone takes on the role of the applicant for the position of a Grand Librarian. The basic principle of the game is that players collect and shelve books in their library in order to have the most points at the end of the game. The game itself is too complex for a brief explanation, however, it can be outlined using the main points. Before the game starts, two book categories are drawn, one of which functions as prominent works, and the other as banned works. From the remaining cards, each player is assigned a focus for their own library. During the creation of their library, players try to acquire as many books as possible that fall under their focus as well as the prominent ones. At the same time, they must beware of books that the city has declared banned. The book cards are obtained at various locations by placing pawns. Both locations and some pawns have special abilities and using them correctly can help you during your library development. Since other players have the same goal, you must also take into account the intrigues of your opponents as they can, for example, prevent you from collecting one book category. The game is further complicated by the fact that your shelved books must be in the correct alphabetical order as you would find them in a city library. At the end of the game, the variety of book categories, your focus, the lowest number of banned books, and the stability of the entire library are all taken into account. 77 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S 4.2.2 Translation of Game Contents The game consists of many components that required translation, namely a city board, a scoreboard, 18 location tiles, 12 library tiles, 6 book category cards, and last but not least, 152 book cards with a total of 510 book titles. As in the case of the previous game, a comparison with the original will be made and changes and possible errors will be noted. 4.2.2.1 Rules The rulebook is longer in the case of this game and the text is spread over 24 pages. It is accompanied by a lot of pictures that serve both to explain the rules and to show possible gameplay. In such a large amount of text, it is bound to happen that some mistakes occur. There are some minor typographic errors such as an extra space before a paragraph or before a full stop. However, in one case there is a change in a rule caused by a misunderstanding of the English text which in the Czech version does not correspond with the supporting illustrations (see Figure 15 along with the problematic part below it). Figure 15. Game setup of Ex Libris [Ex Libris) 78 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S ENG: Shuffle the 12 library tiles and deal out two per player. In reverse order from the first player, each player chooses a library tile, then discards a library tile from the game. CZE: Zamíchejte 12 desek knihoven a rozdejte dvě každému hráči. Počínaje hráčem po pravici prvního hráče a následně proti směru hodinových ručiček si každý hráč vybere jednu desku knihovny a tu druhou desku odstraní ze hry. Vybrané desky knihoven si následně hráči vyloží před sebe. The problem was the phrase "deal out two per player" which the translators understood as dealing out two cards to each player. Thus, the selection of home libraries works differently and the possibility of tactics in the very early stages of the game was lost in the Czech version. Moreover, the example of the game setup directly shows the decision phase as it is properly intended - meaning that the players can see what cards are available and what other players have discarded. Nevertheless, the Czech rules contain many improvements and clarifications as the original ones are unclear in some passages. One of the improvements is the insertion of "- NEBO -" between the options offered, rather than after the first option as in the English version: ENG: A) On a location tile (on or below the town board) -ORB) On your library tile CZE: A. Na některou z desek budov vyložených pod deskou města. - NEBO B. Na desku své knihovny, kterou má hráč vyloženou před sebou. The Czech arrangement is clearer and better describes the necessity of the choice. Of course, the English way can be used in cases where there is a lack of space but that is not the case here. 79 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Another graphic adjustment is the more visible indication of the types of cards when they appear in the rules. In English, the letters at the beginning of all words are only capitalized (Prominent Works), while Czech has resorted to capitalizing the first letter of the first word and italicizing the whole phrase [Význačná díla). This way, the expressions do not get lost in the text. In addition to purely visual changes, information has been added to passages that are unclear or could potentially interfere with gameplay: ENG: Return any remaining category cards to the box. CZE: Nepoužité karty kategorie vraťte zpět do krabice, aniž byste se na ně podívali. In this example, an explicit addition has been added in Czech that the player is not supposed to look at the cards they are putting back in the box. This helps to ensure that situations, where a player (either intentionally or accidentally) discovers information that should remain secret, do not occur. Further, practical examples have been added to the English version to show potentially more complex situations. Consider Figure 16: Figure 16. Addition of practical examples to the Czech rules of Ex Libris [Ex Libris) PftlKLAD 1: 3 h ráči mají shodně nejvyšší počet význačných děl. Každý z nich tedy dostane: f 15 + 9 + 4)/3 = 2 S/3 = 9,33 b o d ů . Po zaokrouhlení tedy každý z hráčů dostane 10 b o d ů . PftfKLAD Z: A l i c e má nejvíce význačných d ě l , D a v i d , Vláda a Hanka mají shodné druhé nejvyšší množství, A l i c e získá 15 b o d ů . D a v i d , Vláda a Hanka získají ((9 + 4)/3 = J3/3 = 4,33) p o zaokrouhlení 5 b o d ů . This passage concerns the distribution of points in case of a tie. In the original rules, it is only described and is rather confusing. Therefore, the Czech translators decided to add some examples to the description. Moreover, in such illustrations, it can be seen 80 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S that the names of the example players have been changed to make the game fit better into the Czech setting. 