Episode Transcript
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0:11
Hello everybody
0:11
and welcome to the Shut
0:13
Up and Sit Down board game podcast
0:16
that is all about board games and is affiliated
0:18
with the YouTube channel Shut Up and Sit Down put out
0:20
by Shut Up and Sit Down Incorporated. My
0:23
name is Quintin Smith and I like board games and
0:25
I'm here with Tom Brewster. Tom, do you
0:27
still like board games? I have a good relationship
0:29
with board games at this point. I mean, maintaining
0:33
any relationship is a challenge, but board games
0:35
are in many ways the perfect spouse because
0:38
they are... Cardboard, yes. That's
0:40
what I was going to say.
0:41
Tom and I have an interesting
0:43
episode coming up for you today because we just
0:46
released a video that was kind of
0:48
a manic task. We decided we
0:50
were going to review 10 small
0:52
board games in one video and
0:54
I don't
0:55
know if you've seen it. When we first
0:57
pitched and agreed to do this idea, which has just gone up
0:59
on our YouTube channel, you can go and watch me and Tom clowning
1:01
around reviewing 10 games. I
1:04
thought it would be easy to do. Turns out when you
1:06
sit down to write a script that involves explaining
1:09
and then
1:09
rating 10 games, oh
1:12
boy, it's bad. I
1:14
can say that now. The project is over. It was
1:16
a bad project and I hated it. One thing we didn't
1:19
do in the video was actually, you alluded
1:21
to ranking the 10 games. We didn't put them in any kind
1:23
of order. Maybe we could do that at the end of this podcast
1:26
or is that too cruel?
1:28
No, that's not a bad idea. That's a nice little teaser.
1:30
They are all good. They are all really good. We
1:32
chose 10 games that we really like and this podcast
1:35
is kind of an addendum to that video.
1:38
A companion piece. I like that.
1:40
It's a longer, sloppier, more
1:42
conversational opportunity. Worse.
1:47
A worse piece of content in which
1:49
we will just chat about
1:51
some things with the 10 games because when
1:53
you're reviewing 10 games in one video, you can't afford
1:55
to spend much time on them. Just a slim
1:57
page of a script on each game. So...
1:59
we can this is where we will place
2:02
the errata aka additional thoughts
2:04
we had on those 10 games.
2:05
We can luxuriate in
2:08
the minutia. We can. Come,
2:10
you know where I'm going. Listen up, wallow with us. You
2:13
know where I'm going right after this podcast.
2:15
Where? I'm going to Gatwick airport in
2:17
the UK. Do you know where I'm flying to? America.
2:20
That's right. I'm flying to New York. Then do you know where I'm
2:22
flying to? Ohio? That's
2:24
correct. Yeah. I'm going to Cleveland
2:26
and I'm going to be attending cabin con.
2:29
It's going to be kind of a secret because by
2:31
the time this podcast comes out, I will be at cabin con,
2:33
but the attendees of cabin con don't
2:35
know I'm coming because I'm just,
2:38
I kind of wanted to go under the radar. I'm not really going
2:40
on company business. I just heard it's a really great convention.
2:42
It's a convention that takes place in an American
2:44
summer camp, you know, where like parents
2:47
bundle their children off so they don't have to deal with them for two months.
2:49
So I'm sleeping in a bunk bed in
2:51
a co-ed bunk bed with a bunch of board gamers
2:54
who almost certainly know me from
2:56
the internet and do not know that this D-list
2:58
celebrity is coming to share a
3:01
room with them and sleep in the same
3:03
room with them. You didn't know that shut up and sit down
3:05
actually decided universally that
3:08
we would send you to cabin con because in this circumstance
3:10
we are the parents sending our
3:12
idiot child to get out
3:15
of our hair for a bit.
3:16
It is a bit like that, isn't it? None of you have
3:18
to deal with me for at least a week solid.
3:21
I'm excited. I'm excited.
3:23
Yeah. I hope you have a nice time. I'm sad. I'm not going. Well,
3:26
I have heard that Alan Gurding, designer of two
3:28
rooms and a boom has a prototype, which involves
3:30
turning a bunch of people and cards into
3:33
a haunted house. Oh my God. Through
3:35
nothing more than telling people to do spooky things.
3:38
So you can expect my podcast
3:40
returning from cabin con in a
3:42
couple of weeks. I'm excited to talk about
3:45
Gurding's game goo lag. You
3:48
cannot. Oh, I'm so glad.
3:50
Yeah. This podcast comes out while I'm at cabin
3:52
con. There's a chart like Alan Gurding is going to
3:54
be very upset that Gurding's game goo lag is going
3:57
to. You may just have
3:59
accidentally.
3:59
randomly name, renamed the convention. That
4:02
is kind of too good.
4:05
Before we get rolling on this, I should actually give the
4:08
listeners the list of games that we're talking about, because some
4:10
people might not have seen the video and
4:12
they might need to know what games we're going to talk about
4:14
on this podcast. So
4:15
in a brief moment, we're going to talk about spots. And
4:17
then after that, we're going to talk about for sale.
4:20
We're going to talk about hungry monkey. We're going to talk about
4:22
world breakers. We're going to talk about aquamarine and
4:24
voyages. And we're going to talk about trailblazers.
4:27
That's the list of games on this podcast. I'm doing the admin
4:29
here.
4:30
Let's start with spots. Shall we? Let's
4:32
do it. Let's do it. If people at home have realized
4:34
that's not 10 games, that's correct. There
4:36
are other games in the video
4:39
that you know, we've got to keep a little something back. We've got to keep
4:41
a little something back. And because we've sort of covered
4:43
those games elsewhere or will cover those games
4:45
elsewhere in a different podcast.
4:48
Maybe listen, we have a system.
