In short
Managing “hype trains” for games—how publishers build enthusiasm before release, avoid long silence after crowdfunding, handle leaks/timing, and what consumers should do to not overpay or overexpect. They also discuss card-size standardization, plus several game reviews and a “board gaming horror” story.
Guests/hosts
Eric Sommerer, Julie Ahern, Tom Vassell (Dice Tower hosts). Julie recently became COO of Cephala Fair Games (Cephalofair); Isaac Childress stepped down from CEO to focus on design; Price became CEO.
Key claims
Organic enthusiasm differs from manufactured hype; marketing works best when interest already exists. Crowdfunding hype often fades because publishers stop communicating after the campaign; best practice is consistent monthly updates, then ramping up with retail/convention presence and review copies near release. Leaks often come via distributors. Consumers should ignore hype and wait for real reviews/availability.
Notable examples
Stonemaier’s controlled embargo/review timing; Fantasy Flight’s “State of the Union” reveals; Riot Games/Gen Con early copy; Essen Spiel board ripped by a new player; Post Curious “The Emerald Flame” (puzzle-adventure production); Randolph “Roley” push-your-luck; “The Cat Between Us”; “Tag Team” (deckbuilding auto-battler); “Normal Human”; “Star Trek Space Hunt” (Captain Sonar-style).
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOUpcoming Events and Games
0:46 to 3:58
Discussion on Dice Tower East, new games, and the hype surrounding them.
“We're 30 days out from hurricane season or something.”
Julie's New Role at Cephalofair Games
3:59 to 6:33
Julie shares her new position as COO and the circumstances surrounding it.
“Julie, you can share more about what your new adventure is.”
Understanding Game Hype
6:34 to 14:01
Exploration of what hype means in the gaming industry and how to manage it.
“and specifically how you maintain enthusiasm in between talking about a project for the first time and actually having it where it can be purchased and owned by people in some variable amount of time.”
The Dynamics of Hype in Gaming
14:01 to 17:31
Explore how controlled information influences game hype and anticipation.
“It's just controlling the dissemination of information and making it seem special, which then makes the people experiencing that feel special.”
Challenges in Game Publishing
17:31 to 23:24
Discuss the pitfalls of announcing games too early and handling delays.
“You want to hype people up to purchase the game at its campaign, but then the game comes out in its standard release sometimes years later.”
Navigating Consumer Expectations
23:24 to 28:00
Understand the importance of managing consumer expectations and hype fatigue.
“You want to do projections of a game based on actual sales.”
Managing Expectations in Board Gaming
28:00 to 29:00
Learn about the balance between excitement and realism in board gaming.
“and have this then high level of expectation.”
A Board Gaming Horror Story
29:00 to 32:52
Experience a cautionary tale of a gaming session gone wrong due to a new player.
“Every year, my group of geeky friends makes the pilgrimage to Essen Spiel.”
Reflections on Mishaps and Gameplay
32:52 to 34:22
Discuss the feelings and reactions to the gaming mishap shared previously.
“Dun, dun, dun, dun, dun, dun, dun, dun, dun, dun, dun, dun.”
The Challenge of Standardizing Game Components
34:22 to 37:52
Explore the complexities of card sizes and standardization in board games.
“I understand that standardization is hard, but why is it necessary to have a gazillion and five different card sizes?”
Show all 18 chapters
Recent Games and Their Experiences
37:52 to 42:00
Discover the latest games played and the unique experiences they offer.
“Alrighty, well, we are here to talk about games.”
Discussion on Roley Game Mechanics
42:00 to 46:30
Learn about the rules and mechanics of the game Roley.
“And the next one I backed, the Emerald Echoes is the next one that I get to experience.”
Reviewing The Cat Between Us
46:30 to 49:40
Hear insights on the gameplay and strategy of The Cat Between Us.
“She doesn't like them, in which case the whole thing's messed up.”
Exploring Tag Team Game Dynamics
49:40 to 52:48
Discover the unique features of the Tag Team game and its gameplay.
“It stays pre-programmed, but you can augment it by that one card per round.”
Gameplay of Normal Human
52:48 to 56:01
Understand the mechanics and fun aspects of playing Normal Human.
“And they go so quickly that like you're playing and you're like, no, again, wait, no, I want to change out my heroes.”
