Episode Transcript
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0:00
Hello everybody
0:02
and welcome to a very, very,
0:04
very special episode
0:08
of the Shut Up and Sit
0:11
Down
0:17
podcast, a podcast all about board games, board
0:20
games, and the people who love board
0:22
games. My name's Quintin Smith and I'm going to be joined
0:25
on this rather special pod odyssey by
0:27
a rather normal man, Tom
0:29
Brewster. How's it going, Tom? Firstly, ouch.
0:31
But secondly, I was kind of surprised
0:33
at how many varies you put on that special
0:36
episode. It's quite a normal episode of the podcast,
0:38
isn't it? That's rude. It's not because usually
0:40
we have to talk about, have to, I mean,
0:43
we kind of do have to for business
0:45
and financial reasons, talk about games that are new,
0:47
games that have
0:49
been sent to us by publishers, games
0:51
that people on Reddit are like, oh, I can't
0:53
believe they haven't. If you're on Reddit, that's what
0:55
you sound like. Don't deny it. I can't
0:57
believe they haven't reviewed,
1:00
I don't know, Nidavellir
1:02
or whatever. But on this episode of
1:04
the podcast, Tom and I have said no.
1:06
No. We just had an entire day
1:09
of games that we played with some friends
1:11
because we wanted to, because they were good.
1:14
Because Tom said, Quintin, why don't we ever
1:16
play good things anymore? And I was like, that's a
1:18
good point actually. And I curated
1:21
four games from my
1:22
historic board game collection that you
1:25
simply hadn't played and neither had your friends. Yes.
1:29
And it was rather special. Those games we're going to be talking about on this
1:31
podcast, four little classics, in my humble
1:33
opinion, Tom might disagree. We'll find out live
1:35
on this podcast. I brought a couple of classic
1:37
Reineck Nizier games. I brought
1:40
Taj Mahal, a game of traveling around
1:42
India and plopping down little plastic palaces.
1:45
And I brought Samurai, a game of traveling around
1:47
Japan and plopping down little
1:49
cardboard armies. And
1:52
then I brought a couple of card games. As we decamped
1:54
to the pub, I brought Mundus Novus,
1:57
a deeply colonialist game about
1:59
trading
1:59
trade goods like, you know, tobacco
2:02
and potatoes from the new world in
2:04
South America and taking them back to Spain
2:07
for the king and country or whatever. I
2:10
don't know. It's colonialism. So if
2:12
I'm kind of hazy on the theme, it's partially through
2:14
white guilt. And then we played
2:17
parade again by a Japanese designer.
2:19
That's about trying not to collect characters from
2:21
Alice in Wonderland, unless you do
2:23
collect them. And we'll get into the weeds of that later.
2:26
Tom, did you have fun? I had lots of fun,
2:28
although I am. I'm sort of realizing
2:29
that our day
2:32
of games that we played to not make
2:34
content about them, because we just wanted to play fun games,
2:36
has turned into content
2:39
once again. Well, yeah, no, that is
2:41
depressing. But you know what the good part
2:43
of turning this into content is, is we can announce
2:45
to everybody the little special twist
2:48
I put on this day of games. Would
2:52
you like to describe to the people at home what
2:54
happened? Quinn's brought a tiny
2:56
little wooden treasure chest to
2:59
this selection of board games that we started about
3:01
like two o'clock, ended maybe like
3:03
eight or nine or 10 p.m. in
3:05
the evening. So it was a long day of games and Quinn's
3:08
was closing. So
3:09
it must have been like 11. Yeah, it was a late
3:11
one. And Quinn's bought this tiny little treasure
3:13
chest with him. That
3:16
was the prize for whoever won the most
3:18
games or whoever placed the highest
3:20
across all of the games. We realized that all of the games that
3:22
you could that you brought,
3:24
we could have a winner and then a second
3:26
place and a third place and a fourth place because they all kind of like
3:28
cut that way. And he brought this little treasure chest.
3:30
I think you enticed us with the idea that inside
3:33
the value of whatever was inside was 20 pounds,
3:36
which got everyone very excited. Slightly
3:38
more than 20 pounds. Yeah. But I wouldn't
3:41
let you have a peek inside my treasure. No,
3:43
you had to win to do that. And then who got
3:45
to peek inside my treasure? Tom,
3:47
you did Quinn's.
3:48
I didn't need to because I knew what was in there.
3:51
Yeah, I won. I got first place, second
3:53
place, first place, second place, which was enough
3:56
to secure me the day's treasure.
3:58
So like first off, you sound really cool.
3:59
right now. But secondly,
4:03
I couldn't believe that
4:05
you wouldn't let us have a little peak in the treasure chest.
4:08
And then you floated the suggestion as well
4:10
that if we did this again, you would actually put something
4:13
else in the treasure chest or not even bring a treasure chest,
4:15
bring something else. And it made like multiple
4:18
of us like actually scream at the table, except
4:20
for Luke, Luke was very chill with it. He sort of managed
4:22
to, he didn't mind. We had so much
4:25
fun that yeah, I raised the idea that if we do it again
4:27
and I brought four other new games you hadn't seen, I would
4:29
place the pre-existing treasure chest
4:31
inside a larger box that was also filled
4:33
with treasure. And then it's a rollover
4:36
at that point. It's also frankly monstrous
4:38
behavior that you brought four games
4:40
that none of us had played, but you had and
4:42
then beat us at like half of them and
4:45
came second in the other half and
4:47
then took the prize away. One might
4:50
think that you would exclude yourself from the
4:52
prize giving ceremony as you had natural
4:54
advantage, but no disgusting
4:57
behavior. We've discussed this
4:59
since
4:59
and I, because I hadn't played
5:02
any of these games in at least three years. That's,
5:06
I'm not going to say it's the same as having never
5:08
played them, but I like, if
5:10
you had to play a game you hadn't paid for three years, the
5:12
advantage you would have would be minimal.
5:15
And I would say that if you came into a casino,
5:17
you would expect them to have like a house advantage, but
5:20
you might also expect to walk away. I think I
5:22
modeled that capably
5:24
with the games that I brought. Like is, cause
5:26
Quinn's got a small advantage. Yes. Could we
5:28
beat him? Yes. Like don't tell me
5:30
that you weren't optimistic that you were, one
5:32
of you was going to clean shit in the games
5:35
that you won. You won because
5:37
you've played the game before. I disagree.
5:40
I think that's 10 years of board
5:42
game experience letting me let's
5:45
not rehash this argument, but this time live,
5:48
let's get into the games and what
5:50
you thought of them.
5:53
So the first game we played on our big
5:55
day of fun only games
5:58
was Taj Mahal designed by.
5:59
Rhinocanitsya, we played the FFG
6:03
Euro Classics version of this, I think,
6:06
in its lovely regal red
6:08
box.
6:10
So this game's kind of hard to explain.
6:12
Thematically, it's like yet another Rhinocanitsya
6:15
game that could kind of be anything.
6:17
It could be about anything. You're like, are
6:19
you merchants in this game or are you building?