4:50
It kind of works. Tom,
4:53
would you like to talk about spots? Okay. So spots
4:55
is a fantastic little push your luck game from
4:58
CMYK games. They made Monica's, they
5:00
made wavelength. Now they made a little game where
5:02
you roll
5:03
dice. You're putting, I
5:06
really love the manual for this game. It says dogs
5:09
have spots. Dice have spots, put
5:11
the spots on the dogs. And that's
5:13
what you do for the whole game. What
5:16
you'll see in front of you immediately is you'll see two little
5:18
dog cards that have spaces for dice to
5:20
go on, but match the spots on the dogs.
5:23
You will have a little kennel or the
5:25
yard as it's called, where you'll maybe have a dice
5:27
and a bone in front of you. You have
5:30
six possible actions that you can take
5:32
on your turn. And all you do on your turn is choose
5:34
one of the actions to take and then take it. And
5:37
each of those actions will involve rolling the dice in some
5:39
way and putting matching dice on your dogs.
5:41
For example, you might roll two dice, you
5:43
roll a five and a four and the five matches
5:46
a spot on your dog. So you put the five on there, but
5:48
what about the four? It doesn't match. It
5:50
goes into your yard, a little box where
5:52
all the bad dice go. If
5:54
the yard ever goes over seven total
5:57
pips, so as soon as it hits eight pips,
5:58
you're done.
5:59
you're finished. Your dogs
6:02
are bad. And you wipe off all
6:04
of the dice from the kennel and you wipe off all of the
6:06
dice from the dogs and you have to start
6:09
from scratch. Any dogs that you've previously
6:11
filled, because the objective is to fill up a dog with
6:13
dice. You want to have all the spots. Yeah. As
6:16
you said, as you chuckled about in
6:18
the episode as well, you have to fill up a dog with
6:20
dice. Once you have
6:22
filled in all the spots, you can then take
6:24
a turn to score that dog, flipping it over
6:26
and making it a permanent point towards winning. Six
6:28
points and you've won the game. However,
6:30
the
6:31
push your luck magic in this
6:33
game is if you fill up all of your
6:35
dogs, let's say you had three dogs in front of you that had like
6:37
maybe 10 total spaces for dice between
6:39
them. If you managed to fill up all of those dogs,
6:41
all those spots, you flip them all over at
6:43
once without taking an action, which is like huge
6:46
in a game where you might take like 12 actions.
6:48
No, not 12 actions, like 20 actions total.
6:51
Not having to spend one just flipping over
6:53
a dog is kind of huge.
6:55
Um,
6:56
Quins, I really like this game. Uh,
6:57
it's very good. It's very sharp.
7:00
It's very fun. I seem to remember there's a bit of, uh, when
7:02
I'm filming the beer on the video or when I'm filming
7:04
my lines, you said, Oh, the cogs are turning.
7:06
This seems fun. Yes,
7:08
that's true. I did not like how this game
7:11
looked at all. And I was very rude about
7:13
it, but only because I knew that it was probably
7:16
actually good if you were talking about it. There's
7:18
not, there's not that many games that just let
7:20
you kind of gamble with dice are there?
7:23
Like board games are so good at, you
7:25
know, like using dice for conflict resolution or
7:27
for, you know, like randomizing a result.
7:29
But the history of dices is, you
7:31
know, it's craps. It's, you know, it's, it's
7:34
a god of a million other dice
7:36
games that used to be played in pubs before the 1950s and board
7:39
games as a hobby have kind of gotten away from this idea of
7:42
just rolling the bones and
7:44
gambling. And it really sounds
7:46
like spots is filling that niche.
7:48
I think it's filling the niche because it has just the right amount
7:50
of inviting, push your luck in it. It's not
7:52
such a massive bonus that like you're always
7:54
going to want to do it. But when you want to go for it, it's
7:57
just like, it's
7:58
got that brain itch at the back.
7:59
of your head that goes, oh, you could do it. And
8:02
that ties into the way that you roll the dice. These
8:05
actions that you have are all named after a thing
8:07
that a dog does in these sort of like subtle
8:09
but thematic ways. So for example, walk
8:12
is one of the things you can do. You roll two dice, and
8:14
then you roll one dice, and that's it. That's like
8:16
not much risk. It's sort of ambling
8:18
and simple. Another option might be to chase
8:21
where you roll one dice, then you roll
8:23
two dice, then you roll three dice, then
8:25
four, then five, and you can keep doing that as many
8:27
times as you want, which is like Ava correctly pointed
8:29
out that it feels like you are a dog chasing
8:32
something continually sort of getting
8:34
more and more driven towards a singular goal. No
8:36
matter how much risk it may incur. I
8:39
don't think dogs talk about risk that much. And
8:42
then sprinting is you roll one dice for each
8:44
of your cards in an unfilled space and then repeat
8:46
that as many times you want. So obviously you're just taking
8:48
on more and more and more and more and more risk, but
8:50
it's so inviting to do so. So many actions are
8:53
roll this and then repeat and then
8:55
in like almost in bold as many
8:57
times as you want,
8:59
which is great. Also something
9:01
that we neglected to point out in
9:05
the video, or that I neglected to point out in the video,
9:07
this game is designed by John Perry,
9:09
who's the same guy. The guy who did
9:11
Airland and Sea. Yes. And also
9:14
I was working with like Derek Yu on things like UFO 50
9:17
and Eternal Daughter, which is cool. This
9:19
is like, CMYK
9:21
games do seem to be approaching that status
9:24
of a publisher who not just
9:25
reliably puts out good games, but puts out
9:27
different good games, which seemed
9:29
to, that's like the two best things a publisher
9:32
can do. It's a little bit scary. Like, you know,
9:34
Monikers and Wavelength fit in quite a similar category.
9:36
And then they came out with the Fuzzies, which is
9:38
completely bizarre, but still does kind of, I
9:41
think that all of their games do have something about, they're
9:43
all very simple, they're very approachable and they're very
9:45
stylish.