Exploring the Game Mechanics of Star Trek: Captain Sonar
56:01 to 57:16
Learn about the gameplay features and mechanics of the Star Trek-themed game Captain Sonar.
“But the thing that makes it different is you can also jump into warp.”
Comparing Captain Sonar and Space Cadets Dice Duel
57:17 to 58:26
Discover the differences and similarities between Captain Sonar and Space Cadets Dice Duel.
“And that's just a nice small little change.”
Final Thoughts on Star Trek: Captain Sonar
58:27 to 59:08
Hear the hosts' final impressions and recommendations regarding Captain Sonar.
“The bad guys is Khan, some Klingons, and some other people who were bad guys in the Insurrection movie, I think.”
Transcript
Automatic transcript. May contain errors.0:00Julie:At the Table with the Dice Tower. Episode 70. Hype it up!
0:23Julie:Welcome to At the Table with the Dice Tower, a podcast about games and the people who play them. This time we look at managing the hype train. How do you maintain enthusiasm for a game nobody can get yet? Plus, questions, horror, roses, thorns, and hula hoops. I'm Eric Sommerer. I'm Julie Ahern. And I'm Tom Vassell. And welcome, everybody. Welcome back. It is May. May flowers bring April showers? No. Wait, what? May flowers bring pilgrims. That was the joke. So, let's see. We're 30 days out from hurricane season or something. Oh, goody. That is what it is. Every year they're like, we think this year there will be higher hurricanes than normal.
1:10Like, you're just trying to scare us again. It's every year. They said that last year, and last year it was less hurricanes than normal. Anywho, but summer is approaching. Convention time is coming. Dice Tower East. It's going to be good. I am filling up the Hot Games room. In fact, I just added a new Hot Game room that I will be talking about at the end of this episode. Oh, interesting. And added some other Hot Games. I added World Order and Companion. Nice.
1:42Julie:Will we have most of the Game of the Year nominees for the Dice Tower Awards in the Hot Games area? We will have many of them. Okay. we will not have any that I think there's a dungeon crawler in there I think but I don't know we will try to get a lot of them some of them are quite pricey for me to hunt down some of them are in between out of print like I know speakeasy and sweetlands you know are both are two of the nominees and yes they're both very pricey to get an extra copy I got them in the library but getting an extra copy is tricky I see. Because when they go rare, people go, oh, people would like to pay a lot of money for these.
2:26Julie:Sure. I think Eternal Dex is also in between prints right now. Yes, that's the third one. I've got one of those three. I'm working on the other two. Okay. So, yeah, that's coming up. So, Dice Tower East, we'd love to have you. It's going to be a fantastic time. I keep hearing from more and more people coming. And, of course, you can sign up for Dice Tower Cruise. It's our 10th anniversary. It's going to be good. We're going to be going out into the Caribbean on the largest ship or one of the largest ships in the world, the Icon, which is absolutely fantastic. And while you're at it, if you like what we're doing here on the podcast, we've just opened up our pledge manager, Game Found.
3:06Just look at supportdicetower.com if you would like to get a pledge in and you missed it the first time around. We're getting promos in every day. Exciting. Lots and lots of boxes of promos.
3:17Julie:Yeah, it's exciting. Too many promos. I've toured the storage area for promos. It is quite a logistical adventure just to get it all organized. I got to say, I keep telling publishers not to put me in promos, but it still happens, right? And each time I get it, I'm like, I don't know whether I'm supposed to be proud of how buff they've made me or sad that I'm not looking like that. Okay. I mean, I think I was a blob the last time I was in a promo. So, yeah, should be happy. Yeah, it could be worse. It could be a mushroom. It could be a mushroom. Anyway, that's what's coming up from the Dice Tower.
3:58What is going on in our lives?
4:00Julie:Yeah, we have an update on Julie. Julie, you can share more about what your new adventure is. What's up? I know. Now it's just went out. I am now happily the COO of Cephala Fair Games. what happened was uh they've been working on this for a while uh behind the scenes is that isaac childress who you know wanted to spend more time focusing on designing because you know his games are so light and easy to get through so you know they take no time yep uh he but you know he needed to be in a good space with being comfortable with stepping down from the CEO position. He's still the owner of the company and he's full-time designing.