6:22
No. The king of
6:24
Mughal India is touring India
6:26
to look at the land that he controls
6:29
and you are part of his entourage. You're
6:31
traveling round 12 distinct regions of
6:33
India and then every time you get somewhere,
6:35
there's a series of auctions as you all try and buddy up
6:37
to the kings, like I don't know, the king's
6:40
general and the king's elephant. Yeah, absurd,
6:43
to be honest. The layers of remove
6:45
that the game is from the theme is crazy.
6:49
Looks nice though, doesn't it? Not that this edition that I
6:51
have that you can't buy
6:52
anymore. It looks gorgeous. It does look really
6:54
nice. I think we talked about this. This
6:57
has been mentioned a few times about Taj Mahal, but the
6:59
fact that its colors are just lovely. It's got
7:01
such unusual, like it's got kind of
7:03
typical colors for a board game. It's got red,
7:05
it's got blue, it's got green and it has
7:08
yellow, but they're all just like a bit different,
7:10
you know? Yeah. The Pantone like
7:13
catalog has been flipped open and they've picked a
7:16
really good yellow and a really good red in
7:18
a way that honestly makes me stunned that more
7:20
board games don't do that.
7:22
I've been forced to play primary
7:24
color red how many hundreds
7:26
of times when I could have been playing this like lovely
7:29
sort of slightly
7:31
richer ruby color? Just kind of jewel like,
7:33
oh, wonderful. Wonderful. Amazing. Anyway,
7:36
let's get into the rules. So each player starts
7:38
the game with a handful of these differently
7:41
colored cards that have two different icons
7:43
on them. You might have an elephant and
7:46
a man or a man and an
7:48
elephant. The game is going to be this
7:50
series of auctions where you're playing cards
7:52
from your hand to have the most of these icons
7:55
at any given time. Each auction
7:57
takes place on a specific region of the board
7:59
and each region and auction at the rounds
8:01
of the game. In each auction, players bid
8:03
any single card from their hand and will sort of declare
8:06
what symbols they have showing on them. So I might say, I've
8:08
got two elephants and the next person will play and
8:10
they don't have to like follow in that sort
8:12
of currency. They'll just play whatever card they
8:14
want from their hand as well. When it gets back
8:16
to you, if you have the most of any
8:18
number of icons, if you've got the most elephants,
8:20
if that one elephant is more than anyone else around
8:23
the table, then you can do one of two things.
8:25
You can add more cards, continuing to up
8:27
the bid so that you have the most of more symbols,
8:29
or you can
8:29
withdraw from the bidding and take
8:32
the reward that's associated with having the most
8:34
of that icon. And most of those victories
8:36
will let you place these little palaces on the board. So
8:39
if you have like the most of this sort of blue
8:41
noble, which is one of the symbols, then you get
8:43
to pick up one of the little palaces and put it on the
8:46
board. And if you had the most of the blue
8:48
noble and the dancer, you
8:50
could place two palaces onto the board
8:52
the moment that you withdraw from that auction. The
8:54
exception to that is these elephants, which will
8:57
let you take the sort of token for the round, which
8:59
will give you some trade goods
8:59
that have like,
9:01
is it, it's not triangular scoring, it's just the more
9:03
of them you have, the more points. I don't think either
9:06
of us right now on this podcast can remember exactly
9:08
what triangular scoring is. But basically your
9:11
first t caddy gets you one point, your
9:13
second t caddy gets you two points and so on. Yes,
9:15
exactly. So most of what this game is, is
9:18
a game of like sunk cost fallacy,
9:20
or more a game of like pulling out of an auction
9:23
at exactly the right time. Like if you're
9:25
ahead in something, it's whether you or
9:27
like, let's say you played a card that has one
9:29
blue man and one green man, and then
9:31
someone else around the table plays a card that gives them one
9:34
green man. And in that moment, you've got
9:36
like, you can either be like, well, take the
9:38
green man, I'll take the blue man and I'll leave. Or
9:41
you can try and like, just gently irritate
9:43
your opponent by playing another card. Now you've got two green
9:46
men and two blue men. And then you have this weird
9:48
tension where because you're all bidding in these currencies
9:50
that slightly overlap, when you're
9:53
playing, you're trying to block multiple people at once,
9:55
or you're trying to get the edge in multiple fields at
9:58
once. It's a very unusual auction.
10:00
It's really peculiar. There's nothing in my collection
10:02
quite like Taj Mahal, which is why I've hung onto it. The
10:05
key thing to add to all of this is that when you're
10:07
bidding these cards for auction, you're actually not
10:09
just bidding, you are spending them. So if
10:12
I play a card with the dancer and the general
10:14
on, and then another player plays a card with the general,
10:16
and another player plays a card with the dancer, then it gets back to me. I've
10:19
kind of just spent that card and got nowhere.
10:23
So then you have to decide what do you stop or do
10:26
you keep fighting these players? And
10:28
so what I would say is the emotional core
10:30
of Taj Mahal
10:30
is you play a card going, Oh, I really hope I
10:32
get the elephant this round. And someone else plays
10:34
a card with an elephant and you look them in the eye and you go, don't
10:37
do this. Because
10:39
you don't get like, there's no refilling your
10:41
hands between auctions. And in fact,
10:44
you get one or maybe two
10:46
cards unless you drop out without
10:48
playing any cards at all, then you maybe get three.
10:51
So players are
10:54
like
10:55
getting into a bidding war with anybody
10:57
else is just inarguably awful
10:59
for you both. And the rounds that just
11:02
make you feel like this is the best game ever is when you play
11:04
a card, sweat beads on your forehead as it
11:06
goes around the table. No one else bids
11:08
the same thing as you and you can pull out.
11:10
And so you've spent one card, you draw two, you
11:12
got what you wanted and you are the happiest
11:14
person in India. Yes. And then the flip
11:16
side of that is that thing that you talked about where you play
11:18
a card where you think you're going to try this round. You're going to try this round to
11:21
swing multiple auctions at once. And then everyone
11:23
just somehow steps on your toes and then
11:25
you end up wasting tons of cards
11:28
on something that you don't really need or
11:30
maybe even don't get because people sneak out
11:32
the wind from under you because you
11:34
can't like stay ahead in all the currencies at the same
11:36
time.
11:37
Yeah, super, super peculiar. Rana
11:39
Kontalitsia proving with this game
11:41
from the 90s that like he's such
11:43
a singular designer because he makes games that
11:45
are so excruciatingly clever
11:48
and then just fills them with like random
11:50
charts in emotional bullshit. Like
11:54
Taj Mahal is such an intelligent game when you look at the board
11:56
with this wonderful grid of cities and like,
11:58
you know, this really delicate card game.