9:46
And I think that that's something nice about having
9:49
these differences in, I mean, I
9:51
think spots is stylish, you think differently, but
9:53
I think that having this through line
9:55
with all of their games being like ultimately approachable
9:58
and like kind of poppy is like really.
9:59
good even though there's lots of difference of the
10:02
kind of games that they put within that, if that makes
10:04
sense. Yeah,
10:05
yeah, yeah. Now, wow. What a terrific
10:07
publisher. Just go from strength to strength. From
10:09
you talking about hot new games, I
10:11
just wanted to briefly talk about For Sale,
10:13
because we've finally covered it. We've
10:16
fight like it absolutely breaking
10:19
the rule of our of the top 10 new
10:21
small games video. I just bunged in
10:23
a game that was not new at all, but because
10:26
we've failed to cover For Sale for
10:28
years. And I was like, I just saw
10:30
an opportunity and wedged it in. Like,
10:33
I was like, you know, Indiana Jones rolling under
10:35
a big
10:36
stone closing door. For
10:38
Sale's great. And it's from quite
10:40
literally before Tom was born, but it's been
10:42
kept in print since then, because it's
10:44
phenomenal. It's a game of buying
10:47
and selling houses. It's a game of two halves, where
10:49
in the first half players auction off different
10:52
houses, which range from literally like a sewer
10:54
with a string of fairy lights running down into it
10:56
to, you know, a space station, which is the best house.
10:59
And then what you're really doing in this first half
11:01
of the game is assembling a hand of cards for the second half.
11:03
You, all these houses you buy that, you
11:05
know, sat in front of you, like a little tableau,
11:08
you then pick up and you use them to bid
11:10
for checks in a slightly different auction and you
11:13
sell those houses and you get checks and you got a total amount of money.
11:15
And it's just great. Tom, I
11:17
reviewed For Sale in this video, but you
11:19
also love For Sale. Is that right? I do. I do
11:22
like For Sale a lot. And you know, one of the things that's kind of funny
11:24
about this game is that you say it's been sort of kicked
11:26
around the site for so long as this game that
11:28
like we always want
11:30
to review, always want to cover, because it's always good.
11:32
It's evergreen. It's like a really good, like
11:35
solid game to have in your collection. So
11:38
you gave this to me. I don't know if you remember
11:40
this, but when I started working for Shut Up and Sit Down,
11:42
you gave me a little bundle of games basically
11:45
going like, maybe you can go away and cover these.
11:47
And For Sale was one of them. And I think
11:49
that
11:50
it was less of a job and more of a test
11:52
to identify if For Sale is
11:54
truly the game that you think it is. Do you know what
11:56
I mean? Oh, I didn't tell you it was legendary.
11:59
I just gave you.
11:59
this like classic game from 20 years ago.
12:02
Oh, wow. It
12:04
was bundled with a few other games that like are
12:07
certifiably are not classics. Wow.
12:10
Oh, that was an accidentally cruel thing for
12:12
me to do. Yeah. That's I'm so sorry.
12:15
And I'm extra sorry, because it's
12:17
really simple card games. It's often very
12:20
difficult to identify that they
12:23
are great. You know what I mean? Like
12:25
a game like for sale on no thanks, like
12:27
there's nothing immediately flashy. There's no rule
12:29
that you teach and everyone goes, Oh, you
12:32
know, there's no fantastic theme. It's
12:35
just when you're playing it, you're
12:37
just having a really good time. And
12:39
it's generating mistakes that are really funny.
12:42
We had an interesting conversation about no thanks recently
12:44
where I think like the
12:46
game in no thanks is almost too thin for
12:48
me. Right. And you said maybe correctly
12:51
that I was kind of
12:52
missing the point. The
12:55
point of no thanks is that every single turn
12:57
anyone takes the whole table goes. And
13:01
for sale for me is is that it kind
13:03
of takes up that that small classic slot in
13:05
my collection where you're still auctioning players
13:08
are still going. But you know,
13:10
there's just fractionally more game, which is to say
13:12
I can reliably win for sale. I
13:14
cannot reliably win. No, thanks. It's
13:16
very similar to no thanks. The more I think about it,
13:18
to be fair, like it has that same thing of like,
13:21
it's about who sort of like chickens
13:22
out first in a lot of ways. It's
13:25
kind of like an inverse of no thanks in a way
13:27
that's really quite clever. And I do think that like for
13:29
sale
13:30
also generates, you know, generating mistakes
13:32
is a phrase you've used a lot when talking about that game.
13:34
And it's 100% true that like, it
13:36
is a game about agonizing over the fact that you spent
13:39
so much money on a mansion and now got as much as
13:41
someone else did for their like pig pen from
13:43
it. Like, yeah, yeah. They're like, you mean
13:45
when they're selling it? Yeah. Of accidentally
13:47
selling your pig pen for $15 million and accidentally
13:50
buying an igloo for 40 million.
13:52
Yeah, it's great. The covering
13:55
for sale for the video has also made me really want to
13:57
try for sale or to Rama by Eagle
13:59
Griffin games. which I just saw before this podcast, is
14:01
actually designed by Steph Andorra, the original
14:04
designer of For Sale. Oh, lovely. So
14:06
For Sale is a game of two halves. For Sale, Autorama
14:09
is an effort to turn it into a game of kind of three halves,
14:12
where you first bid on experts. It's
14:14
themed around buying and selling cars, where
14:16
before you start buying and selling cars, you buy
14:19
experts who know certain things about certain
14:21
cars. So I'm interested
14:23
to try that. And also, Tom, Steph
14:25
Andorra's cat... I also found out that Steph
14:27
Andorra designs Medina, which is a game I really, really like.
14:29
Oh, yeah. I both like it more and I'm
14:32
better at than anyone else on Shut Up and Sit Down. But
14:35
Tom, did you know Steph Andorra also has
14:37
a
14:38
bunch of fantastically named games.