4:46Julie:And Price, who was the COO, is now the CEO. So they had a position available and it was kind of a kismet thing. Price and I talk historically for at least the last eight years. Every once in a while, like peers talking, you know, do you have any advice? What's your take on? That kind of a thing and so he was asking uh you know what my take was on on that position and what they should be looking for and he offhandedly said you know we can't have you so who else jokingly and I was like well I mean you could maybe what did that look like we could have that conversation right he's like wait what and I was like yeah I mean that's a I I very much enjoy Van Ryder games but But getting to become the chief operations officer is a big deal in a company.
5:47Julie:And that's an opportunity that doesn't come around a lot. And especially for their companies who I would love to work for, and Cephalofare was one of them. So, yeah. Fantastic. So that happens. I'm just hearing that Julia is now one of the most powerful people in the industry. I mean, we already knew that She's been puppet mastering from behind the scenes for a while Stop No, this is fantastic I'm very excited for you I know it's going to be all sorts of new challenges But very, very cool And a great company to work for Yeah, thank you Cool, cool I mean, some might even say that we are hyped up for your new adventures And that is my terribly clumsy segue to talk about So good What we're talking about So we're going to talk about hype today and specifically how you maintain enthusiasm in between talking about a project for the first time and actually having it where it can be purchased and owned by people in some variable amount of time.
6:50Julie:Because sometimes you hear about games that get promoted a whole bunch, say at the beginning of a crowdfunding campaign, and then you go silent and people forget that they backed it and you don't hear anything about it for a long time And then suddenly the game shows up on people's doorsteps and it's like, oh, oh, I forgot that actually happened. I'm confused why Eric put the word sometimes at the beginning of that whole sentence. That is what happens. Ninety nine point nine percent of the time is the cycle. Yeah. Most of the time. So so we're going to talk about how to how to at least minimize that, if not avoid it entirely and manage the hype train.
7:28Julie:Drive, drive the hype train. Steer the hype. Thank you. Hype. Promotional publicity of an extravagant or contrived kind. Oh, yes. That is the noun for hype. And I want to say that because I think there is often a mismanagement of the word. If a lot of people at a convention are talking about a game that's not hype, it's when people push a game to make you excited about it that it's hype. But I think that Eric is talking about both. But I just want to be careful because I'll be like, oh, the game's so hyped up. You know, like when Magic the Gathering came out in 94 or 93, 94, everyone at the Gen Con was playing it.
8:13That's not necessarily just hype. That's just everyone was playing it. They were artificially pushing it. It was a natural ground root swell of people playing the game.
8:23Julie:Yes. Enthusiasm. Natural enthusiasm is different from manufactured hype, I will accept. Sure, because like on Facebook, I will get, I'll see this people, you know, this talk about a game, talk about a game, talk about a game. I'm like, wow, wait a minute. Why have I never heard of this game? Oh, those are ads. Well, yeah. I mean, everybody is hoping that whatever issues or campaigns they push will eventually catch fire and become an organic, self-fulfilling hype train. Sometimes, sometimes it's a wag the dog kind of situation, but sometimes and anybody who spends time in marketing knows that no matter how much money you throw at something, it's not going to move the needle unless there was interest to begin with.
9:11Julie:So marketing does or hype at its best and most effective is helping along what is already there is something there. um there so you can spend time on ads and if it's not a good game or a game that is being well received i shouldn't say good game because good is subjective but a game that is well received in the first place you're spending a lot of money for pretty pictures that still won't have people interested um but if you do marketing and hype for a game where there's already people excited about it, it will, in fact, get out to more people and have an effect that is partially manufactured, but also there's a natural enthusiasm.
10:04Julie:Julie, you said a question right at the top of our notes here asking, why is there hype? If a game is published in the woods and there's no one there to play it, does it matter if it's good? Correct. And that was my point, is that, yes, if it's not, you're going to know that you're, as as a publisher, if you're spending a lot of money on ads and people just aren't that into you, you're going to know that you have misspent your funds. But if you have a good game and people find it interesting and exciting, then the hype is going to get it to more people than would otherwise have seen it, just from going to one or two conventions.
10:51Julie:and especially at this point Tom referenced Magic but I will say there's a lot more competition now so it's a little bit harder to get to that level of everybody playing it there is a thing here where publishers will often try to manipulate hype and I'm not, I want to be clear I'm not trying to say this is unethical or anything like that but it happens and publishers obviously can advertise a game They can put it up there. They can have huge contests, things to push a game. But they can also utilize the media or content creators to push hype. And there are various ways you can do that. Stonemaier has it down to a science where they will say, this game is coming out.
