Episode Transcript
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0:00
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What's up, my friends,
0:37
and welcome to the Board Game Design Lab. Today,
0:39
I'm excited to do a little bit different format.
0:42
Never done this type of an episode before,
0:44
where we're talking about games
0:46
that you should play. As a game designer, we're going to go
0:48
through lists, not necessarily like a top 10, it's
0:51
not like a number 10 down to number one, just 10
0:54
games that you should be checking out, 10-ish. We
0:57
dive into quite a few more than 10. But anyway, games
0:59
that you should check out as a game designer, things
1:02
you should play, you should analyze, you should try to understand,
1:04
even if it's not your style of game, even if it's
1:06
not a game that you're really interested
1:09
in, there's still value in playing
1:11
these games. And I'm talking to Pam Walls
1:13
from Pam Walls Game Design, a phenomenal
1:16
party game designer, who's also getting into
1:18
some other types of games as well, some
1:20
adventure-type games, and she has
1:22
a wonderful YouTube channel. That's where
1:25
I discovered Pam. Pam
1:27
Walls Game Design on YouTube. And she's been putting out pretty consistent
1:29
content for a while now for game designers, doing
1:31
a lot of what I've been trying to do with the Board Game Design Lab,
1:34
of helping people design great games people
1:36
love. And she's got some really good videos,
1:38
good content over there. And so she suggested
1:40
this topic, and I was like, oh, that's really interesting.
1:42
And it was really a lot of fun to hear
1:45
her list, hear her break down why these games,
1:47
in her opinion, are just phenomenal
1:50
examples of games that people should play if
1:52
you're wanting to get into game design.
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That's C-O-N-V-I-V-I-A-L-GAMES
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dot com. In other news, this episode
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is sponsored by Crowdfunding Nerds, also known
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3:06
me welcome Pam Walls. Hello,
3:17
Pam. Really excited to have you here. Excited
3:20
to dive into an episode I've never done before.
3:22
I've never done a show like this
3:24
where we're just chatting about all sorts
3:27
of games. We're talking about games that people should
3:29
be playing, that they should be analyzing, that
3:31
they should be taking notes with. I think that's another
3:33
thing as a game designer. You
3:36
never play a game again because it's
3:38
deeper now. As you're playing, you're
3:40
looking at the choices that the designer made,
3:42
and the choices that the graphic designer, and the artist
3:45
made, and the production value. You're
3:47
looking at a zillion different things. And
3:49
in some ways, maybe it kind of ruins gaming.
3:52
I've talked to designers, they're like, yeah, I used
3:54
to enjoy playing games a lot more than I do now because
3:56
now I can't turn the design brain off. So
3:58
I think that's interesting. But not necessarily
4:00
a bad thing. It's kind of like watching film You know if
4:02
you're trying to get better at anything you
4:05
go find the people doing it the best whether it's
4:07
comedians or speech Writers
4:09
or whatever and you just see how they do it and you break it
4:11
down And I think that's what we're gonna be doing here
4:14
Just talking about some of not necessarily our favorite
4:16
games because I've got a bunch of games on my list that I
4:18
don't really like Stereally,
4:20
I'm not gonna pull off the shelf. I'll play somebody But
4:23
these are games that I feel like people
4:26
should play even if you only play at once And
4:28
so before we get into that these
4:30
lists tell me your process like how
4:33
did you come up with your games? What were
4:35
you thinking about as far as like categorizing different
4:37
things just to give people context because this is not like
4:39
a top 10 It's not like oh, we're gonna go from number 10 down to number one. It's
4:41
a little different. So tell me about your process So
4:44
I actually made a video
4:46
of the 21 games I think every board
4:48
guy board game designer should play and my process
4:50
for that was trying to hit every single major
4:53
mechanic So
4:54
trying to expose designers to every single
4:56
major mechanic that I could think of So
4:58
for this I did take some from that
5:00
list So then I added some some new ones
5:03
as well. And so I'm just trying to have
5:05
a good
5:06
Threats of games where if
5:08
I were to meet a new designer I
5:10
would give them this list of 10 games and be like go play
5:12
these 10 games and you will learn so
5:15
much from these different types of themes
5:17
mechanics Being exposed different
5:19
designers that they should know about So
5:22
it's just a
5:22
broad range of games that I
5:24
think new designers should definitely check
5:26
out
5:27
Yeah, one thing I always advise designers
5:29
is don't only look at or watch
5:32
reviews or play games based on the
5:34
specific thing You're design. Like if you're working on a worker
5:36
placement game, don't just do worker placement stuff
5:38
Go do some party games go do some deck building
5:40
like see some other mechanisms and experiences Cuz
5:43
that's gonna inform everything as well And so
5:45
if you're listening to this and you're like, you know, I'm not I'm
5:48
not designing that kind of game Understood
5:50
play play these anyway because you're gonna learn
5:53
some things and even if you don't learn anything Like
5:55
you're saying from the mechanism you're gonna learn from the
5:57
designer. Like why do they make this choice?
6:00
Right and so and tell me tell
6:02
me about that. What are some things that maybe you learned? From
6:06
these games like I'm assuming these are games that you've
6:09
played that you've Figured out and all that
6:11
what are some of these general concepts? You've
6:13
kind of learned overall and then let's get more specific
6:16
when we get into the actual kind of nitty-gritty.
6:18
Sure so one of the biggest
6:20
things, you know as being a Good
6:23
game of good designers you want to give players interesting
6:26
choices
6:26
So that's one of the most interesting thing is does
6:29
the game offer interesting choices and a
6:31
lot of the games on my list do That are really
6:33
interesting ways. How do players
6:35
interact with each other? That's
6:37
always very interesting to me as well. So then
6:40
also Maybe
6:42
what not
6:42
to do trying to cram in
6:44
too much into a game sometimes Yeah,
6:49
those are the sort of general things
6:51
and also when you're looking at theme
6:53
trying to be different and unique Not always
6:55
doing the same overdone themes different
6:58
things like that. I want to I don't want to give too much away
7:00
before getting
7:00
into the list Yeah, absolutely to
7:03
your point though. Another thing to think about is
7:05
bad games Now none of the games are
7:07
lists. I don't think at least my lists
7:10
are bad by any stretch the realization A lot of them
7:12
are very well loved. They're in the top 200 500 or
7:16
so on board game geek, they've made a lot
7:18
of money selling a lot of copies But there's
7:21
so much value in playing terrible games,
7:23
right? It's kind of like when
7:25
rain is scarce you pray for it You know I mean like when
7:27
you when you don't have the balance of the good
7:29
and the bad is kind of hard to understand the Context the
7:31
full context and so yeah, if you if you
7:33
play a game and even if it is an awful experience There's
7:36
value in that right? And so I
7:38
don't know that I'll ever do a don't play these
7:40
games I'm not trying to start any kind of internet drama with
7:43
with some game design Good
7:47
good things to think about but anyway, let's
7:49
get into our list and I'll
7:51
let you go first guess first and Technically
7:54
number 10, but like this is just kind of you know,
7:57
it's not like a rank thing So what's the first thing that comes
7:59
to mind?
7:59
So yeah, the first game on my list is
8:02
Imhotep and this is a game
8:04
by Phil Walker Harding And so
8:06
every designer should know about Phil
8:08
Walker Harding. He is probably my
8:10
favorite designer He has a great
8:12
catalog of games any game
8:15
that he comes out with I'm like I want to play that and
8:17
they're all so different So
8:18
he's done sushi go silver and gold
8:21
gizmos. He just came out with one called spell
8:23
book. I played at Gen Con So
8:25
he's just a great designer for other designers to know
8:28
about first of all
8:29
Secondly, this is just a really fun game.
8:31
So the idea is you're all ancient
8:34
Egyptian architects and you're building pyramids
8:37
and obelisks and different things like that And
8:39
so you're all trying to gather resources and then
8:41
load them on ships But the interesting
8:43
thing one of the interesting most interesting
8:46
interactions between players is that any
8:48
player can launch the ship and
8:50
decide which action space it goes
8:52
to
8:53
so you could send a ship
8:56
that doesn't even have any of your resources on it has
8:58
all other player resources on it and
9:00
you can send it to an action space that you think
9:03
will not benefit your The
9:05
other players
9:05
as much as possible So there's
9:08
a little bit of take that in that and I don't
9:10
love take that but the way that he does
9:12
it is so Interesting because you
9:14
will still get something
9:16
out of it. You'll still get something good out of it Just
9:18
might not be your ideal plan a
9:20
And so I think that's just really interesting I've never seen
9:22
that in a game before where you have like a plan
9:25
you're loading up a ship But then someone else
9:27
can send it send
9:28
it to a different action space So
9:30
yeah, it's just a very interesting game The
9:33
player interaction is very interesting it deals
9:35
with a sort of take that mechanic in an interesting
9:37
way And just an introduction to phil walker
9:39
herding
9:40
Yeah, I love phil. He's been on the show in the
9:42
past one of my favorite games of all time is barren
9:44
park Which he did it's a polyomino
9:47
game about building A
9:49
park for for bears. That's kind of literal in the
9:51
bear park, but uh, it's a great game,
9:53
but to your point Completely different
9:56
than emhotep that you're talking about like he
9:58
is his brain It's phenomenal because
10:01
like yeah, I'm the kind of designer and a
10:03
lot of other designers you kind of get in your lane You're
10:05
like, this is what I do. Yeah, I'm good
10:07
at it. I've play tested these types of systems
10:09
a million times I'm just gonna stay right here. This
10:12
is where I block and where I tackle, right? So
10:14
it was like I'm gonna go do something
10:16
that I've never done before and it's still gonna
10:18
be one of the best games in the world
10:22
Every game you play by his yeah, it's completely different
10:24
I played spell book and it was the only
10:26
game I played at Gen Con and I
10:29
was just I thought I was like I'm playing that and because
10:31
it was so busy at Gen Con You couldn't demo any
10:33
games But I waited around like I finally
10:35
play it and it's just so different from any
10:37
of his other games But just like all those other games is
10:39
so mechanically sound and it's so
10:42
interesting and different So he's definitely
10:44
it is our designer that inspires
10:46
me for sure. Yeah, 100%
10:47
All right. So the first I'm
10:50
gonna cheat on a few of these just to let you know where I've got
10:52
like some either or I've got like this that sure so
10:55
the first one that I really thought about is really based on
10:58
You know, I've interviewed over 300 designers
11:00
at this point and the same
11:03
four games Come up over
11:05
and over and over again Especially as far as like games
11:08
that got people into the hobby you got people
11:10
into designing And so my first one
11:12
is those four which we and
11:15
these are all well known It's Katan its Dungeons
11:17
and Dragons its chess and
11:19
its magic the gathering Those four games
11:22
seem to be I would I would say
11:24
that those four games have brought 90 plus
11:26
percent of game designers into
11:28
game design With me, it was
11:30
Dungeons and Dragons. I know Rob Davio was
11:32
Dungeons and Dragons I've talked to a lot of people it was Katan
11:35
chess you know a lot of people grow up playing chess and kind of gets their
11:37
their wheels turning at least into This
11:39
not necessarily space of game design exactly But at least in the space of
11:41
like playing games and just kind of normalizing
11:44
in their lives And so anyone
11:46
listen to this one you've probably played
11:48
all of them If not, most of them but
11:51
to go back and study why these
11:53
four games in particular Changed the
11:55
world because they all did in different ways,
11:58
right? Yeah, people still play these games You know a lot
12:00
of times gamers they they'll come in with katana
12:03
and like oh Well katana doesn't have this
12:05
or that and they'll kind of like throw shade at it once
12:07
they get into the wider world of gaming But
12:09
I still have friends the katana is the
12:11
only game they play They get together
12:14
once a week with their katana gaming group
12:16
not their gaming group their katana
12:18
gaming group Yes, and they play
12:20
that and they you know, they'll throw in the expansions and they'll
12:23
play the game of thrones version Like they you know,
12:25
they change things up, but it's still katana
12:27
Why
12:27
why do people keep coming back to that game same
12:30
with uh, magic the gathering Just
12:32
the ability to construct a deck and
12:35
like have all these different combos and all these different things you can
12:37
do I mean that game has been around since the
12:39
early 90s. I think late 80s like it's been around a
12:41
long long time made billions
12:44
of dollars So it's easy
12:46
to look at some of these games that kind of everybody likes and
12:48
we're like, ah, well, you know I like this thing you've never heard
12:50
of that. There's only like 42 copies on the market like
12:53
cool fine But there's a lot of value
12:55
in looking at why did these games make such
12:58
an impact? So pam with you what
13:00
game got you into the hobby or
13:02
got you into gaming or game design?