14:41
If you were a designer, I think you would
14:43
name your games the same as Steph Andorra's
14:45
Bat Catalog. Can I name a few of these for you? Hit me. Slough
14:48
Off, Bucket King,
14:52
Niet, which is just Russian for no, and
14:54
Marrakesh, which is what if you were
14:56
in Marrakesh trying to get cash? I see. It's
14:59
just, it's like, it
15:01
really is like he finished the game
15:04
and then realized it was going to print in 11
15:06
minutes and had to name
15:08
it like immediately. Bucket
15:10
King is great. I'm here to try Slough Off. I'll tell
15:12
you that.
15:16
Another card game that is very different
15:18
from For Sale that we talked about on our top 10
15:21
small games video is World Breakers,
15:23
Advent of the Carnate, which is a
15:25
two player, head to head card based
15:27
battling game. And you did hit the nail on the head
15:29
quins when you talked about in the video, you said
15:32
that we cover lots of these games
15:34
or we have played lots of these two player head
15:37
to head games. And it's actually kind of a shame that we
15:39
didn't get to talk about World Breakers in our CCG
15:41
special, although World Breakers is not really a pitching
15:43
to be a CCG, but it would have fit right
15:46
alongside chats about Flesh and Blood and
15:48
Soulford Fusion as being a kind of twist
15:50
on this like head to head Magic the Gathering style
15:52
format. Although I think that World Breakers
15:55
has
15:55
a really lovely push and pull that is
15:58
kind of more aligned with Netflix.
15:59
runner than it necessarily is with
16:03
games like Soul Forge and Flesh and Blood.
16:05
Although invoking the name Netrunner brings
16:07
up a lot of assumptions and ideas about what a game
16:10
is and how it feels. It's just a light sprinkling
16:12
of that. It's not sort of as
16:14
core as, you know, you're not like
16:16
hacking. You're not, you're
16:18
not in the far future and you're not keeping like massive
16:21
secrets from one another. No, you're
16:23
in 13th century alternate history Asia.
16:26
And what do we always say, Tom? We always say for the theme
16:28
of your board game, you should pick something that you care
16:29
about and can cover with real specificity
16:32
rather than something generic. And it really
16:34
feels like the designer of World Breakers, Eli
16:36
Amir,
16:37
really cares about 13th century Asia. And
16:39
that comes through the game and I'm here for it. I'm
16:42
happy to play Marco Polo, trying to get
16:44
crystals from a weird
16:46
like magical spellcasting descendant
16:48
of Genghis Khan. Yeah,
16:51
no, let's talk a little bit about that structure because
16:53
it's a little bit Netrunner a little bit Magic the Gathering
16:56
because what you've got is in the same way in Magic
16:58
you play lands in World Breakers, you
17:00
buy kind of areas like I
17:02
don't know, a crystal cavern that you're mining for crystals.
17:05
And then they kind of tick off
17:07
over several turns, right? They at
17:10
the end of each turn, you get first off the level
17:12
one reward from it, then the level two, then the level three.
17:15
But if your opponent can punch through your defenses or make
17:17
you not want to block with your units, they can destroy
17:19
that resource. Is that right? Yes. Yeah.
17:23
And that's why the game of World Breakers is just by accruing enough power
17:26
and power is something that you can either get a little drip
17:28
of from those like locations that you play
17:30
down in front of you, or you can do it just
17:32
by fighting. And there's something really nice about
17:34
the fact that
17:35
the first two decks is something
17:37
that I love in games when
17:39
the first two decks that it gives you are fantastically
17:42
well balanced against each other. You have
17:44
one deck that's all about building up a sort of
17:46
blockades defenses, kind of keeping
17:50
their power close to their chest and relying
17:52
on that drip income. And then another faction that
17:54
doesn't really play many locations, but instead just
17:57
goes to town trying to
17:59
get through the other person's defenses, which creates this
18:01
like lovely asymmetry off the bat, which
18:03
then changes when you introduce the different decks of the game.
18:06
Also comes with this four factions in the base
18:08
game. And I also wanted to touch upon the fact that we
18:10
talked about in that CCG special, we talked about
18:13
Flesh and Blood, and when we talked about Soulful
18:15
Diffusion, the difficulty of learning these
18:17
games and how they can be
18:19
really knotty and irritating to learn,
18:22
because they just have like lots of, I
18:24
don't know, like
18:25
they neither of those games were a particularly inviting
18:28
learning or teaching experience. I think that's correct.
18:30
No, they weren't. Yeah. But World Breakers, you taught
18:32
it to me and then we didn't really have to reference
18:35
the manual for the entire time we were playing, which was
18:37
huge. Yeah. Or if we did have to reference something,
18:39
it was on the back of the manual in the most clear
18:41
player guide I have seen in one of these games like
18:44
ever. All the keywords do exactly
18:46
what you expect them to do. Like every
18:48
time we had a rules question, you looked it up just
18:50
to be sure, but then we were like, oh yeah, that works
18:53
how I think it works. Like
18:54
delightful. Yeah. That's such a huge
18:56
deal. Twist Ending though, you
18:59
and I really like World Breakers. We were really impressed. It's
19:01
like a new designer, you know, it's
19:03
an interesting idea. It's really, really solid.
19:06
And that's
19:07
none of that is that impressive, but
19:10
take it from us that it's very rare with these
19:12
kinds of games. However,
19:14
while you and I agreed to record this segment
19:16
talking about World Breakers and we were going to be bigging it up,
19:19
Twist Ending, do you know what all this discussion
19:21
of, you know, collectible games where
19:23
you deploy units and run them around and try and smash
19:25
your opponents resources? Do you know what this has made
19:28
me want to play? What's it made you want to play, Quins?
19:30
Summoner Wars Second Edition. That game is so good.