11:59
And fundamentally, it's not
12:02
a game of engaging with either of those things. It's a game about
12:04
hating the other players at the table and
12:06
trying to spook them out of auctions by going,
12:08
do you know how much I have the capacity
12:11
to make you suffer? Like thumbing through a massive hand
12:13
of cards. It's really interesting. There's stuff that we haven't even
12:15
touched on, like the fact that all of the cards
12:17
are of different colors and you can
12:19
only, once you start a bid with yellow cards,
12:22
you can only continue to play yellow
12:24
cards on top of that. And so there's this really
12:26
fantastic like game of chicken that you're playing
12:28
where you can see how big someone's hand is,
12:31
but you're trying to guess what proportion of
12:33
that hand are even cards they can play right
12:35
now and whether you've got the sort of arsenal
12:38
to beat them.
12:38
And then on top of that, if you, when you pull
12:41
out of the auction, not only will you like take any
12:43
rewards that you get then and there, there's a
12:45
sort of market of cards that you'll be drawing
12:47
from to then add to your hand to draw up from
12:50
and you get first pick of that as well. And
12:52
so there's this really nice, like there's,
12:55
if you're playing this game and it's like upper
12:57
levels, you've got two considerations.
12:59
How much do you want? What's on the board and how much do you
13:01
want? What's in the market or how much do you not only the person
13:03
who only gets to pull one card at the end of the round?
13:06
Cause there's an uneven number. It doesn't go round to all
13:08
players. And also on top of that, like I just,
13:11
I can't get over how much I enjoyed the
13:13
way that the bids in this game was so
13:15
sort of like
13:16
conversational.
13:18
They're not just like one number going up. It's
13:20
not just like five, six, seven, and just people
13:22
just jacking up a price and looking each other in the eye. It's
13:25
like you have these different icons
13:27
that make them sort of like less readable
13:29
as auctions, perhaps less immediate, but very
13:32
like nuanced and fiddly. And there's lots of room
13:34
for like play and strategy in there.
13:37
Yeah. It's a lot of someone plays a card
13:39
and you look at it and you go, Oh, that's fine. And then
13:41
you look at your own card and realize that no, actually
13:43
you were bidding on the same thing as them. And
13:45
then you go, Oh no. So
13:47
like we're probably making this sound like it
13:50
is phenomenal. Cause we're both being excited and
13:52
we're talking about nice colors of which there are really nice
13:54
colors. If
13:56
you're then thinking, listening to this podcast and thinking you might
13:58
scramble over to eBay.
13:59
or some board game marketplace and look
14:02
for a second-hand copy of Taj Mahal. Tom
14:04
and I might disagree. This game is really
14:06
in my collection for two reasons. One, it's kind of peculiar.
14:09
It's all right. And it looks gorgeous with
14:11
the version that Winter Rider Games or FFG did
14:13
when they rebooted it in the noughties. Or
14:17
the tens, I'm not sure when that was. Pretty about
14:19
five, six years ago. Anyway, I don't
14:21
think it's that good. But Tom
14:24
is awfully excited. Have I got you right,
14:26
Tom? I think that
14:29
this might have been either this
14:31
or maybe Mundus Novus was
14:33
my favorite
14:34
game that we played.
14:35
And I think it's, and
14:37
I don't know how much Taj Mahal will bear repeat
14:40
play, but I just think that I found
14:42
it really like,
14:44
I don't know. I just found it compelling in a way that I didn't find
14:46
the other games. And I think that like, I was thinking about
14:48
this, you know how we had
14:50
our predictions podcast where
14:53
we were thinking about the rule being
14:55
whoever wins gets to pinch a game from someone else's
14:58
collection. I was about to say that five
15:00
minutes ago. I think this is a good candidate for
15:02
a game you will rip out of my collection if
15:04
you win the predictions podcast. And I don't
15:07
know if you'll miss it tremendously.
15:09
I might not. I
15:12
yeah, I might not. I have got a list
15:14
that I've been assembling on a little post
15:16
at note next on my monitor recently, which is games
15:19
that I feel I'm missing from my collection. Yeah. And we
15:21
talked about on the last podcast that I'm missing a Ryan
15:23
Courtney game. And it's probably curious
15:25
cargo, maybe, which is just
15:27
by the way, for the record, not a Domino's game.
15:30
I think it is. I think
15:32
it is. It's a double sided.
15:35
It's a card of two segments. We'll get into this.
15:37
Oh, I've got this next year ready for
15:39
the for the next year's podcast. But
15:41
I'm also missing an Azul and
15:44
my I'm pretty tight for space. So,
15:46
you know, if you take Taj Mahal, oh, well, I mean, also
15:49
I've taken the company's copy of Alman Ray,
15:51
which arrives, which we'll play for the first time tomorrow.
15:53
Oh, hell yeah.
15:55
So, so there's, you know, Taj Mahal and Alman Ray
15:57
could swap. That can be
15:58
cool. We got so many good
15:59
to talk about though. Shall we move on? Yeah, let's move on.
16:02
Let's move on. Let's talk about samurai or maybe you
16:04
should tell us about samurai.
16:06
I'm going to take you into the land
16:08
of the rising sun, which
16:10
is to say Japan or some of Japan,
16:13
because the first thing you'll notice about Ryan Ignacy's
16:15
samurai, one of his, what was referred
16:18
to in the 90s as the tile laying trilogy,
16:20
which included Tigris and Euphrates
16:23
and, oh,
16:24
through the desert.
16:26
I would say that samurai is not as good as
16:29
through the desert or Tigris and Euphrates, but I do
16:31
really like it and I cut myself off. The
16:33
first thing you'll notice about it
16:34
with this new Wind Rider games, FFG edition,
16:37
when it got rebooted about again five, six
16:39
years ago, is this
16:41
lovely modular board. So whether you're
16:44
playing samurai with two, three, or a full four
16:46
people, as we did, you're going to jigsaw
16:48
these pieces together to create a Japan
16:50
sized board that is like
16:53
just massive and really peculiar, because
16:55
it's all hexagons and you have to like jigsaw it
16:57
together. So we played with the full
16:59
country of Japan. So you're looking at this,
17:02
this lovely sort of like white
17:04
and blue board, all made up of hexagons.
17:06
And what players are doing once you've, you're first, you
17:09
cover the board in these little plastic pieces
17:11
depicting either rice
17:13
bushels for farmers, buddhas for
17:16
monks, I think, or religion.
17:18
And then finally, little castles
17:20
representing the military. Now, samurai
17:24
is one of those running into your games where it's much
17:26
harder to teach than it is to play, because again, it is
17:28
so idiosyncratic. And this is one of the game, this is one
17:30
of the reasons it stays in my collection.
17:32
To win samurai, you're going to be
17:35
basically spending the entire game placing little hexagons
17:37
of your color on the board. And when you surround
17:39
one of these statues, you trigger a little battle
17:41
and you look to see who has placed the
17:44
highest numbers around it, the highest set of integers.
17:47
And then whoever put more numbers into that fight
17:49
takes the statue and puts it behind their screen.
17:51
To win the game, you have
17:53
to have the most
17:54
of more kinds of statues than your opponents.
17:57
So in a two-player game, that's easy, you just need
17:59
to be the player.
17:59
that wins the most of two of the
18:02
three shapes and statues but as ricin castles.