13:04
Yeah, and I was asked
13:06
this actually just the other the other day and
13:08
I I I don't remember like a certain
13:11
Specific like aha moment or
13:13
anything like that What I think it was was
13:15
a board game cafe opened up near
13:18
me when I was in Toronto snakes and lattes One
13:20
of the first board game cafes ever and
13:22
it was teeny tiny now, it's huge and
13:26
so I I think it was that just being
13:28
exposed to a board game cafe with a Million
13:30
different kinds of games and just started playing
13:33
a million different kinds of games I think that was
13:35
really the door kind of opened a little
13:37
bit and then it got flung open as soon as
13:39
I joined the Design group
13:42
in Toronto at snakes and lattes meeting other
13:44
designers then talking about different
13:46
games So I would check it out mentioning different
13:48
things. So I would try that out So just
13:50
being exposed getting more into
13:52
the community I then learned about
13:54
all the all these of the games that exist
13:57
that I didn't know about
13:59
Yeah something you did on your
14:01
own or were you invited?
14:02
To go to the design group.
14:05
Well, to go to Snakes and Lattes at the beginning.
14:08
I just, I heard that this board
14:10
game cafe was opening down the street for me and I just went
14:12
and checked it out. And then they were on
14:14
Twitter and I saw that they posted they have a design
14:16
meetup and I saw that. And I
14:19
was
14:19
like, oh my God, that's a thing. It
14:21
was happening that night. I ran down the street
14:23
to go do it. And then like Christopher Chung,
14:26
who designed Lanterns
14:27
was one of the play testers who play tested my
14:30
game the very first time I went to one of these things and I was
14:32
just like completely hooked after that. Yeah, oh,
14:34
that's awesome. And I had a similar experience of like, wait,
14:37
what is this? Like this exists? Like what
14:39
is this world that I did not know of? Apparently there's
14:41
a whole bunch of opportunities. So yeah, that's really
14:43
cool. But all right, so moving on, what's
14:46
your next one?
14:47
Just another thought about
14:49
that too is that I do remember
14:51
playing Ticket to Ride and
14:53
that was my first exposure to like
14:56
a modern board game I'm pretty sure. And
14:59
I just remember feeling completely overwhelmed
15:01
and not having
15:02
fun at all. And
15:05
just like not. I think it's really complicated. Yeah, I was just
15:07
like, what is happening? Like I
15:09
had only been using, you know, yeah, like party games,
15:11
trivia games, very simple role and move
15:13
games. And this was like a game
15:15
or friend of mine, like friend of a friend who
15:18
played
15:18
Ticket to Ride. And I was just like, yeah, I was just
15:20
completely overwhelmed by it. So that
15:22
did not
15:24
hook me in. So I can't
15:26
remember what other game it was, but
15:29
now I play Ticket to Ride and I love it. But when your first
15:31
exposed to these games, they can be overwhelming,
15:33
absolutely. If you're used to just sort of the standard
15:35
role and move. Yeah, absolutely.
15:39
But yeah, so
15:39
moving on to number two, which is
15:42
definitely not an intro
15:43
game, definitely not
15:45
beginner friendly, super heavy game is called
15:47
Robinson Crusoe.
15:49
And I don't know if you've played this game. Oh
15:52
yeah, I almost put it on my list. I almost did.
15:54
Oh, okay. I was really close, it's
15:57
like coming down to like the final slot.
16:00
one that was up there. So anyway, great game. Go ahead.
16:02
So yeah, so
16:04
as a designer, I always want to continue to push
16:06
myself and to, yeah, like
16:08
you said, play games outside my comfort zone, but also
16:11
play games that are heavier than what I might be
16:13
comfortable with or used to. So
16:16
there's a lot going on in this game. Be
16:18
prepared to watch an hour long how to play video
16:20
and then struggling
16:21
through it for three to four hours.
16:23
So yeah,
16:25
it's on my list because it is a great game,
16:28
but it's a very heavy game. So just be exposed to that.
16:30
But I would also challenge designers to play
16:33
it and maybe while you're playing it, think
16:35
about one thing that could have been cut
16:37
because I do think there is a lot
16:39
going on and I think the publisher was very
16:42
nice to the designer. Just let them do whatever
16:44
they wanted. I mean, it all makes
16:46
sense.
16:47
Everything there that's in the game has a purpose.
16:49
Everything works together very well. If
16:51
some of the rules are a bit finicky,
16:53
some of the things you forget are there.
16:55
Some of the things you're like, oh, wait, when I do
16:57
this, then I can do that. But it doesn't happen
17:00
all the time. It just happens this one specific time.
17:02
Feel a little bit finicky sometimes, but
17:05
it is a fantastic game. But from a designer
17:08
point of view, I would maybe look at
17:10
it and think if this is my game, what would I
17:12
maybe streamline a little
17:13
bit from it?
17:15
Yeah, not really good, good ideas with
17:17
any game in general, right? How could you change
17:19
a mechanism, cut a mechanism? How would that affect
17:21
the game? You know, Rob Seccruzzo has those dice,
17:24
which a lot of people loathe because they do all
17:26
these things. They build up these strategies, they get everything in place,
17:28
and then the dice just wreck you. And there's nothing
17:30
you know about it because lady luck was like, ha
17:32
ha, not today. And so what would it do to
17:35
the game to make their card based system where
17:38
they're still the luck of the draw, but you can
17:40
count the cards. You know what your odds are.
17:42
You know the percentage is a little bit better. Sure. How would
17:45
that change the game? You could maybe stack
17:47
it. You could add more good things to
17:49
maybe
17:49
potentially help you so you know
17:51
there's less of a chance of
17:54
something terrible happening because so many terrible
17:56
things happen
17:56
in this game. Exactly. Which
17:59
is one of my favorite. things though I love the
18:01
system in that game of you
18:03
you have the card and you read it and then
18:05
it's got like it's gonna come back later
18:07
you know you have to put it back in the deck you're like oh
18:09
man now you know what's in there you're like oh
18:11
the tiger the tiger's coming back to eat me
18:14
it's gonna happen yeah
18:15
or like you eat something and then
18:17
it comes back later and you get sick like
18:20
I there's so many clever things in
18:22
this game so in case anyone doesn't know so you
18:24
basically you shine it on an island and there
18:26
are different scenarios the basic one is you're trying
18:28
to build a fire to alert a ship that's
18:30
going by in time or you all
18:33
die so it's a cooperative strategy game with
18:35
all different kinds of scenarios and you're all
18:37
trying to work together to not die but you
18:39
definitely probably will die
18:41
but there's so
18:42
many different smart things going on I love
18:44
how if two people go do something it's
18:46
a guaranteed success but if you decide
18:48
the group one of you is going to go do it then you
18:51
have to rule dice I think that is
18:53
just that alone it's just such a cool cool
18:55
thing there's so many cool things happening in
18:57
this game and I don't even know if you have to cut anything
19:00
but it's an interesting exercise
19:02
to think if I wanted to streamline
19:05
this game what could maybe be cut
19:07
or what could maybe be clarified or maybe
19:09
not so edge case kind
19:11
of finicky
19:12
situations
19:13
yeah definitely okay excellent
19:15
choice my next one is a game
19:17
called kimit you ever played kimit
19:19
I've heard of it haven't played it
19:21
phenomenal game it's kind
19:23
of this like Egyptian adjacent
19:25
thing going on where it's like pyramids and
19:28
pharaohs and all the like Egyptian mythological
19:31
mythos mythological creatures and stuff like that but
19:33
it's kind of it's basically a war game so if
19:35
you like risk then kimit is like
19:38
the way better version of it right one
19:41
thing I love about kimit so let me
19:43
back up one of the problems with risk is
19:46
somebody can turtle they can go down there in Australia
19:48
and it's like hard to get at them and you know there's
19:50
other people up here and they're going at it and but it's
19:53
not balanced like the map is not balanced right
19:55
kimit changed that in that pretty
19:58
much every space Can
20:00
reach almost every other space and
20:02
when you start the game you have equal access
20:04
to everyone else on the board The
20:07
way the map is arranged like the
20:09
areas and you can also teleport
20:11
and like you can do different things So like nobody is safe.
20:13
You can't just turtle somewhere like if you're if
20:16
you're doing really well Everybody's gonna
20:18
come get you and there's nothing you can do about it And
20:20
it's great because it kind of self-balances in that way
20:22
But players can also go totally
20:25
different paths to victory It's all sorts
20:27
of different strategies that you can take different
20:29
types of creatures that do different types of things The
20:32
combat system is phenomenal. It's not dice
20:34
based It's card based and it's kind of that you've
20:36
got these cards in your hand and you're gonna play one And
20:38
it's gonna do different things and you're gonna, you know, look
20:41
at the numbers stuff like that But it's not just winning
20:43
and losing. It's also Basically
20:46
how many casualties you take right?
20:48
So you could you could win the battle
20:50
but end up losing more Men
20:53
on the board than your opponent It's it's
20:55
really interesting thing and different cards do different things
20:57
and so And it's you especially
20:59
early on the game, you know what your opponent has And
21:02
so then you're like, oh do I do I go
21:04
all out? Do I play this like do I play my
21:06
best card? And then you know
21:09
Basically because if you play it then you lose it for a little while Anyway,
21:12
phenomenal system if anyone is creating
21:14
a game that has combat that has any
21:16
kind of skirmish has any kind of Board
21:19
movement as well highly highly recommend
21:22
Very cool. Very cool. Who
21:24
designed that one?
21:25
I do not know. I will look that
21:27
up and i'll tell you in a second You
21:30
go ahead what's your next one, okay
21:34
Yes, okay, so my next one is creature
21:36
comforts by reberta taylor it
21:39
is a
21:41
Dice worker placement game and
21:43
I just I love worker placement games in general because
21:45
again it comes down to choices You have so many different
21:47
things you could do on your turn and I love how it's
21:49
a bit of a race
21:50
to see If you can get to that space first.
21:52
This one is slightly different But the
21:55
main reason is on my list
21:57
is because of the theme so I mentioned this earlier
21:59
that a
22:01
lot of themes in my opinion are overdone
22:04
and this game has one
22:06
of the most
22:07
interesting and different themes than I've seen
22:09
in any game.
22:10
So the theme is you're
22:12
all different animals and you're all getting
22:15
ready for winter and you're trying to make
22:17
your dens as cozy as possible and
22:19
I just love that. It's so different.
22:22
I'm so kind of tired of
22:24
seeing the same theme over and over and over
22:26
especially at playtesting meetups. It's just, oh here's
22:28
another one of those kinds of games. So it's
22:30
just so refreshing and so as
22:32
a designer it's good to see different
22:35
kinds of themes, different
22:37
interesting worlds you
22:39
can create, different themes you can have and
22:42
this does that really really well. The art
22:44
is amazing. You really feel like you're building
22:46
up your little den and you have your
22:49
little soup and you
22:49
have your socks and you have your like blanket
22:52
and it's just fantastic. So it's a great
22:54
game mechanically but theme wise it's
22:57
different and interesting so it hits those both
22:59
of those two points very
23:01
well.