19:33
That game is so good. I really, I
19:35
kind of briefly forgotten about it, but my goodness,
19:37
it's like the best in class of these, you know,
19:39
spend resources to deploy units, run your units over
19:41
and try and smash the other, other team. It's so asymmetric.
19:44
And it was you saying I love when a set
19:46
has two different balanced against
19:49
each other. As soon as you said that my,
19:51
one of my seven brain neurons fired as
19:54
Summoner Wars written over it. And I was like,
19:56
Oh my God, I really
19:58
want to play
19:59
some summon Wars.
19:59
is really good. It's the presence of that board
20:02
in Summoner Wars, like the fact there's a physical space
20:04
that you occupy that's kind of like, it roots
20:06
it in a tactility or a physical
20:08
space that you can get into. Yes. And it's like, yeah, it's what
20:11
if Magic the Gathering, but you could chase the opponent's
20:13
magician into a corner and then have
20:15
them like erect walls and physically
20:18
cower away from you. It's such, it's really,
20:20
really nice. And I do think though that something with worldbreakers
20:23
that I think is like, we talked about it being in the
20:25
vein of like lots of these sort
20:27
of similar, you know, head-to-head card
20:29
battlers,
20:29
but worldbreakers does have a feel that
20:32
I really like of these very small scale
20:34
battles between like not many combatants. You might
20:36
have like two units or one unit
20:38
on the board going up against three units. You know, it's very,
20:40
very small manageable numbers having these
20:42
very small scale battles and also having something
20:44
that feels like a skirmish or a scrap
20:47
or a push and pull, because one thing
20:49
it has that it doesn't, you know, summon a wars and netrunner
20:51
and all of Magic the Gathering, all these kinds of games have,
20:54
I take my turn and then you take your turn. Worldbreakers
20:57
has a round of four turns each, but they're
20:59
staggered between
20:59
the players. So it'll be me, then you, then
21:02
me, then you, and it bounces back, which does
21:04
give it this very similar to sort of the
21:06
way that Flesh and Blood feels like a game of like call and
21:08
response. Worldbreakers is that with multiple
21:10
people rather than just
21:12
one body that you're piloting
21:14
like a sort of Torabash pro. Yeah. You know,
21:17
we mentioned Radlands during the Worldbreakers
21:19
section of this video that we did, which was
21:21
a Roxley games production that
21:23
you and I both really wanted to like. It's so beautiful.
21:25
It's again, one of these deploy units and
21:28
raid the opponents, you know, like resources. Yes. But
21:30
setting this neon,
21:33
drippy, post-apocalyptic Mad
21:35
Max setting looked great, but
21:37
relevant to what you're saying now, Tom, the problem
21:40
I had, well, one of the problems I had with that game is like, I
21:42
would take my turn and do a bunch of cool stuff and it felt
21:44
great, but I hated when you took your turn
21:46
and, you know, stumped on my units
21:49
and shot my sniper and attacks my,
21:51
you know, like, you know, silos or whatever. Yes.
21:53
Yeah. But then I got to take my turn. That was fun. Oh,
21:56
no. Tom's taking his turn
21:58
again. Yeah. And well breakers avoids.
21:59
that by just being like, you play a card and
22:02
I can do action, then you could do action.
22:04
And it's like, it's, it's, it's,
22:07
it's fast paced and exciting and feels a bit
22:09
more tense. Yeah, no, love it. Love that structure.
22:15
Up
22:15
next, I just want to talk for a hot second about
22:18
Hungry Monkey, a game put out by Heidelbar
22:20
as part of their line of, it's,
22:23
this is tricky to describe. Heidelbar have put out
22:25
a selection of little boxed games
22:27
that are
22:29
unique takes on games
22:31
you can play with a classic deck of cards. For example,
22:33
they put out Blaze, which is based on very popular Russian
22:35
game Duroc. And we reviewed what
22:38
we think is that there's spicy, which is based on the game Cheats,
22:40
which is quite good. But I think Hungry Monkey
22:42
has eclipsed spicy as the best game in this line.
22:44
And maybe I
22:45
might even say the only one worth probably buying.
22:48
Hold the phone. Oh,
22:50
they also put out coyote. Yeah.
22:54
Oh, discord
22:57
is cutting out a lot of noise
22:59
that you're making there, but I presume it's just, it's just
23:02
air. It's a long raspberry
23:04
sound made with my lips. Yeah. So sorry. Are
23:06
you going to go to bat for coyote now? Well, I've
23:08
bat for it more than like, I don't know, in my
23:10
Heidelbar ranking, like what I put coyote
23:13
like above a Nancy,
23:15
maybe I don't know.
23:17
Yeah. All I'm saying is that I wouldn't necessarily
23:20
go out and tell people to buy a Nancy or coyote.
23:22
All right. Okay, fine. But Hungry
23:24
Monkey and spicy made Hungry Monkey, most of all.
23:26
Hungry Monkey is based on the card game Shithead or Palace.
23:30
And here's the thing, as a game, it's
23:33
tricky to teach and not
23:35
particularly tactical and not
23:38
like enormously clever. But what Hungry Monkey
23:40
has in spades, in abundance, in
23:42
a Scrooge McDuck style vault is
23:44
this thing, this idea of flow. And
23:47
on the next
23:47
podcast, we're going to be talking about a game day that Tom and I did
23:49
where we didn't review new games, we just played games that are
23:52
just like classics that we thought, you know,
23:54
let's just have some fun. Yes. So on the next
23:56
podcast, you'll hear us talking about Taj Mahal, Samurai,
23:58
Mundus Novus and Parade.
23:59
And what you remarked when we were
24:02
playing Mundus Novus is like, the game
24:04
isn't amazing, but the flow
24:06
of it is. And
24:08
that's what Hungry Monkey has,
24:10
right? It's just like, you're just put... It's
24:14
such a peculiar state for a board game to have, because
24:17
it's almost separate to the game. Like the game
24:19
is the challenge, the contest is
24:22
secondary, just to this action of playing
24:24
cards, looking at a card, drawing a card, when it...
