Mint Reviews: SPINE
This is a review for Spine, by Backwards Tabletop. I recieved an advance copy of this game in exchange for some sort of marketing, and I decided to write a review about it!
SPINE is a solo game about a researcher flipping through a book left to them by a family member, trying to figure out why it was left - and risking getting sucked into the book in the process.
The Game
SPINE primarily functions as a game that you read: the book contains what appears to be a series of varied works, from poetry to book excerpts to diary entries, which your character is reading through, referencing end-notes all the while. The end-notes are where the bulk of play happens: each end-note is accompanied with instructions and choices, each of which typically asks you to make some kind of change to the book.
The book has a number of voices, including the voice of the various authors, as well as the voice of the editor who appears to be responsible for collecting all of pieces and adding end-notes for context. By the end of the game, the book will also include your voice, as you scribble in the margins, draw faces on "clocks," and strike out passages to hide them from future readers.
The game is designed to be handed off and played multiple times, with the results varying depending on how many people have played it before you. In this way, Spine encourages you to play within the context of a community, whether that be your friend group, or simply someone who shares a library with you.
Because the game primarily requires altering the book, the only tools you really need are a pencil, a pen, and an eraser, which can make this game very accessible to someone who may not have access to dice. It can be preserved as a keepsake, a reminder of play, or passed on until it is too tattered to read anymore. I appreciate that despite the emphasis in this book on the value of the written word, there is still an acknowledgement that this is an item to be "used up" in a certain sense, a book that need not grow musty on the back of your shelf, but whose life requires an expiration date.
The Theory
Spine was released alongside a number of essays by Asa, the designer behind Backwards Tabletop. Two of these essays are A Defense of Reading TTRPGS, and Bookplay in TTRPGs, both of which are hosted on the Backwards website. These essays carry within them a perspective of TTRPGs as not simply game instruction manuals, but as pieces of art that inform, enable, guide, and encourage our play. The games text does not simply give us a recipe for a game; the reading of the text itself can constitute an act of play.
SPINE is a sort of game that Asa calls a text-first TTRPG; it uses its claim to be a ttrpg to do other things. It doesn't just help you create a story. It also guides you into the creation of a physical object, one that can be revisited by yourself or another person in the future. It is a drawing exercise, a series of word puzzles, and text that you can decide to just read, without participating in any of the prompts that show up in the end-notes. As a result, the instructions for the book are very very minimal, focusing more on the fiction and depending on you, the reader, to figure out what happens next.
Asa also references Jay Dragon's work and includes an interview with Jay Dragon as part of his process in advertising Spine. Jay believes that books as props can either heighten or hinder play, depending on how they are used. If a book is an instruction manual alone, it can draw out play whenever someone has to flip through it to find the proper ruling. If it is a prop, it is a part of play - in which flipping through it, marking it, making changes, etc, has an effect on the game.
The interview also uses the word "anchor" to describe how a book, or perhaps the fiction in it, can help everyone involved share the same imaginary world. This shared reference allows us to play the game together, using touch points that might give all of the players the a common idea of what is or is not possible in the fiction of the setting. In a way this "anchor" is just as important as a game mechanic in how it allows us to play the game.
This is something that I can vibe with! I've had conversations before with folks about what encompasses changing the system of play, and depending on how much you believe in the value of mechanics as they pertain to your play experience, one could say that changing setting details or media references changes the game experience for the table.
The Takeaway
Does a game need to prioritize playability? Depending on what game design camp you reside in, you'll probably feel very strongly one way or the other. SPINE is incredibly legible, but when it comes to playability, I think it requires at least a little bit of experience with ttrpgs outside of the industry standards like D&D, Pathfinder, or other hallmark titles. That being said, it's also much more accessible in terms of cost, as you could simply purchase the PDF and get it printed and bound locally.
In order to enjoy SPINE you also need to be a player who enjoys solo play, and journalling. The game has a very strong point of view regarding your character, and their relationship to the person who left them this book: this isn't an open world, but rather a narrative that you wrestle with in order to maintain control. The fact that the way the mechanics work enforces the themes of the game is a big win for me.
When it comes to the theory of the game, I think that the first thing that came to mind while reading the essays was the first time I read a physical ttrpg book: Changeling the Lost. Changeling has a piece of fiction at the beginning of the book that plunges headfirst into the setting. It gives you an idea of the kind of world that this game expects you to play in, and it also sets the tone: a waiting for the other shoe to drop, so to speak.
The fiction of SPINE works somewhat differently. It's a patchwork menagerie of various voices and authors, allowing you the reader to make decisions about which parts of the text are making authoritative statements, and which parts are simply theories that you can choose to disagree with, or simply consider literature. It also prompts you, the reader, to participate in authorship; writing parts of the story so that it is a new one by the time this book falls into other's hands.
If you're a fan of ciphers, literary analysis, or poetry, you might like this game. If you're a horror fan or a solo gamer, you might also like this game. However, if you want a clear set of instructions on how to play, or if you prefer the sensation of dice in your hand, or if you want more agency over who your character is and what they do, you might want to give SPINE a pass.
End Notes
SPINE is available in digital format on Itch.io, and print-on-demand copies will be available near the end of October. You can also check out the Backwards Tabletop website for more essays, interviews, features, and updates.