23:02
Yeah I love that. I love anytime a game
23:04
can have some interesting things thematically
23:07
going on but at the same time it still
23:09
makes sense with the mechanisms. Like things still
23:11
intersect you go, oh that makes sense. I guess still intuitive.
23:13
Yeah so the designers
23:16
of Kimmet I'm gonna totally butcher these names but
23:18
I think it's Jacques Berio and
23:22
Guyame Monty,
23:25
hey, French. It's
23:27
in French. I don't know what it is. My Alabama accent
23:29
does not let me say those letters next to each other but
23:32
it's from Matagot. It's from 2012. Like
23:35
a lot of games on my list are OGs. Like they've
23:37
been around a long time and
23:39
I think that kind of is nothing to think about. Like
23:42
if people are still playing this game they're still buying
23:44
it. I mean chess has been around a zillion years. You
23:46
know Katan D&D, Magic Gathering, Kimmet.
23:49
Several more of my list are from like 10 plus
23:51
years ago and they're still selling copies.
23:54
So
23:55
I definitely tell you something for sure
23:57
and there's a lot of cult of the new in the
23:59
board game.
23:59
Community so no, I think
24:02
it's great. So there's so many great games
24:04
that are 10 20 30 years old for sure Absolutely.
24:06
Absolutely. And there's a lot of flash in the pan stuff
24:09
right now. It's a game that comes out You know, that's
24:11
fine, but it's no it's not a favorite game. It's
24:13
a three out of five Yeah, you know I
24:16
think I would rather have a game that a
24:18
certain group of people are like this is my favorite game
24:20
of all time And then a lot of other people are like I
24:22
hate this. I never want to see it again I would rather
24:24
have that then just a game where people are
24:26
in general like yeah, that's fine
24:27
Mmm,
24:28
you know something to think about as the designer, you know
24:31
You want a strong reaction one way or the other? Yeah,
24:34
absolutely. Absolutely and find your people, you
24:36
know, right? Yeah, not every game's not for everybody
24:39
like you can't if you create a game for everybody It's
24:41
a game for nobody. So how can you really
24:43
lean into your target audience so that
24:45
it's their favorite game? It's one of their top
24:47
ten games of all time Yeah knowing
24:49
that in doing that you're gonna have a whole bunch of
24:51
people are like I hate this This is nothing I want
24:54
to see it all and and that's okay If you go to Amazon
24:56
and you look at the best books ever
24:58
written those books have a bunch of one-star
25:01
reviews It's just like what is so something
25:03
about alright my next one speaking of games been
25:05
around one time Twilight Imperium, which
25:08
is now in its fourth edition Or
25:10
or if you're not quite into that Dune
25:14
which has been around a zillion
25:16
years as well. And These are the
25:18
kind of games that take forever
25:21
to play Yeah, noon is like a three
25:23
plus hour experience Twilight Imperium four
25:25
plus five plus depending on how many players at the table and
25:28
So why would I tell you to sit down and play one of
25:30
these games? Even if you have no desire because
25:33
I want a designer to understand what
25:35
it takes for a game to last
25:38
that long and Still be good.
25:40
Yes, because I don't know about you. I've
25:42
made 20 minute games that lasted too
25:44
long. We're parasol. This is too long This
25:47
needs to be five minutes. Okay, I'm sorry But
25:50
you've got these games that these are these
25:52
are two games that like people say are their favorites of all time I can't
25:54
tell you how many people I've met this say. Oh, I love Twilight Imperium one
25:57
of my top three favorites Well, that's crazy and
25:59
they they will They will devote a weekend
26:02
bringing friends over planning out the meals
26:04
for the day because it's gonna take all day because they're playing a six
26:06
player game or something crazy and They'll
26:09
do it all day and they love it. They'll get to the end and they just feel
26:11
satisfied So as a designer,
26:13
how can you design a game
26:15
that takes up a long time?
26:17
But it's still good the whole way and one thing you
26:19
learn about these games is it's different
26:22
systems players Aren't just thinking about one
26:24
thing. They're thinking about a whole bunch of stuff
26:26
in chunks in bites, right? And trial
26:28
and period there's combat. There's the voting
26:30
where you can bring new laws in they're
26:32
gonna change the game in some way There's there's just so
26:34
many different little phases They kind of keep your
26:37
brain working and none of the phases in and
26:39
of themselves are big. They're all pretty
26:41
small They're just a bunch of them and they can stack
26:43
on top of each other And so and also with any
26:46
time you see a new edition like this is a fourth edition.
26:48
What did they change? Why why do they
26:51
why did they take that out? Why did they add that in and just
26:53
analyzing that? So let
26:55
me toss that back to you Have you seen any games that you enjoy
26:57
that have come out with a later edition or
26:59
an expansion that changed the game in certain ways? You're like, oh
27:02
and you kind of saw something new that was really cool
27:04
Nothing is jumping to mind where they like fix
27:07
the major error in
27:08
an updated edition
27:10
Yeah, it could be or change a mechanism
27:12
like I'm working on a game right now that came
27:14
out a couple years ago it's hunted Kobayashi
27:17
tower and it's very dice-based and I I
27:20
Made that game because I wanted it to have a lot
27:22
of luck and a lot of just like swinging I wanted that
27:24
but then the more people played it they're like as just too much It's like
27:26
okay And so going back in and changing d6
27:29
is to d8 Adding some
27:31
cards in the ad just a little bit extra mitigation
27:33
where you can go plus one or minus one or just
27:35
a few tweaks Have drastically
27:37
changed the swinginess of the game still
27:40
a lot of luck And so it didn't have to be a massive
27:42
change Could also just be the rule book a
27:44
lot of times second editions just fix the rule book and help Yeah,
27:47
they were first ever. So
27:48
yeah for sure. I mean one of my
27:50
games is a second edition, but it's
27:52
just like a re-theme I don't think they really
27:55
changed anything or updated anything. So
27:57
what's what theme to what thing? Well
28:02
it's actually, should I just talk about it now? Oh
28:05
heck yeah, it's not really, let's go for it. It's
28:07
not my list, yeah. So yeah, it's Century Spice Road
28:10
Golem Edition. So
28:13
the first one is just,
28:15
yeah, I guess you're collecting spices on a spice road.
28:18
Now this one, you're collecting crystals and
28:20
then
28:21
forming them into golems. I don't even know what
28:23
a golem was until I
28:25
played this game. The theme
28:28
is almost unnecessary in
28:30
this game. But
28:32
I did actually look at it
28:33
this morning about what's different
28:35
between the first edition and the Golem
28:38
Edition. And from what I saw,
28:40
they didn't change any tweak any
28:41
rules or anything like that. So I guess it was pretty
28:44
solid from the jump. But
28:46
the reason it's on my list is that it's
28:49
a very interesting engine builder.
28:51
And it seems like engine builders have a tough time
28:54
of finding themes that actually aren't
28:56
intuitive, make sense,
28:58
help learn the game more, are immersive,
29:01
slender, Century
29:03
Spice Road. I didn't even
29:05
really know what the theme was. I had, like,
29:07
I didn't remember what the theme was. I had to look it up this
29:09
morning, like, wait, what's the theme? I just remember
29:11
enjoying it, but the theme didn't
29:13
stick with me. But it's a great engine
29:16
builder.
29:16
And also there's open drafting,
29:19
you are collecting cards, you're
29:21
deck building, you're building up a strong deck,
29:24
you're playing them. So
29:26
there's a lot going on in this game. But
29:29
they all work really well together. And it is fairly
29:31
simple.
29:32
But I just found it so satisfying to
29:34
build up my crystals. And you're restricted
29:36
with how many you can hold at one time.
29:39
It's all about timing as well. And
29:41
it's also with the open drafting, there's that race
29:43
element again, too, of you're trying to
29:45
get a card before someone else. But you can see
29:48
what everyone else might be going for. So
29:51
there's just so many things that work really well
29:53
together. And I just love engine builders,
29:55
where
29:56
as the game goes on, you're doing more and better
29:58
things. It's just so satisfying.
29:59
especially when you have a deck builder element
30:02
where you can have that hand management where you can decide
30:04
when to play your different
30:06
actions.
30:07
So yeah, it's a fantastic game. And then
30:09
with the Golem Edition, the major difference,
30:12
I guess, is upgrading the components. So
30:14
instead of the little cubes for the spices,
30:16
now you have these really cool shiny
30:19
crystals and different beautiful colors. And
30:22
then the art is really nice as well. But
30:24
that's secondary to the mechanics. The mechanics
30:26
are just so satisfying. I
30:28
only played this game one time, but I was like, I love
30:30
this game. So if you want
30:33
to play an engine builder, I would definitely
30:35
suggest playing that because it's not just engine building,
30:37
it's also deck building, open drafting,
30:39
things like that.
30:40
Yeah, definitely. So the designer of that one, Emerson
30:42
Matsuchi. Matsuchi? Anyway,
30:45
phenomenal, phenomenal guy. I've hung out
30:47
with him at conventions. He's just a great dude to be
30:49
around, but his brain is just kind of like
30:51
Phil Walker Harding. It's like they're on a different level. They
30:53
just see things differently. And
30:55
yeah, that game is definitely a great
30:58
example of that. And
31:00
to your point about the theme, yeah, that game
31:02
is so theme-less, you could literally slap on anything
31:05
and it would still be fun. It's
31:08
an engineering game. It's not a thematic
31:10
deal. It doesn't even need a theme. No,
31:13
not at all. But you're right though, in the satisfaction,
31:15
it's something about our little lizard brains that love
31:17
taking blue and turning
31:20
it into purple and then turning it into green. I
31:22
don't know why. There's so many guys in the market that do that. And
31:25
Splendor was the one in it. So
31:27
that's what I was thinking about. And they're acting them all in for
31:29
this golem card that gives
31:30
you points and getting
31:33
it before someone else. So
31:35
I love that where you have to be aware
31:37
of what the other players are doing
31:40
because they might get what you want
31:42
first. Because a lot of games, you can be
31:45
in your own little silo. But in games
31:47
like that, where you have the open drafting,
31:49
you have to be a lot more
31:50
aware about what your other players
31:52
are doing. Yeah.
31:53
So follow up to that. My
31:55
next game I'll do is called
31:57
La Havre. You ever play La Havre?
31:59
No.
31:59
Okay, another OG. I added all these games
32:02
to my list of games to play. 2008, alright.
32:05
Yeah. A while back, still holds up
32:07
today. Same concept though with what you're talking about
32:09
with Spice Road, in that you're
32:11
taking this, turning it into that,
32:13
turning it into this other thing, scoring points, this is how
32:16
I'm going to build up this thing and win the game. It's not quite as
32:18
engine-buildy as Sentry,
32:21
but it's still, there's all these buildings out
32:24
and all these cards, cards are the buildings, so the cards
32:26
change every game. So it's always different. Yeah.
32:29
You have these special buildings that come out and do interesting things.
32:31
You have a ton of resources. I'm trying
32:33
to think, there's fish, there's wheat,
32:36
there's cows, there's all sorts
32:38
of different iron and metals and everything like
32:41
that. And you're constantly like,
32:43
and the tiles are all these tokens that are double-sided.
32:46
So wheat is, you know, wheat on one side and then on
32:48
the other side it's bread. Yeah, yeah. Fish
32:51
or fried fish. Cows are meat. And
32:53
then you can also turn cattle into hides
32:56
and then turn the hides into clothing and then trade.
32:58
Clothing for points. And so it's such
33:01
a cool game, but on your turn, you're
33:03
not doing very much. I think that's another thing that
33:05
a lot of these great games have. They're not overwhelming
33:08
the players with too many choices at a
33:10
time, but in general, there are lots
33:12
of choices, right? And one thing I love about LaHove
33:14
is like, there's no, oh, that's
33:17
the best choice and then there's nothing else. Like,
33:19
okay, there's these other choices I could do, but that's the obvious.