24:26
And it's alchemy, but sometimes that
24:29
just feels great.
24:31
Yeah. And I think it can
24:33
only happen in games that are on the simpler
24:35
side of things, because it's that feeling of like,
24:38
really worrying and crunching and focusing
24:40
on the game, and more focusing on the motions
24:43
of it. It's like you're less focused
24:45
on trying to do well, and more just pleased
24:47
by the act of playing with your friends, drawing
24:50
cards, smiling at each other. Yeah,
24:54
yes, smiling and doing like playful
24:56
things. And I think the thing that Hungry Monkey and Mundus
24:58
Novus have in common, is that
25:00
both see you working on a shared
25:02
thing. Like Mundus Novus sees you passing tons
25:05
of cards back and forth, in this big weird shifting
25:07
market. And then with Hungry Monkey, you're all adding
25:09
cards to a shared deck. So it's
25:11
almost like it's... It's like...
25:15
This is going to sound maybe a bit skeevy, but it's
25:17
almost like the sensation of touching
25:20
one another, but
25:21
without actual physical touch, you're touching a
25:23
shared object and amending it and tweaking
25:26
it.
25:26
Does that make sense? Do I sound nuts? You know, you
25:28
do sound nuts, but it does make a bit of sense.
25:31
Okay, well, I'll take that. In the same way that like playing
25:34
a video game together is like touching
25:36
each other. It's in the same way that parallel
25:38
play is, even though you're doing two completely
25:40
different tasks in the same room, yes,
25:43
it feels like you are playing together, even though you're
25:45
not. The human brain is weird. Let's
25:47
move on before Tom has me
25:49
sectioned. Finally,
25:52
Tom is going to help me solve
25:55
a problem.
25:55
Well, hold on. We've got Aquino Voyages first.
25:58
Oh, okay. Tom is going to help me solve... solve
26:00
a problem after he talks
26:02
about Aquarium Voyages a bit more. Very
26:06
very brief mention of Aquarium Voyages here, because
26:08
they are in the unfortunate category of being
26:10
games that are just really solid. And
26:13
that's the kind of game that is hard to talk about
26:15
on a podcast. Aquarium
26:18
Voyages are just two really lovely little roll
26:20
and writes. They're both made by a company called Postmart
26:22
Games who do print and play roll
26:25
and writes. They're four quid to
26:27
buy them and you get access to all future content, print
26:29
them at home, because everyone has dice
26:32
and pencils somewhere in their house. You
26:34
don't need more dice and pencils. I have
26:37
so many roll and writes now and
26:39
I like the pens or pencils in literally
26:41
none of them. Just give
26:43
me my own and that will be fine. There's
26:46
something lovely about the Aquarium Voyages. So they're these nice little roll
26:48
and writes. They're these very very simple core mechanics. Aquamarine,
26:51
you are rolling two dice and making an area
26:54
out of them that you're then using to dip underneath
26:56
the sea. Then if you use the higher of the
26:58
dice to make that area,
26:59
you will have to spend air
27:02
in your tank, which means that you will
27:04
maybe drown as you get
27:06
to the bottom. Voyages, your little boat
27:09
sailing along the sea. And there's this lovely thematic
27:11
sense of you roll three dice and you choose two
27:14
of them to like choose your direction and
27:16
the speed at which you're going to go. And
27:18
that roll kind of like, and maybe this is a
27:20
little silly, but to me it feels like
27:22
a sort of thematic blowing of wind
27:25
across the sea and you're just sort of catching it the
27:27
right way at the right time
27:29
to zoom
27:29
along to your location. Both of them are just really
27:32
simple, really enjoyable. And they have this really
27:34
nice arc where there are multiple sheets
27:37
that you get that kind of add or change
27:39
mechanics as you go. So the last one in voyages
27:42
is like a boat race. And Aquamarine has
27:44
these like massive sea creatures that you need to draw a huge
27:46
area to capture them in. And
27:49
that's it. That's literally all I've got to say about
27:51
Aquarium Voyages. They're just both really great, lovely,
27:53
simple roll and rights.
27:54
You know, I think the people are, well, I have
27:56
two points to make. First off, there's a weirdly
27:59
high ratio. of popular games that
28:01
feature drowning. Cause
28:04
ACK, Marine great game features drowning. Deep
28:07
sea adventure, very popular game features drowning. Bargain
28:09
Bathes is bathysphere.
28:11
Lovely game features drowning. Yeah.
28:14
Maybe, maybe this is the secret source that
28:16
game designers should be applying. Or more if a game
28:18
is under the sea, it should feature drowning
28:20
as a point. Yes. It
28:23
must have that as a mechanic. There we go. Deep
28:25
sea endeavor is coming out next year. And if
28:27
they haven't added drowning to the classic
28:30
Euro game endeavor, then I'll be disappointed. The
28:33
other thing I wanted to say is people are probably listening to you talk about,
28:35
you know, oh, it's only four pounds for these games. You print
28:37
at home yourself. People at home might be thinking,
28:40
I don't have a printer,
28:41
but you know what you do probably have people at home?
28:43
A friend who works in an office. And
28:45
the main reason that anybody works in an
28:48
office is to get access to that sweet
28:50
office printer, where you can print off as
28:52
much as you want in very glossy, full color
28:54
paper.
28:55
So go to your friend or family member and
28:58
just get them to print Acreuna Voyages for
29:01
you at their job. And in doing so, not
29:03
only will you be getting that printing for free, you'll
29:05
be slightly endangering their employment. So,
29:09
you know, that's just like a fun game that they can play as
29:11
they're making a game that you can play. Print 200 copies
29:14
of your print and play roll and write game at your
29:16
friend's office and get them into huge amounts
29:18
of trouble.
29:19
Oh, I love this. I love this. It's a game
29:21
within a game.