18:04
In a four-player game, it becomes
18:07
interesting because to win, you basically
18:09
need to have the most of one type. So
18:11
one of the players is eliminated because they didn't have the most. And
18:15
then you go to the like sub
18:17
victory condition because the tiebreaker is, like
18:19
let's imagine I have all the rice.
18:22
That's actually really bad because I'll have the
18:24
most rice, thumbs up. But then the
18:26
tiebreaker is how many of the other
18:29
kinds of statues do you have? So
18:31
samurai has this really peculiar puzzle of you
18:33
want to have the most of something, but just
18:35
barely and then put all of your attention
18:37
into collecting other kinds of statues, which
18:39
is hard because all the statues go behind screens. Like
18:42
high society, this is a writing
18:44
a game that theoretically would
18:46
advantage players who can memorize stuff. And
18:49
Tom and I had a little discussion there of like Tom,
18:51
like me, when I was younger saying, this
18:53
seems bad.
18:55
And because I don't like memorizing, it's not fun.
18:57
And I pointed out that
18:59
that is a valid criticism when he has played this game
19:01
with someone who memorizes, which I have never done. You
19:03
know what I mean? Like yeah, high society theoretically
19:06
is a game that falls apart if you play with someone
19:08
who can count cards, but I've never played with someone
19:10
who can count cards. So is it really a problem? I
19:13
don't
19:13
know, but certainly some people in board game, keep comment
19:15
threads. Tom, would
19:17
you like, I've rambled for a bit. Tom, would you like to describe
19:20
how the system of the hand of cards,
19:22
which is to say the hand of little hexagons works
19:24
in this game, the sort of how you actually play?
19:26
Tom
19:27
I think that the thing I liked about samurai, maybe
19:29
the most was the fact that it is like a very, very
19:31
direct and quite like simple teach and that
19:33
there's sort of no hidden
19:35
information at the start of the game. Other than the contents
19:38
of like your hand, you basically draw
19:40
a hand of five tiles. Everyone
19:42
has exactly the same set of tiles. So
19:45
it'll have like a four of Buddhas, a three
19:47
of Buddhas and a two of Buddhas. They'll have a five
19:49
of samurai, a four of samurai or whatever. They'll
19:51
have these exact same set of tiles, but the
19:53
order in which you draw them is obviously going to be different for
19:55
everyone. And then on your turn,
19:57
your whole action is just take a tile from behind
19:59
your screen. and place it somewhere on the board and
20:01
then potentially cause a conflict if you've
20:03
surrounded that piece, which is like it's dead
20:05
simple. And then well, the game ends when the whole board
20:08
is full or when everyone's spent all their tiles. Like
20:11
it's just such a
20:13
simple teach that follows on
20:16
from games like Through the Desert and games
20:18
like Babylonia, Yellow and Yanksy and Tigris
20:20
and Euphrates as well. You can see all of this sort of like design
20:23
lineage come out in this game.
20:25
Well, this is the start of that lineage,
20:28
I suppose.
20:30
I like this game, but
20:33
I didn't love it because
20:35
I think I'm
20:37
not smart enough for it.
20:43
Maybe, maybe you're like,
20:45
no, I don't, I, to me, it's like
20:47
almost like going shopping. Like it's almost
20:50
like how I play deck builders. I look at the board and then I look
20:52
for something that's like a little vulnerable and
20:54
I go, you know, go in there. I'm looking
20:56
for bargains when I play Samway. I go,
20:58
I think I could get that castle for cheap. Yes.
21:01
And then maybe a player swoops in or not. I'm
21:04
also looking for moves where I can
21:06
place down a hexagon, which seems, this
21:08
is maybe where it gets a little more cunning. I look for,
21:11
cause especially in a four-player game, you're going to place
21:13
a hexagon and then three players have a chance to jump
21:15
in and ruin your stuff. Like if you're setting up to
21:18
win a battle, a player can just jump in and
21:20
place a higher tile, for example. So I
21:22
would look for moves where I would place a tile
21:24
and it seemed so innocuous that players wouldn't
21:26
notice that then the next statue over
21:29
is now suddenly one tile away from being filled up.
21:31
Something like that. Yeah. I do
21:33
think
21:34
one of the things that I really like about this game is how all
21:36
the tiles are unique. And
21:38
I also, but I also like the way that melds with the fact
21:40
that you have this sort of limited hand that
21:42
means that the decision-making process is much less
21:45
like agonizing. Like cause you'll look
21:47
at the things you have and you'll, and you'll put something down the board
21:49
and you'll immediately be like, oh, well, maybe that
21:51
wasn't like the best possible
21:54
use for that tile in that moment. But it's
21:56
what you had at the time and you couldn't have foreseen,
21:58
you know, what was going to come out next. and you couldn't have foreseen
22:00
what your opponent has. So it is this really like
22:03
nice sort of like soft mesh of strategy
22:05
and tactics where you just have to sort
22:07
of literally play the hand you're dealt and you can only
22:09
sort of like reach for the plays you have at the time, which
22:11
means that like rarely in this game did I
22:14
feel like super full of analysis paralysis,
22:16
because it's so abstract. I thought this game
22:19
would be kind of like unfriendly to
22:21
like play, but I was kind of pleasantly
22:23
surprised by the fact that it was quite easy going
22:26
and maybe more easy going than like some of the other
22:28
sort of abstract tire-lays
22:29
sort of games in this sort of right in the connoisseur
22:32
vein. Oh yeah, absolutely. I think you're
22:34
onto something there. I think it hadn't
22:36
occurred to me before, but every time I've played samurai,
22:38
everyone at the table has had a pretty good time.
22:41
I think you might be the person who's liked it the least. Yes.
22:44
It's an it's actually a really rare thing. It's
22:46
an abstract game that is crunchy,
22:48
but isn't going to sear your brain, you
22:51
know? It's because,
22:52
I don't know, you're collecting just one statue at a time.
22:55
Everyone's going to go home with some statues.
22:57
Like in our game, you know, the person who came first
23:00
only had like two or three more statues than the
23:02
person who came last. It was just all about which statues you
23:04
collected.
23:05
So everyone goes home with something. It's
23:07
got like a kind of what if an abstract game
23:09
had the vibe of a friendly little game show? That's
23:13
maybe, but one thing we didn't
23:15
play with that I think would make this game mega crunchy
23:17
is there's one tiny little rule in the manual that
23:19
says if you're an advanced player, or if you're familiar
23:21
with the game, you can decide what your
23:23
opening hand is. So out of the 20 tiles that
23:26
everyone starts with, which includes some cool stuff like move
23:28
a swapper tile or swap a statue or boats
23:31
that go in the sea splash around Japan and
23:33
can surround tiles that are on the coast.
23:35
I think if you were to pick your own starting
23:37
tiles, you could get into
23:39
some really fun stuff really quickly because Luke won
23:41
our game partially by just surrounding
23:44
Tokyo because he had the tiles for it. Yeah.