33:22
LaHove, it's like, do I want this really good choice or
33:24
that other really good choice? Or I could do this other really cool
33:26
thing that sets me up for an amazing choice next time. Right.
33:30
There's so many cool things you could do and
33:32
I would only play it with two or three players, though.
33:35
That's the one, I will say one negative four player is
33:37
not great just because the way this turn structure
33:39
is broken down, it just doesn't work as well
33:41
before, but two or three phenomenal
33:43
game and it's got a little, little fun Easter
33:46
egg things. Like for instance, the church building
33:48
will take bread
33:51
and like turn it into more. It's like it
33:53
turns a certain number of loaves into
33:55
more loaves. I see what you did there biblically. You've
33:58
got lots of fun things, but it's just a great. Great
34:00
game is one of the things that you play it and you get down you're like I want
34:02
to play it again and it didn't take that long to
34:04
play And you can you see where
34:06
if you lose you're like, ah I should I should have done
34:09
this or that like you have a pretty good sense of why
34:11
you lost or why you won And then
34:13
you but again, you could set it up play again and have
34:15
a totally different experience because the the buildings that come Out
34:17
this time are gonna be different gonna change your strategy. So
34:19
definitely recommend laha. That's le space
34:22
H a V re
34:24
Yes
34:25
On my list. It's not lahavari, which
34:27
is what I called it
34:30
Well, I called golem golem,
34:33
so I don't know well if you're familiar lower
34:35
the ranks I know that's all I knew I was like
34:37
golems golem edition
34:42
Yeah, I was gonna say some oh, yeah, so yeah, I don't
34:44
know there's something about upgrading things There's something
34:46
about crafting things and upgrading things
34:49
that I just love Like I want
34:51
to yeah get all these resources
34:53
to pay them to Craft this thing
34:55
and then I want to do something to flip it over to
34:57
its better side And now I get like I
35:00
don't know why that's so satisfying as humans
35:02
But it's I definitely get that for sure and there is
35:04
a lot of that in
35:05
Creature comforts as well. Yeah something
35:07
about going from nothing to something
35:10
Right and same this in the real world Like if you're
35:13
if you're doing mission work or you're building a house or anything
35:15
like you start off and there's like a plot of Land
35:17
and okay
35:18
And then you know a certain amount of time later We
35:20
have a structure that people can live in and
35:22
it's just like so satisfying to
35:24
your to your soul And there's
35:27
a lot of games that really lean into that and
35:29
do well, and I think it's part of it engine builders, especially Maybe
35:32
it's cuz it and maybe with the engine but let me get your
35:34
thoughts on this one thing I found I can't remember
35:36
who told me this in an interview. Anyway, they said
35:39
Gamers are people in general. They want to feel one of three
35:41
things if not more at the same time They want to feel
35:44
rich. They want to feel powerful. They want to feel
35:46
smart So anytime your game can
35:48
get them to feel that way It's gonna do well
35:51
and I feel like there's something with engine builders You feel smart
35:53
because you're the one that came up with I'm gonna put a next
35:55
to B next to C and we're gonna run This thing and then
35:57
I'm gonna win the game, right? So has that been something?
36:00
noticed as well?
36:01
Oh for sure, 100% and I
36:04
think yeah you just want to feel like you maybe you
36:06
built something at the end, you did
36:08
something like look how much I did,
36:10
I started with nothing and now I'm here like absolutely
36:14
no I agree with that 100% yeah
36:17
so letting your players feel like that's another
36:19
thing too even with party games they want to feel
36:22
funny but not have to come up
36:24
with the funny content you know so it's like
36:26
look at this funny card that I pitched to
36:29
put in this scenario look how funny I am
36:31
but all they did was pick the cards
36:33
that you created with the actual funny content
36:36
but you are helping people enabling
36:38
people to feel like they're the funny ones
36:41
so these other things you're helping people feel like they're
36:43
the smart ones because they combined these two cards
36:45
that you made so then they
36:48
are doing that so you're facilitating yeah
36:51
people either feeling
36:52
funny or smart or powerful
36:54
all these types of things you have to see the
36:56
situation all right
36:57
what's your next one
36:59
okay so my next one is is an
37:01
or it's not four or's but
37:04
it's a vast or
37:07
root so these are extreme
37:10
asymmetrical
37:10
games if you haven't heard of them
37:12
I'll take vast as an example so
37:16
the scenario is there's this cave
37:18
there's a dragon inside the cave and
37:21
you can play one of I think five
37:23
different characters so if you play the knight your
37:25
goal is to kill the dragon if you play
37:27
the dragon you're trying to get out from the cave
37:30
you play the goblin you're trying to kill the knight you
37:32
can even play the cave and you're trying to collapse
37:34
onto the other players which I find hilarious
37:37
um so it's an asymmetric game an
37:39
extreme asymmetric game meaning where
37:41
each player has their own different set of rules
37:44
and own different win conditions so it's
37:46
almost like everyone is
37:47
playing a different game but you're
37:49
all playing together so yeah I
37:52
don't know if I'm the biggest fan of this
37:54
mechanic but I definitely thought
37:56
this game out to play it because I wanted to be exposed
37:59
to
39:00
all
40:00
of them to really get the full experience.
40:02
And so just something to think about. But yeah,
40:04
that might be one of those things like you
40:05
were saying that yeah, when people love
40:08
it, they love it. Like I've met
40:10
some real root fans. But
40:12
like you said, like they've played every single faction
40:15
multiple times. So for them, they do
40:17
know what everyone else is doing. So if
40:19
you find your people who like really,
40:21
really love it, and then they invest the time
40:23
to learn every single mini game
40:26
within the game, then I'm sure it can be a fantastic
40:28
experience. So for the average gamer, you
40:30
know, it's a very long learning
40:33
time. It takes a long time to learn. You're learning
40:35
multiple
40:35
games at once. And then yeah,
40:38
not really
40:38
knowing what other people are doing. Right.
40:41
Also, the games are now you have to write five
40:43
rule books, which makes
40:45
me inside like I hate just
40:47
the thought of that makes me want to go get back
40:49
in the bed and just try again tomorrow. No, I can't
40:51
even imagine the play testing for that. Like,
40:53
let's play with these four factions. Now let's
40:56
take one out and replace everyone. Now take one
40:58
out like you would have to play test so many
41:00
different combinations to make sure that
41:02
they all work together because it could
41:04
be broken in so many different ways. Oh,
41:07
well, my thing won't work because you block
41:09
this and yeah, oh my god, I
41:11
can't even imagine the play testing they had to do
41:13
for those games, especially for root. Right.
41:15
All
41:16
right. So very different game, but one
41:19
of my favorites, a game that I believe is
41:21
perfection. I don't know of a single thing
41:24
about it. That's not just like
41:26
exactly what it needs to be. And it's called Concordia.
41:29
You're playing Concordia. No. Adding
41:32
it to the list. Again,
41:34
came out a long time ago, has a ton of expansions
41:36
at this point, all sorts of different maps and different ways to play.
41:39
It's from a designer named Matt Gertz. And
41:41
Max is a great guy. He's another one. It just kind of sees
41:43
things on a different level. But Concordia, it's
41:47
got a boring thing. It's trading in the Mediterranean. I
41:49
mean, it's, but it was one of the ones for a long
41:51
time ago. So at least they, there weren't quite as many
41:53
games back then, if there are now, but
41:56
the idea is that you, you have
41:58
your little board. basically
42:00
moved around the board building cities
42:02
and collecting resources, trying to get victory points. And
42:06
what I love about it is the card system. And
42:08
it's a system where you start off with a certain number of cards
42:11
and each card lets you do a different thing, right? It
42:13
might be move on the board. It might be collect
42:15
resources. It might be build a city. It might be copy
42:17
someone else's last action, all
42:20
these different things. Um, collect money, but
42:22
then there's also a card that you have to play
42:24
to be able to pick all the other cards you've played back
42:27
up. Right. And so the game is all about timing
42:29
because that's a wasted turn. And
42:31
so when am I going to waste the turn and do I, do
42:34
I want to do two actions in a row? Well, if I do
42:36
that, that means I have to play the action, play
42:39
the card to pick the action back up and then play that
42:41
card, except three turns. And so
42:43
I can, oh man, it's just the tension of that. And then there's this
42:45
open market of other cards and
42:47
these cards are like more powerful
42:49
versions. So like these other cards might let you get
42:51
more resources or might let you, uh, buy
42:54
something without having to spend as much. Right. So
42:57
you're trying to balance out, do I want to get
42:59
these new cars to add to my hand, but if I'm doing that,
43:01
then I'm not building cities. I'm not collecting, you
43:04
know, different resources on the, so I'm not necessarily
43:07
getting closer to winning. And so it's such a good tension
43:11
and nothing I love about it. There's no rounds,
43:13
there's no phases. It's not like step
43:16
one, we do it's you play a card and
43:18
then the next player plays a card and, and
43:20
we're going to do that until the game ends and the game
43:22
ends either when you run out of all
43:25
the auction cards, like the deck empties, or
43:27
somebody builds their last city. Then
43:30
the game ends. And so there's no, I don't
43:33
know. I just love that idea. Jamie Samara has a big
43:35
fan of this too. And I think it's something he tries to do with all his games.
43:37
Like there aren't
43:39
in round one, this,
43:40
that, and the other. And we're going to have a beginning and middle and an end
43:42
that we do round two. Like, no, we're just going to play
43:44
it. And when the game ends at end and
43:47
oh, so phenomenal. And now there's like 10 or 15
43:50
different maps and all the maps are different. And
43:52
some are big, wide open spaces. Some are like a lot smaller
43:54
and so you're kind of having to fight over different
43:57
resources and everything's more. So anyway, can cord you.
43:59
Is there area control in that
44:02
as well? No, not really area control. It's,
44:05
but there's a bonus, there's a benefit. If you get to a
44:07
place first and build a city, anyone
44:09
else who wants to build a city there has to pay more. So
44:11
there is a benefit to- Oh, they don't pay
44:14
you? They just have to pay more. It'll pay you, it just costs
44:16
them more. And so there's benefits to getting your
44:18
stuff out there. But at
44:21
the same time, you got to do this and you got to do that over there.
44:23
You got to do this other thing. And you kind of have to, it's
44:25
this holistic approach because you kind
44:27
of have to do all the stuff. You
44:30
can't be like, all right, I'm only going to buy cards. It's like, well,
44:32
no, or I'm only going to build cities. It's like, well, somebody
44:35
else is going to buy the cards that build cities
44:37
faster. And even though you're focused on cities, by
44:40
the end of the game, they're going to do it better than you because
44:42
they built up these combos, right?
44:45
With these different cars. And so anyway, it's just
44:47
a phenomenal game. I showed up and sit down, did an amazing
44:49
review a while back about it. And
44:51
that's one of the things that really turned me onto the game. I
44:54
was like, oh, okay, if these guys have all these nice things to say
44:56
about it, I'll check it out. And so it's just a great game.
44:58
Yeah, there's something to say
45:00
about an incredibly streamlined
45:02
game like that. I actually
45:05
really liked that kind of the opposite
45:06
of Robinson Crusoe.
45:09
I don't know if you play the game, Eight Minute Empire.
45:12
That it didn't make my way. Is that from
45:14
a Ryan Lockett?
45:16
Yeah, yes, I believe so. But
45:19
yeah, it's just a very streamlined
45:22
area control game where
45:24
you're just drawing cards, you're playing cards, that's
45:27
it. Yeah, literally takes eight minutes to play. And
45:30
there's just something to be said, like even as a design
45:32
experiment, as a designer to try to make something
45:34
as straightforward and streamlined as that,
45:36
but still have a fun,
45:38
engaging experience for the player. I
45:41
think that's really cool.
45:42
Yeah, absolutely. And something just to take away
45:44
from, because that game accomplishes
45:47
in eight minutes what other games accomplish in 60. And
45:49
it's not to say better or worse, it's just preference.