11:39They'll send it to a bunch of reviewers. They'll tell those reviewers, you are the only people getting this game for the first time. You don't have to say anything good about it. We don't care. but you can't talk about it to this date. That date comes out and bam! Everybody's talking about this game. Right, and everyone's talking about it and there is some likelihood that it might be kinder than normal because you have an early copy. I'm not trying to say anything negative but that happens. I remember one Gen Con I was there and Riot Games showed me Mechs vs. Minions and they had already flown me out to consultant it earlier or the year before, but they showed me the finished copy, and they're like, would you like one of the first copies?
12:21And I was like, holy cow, would I ever like one of the first copies? I went home and reviewed this first copy, posted my review, along with 20 other people who also got first copies. And so we were all very excited, but they brought me into a room and secretly, quote-unquote, showed it to me, and when that happens, that makes me a little hype. I'm like, what is this secret thing? I'm much more jaded, I think, now. They're like, would you like to see this secret game? I'm like, maybe, maybe, you know, you're not getting me to it. No, but I mean, seriously, because I'm now going in like, don't try to manipulate me.
12:54But I'm not, again, faulting them. But this happens a lot. There are very many times I go to Gen Con and the publisher's like, we have a project. We want to show you. And they make you come to a room and you stand outside the room and then they let you in the room. And you're seeing something spectacular, something special. And they're hoping that all these people will then go out and talk about it. They're not paying off anyone. I'm not, again, saying anything untowards going on. But that creates this hype.
13:20Julie:But you are alluding to something untowards going on by phrasing it this way. And I don't think so. There's very practical reasons for having it in a room because you don't want the general public to be seeing it yet. No, I get that. But definitely the way they want you to feel special seeing it. There's definitely that in there. And, yes, it's manipulation. and that's fine and sometimes I manipulate I'm like well hey a publisher will come to me and be like would you like to see this cool thing they know that you're going to feel good about that otherwise why would they show it to you they want you to go out there and be their hype people for them and yes but also at the same time they're inviting I'm just hoping they're inviting media who would like the style of game they are making as opposed to anybody in media coming through and then being like well, this game, I don't play roll-and-writes, so I don't like this game, which is a roll-and-write.
14:19Julie:It's just controlling the dissemination of information and making it seem special, which then makes the people experiencing that feel special. Yeah, it's just controlled information. Tom, you mentioned Stonemaier as an example of really controlling the hype machine. The other thing that Stonemaier does is they usually don't allow that information out until the game is almost there. You know, they say, hey, this game exists. Yeah, reviews are out. And you can preorder it in like a month or you can get it ships in a month and a half. And it's like immediate. So they immediately grab that hype and enthusiasm and it turns into purchases immediately.
15:01Julie:That's different. Some companies are really smart about that. But it's really hard these days to keep anything secret because the industry just talks. People will be like, I'm not supposed to tell you this, but we're publishing this game. It happens a lot. And stuff gets out or word gets passed around. One of the biggest ways that leaks get out there is distributors because they send out their catalog to the stores. And someone's like, wait, what's this game? What is this? And then the publishers are like, take that down now to the distributor. But then it's out because the game store owners have seen it and they're all talking about it.
15:40But what I'm saying is if you can keep stuff a secret and then suddenly just bombard everyone with it, that works really – Fantasy Flight used to be the master of this. Christian Peterson at Gen Con would come out at his State of the Union address or whatever he was doing and be like, here's a new game. And it's here now. And people are like, what? And so that works really well. Their hype machine worked well until it didn't. And then other people would copy it. I remember a couple other publishers like, we will also do our in-flight reports. And nobody came because you have to build to that. You have to also be – you have to have a good intellectual property or a strong game.
16:24It's hard to create hype from nothing. Right. It can be done, but it's difficult. Yes.
16:34Julie:Agreed. And the timing of it is important because you want people aware that your game is coming out, be interested in what that game is, but not have such a long lead time that people are like, well, wasn't that out already? Yes. And that's a huge problem for a lot of publishers because they will hype up a game, and it's great. And then there's a delay in something or something else happens. And the game takes a while to come out. And in that while it came out, a competitor game came out that's very similar and better or not better, but the same. But first, at least. Yeah. Right. And so that's tricky.