23:47
And I think if everyone had their opening hands
23:49
to like either go for Tokyo or
23:51
swap out tiles that had already gone
23:53
for Tokyo and bung them somewhere useless. I don't know.
23:56
I think you get into some really good crunch there.
23:58
Yeah. Some really good crunch and some absolutely.
23:59
brain melting crunch as well. I think
24:02
that even the decision of what to put in that
24:04
first hand will be, it'd be
24:06
gross. I mean, nasty. Yeah,
24:09
yeah. But also then the game is so fast. It's over
24:11
in like 30 minutes, 45 minutes. Yeah,
24:13
that's great.
24:14
I think, I don't know. I would describe
24:16
Samurai ultimately as slick.
24:20
I think the rules are so small.
24:22
The design is so cute. Like
24:25
it's quite a smooth puzzle. I think you've encountered,
24:28
you had a harder time with it than anyone I've met.
24:30
Everybody goes home feeling like they achieved a little something
24:32
and could do a little bit better next time. I think this
24:34
is just a very solid
24:37
game. The kind of game that shows Nitzi is like
24:39
design backbone and how strong
24:41
it is. The thing that I, here's my point
24:43
of comparison between these two Ryan Knitsi games
24:46
that we played. And I like both of them. I just think
24:48
I prefer Taj Mahal. I think
24:50
that Taj Mahal kind of felt like a
24:52
contemporary art exhibition. There's
24:54
like lots of angles. It's
24:57
a little confusing. It's very like
24:59
colorful
25:00
and like you can interpret it in lots
25:02
of like fun ways. Samurai
25:05
was like a marble bust,
25:07
like a head, like a big marble head.
25:10
And like, it's really cool. I
25:12
can like really appreciate the craftsmanship on
25:14
show. I think it's very sleek and very like,
25:16
oh yeah, it looks good. But I'm not gonna spend that
25:19
much time thinking about it afterwards. And I didn't
25:21
think about Samurai much after I played it. I went, mm,
25:24
nice. And then kind of just like very
25:26
quickly evacuated it from my brain because
25:28
it is this game that has, because
25:32
it is a sort of, I don't
25:34
know. It's kind of just like very smart
25:36
and clean and that's all to me. And
25:38
I couldn't agree more. It's also a little bit forgettable.
25:41
Like there's a reason that I've had Samurai in
25:43
my collection the entire time I've known you, but I was like,
25:45
ah, Tom, have you seen Through the Desert? Ah, Tom,
25:47
have you seen Tigris and Euphrates? Ah, Tom, have you seen Modern
25:49
Art? Like my city, like all these
25:51
Ryan Knitsi games, which are just truly great. Samurai
25:54
isn't truly great. I'm just glad I have it
25:56
because I think it's, it's a nice marble
25:58
bust to have in my collection. And the addition.
25:59
I have is really nice. I just
26:02
like even just the mention of like Tigris and
26:04
Euphrates just made me think about how much more
26:06
like zesty and spicy
26:09
Tigris and Euphrates is. It's so much less intellectual
26:11
as a game. Like it's just it's there's
26:14
more like... You think Tigris is less intellectual?
26:16
Yes, yes. I think Samurai is
26:19
like it's like a classical composition and
26:21
Tigris and Euphrates is kind of
26:23
like it's like free jazz baby. It's like free
26:25
jazz.
26:30
The third game that we played on our big day
26:32
of games was Mundus Novus. This
26:34
was the game that we brought to the pub. This
26:37
was a game where Quinn's had to sequester himself away
26:39
at a separate table to learn the rules. It
26:42
was a game that we might have made a bit sticky
26:44
with our with our fingers full of food. You
26:47
did the thing which is inevitable
26:49
now when one of us goes into a corner to to
26:52
learn rules, which is you take a photo of them
26:55
reading lonely in a corner looking
26:57
stressed. It's like a shut up and sit down tradition.
26:59
It's fun. It's very fun. And so is
27:01
Mundus Novus. How's that for
27:04
a cool segue? This is designed by
27:06
Bruno Cathala and Serge Legette who
27:09
created games such as Shadows of a Camelot.
27:11
The first ever
27:13
social deduction hidden
27:15
role game, right? Or close to the first
27:17
ever or popularized it. Serge Legette
27:20
sadly passed away early this year in
27:22
January and will be missed. Contributed
27:24
lots of great games to this hobby. Mundus
27:27
Novus is one of those great games and it's a really
27:29
great collaboration between these two designers. It's
27:31
old. You can't get your hands on this game anymore.
27:33
I don't think. And I know that because I
27:36
checked straight away after playing
27:38
it. Oh really? I had a really lovely
27:40
time with this game and I think that it's
27:43
not perfect. It's not like
27:45
sort of the greatest thing I've ever played. But we
27:47
hit on this pretty early that it's kind of a game of
27:50
being relaxed around nice
27:53
people who you like. There is just
27:55
enough thinking in this game and there is just
27:57
enough
27:58
doing as it like passed
27:59
cards and exchanging cards and
28:02
like looking at each other and making not deals
28:04
but little mini trades. There's lots of exchanging
28:06
going on and I think that makes it a sort of very
28:09
warm and cozy game that
28:11
I just sort of felt very at peace playing
28:13
even though it's super colonialist.
28:16
Yeah, that's what I was about to say. It's so funny
28:18
hearing you describe it as like, you know, there's
28:21
just enough of everything. It's just fine. It's
28:23
just fun. All of which is true. And
28:25
the theme is like properly just rape
28:28
and pillage the new world. You are playing proper
28:30
conquistadors,
28:32
like literally card depictions
28:34
of conquistadors that you're acquiring and then you're
28:36
sailing boats to South America. Then each
28:38
round you kind of come back with cargo holds of
28:41
different stuff. The one
28:43
thing like this game came out before,
28:45
you know, like
28:46
very sensible discussions about like, hey, this
28:48
seems like kind of weird to have, you
28:51
know, like sort of the destruction of an indigenous
28:53
people that
28:53
were considered subhuman at the time. It's like a fun thing
28:55
for a board game. But the one thing
28:58
it does have going for it in the back of the manual, when
29:00
you draw a card and it's like, you know, oh, this
29:02
is Francesco, whatever famous
29:04
real life colonialist. You
29:07
can turn to the back of the manual and where his power
29:09
is explained, there's also an italicized
29:12
paragraph telling you the history of this person. And
29:14
almost all of them are like
29:16
end with like, was killed in a rainforest
29:19
or was torn apart by hungry dogs. They
29:22
all came generally. A lot of them came to
29:24
bad ends because
29:26
it was a dangerous job. But
29:29
yes, so deeply problematic theme,
29:32
very strong game. Tom, would you like to describe what
29:34
you do in Mundus Novus? It's a hard one
29:36
to explain, but basically the way
29:38
this game works is you're going to have a hand
29:40
of different goods range from one
29:43
to ten and the ten goods typically
29:45
better than the one goods. And the
29:47
higher a good is, the more useful it is
29:50
for buying things from a market and
29:53
potentially being the first in turn order. That's
29:55
the general rule for these cards. So you draw a
29:57
hand of cards and then whoever the harbor master
29:59
or quarter master is for the round. Trade
30:02
master, I don't know. Trade master will
30:05
declare how many cards
30:07
are going to be exchanged or swapped
30:10
or traded by all players in this
30:12
round. Each player will... So they might say
30:14
two cards this round. Each player then takes
30:16
two cards from their hand and places them
30:19
face up in front of them. And then everyone will
30:21
do these sort of trades where you will
30:23
take a card from someone else and then that
30:25
person you just took a card from will then get to take a card
30:27
from someone else. And the person they took a card from
30:30
then will take a card from someone else until all the cards
30:32
are gone and you've sort of rebuilt your
30:34
hand back up to five
30:35
cards again. Really odd little dance
30:38
that happens in this game where you draw a hand of five
30:40
and you sort of like bin off a bit of it and then
30:42
get it back again. It's really strange.