45:52
You know, if you only have 10 minutes, well, we know which game
45:54
we're playing.
45:55
Yeah, exactly. You can play that when you're taking
45:57
a break from Twilight and
45:59
P.
45:59
Yeah,
46:04
it's Ryan Lockout, I just wanted to confirm that. Okay,
46:07
so yeah, so that
46:08
was your in your mind, that was the most perfectly
46:11
designed game, a perfectly designed
46:13
game, in your opinion. So my next one is
46:15
actually a perfect, as close
46:17
to perfect design game as
46:19
you can get, in my opinion. I actually
46:21
made a whole video about why I think that's true. I
46:23
put it up against Jamie Stegmaier's 12 tenets
46:25
of game design and I put it up
46:28
against my framework
46:30
that I work within when I design games and
46:32
it hits almost all of them. Not all of them,
46:35
maybe one day I'll find a game that hits all of them, but
46:37
it's called Assemble the Dice Game. So
46:39
it's not the pick up and deliver original Assemble
46:42
game, it's Assemble the Dice Game. So
46:46
there's just so many great things about this
46:48
game. One of the best things about it is I
46:50
do think it's a fantastic gateway game. So
46:52
if you're just new to this or you have friends
46:55
or you want to bring into the hobby or
46:57
someone's interested in modern board games, have
47:00
them play Assemble the Dice Game. And I
47:02
can pretty much guarantee you they're going to get hooked, they're
47:04
going to want to play again, and they're going to want to
47:06
play new and different games. It'll open
47:08
up
47:08
them into this whole world of board games.
47:10
So the idea is you're rolling
47:12
a handful of dice, which is always fun, and then
47:14
you're deciding what to do with that die result.
47:17
And there's a bunch of different fun things you can do. And one
47:20
of them is you can acquire mosque
47:22
tiles, which somehow give you abilities
47:25
for the rest of the game. You can kind of build up, you
47:27
level up your player and you can do more
47:30
interesting things as the game goes on, which
47:32
I think is always a fantastic thing to have
47:34
in a game.
47:35
So yeah, it just does a bunch of things
47:37
really, really well. It's very fast paced,
47:40
doesn't go on too long, lots of interesting
47:42
choices. And one thing that's come might be a bit
47:44
silly, but that I like is that when you're
47:46
rolling these dice, they're not pips,
47:48
they're not numbers on dice. They
47:50
have icons on them. And
47:52
so in a lot of games, you have to be like, Oh, it's a four. And
47:55
four means I get wood or like,
47:58
you know, I don't know. But if you have a little. icon
48:00
of the thing and you're like, oh, I get
48:02
jewelry. I get this, I get that. There's
48:04
you're something I just like about
48:06
that. Where you're not counting pips, you're
48:09
not adding one pips, losing
48:11
one pips, you're not doing that. You're just, you roll,
48:13
you look at the icons visually, you connect,
48:15
you know what you got, it makes sense. It's not
48:17
arbitrarily four
48:18
equals brick or whatever. Yeah,
48:21
so there's just a bunch of great
48:23
things going on here. The goal of the game is to be the first to
48:25
collect five rubies. There's a bunch of different ways
48:27
you can collect rubies, a bunch of different
48:29
strategies you can try out and
48:31
just so many different things you can do with the dye results.
48:34
So fantastic game is stumble
48:36
the dice game.
48:37
Very cool. Is there a second edition called Constantinople?
48:40
Not as far as I know.
48:42
Okay. No, I
48:44
would follow up with that. If anyone is interested
48:46
in games like that, check out nations, the
48:49
dice game,
48:50
okay. Similar vein where you've got these dice that
48:52
have different icons and you're trying to upgrade
48:54
the dice as you bring in new buildings,
48:57
you get different dice and they have different,
48:59
you know, two of this and one of that.
49:02
Like they get different dispersions of
49:04
icons and things like that. And so that's
49:06
another one to check out. But also just as a general,
49:09
like kind of higher level concept,
49:11
what is someone doing when they
49:13
take a game and then turn it
49:15
into a dice version? What does
49:17
the translation look like? What do they have to change or
49:20
cut? Because nations, the dice game is
49:22
very, very different than just the regular nations
49:24
board game. They cut 78% of the game
49:27
and turn it into this dice
49:29
version almost to the almost
49:31
to the point where it could be a, you just put a different title
49:34
and it's a different game. Right. And so what
49:36
did the designers do and why is nothing just
49:38
to kind of look at. And so yeah, go out there and find these
49:41
kind of long worker placement games and then find their dice
49:44
counterparts. Katan has a dice version. Check
49:47
that out and see
49:48
what's different. Just as a pandemic,
49:51
I haven't played it, but it looks very different.
49:53
And this is very different from the original
49:55
Istanbul game. Very, very different. Yeah.
49:59
Definitely. things makes it a lot
50:01
faster. Yeah.
50:05
Speaking of dice,
50:07
my next one, let's go with Sagrada.
50:10
If you're interested in abstract
50:13
games, if you're interested in dice
50:15
manipulation, dice mitigation, Sagrada
50:18
is a really cool one. You're basically building stained
50:21
glass windows and you've got all these really pretty
50:23
translucent colorful dice and
50:25
you're putting them in different orders and you're trying to score points
50:27
and do different things and move them around and
50:30
change them. It's really interesting. It's very
50:32
similar to Azul and I know a lot
50:34
of people love Azul. I don't. That's
50:38
fine. I'm good at it. I win the game. It's
50:40
not like I lose. I'm going to hit this game. I understand
50:42
how it works. I just don't like, I think I
50:44
don't like the way you take
50:46
tiles in Azul and I've seen too many people get
50:49
screwed over and the game is really
50:51
mean if you want it to be. I
50:53
think that bothers me a little bit. Sagrada is a little
50:55
nicer to each other and so I think that's part of it. I
50:58
really like Sagrada. Also a game
51:01
from a friend of mine, David Abelson, is called Garden Bow.
51:03
Garden Bow. Garden Bow. It's got that
51:05
similar, you're moving around,
51:07
changing different things. It's a flower theme.
51:10
It's really great. Anyway, it's one worth checking out. If you're
51:12
designing an abstract game, check
51:14
out Sagrada. Check out Garden Bow and just
51:17
see the choices. See
51:19
the interesting options that players
51:21
have on a turn and then try to figure
51:23
out, okay, why did they do this and how did they mitigate
51:25
that? I don't know. I just think both
51:28
those games are really good case studies
51:30
and how to do it effectively. Garden Bow didn't get
51:33
the reception. If we ever did a
51:35
list of games that were
51:37
underrated, it would be on my list.
51:39
I really feel like it should have done a lot better.
51:41
It's worth checking out. It's also beautiful. It's also
51:43
a game production wise. Sagrada too.
51:45
We're not just talking about games. We're talking
51:47
about experiences. Laid out on a table,
51:50
Instagrammable, where people can take a picture
51:52
of it and it shows up and it looks good online on social media.
51:55
It's all part of this. It's a great
51:57
example. You take a picture of that, people go, ooh, that's a pretty
52:00
Pretty thing. What is that? Tell
52:02
me more versus another browned,
52:04
you know, soulless Euro game. And they're
52:07
like, Oh, okay, cool. It's just different. And
52:09
so it's nothing to keep in mind from a product standpoint as
52:12
a designer. All right, what's next?
52:13
So yeah, talking about table presence. My
52:16
next one has great table
52:17
presence is called Colt Express.
52:20
So in this game, there's a 3d cardboard
52:22
train in the middle of the table. So
52:25
that just will bring people over right
52:26
away. And that is something to think about as a designer,
52:29
you know,
52:30
how you attract, you know, people
52:32
if you have great table presence, you will automatically
52:35
bring people over to your to your table, whether you're
52:37
play testing, or if you're pitching, you might grab
52:39
the attention of a publisher who's walking
52:41
by. But yeah, there's a 3d train
52:43
and you're all like bandits trying to
52:45
rob on this train. But
52:48
what's interesting is about about it is that it uses
52:50
a programming mechanic. So
52:53
if you haven't been exposed to this, it's basically
52:55
where you're going to decide what actions
52:57
your character will take in what order and you will
53:00
lock them in. And then everyone
53:02
reveals their first action that those are
53:04
resolved, reveal the second action, those are resolved.
53:06
So it's called programming, it's like writing
53:09
code and then hitting run.
53:10
So it's just an interesting mechanic.
53:13
I don't know if I love it.
53:15
Because you are trying to anticipate,
53:17
you know, what people are going to do.
53:20
And your third and fourth actions might
53:22
be completely useless because the
53:24
situation has completely changed by then. So
53:27
it's just an interesting mechanic as a designer
53:29
to play and to try out, maybe
53:31
you'll find that you do like it. But just to
53:34
just to be exposed to someone of a
53:36
mechanic that's not used as
53:38
much in games.
53:39
That is
53:40
kind of interesting.
53:42
Yeah, so Robo rally is another one that
53:44
almost made my list. Do you play that one? No.
53:48
Very, very same vein as Cold Express
53:50
where it's programming. And I'm going to program
53:52
my robot and it's going to move forward two spaces and it's
53:55
going to push and go turn right and can do this. And
53:57
then you let it run. Everybody just bump it into each other and
53:59
you know, they're Robots are all you're
54:01
pushing each other in the conveyor belts and then the saws
54:03
and like all sorts of stuff, right? It's
54:06
old-school that's games around long long time cold
54:08
Express took that idea and then made it much
54:11
more thematic, right? How could we do that idea
54:13
that concept on a train with
54:15
a heist and a shootout and stuff like that? And
54:17
so that's another cool thought is how
54:19
can you maybe take some ideas from concepts and
54:22
mechanisms from games that have been around? Long time have
54:24
proven to be well liked
54:26
they say well,
54:27
how do you take that?
54:29
Core
54:30
and then change it change the theme
54:32
make it better add something to it. Yeah, take
54:34
something out Put it on a train with a heist
54:36
and a shootout like okay, that's cool. That's cool And the
54:39
nice thing is the mechanism is already proven We
54:42
know this works. How can we do that mechanism
54:44
in a different way? See it from a different angle, right?
54:47
I feel like a lot of times as game designers we get maybe
54:49
too preoccupied with coming up with something too
54:51
new It's got to be super unique and now you've never
54:53
seen anything like this Like there's value in that for sure,
54:56
but there's also value in leaning into something people
54:58
are familiar with They especially like
55:00
the deck building, you know, everybody understands I draw
55:03
five cards. I'm gonna play them. I'm gonna discard
55:05
them I'm gonna be like we understand that concept now. Okay,
55:08
how can you change it just a little bit? Right, but
55:10
it also at the same time. It's okay to make a debt builder that you just
55:12
draw five cards What if you what
55:15
if you do that, but now you add a board? That's what ascension
55:17
did right this deck building game But now
55:20
we've got a board over here that I'm moving around
55:22
and so I'm doing the cards here But then also moving my pieces
55:24
and having combat over there Okay, so now that's
55:27
different even though those concepts have showed
55:29
up in a million other games debt building or combat
55:31
on a board Like okay, that's not particularly original,
55:34
but the combination
55:35
was super unique. Yes
55:38
Yeah, I
55:40
always say like yeah one of the reasons to play as many games
55:42
as possible is to be inspired by all
55:45
these games that exist and think like
55:47
I like this One element of this game
55:50
and I like this element of this game What
55:52
happens if I combine them and push them together,
55:54
but maybe then add in a little extra in there
55:56
myself Yeah, I knew that's one
55:59
of the best things about playing
55:59
as many games as possible for sure. And
56:02
just as you were talking there, just had a couple thoughts
56:04
about Cult Express is that
56:06
Robo Rally makes a lot of sense. The
56:09
programming mechanic makes a lot of sense because
56:11
they're robots. They have been programmed
56:14
and then they're doing that. That's why it makes sense. Cult
56:16
Express, I don't know why I'm shooting if there's
56:18
no one there
56:19
anymore. It's all happening so
56:21
fast. We're
56:23
reacting. Yeah, we'll play it. I'll
56:25
play that. Yeah,
56:26
I know that that is true. Yeah, I guess if
56:28
you pretend like it's so high speed that
56:31
when you took the shot, they were there, but
56:33
then they dropped down to the bottom level and now they're
56:35
not there anymore. But if there
56:37
are maybe robot
56:39
people, that would make a bit more sense.
