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The Games Every Designer MUST Play with Pam Walls

The Games Every Designer MUST Play with Pam Walls

Released Thursday, 28th September 2023
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The Games Every Designer MUST Play with Pam Walls

The Games Every Designer MUST Play with Pam Walls

The Games Every Designer MUST Play with Pam Walls

The Games Every Designer MUST Play with Pam Walls

Thursday, 28th September 2023
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Episode Transcript

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0:00

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0:36

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.

1:54

In other news, this episode is sponsored by Convivial

1:57

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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

2:26

is sponsored by Crowdfunding Nerds, also known

2:29

as Next Level Web. This group of crowdfunding

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specialists has worked on over 100 projects and

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one is over 90%. I've

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crowdfundingnerds.com and fill out a contact

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form today. And now, please help

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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