30:45
It's one of the moments of design alchemy
30:47
that like, you know, you'd think that
30:49
that just sounds like a rule you have to teach, right?
30:51
That like, you know, oh this round trademark
30:54
else three. So I put down a vanilla and a tobacco
30:56
and Inca idol
30:58
and then players pick it up and I pick up cards from
31:00
them. That sounds like busy work, right?
31:03
But card games are weird in play.
31:06
That feels fantastic. It's
31:08
so smooth. You
31:10
do it. It's such a simple process. You can do
31:12
it while having a conversation about something else and
31:14
like you're collecting things from other players. And every
31:16
time you do, you give them the opportunity to
31:19
collect something else. So it just feels
31:21
really warm, especially so because
31:23
then what you do with these hand of cards is you make
31:26
sets. You can either have a set of all the
31:28
same cards in order to acquire a
31:30
permanent upgrade from the market, which is like,
31:32
you know, which is where you get these can kiss the doors from that will give
31:34
you special rules. But you can get special merchants.
31:37
You can get warehouses to store cards between rounds
31:39
or boats that give you more cards at the start of
31:41
a round, which is very exciting. So
31:44
it's the way I pitched it to some of his friends
31:47
is it's like a card, a sort of card
31:49
game of set building plus
31:51
Eurogame. Like it's got like permanent upgrades
31:54
that you get. And then the other thing you do with these hands of
31:56
trade good cards is if you don't make sense of the same number, you
31:58
can cash in sets of all different.
34:00
It felt real good. It did feel real good. But
34:03
then like next to me, like Kathy
34:05
was playing, when she was playing the game next
34:07
to me, her whole strategy was revolved
34:09
around playing this sort of weird kind of slot machine
34:11
thing where there are these three cards in the
34:13
middle of the table that you can always trade with. And
34:16
if she could line up the same number or sets
34:18
of numbers in that shop, then she would get a little
34:20
payout. And that was something that everyone was kind
34:22
of aware of. So weird and so awesome
34:25
that like, you know, and occasionally we started like
34:27
trying to nudge the slot machine to make it harder
34:29
for her to make money.
34:30
It's super funny. And then I can't remember
34:32
exactly what Luke's character was, but he had some weird
34:35
stuff going on that I didn't quite, was
34:37
slightly inscrutable. He was the event man.
34:40
He had this nonsense. Yeah, he could, if there
34:42
was no event that round, he could call an event.
34:44
He could, you know, he
34:46
had the insane ability of being able to ignore the
34:49
trade master. So if the trade master goes, we're
34:51
all trading four goods, he's like, no, it's
34:56
just bizarre. And then I had lots
34:58
of boats. Lots and lots of boats.
35:01
So at the start of each round where you all got five
35:03
guards, cards, I had eight. Which
35:05
again, like very characterful, very
35:08
peculiar. And also I love the
35:10
fact
35:10
that the more boats that you have, the slower
35:12
you are, cause it's like a big fleet. So it's
35:14
like if like Luke had like one boat that
35:16
was very fast. And so he would just be able to nab
35:18
the first thing from that little shop of options.
35:21
Whereas you had like, yeah, like five boats or whatever,
35:24
all just sort of. Which means I got the five, yeah,
35:27
that could not fit onto the dock at all. So
35:30
I got whatever five cards were left. While
35:33
after everyone else with boats had hoovered up
35:35
all the gold and vanilla and crap
35:37
from the stocks. Very silly. I
35:39
got, you know,
35:40
some potatoes and some tobacco. It's like
35:42
cool.
35:44
It's good. It's just good. And
35:46
now that Bonanza's, you
35:49
know, re-theming has been announced with, it's
35:51
Bonanza, but instead of beans, you're trading poppies, which
35:54
Charlotte Pissit-Dan has mixed feelings about, because we, anyway.
35:57
And
35:58
now the ethnos is being reprinted.
35:59
as well, right? Another game with a questionable theme
36:02
that is getting a new good theme.
36:04
Maybe it's Mundus Novus' time.
36:07
Maybe Mundus Novus, someone,
36:09
some publisher listening to this, should pick up the rights for Mundus
36:11
Novus and do a version which, I
36:13
don't know.
36:14
Is even more colonialist. Yeah,
36:19
that's exactly what should happen. That's what I was going to say.
36:22
And finally, I close out Tom
36:24
and My Game Day by introducing to a
36:26
Japanese game from 2007 called
36:29
Parade, which was picked up by Z-Man
36:32
Games. And I think that was a very smart
36:34
move, because I think this game is good.
36:37
Board Game Geek does not. Board Game Geek
36:39
gives it 7.0 out of 7,000 ratings, which I think is absolutely outrageous.
36:43
This is
36:45
a design by a titan of the
36:47
Japanese board game design scene, Naoki Homa.
36:51
And it has a pretty
36:53
cursed Alice in Wonderland theme that has not
36:55
changed since the original 2007 printing.
36:58
And I kind of like that just for confidence
37:00
and commitment. If you can find the Z-Man
37:02
Classic Card Games version, which is purple
37:04
and really distinctive looking, it's
37:07
pretty handsome. Although, yeah, Tom
37:09
had some... I
37:11
brought out this really nice box, the Parade box,
37:14
and I brought out this card. And the card back is gorgeous.
37:16
This is the same line of games that brought out the original Arboretum.
37:18
If you
37:19
remember how beautiful that was. And then I dealt
37:21
Tom a hand of cards and he looked at those cards and Tom,
37:24
how would you describe how you felt when you saw the art on
37:26
the front of these cards? Yucky. Or
37:28
actually maybe not yucky, just a little disappointed.
37:32
Because those card backs are gorgeous.
37:34
They're so sumptuous. The box is lovely. And
37:36
you look at the cards and you go, oh, a
37:38
little bit. Yeah. It's like a really gross
37:41
Humpty Dumpty, a slightly
37:43
troubled and gross white rabbit.
37:45
There's Alice looking not
37:48
great. The Cheshire
37:50
Cat looks fine. Everyone's looking a bit worse
37:52
for wear. Yeah. It's
37:54
like everyone's hung over and they just were
37:56
like woken out of bed by a fire alarm, which
37:59
is kind of how the game is.