29:22
Finally, Tom is going to help
29:24
me at last with a problem
29:27
that I've got. So in this top 10
29:29
video, one of the last games we covered and one of the
29:31
best games in the video is the new Ryan Courtney
29:33
game Trailblazers, which
29:36
is a game where you are going to be using
29:39
the Ryan Courtney signature, which are little domino
29:41
pieces. And they really do resemble
29:43
dominoes, I think, in shape and feel and how you
29:45
use them. Except
29:48
in the first Ryan Courtney game, Pipeline, these
29:51
domino pieces contained pipes that
29:53
you would use to refine oil. In the next Ryan
29:55
Courtney game, Curious Cargo, the pipes
29:58
were instead conveyor belts on these domino pieces.
29:59
that you would use to transport goods.
30:02
But this is the third and even simpler
30:04
Ryan Courtney game trailblazers in which
30:06
you run or are designing like
30:09
camps in a kind of American national
30:11
park setting. So you are going
30:13
to be sort of like drawing paths through
30:15
the wilderness for people and you want these paths
30:18
to loop out from like base camp
30:20
so that people can go on a nice big walk on a path. And
30:23
then you put a separate camp for cyclists and you've got cycling
30:25
trails that run out from that. And then you've got a third
30:27
camp for kayaking and you are somehow carving,
30:29
I guess
30:31
rivers or like people channels
30:33
that people can float down. Kind of like you're
30:35
designing like it's a small world ride at Disneyland.
30:38
Trailblazers is great. You
30:40
can go and watch the top 10 video to watch Tom Wack's
30:43
lyrical about why trailblazers is great. But
30:45
Tom, I've realized that my collection needs
30:48
a Ryan Courtney game.
30:49
I do not need all three of these because I
30:52
just don't. That like, they are similar
30:54
enough that I've got limited space in my collection.
30:56
I don't need three games by an American man
30:58
about pipes. That's too many. So
31:02
which should it be? I
31:04
want the lightweight game of trailblazers, the
31:06
mid-weight but very cruel game of curious cargo or
31:09
the heavy euro of
31:10
pipeline. The low down here,
31:13
I think. So trailblazers is the simplest.
31:15
It also seats the most people. The
31:17
non-travel version of the game, the full box version
31:20
seats up to eight people, which is absurd.
31:23
I am never ever going to do that.
31:27
If I've got eight people around my house, I am playing
31:29
an eight player game that is designed for big
31:31
groups in mind, like Monica's or, you
31:33
know, deception, murder
31:35
in Hong Kong
31:36
or sederial confluence.
31:38
I don't know. Okay, fine.
31:41
Nevermind. That's a moot point. But trailblazers is
31:43
the one you're most likely to get to the table because
31:45
it's like 30 minutes. It's like dead
31:47
simple. You can play it with most anyone. And
31:50
it does still have the pipes in spades.
31:52
The pipe puzzle is nasty. It is mean. It
31:55
is really, really interesting in this game. It is good,
31:57
but
31:58
both of us do like the. sort of the
32:00
layer on top that is inside of
32:02
pipeline and curious cargo. And out of
32:04
the two, I think you most like
32:07
curious cargo.
32:08
Um, I do, I do because it feels
32:11
the most unique pipeline is a
32:14
like the 25% of pipeline
32:16
that is pipes. God, this is such an insane sentence
32:18
to say. I love the 25% of pipeline that is the pipe mechanic.
32:23
I love the 75% of it, which is like a
32:25
really solid economic game.
32:28
I like, but I don't know. I've got,
32:30
I don't know. Do I even,
32:32
ah, I'm kind of talking about myself around cause I was going to be like, that's
32:35
the kind of thing I have in my collection already. But I, I
32:37
don't really have that in my collection already.
32:39
You don't have the sort of like very math C
32:41
like get to market first that pipeline
32:44
has of like, it's, it's that sort of hard
32:46
edge of economics where it's like, there is a very limited
32:48
supply of everything that you need to steal
32:50
from someone else. The closest thing I have there
32:53
is like, I don't know, food chain magnate or the
32:55
estates or kind of cedarial confluence.
32:57
Maybe container. Yeah. Like I
32:59
think the thing that is so interesting also about pipeline
33:02
as a game is it's like,
33:03
I've not seen a game do that
33:06
thing that it do the thing that it does where it has three
33:08
rounds or three years. Year one
33:10
is very, very long. Year two is quite short.
33:12
Year three is like tiny because it
33:15
assumes that by year three, you have
33:17
an engine that is so ridiculous that you're
33:19
doing things that are like unheard of
33:21
in year one. Like I think the arc
33:23
of that game in terms of it being like a number
33:26
go up game is just so
33:28
juicy. It's like doing that better than I've like
33:30
ever seen any other game where like you
33:33
build an engine that is
33:33
so ruthless that you are just absolutely
33:36
churning out. And it's the fact that it's not points.
33:38
The fact that it's money gives it a whole
33:40
different feel like that is a huge thing in games. As
33:42
soon as you make your points money, instead,
33:45
you've got a different game on your hands and
33:47
pipeline.
33:48
It's just stacks on stacks. It feels so good.
33:50
Count point. I mean, oh yeah.
33:53
Count point. Curious cargo is small
33:55
and it's lethal
33:56
and it's deadly and it's so unique
33:59
and that counts. for a lot,
34:02
but I can't have pipeline and curious
34:04
cargo. Well, cause maybe this how you
34:06
justify yourself as you say that curious cargo
34:08
is so small that you can have pipeline
34:11
too.
34:12
I don't
34:14
even, but Tom, I've also got
34:16
here written down on my desk that I've realized my collection doesn't
34:18
have an Azul. I
34:20
need an Azul. I think
34:23
I need original Azul. Yeah, bog,
34:25
bog, bog, azul. Bog, bog
34:27
standard Azul. I might have to wait, but I'm
34:29
just going to wait until the newer Azul comes
34:32
out. Cause there's another one. Here's what we do
34:34
is you should, so there's, I
34:36
got the expansion for pipeline and I looked at it
34:38
and went, oh yeah, the expansion for pipeline.
