Hot take: I like trigger warnings and similar disclosures, they're convenient tools. Nobody wants their downtime turned into another episode of handling personal baggage. You can prepare yourself for a rough time if it's still within your tolerances, or nope out beforehand. They're becoming more prevalent in media, which is pretty inarguably a good thing. RPGs have overwhelmingly done a good job including them, so why aren't they in board games? There's the social stigma against just ducking out, making an age of exploration game's surprise slavery mechanic put everyone in a weird spot. Obviously, that's an extreme example, but imagine a world where you don't have to explain a game’s quirks every time you bring a new one to the table, or just have something happen mid-play that someone would've just not played had they known it was possible.
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Board games need trigger warnings
Generally, people like to know what they're getting into.
By
Nick Dubs
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