17:17And that's why a lot of publishers don't like announcing things very early because anything goes wrong. You get everyone hyped up for Gen Con and then the game doesn't even show up.
17:28Julie:That happens every time. So now we're talking about crowdfunding versus a standard traditional publishing model where you have to basically do two hype sequences. You want to hype people up to purchase the game at its campaign, but then the game comes out in its standard release sometimes years later. Yep. Yeah, unfortunately, this is where 90 % of publishers fall down, in my opinion. Yeah. When I go, there's a new game, I'm like, oh, I wonder, I like to learn information about that game. I'll go to the Board Game Geek website and look up that game and I'll see 10 previews and zero reviews. And this is not like a rare thing that happens.
18:11This is consistent. And publishers, for better or for worse, many of them are like, we sold during the Kickstarter. Once the Kickstarter is over, meh. And I think the most successful publishers do well at the Kickstarter, GameFound, whatever it is, and then also work afterwards. They want to get it in a retail and push it. They want to get it at conventions. They want people to hear about it. Secondly, this idea of only doing it during the crowdfunding period, I personally don't think it's very good. A few companies pull it off like Seventh Continent, those folks, Pulp. Yeah, Sirius Pulp, yeah.
18:51And they only sell through crowdfunding. But the best ones make a splash in crowdfunding, and then they also go on to sell the game afterwards. Those are the companies that last.
19:03Julie:Sure, sure. But when you're talking about a timescale of possibly years, how do you maintain that? Because maintaining full hype machine is very resource intensive. That takes time and effort away from the design and production of the game, the logistics of actually making it. So how do you keep that going during that lull in between when the game is available and when it's been marketed? I don't know that you should. Right, no. I think it's more, so there's a lot of activity around the crowdfunding event. And then there should be regular communication, like once a month, where I think whatever it is, you communicate with the people who crowdfunded it.
19:48Julie:Hey, we're going to do an update once a month. expected the beginning of the month, the first week of the month, every month, we'll let you know where the project is. And so that you have show consistency. So those people do not get frustrated. And then have it has an adverse effect of the hype happening. And then you ramp it up when it's getting close to being released, because those people getting their game are should be part of the excitement of it being released i would think like get it you know so people again are getting it playing it and and talking about it and then tom saying on top of that at that point you should also be reaching out to reviewers who can also review it which is another level of building marketing also hype uh for your game and that i agree that people at that point might be so mentally exhausted of that game and also fall into the trap of well we've been doing this so long it's not new anymore but it is it's new for the consumers so you can't you can't do that.
21:02Julie:You can't have that mental fatigue in your company. But I think that people do fall into that trap sometimes. We've done that already. We're already looking at the new thing. The new thing. I want to see the new shiny thing. And we want to talk about the new crowdfunding. Okay. Yes. But also, your game is finally in the hands of human beings. It's a physical product. Please celebrate that. Yeah. Yeah. Yeah. And make people know it is available now, not just the idea of it. So yes, I agree that that is a challenge sometimes. And there's a, if you're talking about your budget and you want to front load because you want it to seem like lots and lots of people are playing it for your crowdfunding and you don't budget for, okay, now it's out.
21:46We need to send it to people to do reviews of it.
21:50Julie:That's, that's tricky. and I will put the onus on reviewers too because it is people like being part of that pre-buzz but so few people go back and talk about games when they're published it feels and I'm I mean I might be wrong but it feels like the vast majority of people who quote-unquote review games are doing previews at this point which is not a bad thing to have being done it's important to know if games are good for kickstarter and game found etc but if I can go buy a game and and I can't find an actual review in the game. That always bugs me. And it's on both. The onus is on both. It's on the publishers getting them out to people.
22:30But again, I'm telling you, I talked to a lot of Kickstarters. They're like, yeah, we Kickstarted this game. We had 600 backers. We printed 1 ,000. We have 400. Yeah, we'll sell those games, whatever. I'm like, is that what you want to do? Don't you want this game to be bigger?
22:46Julie:Well, now we're getting into the, are we a board game publishing company or are we a person with a dream? Well, sure. But I also just, I mean, I get that companies are kind of afraid to print a lot of games nowadays. I mean, I mentioned Stonemaier and he ran out of Wingspan like, I don't know, eight times because he was just too cautious to print more of it because you're not sure that the game will sell that well. You don't want to sit on 10 ,000 copies of a game and you've only sold 1 ,000 of them. That kind of sucks. It's hard to do projections on a game based on crowdfunding. You want to do projections of a game based on actual sales.
