The board game industry, often celebrated for its ability to foster social connection and strategic thinking, is currently grappling with a profound crisis of representation. At the heart of this controversy is Puerto Rico 1897, a thematic remake of one of the most successful, yet historically contentious, board games ever produced. Jason Perez, the cultural consultant who spearheaded the thematic shift in the 2022 reboot, has publicly renounced his contribution, sparking a broader debate about the nature of "inclusion" in tabletop gaming and the ethics of sanitizing colonial history.

The Legacy of a Controversial Classic

Released in 2002, the original Puerto Rico became a titan of the strategy genre. It tasked players with assuming the roles of colonial governors, building plantations, and managing the labor required to ship goods back to the Spanish Empire. While mechanically lauded for its depth, the game faced years of criticism for its blatant disregard for the brutal reality of the era it depicted.

The game utilized small brown wooden discs to represent "colonists," a euphemism that glossed over the reality of forced labor, slavery, and the systemic eradication of indigenous populations. For centuries, Puerto Rico suffered under Spanish rule, marked by the exploitation of African enslaved peoples and the displacement of native Taino populations. The original game’s silence on these historical atrocities—treating the period as a benign backdrop for empire-building—eventually became untenable in a modern, socially conscious market.

A Chronology of the 1897 Shift

In an attempt to address these critiques, publisher Alea (a subsidiary of Ravensburger) commissioned Puerto Rico 1897. The game sought to reframe the narrative by shifting the timeline to the late 19th century, following the abolition of slavery and the island’s push toward independence from the Spanish Crown.

  • 2002: The original Puerto Rico is released, earning critical acclaim but later garnering significant criticism for its colonialist themes.
  • 2022: Puerto Rico 1897 is launched as an "anti-colonialist" reimagining. Players now control local farmers attempting to build a sustainable economy in a post-Spanish-Empire landscape.
  • May 2024: Jason Perez, a Puerto Rican content creator and cultural consultant, releases a video titled "I Created the Theme of Puerto Rico 1897. Now, I Reject It."
  • May 9, 2024: Following a surge of discourse and "misinterpretations" of his critique, Perez removes the video, issuing a final written statement that reiterates his disillusionment with the project.

The Anatomy of the Critique: What Went Wrong?

Jason Perez’s involvement was intended to bring authenticity to the project. However, his eventual rejection of the game was not based on the mechanics, but on the process of collaboration and the industry’s performative approach to diversity.

In his public statements, Perez noted that he entered the project with a "broader vision of inclusion" that sought to honor his own Puerto Rican heritage and invite a new, diverse generation of gamers to the table. As he worked through the development cycle, he realized that the publisher’s goal was merely to "fix" the existing PR problem of the original title—a cosmetic adjustment rather than a fundamental shift in perspective.

Perez’s frustration centers on a crucial distinction: the difference between tokenistic inclusion and genuine empowerment. He observed that the industry often views cultural consultants as a checkbox to be ticked rather than as partners whose voices are to be integrated into the core philosophy of a product. "Creator and creation have been severed," Perez noted, highlighting that his desire to uplift Puerto Rican voices was secondary to the publisher’s need to sanitize a product for commercial consumption.

Supporting Data: The Burden of Historical Accuracy

The controversy highlights a recurring tension in modern tabletop design: the "thematic overlay" problem. Critics argue that when publishers attempt to fix problematic historical themes, they often do so by merely changing the flavor text or the art, while the core loop—the "mechanics of exploitation"—remains unchanged.

In Puerto Rico 1897, the mechanics of building, shipping, and profit-making remain remarkably similar to the 2002 version. By simply moving the timeline forward to 1897, the game attempts to sidestep the morality of slavery while maintaining the structure of colonial-era commerce. Critics like Perez suggest that this creates a "historical dissonance." By ignoring the long-term trauma associated with the preceding centuries, the game presents a sanitized version of history that fails to provide the educational or cultural depth that true "inclusion" demands.

Puerto Rico 1897 cultural consultant rejects anti-colonialist board game remake as “not real inclusion”

Official Responses and Industry Silence

As of mid-2024, the publisher, Ravensburger, has maintained a relatively quiet stance, focusing on the game’s availability and its reception by the general gaming public. In the broader industry, however, the response has been polarized. Some gamers argue that Puerto Rico 1897 is a necessary improvement over the original and that the "fix" is sufficient for a game designed for entertainment.

Others, following Perez’s lead, argue that the industry’s reliance on "historical" settings that involve power imbalances is fundamentally flawed. They suggest that if a publisher cannot engage with history in a way that respects the marginalized groups who suffered under that history, they should avoid those themes entirely.

Implications for the Future of Board Gaming

The fallout from the Puerto Rico 1897 situation carries several significant implications for the future of the medium:

1. The Role of Cultural Consultants

The industry must re-evaluate how it employs cultural consultants. If consultants are brought in only to mitigate public relations risks, their expertise is being wasted. True inclusion requires giving consultants a seat at the table during the earliest stages of design, allowing them the power to veto or reshape mechanics that are inherently offensive, rather than just adjusting the narrative framing.

2. Beyond "Fixing" Old Classics

There is a growing call for the industry to move away from the constant re-releasing and "fixing" of problematic titles. Critics suggest that investing resources into new games designed by creators from diverse backgrounds would yield better, more original, and more culturally sensitive results than attempting to "sanitize" games rooted in colonialist origins.

3. The Definition of "Inclusion"

Perez’s statement, "Our industry has a long way to go," serves as a stark reminder that diversity in board games is not just about the artwork on the box. It is about the power dynamics within the studios that produce these games. Real inclusion involves empowering creators from the communities being represented, ensuring that their work is not "severed" from their own voices and values.

Conclusion: A Call for Reflection

The rejection of Puerto Rico 1897 by its own lead consultant serves as a watershed moment for the board game industry. It forces a conversation about whether games are meant to be purely escapist tools that sanitize the past, or if they have a responsibility to accurately and respectfully represent the histories they choose to depict.

As the industry continues to grow, it will be forced to choose between the path of least resistance—updating old brands with minor, surface-level modifications—and the path of genuine transformation. For now, the message from advocates like Jason Perez is clear: replacing one set of labels with another does not constitute progress if the underlying structures remain indifferent to the people and the history they are supposed to represent. The "long way to go" mentioned by Perez is not just a distance in time, but a necessary evolution of the industry’s conscience.

By Nana Wu

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