56:43
But one other
56:44
thing... That'd be called Cult Express?
56:46
Yeah, I was gonna say
56:51
Robot Express.
56:55
It plays really well on a board
56:57
game arena, obviously,
56:59
because the programming mechanic takes
57:01
a very long time to go, okay,
57:04
resolve. Okay, what's this card? Resolve.
57:06
It's like board game arena. It's boom, boom, boom,
57:09
boom, boom. It's one of the games that plays
57:11
better on board game arena than in
57:13
person for sure. Yeah,
57:16
it's very interesting,
57:17
definitely. Yeah. All right, so next
57:20
one on my list. We're gonna go kind of to the opposite end
57:22
of the spectrum. We've been talking about a lot of complicated games,
57:24
games that take a while, kind of heavier, whatever. I'm
57:27
gonna go to a game that's barely a game, basically
57:29
an activity, and it's called Silly
57:32
Street. And it's a game for
57:34
families. It's a game that my kids have
57:36
loved, especially when they were a little bit younger. And
57:39
it is silly. It is a silly game of
57:42
going down this silly street, and it's kind of this roll
57:44
and move type deal. And every time you land on a
57:46
space, you draw a card from different places.
57:48
It's almost like a trivial pursuit thing where you draw
57:50
a card and you're gonna have or cranium where you're gonna have to
57:52
do different things, right? You might have to draw, you
57:54
might have to act something out. You might have
57:56
to, you know, you've got 30 seconds to run to
57:59
your room and grab some. something red and
58:01
bring it back. Um, you might have a vote.
58:03
One of them it's in there. It's like, who has the worst bedhead
58:07
in the mornings? And I obviously always got
58:09
voted that as the person. And
58:11
so all my kids laughed at me, but I also, because
58:13
I got voted that person, I got to move forward two spaces. I
58:15
was like, well, you know, it works out. You can laugh at me, but I'm, I'm now
58:17
winning the game. And so there's
58:20
a lot of games on the market like this that as
58:22
gamers, as game designers, especially, we have a tendency
58:25
to look down our nose at, and we go, Oh, this
58:27
is barely a game. Where are the choices? Where are the
58:29
interesting decisions? That's a
58:31
valid criticism. However, silly
58:34
street has probably sold more copies than
58:36
all my games put together for the rest
58:38
of my life. Right. And
58:40
so it's just something to be aware of again,
58:43
what's your target audience? What's the market you're, you're aiming
58:45
at and, and be okay with a game
58:47
being a little lighter. Cause one thing
58:49
I've found, especially in play testing, the
58:52
more I play test the game, the easier I think
58:54
it is. But that's because I've played it a hundred
58:56
times when someone plays it for the first
58:59
time, they're like, wow, this is too complicated. This
59:01
is so simple. It's simple for me. Cause I made
59:03
the thing and I've done it a billion. So
59:06
to always remember that someone coming in
59:08
is going to feel like, kind of like your experience to take it to ride. Like
59:11
that's not a complicated game, but when you don't
59:13
have experience with it, it's overwhelming
59:16
because it's so brand new. And so
59:18
that's something to think about. Also there's something
59:20
to be said for a game that is just simple. You put
59:22
it on the table. You
59:23
don't have to think you just
59:25
roll some dice, see what happens. Another couple of games I
59:27
wrote down shut the box, which
59:29
is a game where you're literally just rolling two dice and then
59:31
you're hoping to get certain numbers. That's kind of it. There's
59:33
like two decisions in the whole game. There's
59:36
can't stop, which is another game
59:38
from, you know, the eighties, I think. And you're
59:40
rolling dice. You're trying to move. It's a push your luck game,
59:42
but you're really just rolling dice and
59:44
hoping for the best.
59:45
People love those games and they take 10 minutes to play. And
59:48
it's easy right after dinner before kids
59:50
have to get ready for bed. Just throw it out on the table, have
59:52
some fun, laugh for a minute, have a nice little moment
59:55
and then move on about your day. There's
59:58
so much value in those games. Oh, totally.
1:00:01
Yeah. 100%. I mean, as someone who loves
1:00:03
party games and loves designing party
1:00:05
games, creating those experiences
1:00:08
that are easy to learn, easy to get into,
1:00:11
easy to understand, but they create
1:00:14
those memories and those experiences
1:00:17
that you want to create for
1:00:19
people and their friends and family. And if
1:00:21
you can do it in a clever
1:00:24
way, like designing
1:00:27
very streamlined, simple
1:00:29
games, I put simple in quotation marks
1:00:32
is difficult. You know, a lot of people
1:00:34
can't do it, especially when you want to do something different
1:00:36
that hasn't really been done before. But if
1:00:39
it takes, if it does something in a clever
1:00:41
way, but in a simple,
1:00:42
clever way, I
1:00:44
think that's,
1:00:45
I think that's fantastic. And that's what I try to
1:00:47
do with my party games, not have a million
1:00:50
different things going on, but have some sort of clever,
1:00:52
interesting thing that makes it have
1:00:54
that, ooh, moment when you read the back
1:00:56
of the box. And then that creates those
1:00:58
moments
1:00:59
between players. I think it's great. Yeah.
1:01:01
And to your point, it's, it's much harder to cut
1:01:03
than it is to add. Exactly.
1:01:06
Exactly. Yeah. All right. What's next? Yeah.
1:01:09
Well, my next one is definitely
1:01:12
not simple. It's Tyrants of
1:01:14
the Underdark.
1:01:16
So this
1:01:18
is a deck building game with area control
1:01:21
set in the Dungeons and Dragons fantasy
1:01:23
world. So I was also going to put Dungeons
1:01:25
and Dragons, but I'm glad that you set it to
1:01:29
have like a role playing game. So this isn't role
1:01:31
playing, but it's set within the Dungeons and Dragons world.
1:01:33
So if you enjoy this, then you might get hooked
1:01:35
into sort of want to explore
1:01:36
the Dungeons and Dragons world a bit more. But
1:01:40
it uses deck building with area
1:01:42
control. And I don't think I played
1:01:44
a game that does that before. But
1:01:47
it does a really interesting way to really
1:01:49
solid mechanics that work well together. It
1:01:51
just feels like you're playing two really good games
1:01:53
in one. Because you have the deck building going on
1:01:56
any of the area control. So in case anybody doesn't
1:01:58
know, area control, just if you have the.
1:01:59
majority of a region, then you have,
1:02:02
you control that region, you get points or
1:02:04
resource or whatever.
1:02:05
So yeah, and then the theme, just the
1:02:07
art, the feel of it, you feel
1:02:09
like you're in this world,
1:02:12
you're building up your army and you're
1:02:15
trying to vie for control over the Underdark.
1:02:18
So
1:02:19
yeah, I thought this was a fantastic
1:02:21
game. It took a little bit to get into, but once you,
1:02:23
I mean if you already know the deck building mechanic,
1:02:25
you already know the area of control, you get into it fairly,
1:02:27
fairly easily, but
1:02:28
the mechanics wise and theme wise
1:02:30
all works really, really well together. Yeah,
1:02:32
very cool. And so piggy backing on that, my next
1:02:34
one, also a deck building game, Legendary.
1:02:37
And I think these games have some interesting things to
1:02:40
think about in how they implement
1:02:42
something, but do it
1:02:45
in interesting ways, right? It's
1:02:47
not just a clone of Dominion, right? It was, it
1:02:49
was designers figuring out a way to take the
1:02:52
concepts of Dominion, but then turn it on its head
1:02:54
and offer something brand new that really
1:02:56
appeals to people, whether it's in theme, because Dominion
1:02:58
is kind of like, you know, again, we're trading in the Mediterranean
1:03:01
basically, but with
1:03:03
Tyrants of the Underdark, okay, Dungeons and Dragons sells,
1:03:06
right? And people love fantasy to put
1:03:08
into that. Or Legendary has
1:03:10
like 10 different themes now and
1:03:12
all the games are a little bit different. You have the Marvel, you have 007,
1:03:14
you have X files, you have
1:03:17
Firefly, Alien, The Matrix,
1:03:20
which I think just came out. And every game
1:03:23
is different. It's the same course, the same concept,
1:03:25
but it's different and the changes
1:03:27
that they make, they make sense. You're
1:03:30
like, okay, because we're
1:03:32
doing this whole different universe now, it makes sense that
1:03:34
the cards work this way. Still the same,
1:03:36
you know, I spend these resources to gain these cards,
1:03:38
cards are moving around this little board and
1:03:40
whatever, but it kind of makes sense, more intuitive.
1:03:43
And so something I want designers to be thinking
1:03:45
about is, can you create a
1:03:47
game that's also a system that
1:03:50
leans itself into being able
1:03:52
to be re themed? Yeah,
1:03:55
to make more money and to make more games. I mean, pandemic,
1:03:57
it's had like 20 different versions at this point,
1:03:59
there's Thulu there's also different
1:04:01
like time periods like ancient Rome
1:04:04
is one Yes, and they just keep
1:04:06
printing money with this right so if you
1:04:08
can create a system Right tires
1:04:10
are dark similar kind of thing like you could set that in space You
1:04:13
could set that in the Wild West like you could take
1:04:15
those core concepts of dick building and area control
1:04:17
and the way things Are moving around on the board and
1:04:19
put a new spin on it and have a very
1:04:21
very different game that appeals to either the same
1:04:23
Audience that wants more of the same or a new
1:04:25
audience. It's more interest. They don't like fantasy, but they'll
1:04:27
play space they'll play Wild West right because
1:04:30
they have a cool core system and
1:04:32
I don't know you can just
1:04:35
You can productize things in a really cool way
1:04:37
if you create like a really nice core
1:04:40
Yeah, a hundred percent and to build on that so
1:04:42
I've been working on this game for the past two years
1:04:45
It's finally coming out next year, so I can't talk about
1:04:47
it like in such detail, but it
1:04:49
was a game I had to create a system that wasn't
1:04:52
couldn't necessarily be I mean it could be received
1:04:54
but with the idea of scaling
1:04:56
it of being able to add in expansion
1:04:59
to add it to slot in different
1:05:01
characters or add
1:05:02
Different characters to the world to build
1:05:04
it out So I had to think of how
1:05:06
can I make that work? Where this game
1:05:09
you can play it with two you can play it with three four
1:05:11
or possibly five six with the expansions How
1:05:13
would they fit in with that so
1:05:15
each player has their own? Land
1:05:18
tiles
1:05:19
and then depending on which players are
1:05:21
playing
1:05:21
that's what would create the board So
1:05:23
you could play with six because they all come
1:05:25
with their own
1:05:26
reason their own tiles
1:05:28
their own
1:05:29
Get like they want to talk about the theme
1:05:31
so bad when the kid comes out We get
1:05:33
to talk again But yeah Just the idea of
1:05:35
like yeah creating a
1:05:36
system that can be scalable or like you said
1:05:38
can be re-themed to different things It's very important.
1:05:41
Yeah, very cool. And
1:05:43
just from a
1:05:44
Again from a business standpoint
1:05:46
anytime you can make a game with a long tail Right
1:05:49
that you build up an audience and then you can
1:05:51
keep giving them new factions new
1:05:53
characters new expansions Right
1:05:56
that and again, you're not just making stuff
1:05:58
make you're making it because they want it. It's gotta be You know
1:06:00
kid just oh, I made a system and here's a million different ways It
1:06:02
was so has to be fun and enjoying a good experience. Yes.