23:27Julie:And you can't do that in the first printing. So now we're talking about business models. And also the unfortunate side effect of being in the board game industry is that most people are creatives and not necessarily business minded. Now, some people are, but most people are more tending towards the creative side and don't think about things like sales projections informing their print run decisions. Or at least not until they get a couple print runs in or a couple of games in. even. So yes, I think Jamie probably did numbers based on what he think of his previous sales, which were robust, but nothing like what he was anticipating.
24:19Julie:Right. And people get very irritated though, when games sell out. Yes. I'm excited about this game and I can't get it. Yeah. But that's because most games don't sell out. So the company has no idea. Oh, this one. I mean, they're hoping every game they print is going to be a hit, but it's not. I mean, you can't. There's not a single company out there that has consistent hits. There just isn't. Right. And now we're getting into the talk of like, if you have a, so if you have a game and you know it's doing a steady amount of things and your print run is running behind because of, you know, global reasons, you can somewhat control the flow.
Read the full transcript
24:57Julie:So maybe you're slowing down the stream of what's released so that it's always on the verge of going out, but at least there's always some in stock so that it doesn't ever completely go out of stock to hold you over for an extra month or two. You could do things like that as a business owner if you know how to weather the storm kind of a thing. But if you're new, you don't know any of that. Or even if you're relatively new and you just know the games that you've done so far and suddenly you have a massive hit. That's a lot. And it's harder to plan for that if you don't have any experience doing it.
25:34As a consumer, those listening, you need to be careful, though, about hype as with anything. As with anything in the world, hype is there to sell you something. It is not there in your best interest. They want to sell you the thing regardless of whether you will like it or not. They want you to buy it. And so you have to be careful. It's really easy to get caught up in hype. And I've seen that when people get really caught up in hype for a really big Kickstarter, the disappointment levels are pretty extreme later on when it doesn't live up to that hype. And or there's delays on it, what have you.
26:08The Kickstarter game has really changed hype to some degree because that's where most of it is nowadays. And people get really hyped about Kickstarters. And that hype is considerably lessened when the actual game comes out. And someone yesterday mentioned that a very hyped game was out. And I was like, it is? I didn't even know about it. I hadn't even heard that this game was out. But I remember when it was being on Kickstarter, it was a huge deal. and that, I don't know I think you consumer, and sorry to Julie because she works for a publisher but your best bet is almost always to ignore all hype.
26:49If the game is really that fantastic and that terrific, it will be reprinted and you will get a copy of it it is, you will be able to find the best stuff and your best bet is to let that hype die down and not be manipulated it by it. You do not need to spend $800 on a Kickstarter you don't know a lot about.
27:09Julie:Take a breath. Just because you'll get everything in and the box will be big enough to you be buried in from your family killing you for spending all that money. It'll be okay. Just wait. So now I'm super new at Cephalo Fair, but I will say at Van Ryder there were plenty of times where I would see AJ write to somebody, listen if this is going to affect your quality of life, you do not need to back this Kickstarter or GameFound or any of our crowd. It's okay. I understand that you're excited for us and I'm really happy that you're excited for us, but that doesn't mean it should affect your quality of life.
27:54Julie:We're not going anywhere. You can play our games and buy them a little time. You do not have to go all in on something and have this then high level of expectation. Like he would tell people that publicly. So you can go through our Kickstarters and find the conversations. So, and I feel like that's the same thing in Cephala Fair that we, you know, there's a lot. There's, I get it. There's a lot, especially something that's a campaign that you can't, it doesn't mean you have to. And I understand that there are people that that is their temperament. That is, you know, how their brain works. and so it's a challenge for them but we want people to be excited we don't want people so involved in this that it is hurting their life.
28:46Julie:That is not enjoyable for anybody. Yeah. Sometimes it's good to be excited about the games you can play before you get too excited about the ones you can't play yet. And now Another tale of board gaming horror! Oh my, that's horrific. Gather round, children. Every year, my group of geeky friends makes the pilgrimage to Essen Spiel. And every year, to tide us over, we organize a mid-season Spiel weekend. A full weekend of nothing but games, snacks, and the quiet satisfaction of being among your people. It's a stable group, tight-knit, the kind of people who understand that when someone says, just one more turn, they mean at least seven.