37:59
makes you feel honestly. In
38:02
this game, in the game of Parade, there's
38:04
a parade happening in Wonderland. And
38:07
on your turn, you're going to take a card from your hand, which is always
38:09
one of the six Alice in Wonderland characters
38:11
in the game. They run from zero to 10. So
38:14
it's zero to 10 in each of six characters for 60 cards.
38:17
Everyone has a hand of five cards and on your
38:19
turn, you play a card onto the end of a parade,
38:22
which is a big snaking length of cards
38:24
in the middle of the table, as if all the characters are like
38:26
doing a conga line. Except
38:28
it's a conga line you do not want to get involved
38:31
with, because when
38:34
you're God explaining this game. So
38:36
let's imagine I played a five of Humpty
38:39
Dumpty onto the end of the parade. Ridiculous
38:42
sentence. I know I kind of enjoy teaching
38:44
this game for how dumb it is. But
38:46
it's really good. So you play a five of Humpty
38:48
Dumpty. First off,
38:50
Humpty Dumpty is on the end of the parade, right? So then
38:52
you count five cards in from Humpty Dumpty because you
38:54
played the number five. One, two, three, four, five, five
38:56
cards in. There are probably more than five
38:58
cards in the parade. All the remaining
39:01
cards enter what is called removal
39:03
mode. So if you play a 10 and there are 10 cards
39:05
in the parade, you're safe. You don't have to remove anyone
39:07
from the parade because everyone you remove
39:09
from the parade is potentially negative points for you. Well, they
39:11
are negative points. It just might be better or worse.
39:14
So let's stick with our example. We play a five
39:16
Humpty Dumpty. Let's say there were five other cards left in the parade.
39:19
Any cards left in the parade that are in
39:21
removal mode that are Humpty Dumpty I take.
39:24
And any cards that are equal or lower to
39:26
five I also take. So if I
39:28
play, to give you another example, a zero
39:30
dodo onto the end of the parade, because the
39:32
number is zero, every other card in the parade
39:34
is in removal mode. So I'm going to take
39:37
all the dodos and I'm going to take all cards that
39:39
are number zero or lower. So
39:42
we're going to do this going around the table until the deck runs
39:44
out. And we all have a variety of reprobates in
39:46
front of us who we couldn't avoid picking up. All
39:49
of those cards are negative points and worse,
39:52
the points they are is
39:54
whatever the number on the card is. So if you pick up
39:56
a nine Alice, that is nine negative
39:58
points. There are only negative
40:00
points in this game to clarify. So
40:02
like the more points you collect, the worse you're doing.
40:06
However, at the end
40:08
of the game, what the players are gonna do is they're gonna look and
40:10
see whoever has the most of
40:13
each person. So if I have the most Alice's,
40:16
for a total of like, I don't know, negative 41 points,
40:19
because I have the most Alice's, I'm gonna turn them all
40:21
face down and each card only
40:24
counts as one negative point.
40:26
So there are two ways to get a good score in Parade. One of which is
40:28
to by and large, which is avoid picking up things for the duration
40:30
of the game. That's however, is very
40:32
risky. Cause if at the end of the game, you have to
40:34
pick up cards, you're probably not gonna have the most of them,
40:36
you're screwed. It's exactly what happened to me.
40:39
It's exactly what happened to Tom. The other way to play
40:41
is to go, I don't care, I don't
40:43
care, give them all to me and then
40:45
just really bank on having the most of particular
40:48
people. However, the unfortunate thing
40:50
about this strategy is it's very risky because
40:52
if you, you know, aim to collect the most
40:55
Alice and have tons of them, and then another player just pips
40:57
you out at the end of the game, you're screwed because
40:59
you don't flip all your Alice's and you've got, you know, negative 400
41:02
points or whatever. So
41:04
that's Parade. It's a long, rambly discussion
41:06
of what is ultimately a pretty simple game. I basically taught
41:08
you the entire
41:09
game though, to be fair. There's no real
41:11
additional rules to that aside from,
41:13
at the end of the game, you can, of the four cards
41:15
you've got left in hand at the end of the game, you can pick
41:17
two that you must add to your scoring area. So
41:19
there's a bit of hand management there as well, because you wanna
41:21
surprise a player who thinks they have like the most dodos
41:24
by suddenly, you drop two dodos
41:26
into your scoring area and that player
41:28
just punches you in the mouth because you've
41:30
made a farce of their game. As
41:33
is their right. As is their right, yeah. That's
41:35
Parade. Tom, what did you think of Parade?
41:38
I liked it.
41:39
I thought it was good. It's good. It's
41:41
good. It's better than a seven board
41:43
game geek. I will say, I think this
41:45
is, this is one of the only things I've got written in my little notes
41:48
that I've written for Parade is bringing it back
41:50
to the start of the podcast. Of all of the games
41:52
we played, this is the only one where I really
41:54
did feel like you had an advantage of having played it already
41:57
because you immediately pursued
41:59
that strategy of.
42:00
gathering loads and loads of different animals
42:02
or Alice in Wonderland characters so
42:05
that you had the most of them. Because I don't think any
42:07
of us had clocked that you could possibly...
42:09
Like, it's going to be pretty much impossible to play
42:11
the game without picking up anything. And
42:14
so it's about what you try and strategically
42:16
pick up over other players. And I think that
42:18
strategy serves you really well, where like the rest
42:20
of us were kind of being like, oh, I'm going to try not
42:22
to pick up anything at all. When really the best option
42:24
is to like choose two characters that you're just going to
42:26
gun for, for maybe like the whole game.
42:29
Yeah. Outside of that, I
42:31
had a really pleasant time. I would
42:33
argue that if I was playing with people
42:36
who were... I might use the word intelligent,
42:39
Hany. Yes. They might have looked at the
42:41
size of the deck, done a couple of sums in their
42:43
head and realized...
42:45
And all the... Or dude, just watch
42:47
the experience play a start playing a certain
42:49
way and gone, I can
42:51
use common sense to determine that
42:54
this is the way to play. However, you guys,
42:56
a bunch of... I've had several fights.
42:58
Dare I say it, drunken cowards did
43:01
not fling yourselves into the teeth
43:03
of negative scoring. So actually,
43:05
I don't think you saw Parade at
43:07
its very best, because Parade at
43:09
its... If two players know kind of
43:12
that this is the strategy, this is
43:14
what you do, the moment one of you
43:16
takes a bunch of a particular color, then
43:18
it's kind of like the starting gun firing, because the
43:21
other player can then be like, well, I'm going to hoover up all
43:23
that character as well. And then you're playing
43:25
Russian roulette, where one of you has to lose.
43:28
And if you've
43:28
got a table of five players doing that, then it's
43:30
just... Then, well, also, then it becomes...
43:33
If you lot had actually decided
43:35
that collecting the most of particular colors was good,
43:38
Parade is a flexible enough game that then
43:40
a player who decides not to collect anything might
43:42
have been able to do that. Because if all the players are racing
43:45
to collect certain colors, suddenly, maybe it is
43:47
possible to go the game without collecting any colors.