4.2.2.2 Location and Library Tiles The properties and effects of location and library tiles are important in the game. With their help, players gain book cards or certain advantages. However, the original game was criticized for the hard-to-read text on them, especially on the location tiles (see Figure 17), as they are on a colored background (Derrick 2018). Figure 17. Comparison of English (left) and Czech (right) location tiles in Ex Libris [Ex Libris) Czech graphics decided to solve this problem by enlarging the font on both types of tiles. Moreover, they created location reference sheets where the location effects are described without having to decipher what is written on the tile itself. Another graphical, but possibly also gameplay change, is the presence of "FOCUS 2x" on the basic library tile in the beginner game. Another graphical but possibly also gameplay change is to keep "FOCUS 2x" on the basic library tile in the beginner game. This note serves as a reminder that during the scoring phase, the books that match your library's focus are multiplied by two. The focus information is not in the English version, but at the same time, it does not say anything about changing the way the points are counted. It is therefore questionable whether it is an error in the original. 81 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S When it comes to translating these tiles, there are some creative solutions such as Putyka U Knihomola [Local Drafthouse), Knihy za babku [Rummage Sale), Hrobka hrozivých myšlenek [The Crypt of Accursed Knowledge), and Vysoké učení strašlivé [The Haunted House of Learning). 4.2.2.3 Cards The translation and graphic design of the book cards were the biggest challenge. Since the game contains over 500 book titles based on the pun or play-on-words principle, it was necessary to come up with a large number of these puns in the Czech language as well. One of the translators, Jan Březina (kandelabr 2019), said that they opted for a lexicographical order, the kind found in dictionaries because they had to deal with several limitations. As an example, he cites: Try to come up with a pun or play-on-words that at least somewhat reflects the original text, and yet it has to be Monster Manual, and the title of the book has to be alphabetically after Učedníci, but before Udávat, (kandelabr 2019) After a careful reading of all the cards, one can say that this is a very good localization as some letters of the Czech alphabet have been added (Č, CH, Ř, Š, Ž) and those that are not common in the Czech language at the beginning of words (G, Q, W, X, Y) have been removed. At the same time, the titles on the spines of the books have been reversed as it is customary in the Czech Republic - the beginning of the title is on the bottom left, while the English have it on the top right. Examples of some cards are depicted in Figure 18. 82 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S Figure 18. Example of Czech cards from Ex Libris [Ex Libris) As for the actual translation of book titles, they can be divided into several categories. The first is the inspiration from the English original [Bipolar Foxes / Bipolární lišky; Mythology and Mycology / Mytologie a mykologie), next they play with rhyming [Šupito presto, kynuté těsto; Cetky pro báby i dědky). Others, for example, refer to Czech/Czechoslovakian culture or to famous works: • Fairy-tales - Hádky s čertem; Loupí Honza? • Songs - Až na vrcholky hord; Snadné mámení • Plays - Drakonický dudák; Furianti: naši i tijejich • Books - Hoši od Zlobří řeky; Zaprdlí vlastenci • Movies - Kopr pro zámeckou paní; Bota jménem Kašpar • Cartoons - Edudant afraucimor; Katja a Trhánek • Quotes - Hrnečku, zmař!; I impy můžete mít rádi • Proverbs - Řeči se vedou a vodka teče; Hadje nejlepšíkuchař • Dialects - Cajzlové & Čížci; Onděnía jiné oné 83 S U C C E S S F U L L Y LOCALIZED BOARD G A M E S In addition to the titles mentioned above, one can find other funny creations that do not have a category, such as Asi ne... Dějiny nezájmu; Rostoucí nerosty a movité nemovitosti; or Šotci, přelkepy a dramatické chybi. 4.2.2.4 Box As with the previous game, there has not been much change to the game's box design. The name of the game is completely identical in this case and the only change on the top of the box is the replacement of the original publisher's logo with the Czech one. The text on the bottom of the box is the same as what is in the rules when the game is introduced. The only change is again the publisher's logo and a box contents table that lists the extra location reference sheets. 84 CONCLUSION 5 Conclusion This thesis dealt with the description of the localization process of board games in the Czech Republic. The aim was to present how the localization process works, what all has to be taken into account, and how to deal with potential problems both during translation and production. In the theoretical part, attention was paid to games as such. It was described that games have been part of mankind for several thousand years. Although they initially had a purely practical and spiritualistic role, the emergence of board games opened up a new entertainment activity and very soon they became a favorite pastime of people of all ages which persists to this day. Furthermore, it described how board games evolved and how they spread among different cultures. In a way, it is the transfer and adaptation of a game from one culture to another that can be called localization, to which the rest of the thesis has been devoted. The practical part presented the process of localization of board games by Czech professional publishers. The more or less chronological process of localization is described in detail. It was shown that even the selection of a game is a very complicated process on its own that has to consider many things. One of them is the interest of the not-very-large Czech market, which has been growing in recent years and welcomes new types of games. Other very important factors are the financial demands of the whole localization process - purchase and production price - which are reflected in the resulting retail price of the game. During the actual translation, the types of texts and their placement in the game must be taken into account. The language of games is unique and cannot be put into one category, as the tone and purpose vary from game to game, so it is advisable to entrust the translation to people who have already worked on translating games or are familiar with them. Despite this, translators often face challenges when it is not just possible to translate the text but to come up with a suitable alternative in the target language. 85 CONCLUSION It was also shown that even experienced publishers are only human and they make mistakes, therefore, a part of the thesis was devoted to examples of mistakes and how publishers resolve them - whether it is by simply apologizing and publishing a corrected version online or reprinting the faulty components. In the last chapter of the thesis, two board games that achieved a high success rate with Czech players were used to show what all needed to be translated in the games and how the translators dealt with the parts that required modifications and finding suitable alternatives. 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