1:06:05
Yes, but if you make a game that is
1:06:07
so Specific
1:06:10
then there's nothing wrong with that, but it's gonna be hard to
1:06:13
change it It's gonna be hard to like add more to it and
1:06:15
again, there's no wrong answer It's just a matter of just kind
1:06:17
of thinking what do you want to do? And how do you want to carry
1:06:19
it out? Yeah,
1:06:20
all right. What's your next one?
1:06:23
So was legend legendary was
1:06:24
yours there was mine. Yep.
1:06:26
Okay, cool Our games seem
1:06:28
to be like magically kind of aligning
1:06:30
to each other. Well, I'm doing I didn't have them
1:06:32
listed like in a number
1:06:39
Okay, so my next one is king of Tokyo
1:06:41
nice Richard Garfield
1:06:44
designer of magic the gathering you can't
1:06:46
see it, but it's like right over my shoulder right over here
1:06:49
Literally was like again the other one those borderline
1:06:52
ones you I'm glad that you chose almost
1:06:54
all of my borderline ones Yeah, yeah,
1:06:57
this is great. Yeah,
1:06:58
no matches yet. So
1:07:01
we have one more Okay. So yeah
1:07:03
in this game You're trying to be the most powerful
1:07:05
Monster in Tokyo and it does
1:07:08
a great job of two of the toughest mechanics
1:07:10
you can work with as a designer in my opinion
1:07:13
Let's take that and play
1:07:14
our elimination.
1:07:15
So in general players don't love these
1:07:18
they can generate bad feelings among
1:07:20
players People are waiting
1:07:23
around possibly for a long time before
1:07:25
they can play again if they've been eliminated But
1:07:28
it does it really well in my opinion
1:07:30
because first of all eliminating
1:07:33
the other Monsters is not the only
1:07:35
way to win You can just build up your
1:07:37
own power high enough that you are
1:07:39
the strongest so you win So you don't
1:07:41
have to go after other players if you don't want to
1:07:44
And then player elimination. It's such
1:07:46
a fast game that if you get eliminated
1:07:49
You're waiting around max 10
1:07:52
Maybe 15 minutes before you can join
1:07:54
back in for another game It's not like monopoly
1:07:57
where you're waiting around for a couple hours before you
1:07:59
can get back in So it takes
1:08:01
two tough mechanics
1:08:03
and does a fairly, a pretty good job with them, I would
1:08:05
say. But just in general, it's a fun game.
1:08:08
You're again, rolling a handful
1:08:09
of dice and it's a Yahtzee roll. So
1:08:11
you can reroll a couple of times, try to get
1:08:13
what you want
1:08:15
and you can buy cards to power up your character. You
1:08:17
can decide what direction you want to go. Do
1:08:19
you want to try to build
1:08:22
up resources to buy cards? Do you want to, do you have to
1:08:24
increase your health? And there's also a bit of
1:08:26
a push your luck aspect to it where if you're in
1:08:28
Tokyo, you can't heal,
1:08:30
but then you get more points the longer you stay in there.
1:08:33
We just stay in there too long and your health goes, gets
1:08:35
down too low, you have the potential of dying. And
1:08:37
that does happen quite often, but the, you,
1:08:39
they so like, you
1:08:41
want to stay in there as long as possible. So interesting. So
1:08:44
the lock going on, but it is a fairly simple game
1:08:47
and it's one of my
1:08:47
favorites for sure. Yeah. This is one of the ones
1:08:50
that anytime I was playing with new
1:08:52
gamers, right? People who are only familiar with
1:08:54
monopoly and clue and stuff like that. This is one of my
1:08:56
go tos because it's like, okay, you're played Yasi. Peter
1:08:59
Bunger, everybody's played Yasi. It's Yasi, but
1:09:01
we're going to add a couple more things and we'll explain
1:09:03
them as we go. And there's only a few cards out at a time. So
1:09:06
you don't have to explain every card. You just have
1:09:08
to explain the few that are out there to say, Hey, well, this one does
1:09:10
this gives you more energy. Very simple to understand. And
1:09:13
I'll say most of it with high school kids down in Honduras
1:09:15
and they all just picked it up real quick. And then they just, they loved
1:09:17
it. They, especially younger people, they love, take that.
1:09:20
They love destroying you. You know, that's part
1:09:22
of it too. But also
1:09:24
I love how anytime I got eliminated
1:09:27
for a while, it was my fault because
1:09:29
I was trying to do too much. I was trying to push it. I was trying
1:09:31
to max out. I was trying to stay in Tokyo
1:09:34
and max out on damage everybody
1:09:36
else. And that was really what was more important. I wouldn't even try
1:09:38
to win. I was trying to do something cool and
1:09:41
it gives me the ability to do that. It makes sense that
1:09:43
that's possible because Richard Garfield designed it. And he
1:09:45
also did magic the gathering, which is another thing. It's like
1:09:47
you have players that want to win. You have players that want
1:09:49
to do cool combos and both
1:09:51
are cool. It's either
1:09:53
strategy is fun. And so that makes
1:09:55
a lot of sense. Yeah. I love, I love that game.
1:09:58
But I was saying earlier.
1:09:59
How do you how can you take a games mechanism
1:10:03
from a long time ago in this case Yahtzee
1:10:05
and then right do it Totally differently and
1:10:07
make it something special
1:10:08
All right On the opposite
1:10:11
end but that these these two are not related at
1:10:13
all. My next one is sleeping
1:10:15
God, which I
1:10:17
Just look this up the other
1:10:19
day. It looks so cool
1:10:20
Phenomenal I'm excited for the next one the
1:10:23
sleeping God's part to basically distance guys, which is
1:10:26
Somewhere in the shipping process right
1:10:28
now. I gets about to get on people's tables
1:10:30
and Because sleeping God for
1:10:32
all its amazingness. It did have some issues which I think
1:10:35
the next Iteration is fixing
1:10:37
a lot of that. So
1:10:37
there's another example of fixing
1:10:39
some things in the next edition All right,
1:10:42
and it is a massive adventure
1:10:44
game
1:10:46
Kind of open world in nature But you still have
1:10:48
these like euro mechanisms that are controlling like
1:10:50
how far you can move and there's like some resource
1:10:53
management and stuff like that But it
1:10:55
is just going back like like root a
1:10:57
phenomenal feat of game design even
1:10:59
if you don't like it even if you don't like adventure games and
1:11:02
it's not your style just To take a step
1:11:04
back as a designer and appreciate
1:11:06
the amount of work and effort that went into bringing it to
1:11:08
life Even just a book of the
1:11:10
narrative. I saw the size of that book. I
1:11:12
was like, oh my goodness
1:11:14
A lot of
1:11:16
people's favorite game a lot of people hate it
1:11:18
But a lot of people it's the thing that they love
1:11:21
most about the hobby And so
1:11:23
just have those to take away from that but it's got story.
1:11:25
It's got puzzles. It's got combat It's
1:11:28
got all these different things that make up this really big epic
1:11:30
adventure Yeah, and also it doesn't hold your
1:11:33
hand necessarily like it doesn't say go to
1:11:35
space F5 and do this It'll
1:11:37
say oh you need to go find the
1:11:40
the jagged rocks. So now you're looking at
1:11:42
the map You're like, okay, what which rocks? Okay, that
1:11:44
one could be a jagged rock that one Let's
1:11:47
go over there. Let's see what that is and continue
1:11:49
the story And so you kind of have to figure some things out on your
1:11:51
own It does have one issue where it kind
1:11:53
of resets Where as
1:11:55
you go throughout the game you kind of get to
1:11:57
different points and like it resets your ability Is
1:12:00
it resets or cards
1:12:01
that's kind of an unfun thing that they're fixing in the
1:12:03
next one? But I don't know that
1:12:05
no, but I understand what
1:12:07
I'm designing an open world adventure
1:12:09
game in a lot of ways inspired by Sleeping Gods.
1:12:12
So my games called Robomond. It's kind of like Pokemon the
1:12:14
board game and Sleeping
1:12:16
Gods is not just a great game. I think
1:12:18
in general It's a great game for me as a designer personally
1:12:20
because I saw that game and I was like, oh There's
1:12:23
so much more we can do with board games and
1:12:25
then that inspired me to do some cool stuff So from a personal
1:12:27
standpoint, but one thing I've learned
1:12:29
this goes back to when I was talking about Twi-Twilight Imperium
1:12:32
and Dune. How do you make a game that lasts
1:12:34
a long time in this case like 30
1:12:37
hours of gameplay? But
1:12:39
you still keep it interesting and different and fun and
1:12:41
I think what happened was Ryan Lockett ran into the situation
1:12:44
was
1:12:44
with like If you just
1:12:46
continue to gain cards and abilities like
1:12:49
by the end of the game You're gonna have a hundred of these things and
1:12:51
so how do we fix that? Well, we need some resets
1:12:53
We need to do some things that cause
1:12:56
that not to happen. That's just too much going on
1:12:58
and that
1:12:59
was his answer There are better answers
1:13:01
and I think he kind of figured that out in distance guys I'm really
1:13:04
excited to see how he's doing it differently But to
1:13:06
keep players engaged for a 30 plus
1:13:08
hour campaign, that's a challenge, you
1:13:10
know And there's games like tanked grail and a lot of waking realm
1:13:12
stuff. They're doing this They have so much
1:13:15
narrative and story and content or content
1:13:18
to get through
1:13:19
How do you make it fun for a long time something
1:13:21
to think about? But
1:13:23
it's hard. It's a big it's a big challenge. It takes forever.
1:13:26
That's nothing I was talking I did episode Ryan
1:13:28
and I was like man How many games
1:13:30
could you have designed in the time it took you to do
1:13:32
Sleeping Gods? It's like 10 You
1:13:35
could have done 10 other products for the time it took to that
1:13:37
one. So something Investment
1:13:40
it really is it has to be a labor of love if
1:13:42
you don't love it It's not worth the time the
1:13:44
effort the money
1:13:45
everything that goes into it You don't have a publisher
1:13:48
who's interested who's who has?
1:13:50
Signed the contract to make it. I don't
1:13:53
know if I get like this game that I've been working on
1:13:55
for two
1:13:55
years that
1:13:57
Is all I've done for like two years.
1:13:59
It's also
1:13:59
like open world
1:14:02
quests and all that.
1:14:05
Yeah, there was
1:14:06
with a publisher who was, I signed
1:14:08
the contract at the start of the development process.
1:14:11
So
1:14:11
it's not like, I don't know if
1:14:13
I could have the motivation to
1:14:15
do something that big without
1:14:18
a commitment from a publisher. Yeah,
1:14:20
I would honestly warn a
1:14:22
designer against it. If you're not
1:14:24
gonna do it yourself, like if you're not gonna do your
1:14:26
own crowdfunding campaign, cause the potential
1:14:28
for,
1:14:30
it's hard to find a publisher no matter what, but
1:14:33
it's really hard to find a publisher for big games that are expensive,
1:14:36
and the amount of time and effort, and yeah,
1:14:39
I would say. And lore that
1:14:40
you maybe just came up yourself and they
1:14:42
don't know anything about it. Right. And
1:14:44
they might have IPs that they would rather work with, and
1:14:47
they might ask you to completely change
1:14:49
their narrative to one of their IPs, they have to
1:14:51
redo everything.
1:14:52
Yeah, that's a
1:14:54
tough one. If you're not gonna do it,
1:14:56
if you're not gonna publish it yourself, I
1:14:58
would warn somebody away from diving
1:15:01
into it. Big epic. Cause
1:15:03
I got started working on this game in April of 2020.
1:15:06
So where
1:15:07
are we at now? It's like September, 2023. You
1:15:10
know, hopefully it's gonna come out spring-ish
1:15:12
next year. Like that's the plan. That's a
1:15:14
long time. Yeah. So, so
1:15:17
let's see where it. All right. Yeah, 100%.