43:49
I really want to play this game again,
43:52
is my sort of main takeaway
43:54
from it, because I think that I had
43:57
a very, very, very pleasant and fun time playing
43:59
it.
43:59
I think that there's a really, like, it's a really
44:02
odd strategy to kind of like tack onto, I
44:04
think. I always find it really interesting when a game is only
44:06
negative points and it's about trying to avoid them
44:08
in some way. It's such a stupid psychological
44:10
wrinkle. Yeah. I know, absolutely.
44:13
And I think that like, I think that it's in
44:15
sort of, in terms of its simplicity, I think lining
44:18
up with those other sort of like the, the Zedman games
44:20
in the sort of same box size, I don't know if both of these
44:22
games are in the same line, but comparing
44:24
it to Arboretum because
44:27
it's in the same line, same sort of size,
44:29
Arboretum is a little bit too complicated.
44:31
It takes up too much table space, a little bit fiddly to
44:33
teach. And then Arboretum is
44:36
like the, I don't know, it's the
44:38
game equivalent of a meal that has like 14 steps
44:40
that when you have it, you're like, this is delicious, but can
44:43
you be bothered to cook it? Can you?
44:45
I don't think you're going to make this more than once every two years.
44:47
I love Arboretum, like every single time
44:49
I play it, but teaching it to people is kind of agonizing.
44:52
And the other game is agonizing. What are you
44:54
talking about? Teaching it like every turn
44:56
in Arboretum is like an aneurysm. That's
44:58
very true. And then on the other end of the spectrum, I was
45:00
thinking about archaeology as well. Archaeology,
45:04
one of my like darkest toys, favorite
45:06
games, no one likes archaeology
45:08
except me, including you. And
45:10
I know you played it wrong, but like, you're like,
45:13
oh, we played it this way and there wasn't much to it. It's
45:15
like, Tom, there's not much to it whichever way you play
45:17
it. Even if, even if you don't have the ability
45:19
to visit the landmarks, does it happen when you play? I
45:21
love archaeology. I think it's really cool. Archaeology
45:24
again, but right. And also after like
45:26
a few pints, I think. Archaeology
45:28
is a great game to play with everyone putting like
45:30
a pound coin into the park and then the winner takes
45:33
all because it's just, it's really just gambling.
45:35
And I think the thing that I was thinking though is like
45:38
archaeology, a little bit too simple,
45:41
Arboretum, a little bit too complex, Parade sort
45:43
of sitting perfectly in the middle as this game
45:45
that has like the luck and it has silliness
45:47
and it has groaning that is present
45:50
in all three of these games to be quite
45:52
frank. But it's also like
45:54
the simplest to teach and the sort of the most like
45:57
thought provoking without being like, you
45:59
know, thought dis-
45:59
destroying in the same way that Arboretum
46:02
is, where it's found that your brain is being
46:04
pushed through a blender. Describing, describing Arboretum
46:06
as thought destroying is really good, but I'm just actually
46:08
going to ask you to stick a pin in that particular decision,
46:10
because while parade is a really happy
46:13
medium between the idiocy of archaeology and
46:15
the phenomenal strategy of Arboretum,
46:18
next time we do one of these game days in which you have
46:20
one more opportunity to win my treasure,
46:24
I'm going to introduce you to Lords of Scotland, which
46:26
sits between Arboretum and parade,
46:28
which isn't the same Zedman classic Argos line.
46:31
Lovely. It sits between Arboretum
46:33
and parade in terms of complexity, and you
46:35
play Scots, having a
46:37
fight.
46:38
That was really convincing, that accent there. I know.
46:41
It was, wasn't it? I'm always surprised
46:43
by my hidden depths.
46:49
Do you want to out-tress? I do want to
46:51
out-tress, but first I want to apologize for that Scottish
46:53
accent, because I know we have lots of Scottish
46:55
listeners, and I'm sorry. You
46:59
did the wrong. I'm going to Scotland soon. I did. I'm
47:02
going to... My wife is American, and she's never been to Scotland,
47:04
so Scottish people, you should know that I'm
47:06
going to Scotland to leave some money
47:09
smeared around your tourist industries. That's good. And
47:11
if you don't agree that it's good, then maybe you can find me and we
47:14
can have a fight. That accent is staying in Brighton
47:17
while you go to Scotland. Oh, no.
47:20
Tom, I'll be going to Glasgow. I'll be going
47:22
to Aberdeen. They won't understand me
47:24
unless I do that accent. Actually, that
47:26
accent very much has to come with me. And
47:29
they'll be like, are you from around here? And I'll say, I'm
47:31
actually not. That has been
47:33
the Shut Up and Sit Down podcast, everybody. What
47:36
do we have coming up on the YouTube
47:39
channel? On the YouTube channel.
47:41
We should very soon have a big
47:43
video review of Frosthaven coming
47:46
soon. Wow. The massive
47:48
box that Matt has taken a big
47:51
chunk of the review for. I've done some little segments
47:53
for it and I think they're very silly.
47:55
So I'm quite looking forward to that. One
47:57
of them is very silly. One of them is just like a buyer's guide.
48:00
But the other one is very silly. Did you do that thing
48:02
where you reviewed the inlay? Yes, yes sir. Nice,
48:05
nice. Who knows if Matt will include
48:07
it, because it's pure nonsense.
48:10
Well, now you've said
48:12
that, if it's not in the video, Matt's going to be the
48:14
villain of this week on Shut Up
48:16
and Sit Down. Yeah. We've got another big box
48:18
review coming a little bit after that, but I'll keep
48:20
a lid on what that is. I'll be secretive
48:23
about that, what it is. I mean, actually, I haven't been secretive
48:25
about what it is. You can find out if you
48:27
watch the Twitch. On every Tuesday
48:29
we do Twitch streams. So you just talk
48:31
about all the secret stuff. I just spill the
48:33
beans, yeah. Live on
48:35
air.
48:36
So yeah, that's what's coming up on the YouTube. And
48:38
then I think podcast wise, we've got some pretty
48:41
fun ones in the pipe as well. You're going to tell us about Girding's
48:43
Game Gulag.
48:44
The next... Oh my God. Yeah, the next
48:46
episode of the podcast will be, hopefully, Tom
48:49
and Matt grilling me about my
48:51
time in Ohio
48:52
in Alan Girding's Game Gulag, aka
48:54
Cab and Con, aka Board Gamers of Greater
48:57
Acrons, Meetup, in which, I'll
48:59
tell you right now, Tom, one of the players
49:01
got a concussion because of the game.
49:05
So if you want to hear...
49:08
The game was boxing. The
49:10
game was just leathering one another. No,
49:12
the game was a spin-off of Werewolf and
49:14
a player almost got
49:15
hospitalized. So
49:17
to find out about that, do tune
49:19
into the next episode of the Shadow of the Stone podcast. Take
49:22
care, everybody. Bye.
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