34:40
And then realized that we can probably never cover
34:43
it because covering it will be the most dry
34:45
thing anyone has ever heard ever. It
34:48
has, you know, like, oh, it adds like new and variable
34:51
market tiles and people will just tune
34:53
out by the dozens as they listen to that part
34:55
of the podcast. Yeah, that's correct. However,
34:58
I'm sure it's great. I'm sure it's really interesting. I'm sure
35:00
it changes pipeline. And so I want to play
35:02
it. So here's what we do. You come to my
35:04
house and we play ourselves a bit
35:06
of pipeline with the variable market tiles.
35:09
And then you can decide on what pipe
35:11
game gets, gets the crown, gets the dub.
35:15
Okay. We would also, I'd need to play curious
35:17
cargo again. Which is fine. Something I'm happy
35:19
to do. Cause it's a great game. Let's play all three
35:21
and go nuts.
35:23
I don't actually feel I need to play trailblazers
35:25
again. You know? I had a really
35:28
lovely time playing trailblazers at
35:30
a pub. We played it three times in a row
35:32
and it was just lovely. It was just nice
35:35
doing a little puzzle. Like it had that flow.
35:37
That's the thing is it's like, because it's all pipe, it
35:39
doesn't leave you exhausted afterwards. Like
35:42
even if you can make massive mistakes and have real
35:44
problems in that game, it's still ultimately
35:46
kind of soothing as a game, which is
35:48
definitely not something you can level at either curious
35:51
cargo or pipeline.
35:53
No, I tell you what, honestly, if
35:55
I'm being totally honest with you, myself,
35:57
and the people listening to this podcast, I...
35:59
I'm both excited and ready
36:02
to see Ryan Courtney, who I think we both agree
36:04
is a great designer and do something that doesn't have
36:06
these sodding pipes. Well, he did bear rate.
36:09
Oh yeah, which I didn't like.
36:12
But did it, did it, did
36:14
it, did it, did it.
36:16
Hey,
36:18
if you like Shut Up and Sit Down content, if you watch our
36:20
YouTube videos, if you listen to the podcast,
36:22
I've got good news for you. We've now got
36:24
an additional kind of content that we're making.
36:27
It's called TikTok. It's a new app that I think
36:29
is gonna be really popular one day. I
36:31
think,
36:34
no, don't laugh Tom. I really think that TikTok
36:36
will one day maybe be as valuable
36:39
as- Ask Jeez.
36:41
Blogging and podcasting, yeah. No,
36:44
for real, Shut Up and Sit Down is on TikTok now. And
36:48
you know, you don't even, if you're thinking to yourself,
36:50
I don't do TikTok, that's fine. You
36:52
can just go to, if you Google TikTok,
36:55
Shut Up and Sit Down, you can go to our TikTok page and
36:57
watch a bunch of small videos. I've done,
36:59
Tom will have to beat this. I've done a
37:01
TikTok video called Top Three Games That Made
37:03
My Brain Shit Itself. Tom has done
37:06
the most unhinged one minute
37:08
review of Newspheored you've ever seen. And
37:11
we're just getting started.
37:11
There's a few more videos on there and I have
37:14
got a video explaining why Brass Birmingham is considered
37:16
the greatest board game of all time coming in the next
37:18
two weeks. Importantly, I just wanna stress, this
37:21
isn't taking a lot of time out of Tom in my day. This
37:23
is something, TikTok videos, the stuff we film on our
37:25
phone we can make them and edit them pretty fast.
37:27
So this doesn't mean you'll be getting any less Shut Up and Sit Down YouTube
37:30
videos or podcasts. It's just an extra
37:32
fun thing that we're doing to try and
37:34
achieve Shut Up and Sit Down's mission of spreading board
37:37
games to people who might not realize
37:39
they are dang good. Because say
37:41
what you want about TikTok. TikTok
37:43
is really good at putting your videos in front of people
37:45
who have not chosen to watch them. So,
37:48
and Shut Up and Sit Down's YouTube offering,
37:51
we can do a video review of a board game and it
37:53
might reach some people who don't know about niche board games.
37:55
But mostly now, Shut Up and Sit Down finds that we're talking
37:58
about niche board games to people who like niche board games.
37:59
And that's not, we would
38:02
like to be doing a bit more to be telling people
38:04
far and wide, this hobby is amazing. So
38:06
that's why we're making TikTok content now. Hell
38:08
yeah. Give it a watch. Have a little, have
38:10
a little loggle.
38:12
And you know, let me tell you, you watch all
38:14
of our new TikTok content in like five minutes. Yeah.
38:17
It's really like, just start from the top. You can guzzle
38:20
it. You can absolutely chow down on our TikToks.
38:23
You can slurp down Tom and me
38:25
being
38:26
real dinguses about board games with some
38:28
very, very pacey editing. And
38:31
actual licensed music as well. And actual
38:33
licensed, yeah, Tom put a music song on
38:36
his video that was a nice song. I liked
38:38
it. I listened to it.
38:39
I thought it was all right. What ocean level? Tom, I have
38:41
to go to Ohio now. All right. Bye.
38:45
Yeah. I literally have to
38:47
leave and go to get where I could go to Ohio. I
38:49
hope I have a good time. I hope the board game is of greater
38:52
acron and nice to me. I hope I get to play
38:54
some role playing games. I
38:57
hope that you turn all of this experience
38:59
into a listenable and good podcast.
39:02
Don't get always thinking about content. And I love you
39:04
for it. Thank you very much for listening
39:06
to the Shallow Butts Down podcast everybody.
39:08
Goodbye. Bye. Bye. Bye.
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