1:15:20
What's your next one?
1:15:21
Okay, so this is my last
1:15:23
one.
1:15:24
It's Charterstone. So
1:15:26
yeah, Jamie Stegmeyer's Legacy game.
1:15:29
I feel like it, yeah, it would probably be on
1:15:31
my list of maybe it's underrated.
1:15:33
A lot of people, I feel like don't talk about it, but
1:15:37
it's a great legacy game.
1:15:38
You know, Pandemic Legacy,
1:15:41
Tickets to Ride Legacy, they get kind of all
1:15:43
the attention, but Charterstone is
1:15:45
very cool. So you're basically, and
1:15:48
it's a competitive legacy game, which is interesting,
1:15:51
but you're all trying to build up this village and
1:15:53
yeah, you're unlocking crates.
1:15:56
So there's all these little boxes in the game
1:15:58
and you're opening them up.
1:15:59
and you're adding new cars, you're adding stickers
1:16:02
to the board, you're changing the board over time,
1:16:04
you're building up this land and
1:16:06
just the art is super cute.
1:16:08
Opening up the crates is so satisfying,
1:16:11
it's so cool to discover
1:16:13
new things and add it to the board and make it
1:16:15
the board unique and different from anyone else's
1:16:17
board. Yeah, it's a fantastic
1:16:20
game, there's a lot going on like Jamie
1:16:22
Stigmer, I don't know how he designs these.
1:16:25
We were just talking about that like size
1:16:27
and Charterstone.
1:16:28
How much effort goes into these
1:16:30
massive games that he makes and I
1:16:33
don't know how
1:16:34
he probably has a big team helping him and lots of
1:16:36
playtesters and stuff but it's a lot,
1:16:38
it's a big endeavor
1:16:39
for sure especially with legacy games. I
1:16:41
don't
1:16:41
know how you playtest that, that's a tough that's
1:16:44
tough to do but yeah it's a great
1:16:46
legacy game, I definitely recommend it to check that
1:16:48
out especially if you haven't played a legacy game before
1:16:50
and you don't really know what that genre
1:16:53
is, it's a very cool concept.
1:16:56
Yeah, Charterstone taps into one of the things
1:16:58
that people love in general which is
1:17:00
surprise. What's in the box, right?
1:17:03
What new little goodie are we going to find in
1:17:05
this box especially if it's based
1:17:08
on like your own choices, you know that's nothing.
1:17:11
Yeah, some legacy games it's okay we're going
1:17:13
to open box number five because the game
1:17:15
told us right versus I'm
1:17:17
going to open box number five because I did
1:17:19
a thing and I traveled over here and I explored
1:17:22
this or that and now I get to open box five like
1:17:24
it's all it's my decision like that's a cool thing
1:17:26
to lean into and yeah, Tarstone just
1:17:29
a great example of that yeah to your point like a little underrated
1:17:31
like people don't really talk about it
1:17:32
now. Yeah,
1:17:34
there's been so many other legacy games come out, not so many,
1:17:36
not that many like 10. We're not talking about very many
1:17:38
that they take so much. Yeah, it's very weird that
1:17:40
it doesn't get the attention that I think. They take
1:17:42
forever to design, the same reason there's not a whole
1:17:44
bunch of these like really massive open world games.
1:17:47
Yeah, I had a really good conversation with Rob
1:17:49
Dalbio just a few days ago where we're chatting
1:17:51
about play testing and I asked him how do you play test
1:17:53
a legacy game and he's like oh like
1:17:56
you can just see the the weight the burden
1:17:58
of this and because you have to
1:17:59
Get
1:18:00
groups that are gonna go through the entire campaign,
1:18:03
but you have to but you're also iterating and you're
1:18:05
making changes But you can't necessarily
1:18:07
get the same group to do it again because they already
1:18:10
seen stuff, right? So you're constantly having to find new people and
1:18:13
it's a challenge
1:18:14
Yeah, that's one. I don't think I'll
1:18:16
be doing anytime soon All
1:18:18
right. My last one
1:18:20
is Arkham horror the card game
1:18:23
So is another example of a really popular
1:18:25
game that was then turned into a different version
1:18:28
But in this regard, I think
1:18:30
a better version Arkham horror is
1:18:32
amazing games They're all alone on time had some issues,
1:18:35
right? It could take way longer than it should
1:18:37
It's like a game that shouldn't last that long kind of
1:18:39
it's a lot of luck life swing in this lot of dice
1:18:42
And so they turned it into a card game and
1:18:44
you still get the adventure Even
1:18:46
though you're not moving around a board and going to do you still
1:18:48
feel like you're exploring
1:18:50
you're investigating You're moving from card to card room
1:18:52
to room But the systems
1:18:55
are just so tight like they're just so good, you
1:18:57
know And you're building your deck based on you know,
1:18:59
you're select a character and you have
1:19:01
certain cards that are just Generic cards,
1:19:03
but then each character has different cards specifically
1:19:06
for them some really good some not so good So
1:19:08
you get some kind of flaws flaw cards in
1:19:10
there and that's kind of interesting which gives you more replayability
1:19:13
So even though like each box
1:19:15
doesn't come with a bunch of scenarios and my honestly
1:19:17
is a little overpriced for what you get But
1:19:20
you can play each scenario with different characters
1:19:23
and play it out in different ways. And so cool
1:19:25
this replayability there There's
1:19:27
a big campaign. So it's like this overarching story
1:19:30
if you're into that like you can kind of go from you know
1:19:33
The beginning middle and end and kind of see how the story is
1:19:35
gonna change and evolve it can change depending on your
1:19:37
choices It's just a cool game and then also
1:19:40
Orgum horror had dice and you had to get like a five
1:19:42
or a six for success and
1:19:44
you're trying to roll as many dice as Possible but it's still swingy.
1:19:47
Well, they replaced that with this bag building
1:19:49
kind of system where you're reaching in a bag And you're
1:19:52
drawing a token your you're playing cards
1:19:54
to get let's say you need five five
1:19:57
resources or five five is your
1:19:59
your target number
1:20:00
Well, I might play cards and now I have
1:20:03
four
1:20:03
so I need to draw a
1:20:05
token out of the bag and hopefully I get a plus
1:20:07
one or higher. But there's
1:20:09
also negatives. There's also instant fails.
1:20:11
There's also tokens in the bag that do different things
1:20:13
based on the scenario, based on the chapter
1:20:16
of the store you're in. So
1:20:18
that changes. You can make the bag
1:20:21
easier or harder by changing the token
1:20:23
distribution in there. So that's kind of cool. Anyway,
1:20:26
so they took that idea, that system
1:20:28
of, okay, we still want some luck. You
1:20:31
don't know if you're going to kill the monster,
1:20:34
but we're going to make it a little less lucky,
1:20:37
a little less swingy. I think it was a really cool
1:20:39
system. So anyway, Arkham Horror, the card game.
1:20:42
And are you able to add
1:20:44
better tokens into the bag as the game goes
1:20:46
on? If you do good things, are you rewarded with
1:20:48
that? No, I don't think so.
1:20:52
All the ones
1:20:54
at the beginning. And you change it depending on the
1:20:56
scenario. So if some scenarios you're
1:20:58
going to add different tokens. A lot of the
1:21:01
tokens are generic and they might mean different things
1:21:04
for this scenario. So this icon
1:21:06
in scenario A means this, the icon in scenario
1:21:08
B means that. And so that can change.
1:21:11
But there's also that freedom where if
1:21:13
you wanted to, as the game is now, you could go in and
1:21:15
kind of mess with the bag and make things a little
1:21:17
bit different. Yeah. And so I would want
1:21:19
to do, like if you
1:21:20
succeed at this thing, you
1:21:23
can add
1:21:23
one more good token to the bag. Yeah.
1:21:26
And that might be, it might have, there's so many scenarios at
1:21:28
this point, like so many different versions.
1:21:31
They might've added that. The ones I played, I don't think that was part
1:21:33
of it. So it very well could be, I don't know why they wouldn't
1:21:35
do that. You know, change the distribution
1:21:39
during the game. You can also make it harder. You know, as Cthulhu
1:21:42
comes out, then all of a sudden he adds these really
1:21:44
negative tokens in the bag. They're
1:21:47
more likely to have bad things happen. Mid
1:21:50
game, as opposed to from the
1:21:52
beginning where you're just kind of getting started. I like game one games
1:21:54
level when they scale. You
1:21:56
know, we go from not a lot going on to at the end,
1:21:58
it's like, oh my gosh, there's so many things.
1:21:59
Things happening and yeah, it's
1:22:02
just really tense and something
1:22:03
Definitely you want that arc for
1:22:06
sure. Yeah.
1:22:07
Well Pam. That's a good list you had. I really appreciate We
1:22:10
didn't have any crossover which
1:22:11
no not one cool Yeah, I thought
1:22:14
I didn't think we would
1:22:15
but that was cool. That was really fun.
1:22:18
Yeah, I mean I need to do this again I need to like
1:22:20
find other
1:22:21
like top 10 topic kind of things
1:22:23
I mean the Dyches Tower has made a living off of doing
1:22:25
top 10 For you do top 10
1:22:27
insert whatever you've
1:22:29
got a viral video
1:22:31
Yeah, absolutely and just but I love breaking
1:22:33
it down from a design standpoint because you know 99% of
1:22:35
those videos are this game is fun
1:22:38
because of X Y and Z reason whereas it's
1:22:40
kind of cool to look at it this game is Not
1:22:44
even necessarily good. It's just like this is a game
1:22:46
to be aware of Yeah, or a game to
1:22:48
play because of these cool things that
1:22:50
has going on. I think this is a school Thank you for
1:22:52
suggesting. I really appreciate you offering up. This
1:22:54
is a topic
1:22:55
Yeah, super fun
1:22:57
Well, where can people find
1:23:00
you? I know you've got a really great YouTube channel. That's
1:23:02
how I've discovered you You've been putting out some really cool game
1:23:04
design focus videos for a while
1:23:06
now So tell people about that and any other
1:23:08
place they can find you online
1:23:10
Yeah, thanks so much for having
1:23:11
me gave this is super super fun
1:23:13
Yeah, so my YouTube channel is Pamela's
1:23:15
game design. So I try to put a video
1:23:17
out every week I'm
1:23:20
also on Instagram Twitter Facebook
1:23:22
my website Pamela's game design as well That's
1:23:24
where you can find me.
1:23:25
Yeah, any games you can plug
1:23:27
or where
1:23:28
people can find your
1:23:28
so my Last so
1:23:30
I have three published games one is hold that phase with
1:23:33
Hasbro act fast without that media
1:23:35
Blob party with with kids and that's the one that
1:23:37
just came out at Gen Con. So
1:23:39
it is
1:23:41
Slowly filtering out into stores.
1:23:44
Hopefully gets into a few more. It's
1:23:47
definitely available
1:23:47
online It's pulled
1:23:49
out at Gen Con and really get really it's been
1:23:52
getting really good feedback
1:23:54
So I'm really really
1:23:56
happy with that game. It's my favorite part of game that
1:23:58
I've made so far. It's a cooperative
1:23:59
game where you're trying to all become one
1:24:02
big blob and you have Play-Doh you can smoosh
1:24:04
together with googly eyes so it's
1:24:06
super fun so that one for
1:24:08
sure and then hopefully I'll be able to talk
1:24:10
about my adventure game coming
1:24:13
out next year it's with Ravensburger
1:24:15
and that's all I can really say right now but hopefully
1:24:17
can announce
1:24:18
it pretty soon awesome yeah I'd love to have
1:24:20
you back and we can dive deep into that
1:24:22
game and hopefully my adventure game is out by then
1:24:24
too and maybe we can just compare notes and see.
1:24:26
Adventure party! Yeah definitely. Well
1:24:28
fam thank you so much for being here really appreciate your time.
1:24:31
Yeah thanks for having me appreciate
1:24:32
it.
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