29:37Julie:But occasionally, a new player joins. I say player, not friend. You'll understand why. Now, every year, we haul towers of games to the table, far more than we could ever play. Some are brought with genuine intent. Others, let's be honest, are brought to flex. Collector's editions, Kickstarter exclusives, the kind of boxes you place on the table not to open but to be seen. But this year, we had a mission. This year, we had the numbers. This year, we were finally playing Game of Thrones, the board game second edition, and for the first time ever, with the Mother of Dragons expansion. The setup was glorious.
30:25Julie:Components spread across the table like a medieval war council. Cards, tokens, house screens, and that board. That beautiful, sprawling, detailed board of Westeros. We gazed upon it the way Daenerys gazed upon the Iron Throne. Then came the expansion board. We needed to connect it. We slid it left. We slid it right. We measured. We eyeballed. We tilted our heads like confused puppies. Where does it attach? How does it line up? And then the new player, I deliberately do not call him a friend, saw the solution. With the confidence of a man who has never known doubt, he grabbed the expansion board, wedged it between two sections of the main board, and pressed down.
31:15Julie:It seemed to fit. For one glorious, hopeful second, it seemed to fit. And then we heard it. A sound no board gamer should ever have to hear. Not the sound of cardboard bending. Not the creak of a box lid. No, the sound of a tear. Right along the fold line, straight through the heart of Westeros, the central board, that glorious, gorgeous, sprawling, magnificent centerpiece, had been ripped clean in two. He didn't even notice. He sat back, smiled, and said, There! Perfect! The table went silent. Six grown adults stared at the carnage. The narrow sea was now, quite literally, narrow. King's Landing had seceded from the north, not through war, not through politics, but through sheer, reckless ignorance.
32:17Julie:We taped it. Of course we taped it. We played the game. We fought over Westeros as if it were still whole. But it wasn't. And neither was our trust. So let this be a warning to all of you. When a new player joins your group, watch their hands. Because winter isn't the only thing that's coming. Sometimes it's destruction.
32:52Julie:Dun, dun, dun, dun, dun, dun, dun, dun, dun, dun, dun, dun. Wah, wah, wah, wah, wah, wah.
33:02I've done this before. But not to someone else's board.
33:06Julie:I'd have trouble picturing exactly what's going on here, but I can hear the sound. The sound is all I need to know.
33:18Oh, it's, oh.
33:19Julie:I mean, the dramatic writing was brilliant. But also, yes, I can see why people would be upset. I can also...
33:34Julie:Someone who has never known doubt before was the clutch part for me. Somebody just was like, just jam it in. That's fine. That's fine. That's fine. Yeah, I've done that with puzzle pieces before. You know, you think that this, I'm sure this fits. You jam it in there. Wait a minute. No. I don't do that either. What's wrong with you, Eric? That's not how that goes. And then it's really hard to get them apart, and you've bent the cardboard. What? Stop. What? That's bothering me more than the board. Get a hammer. Just tap it lightly. Just a little bit. Eric's a monster. I agree. What is going on here?
34:11I'm not even a puzzle person, and this bothers me.
34:14Julie:Questions. Questions. Questions. Questions. We have a quick question from a friend of the show, Hilmar, who says as he sits and sleeves his games, he says, yeah, yeah, I'm a sleaver. A question to Julie came to mind. I understand that standardization is hard, but why is it necessary to have a gazillion and five different card sizes? I'm not talking about mini, medium, large size. I'm talking about different types of mini sizes. Mini USA cards versus mini Chimera versus mini Euro. or standard USA versus Euro size versus Garfield games. And it's more than that, folks, because the people who make sleeves, I would say on average there's about 40 to 50 different sizes that you can get.
34:57There's a lot, yeah.
34:58Julie:Well, Hilmar, when I become queen of the universe, I can work on that for you. Run on that campaign. She's on her way, halfway there. Why can't it be standardized? because gamers are and designers are creatives and there's there's no standard frame size for art there's no standard size for sculpture and there are no standard sizes for cards and board games a creative says i want to do it this way because of this reasoning for this game and sometimes um the people who are more on the business side of things me uh might say couldn't that fit as a poker card and or a bridge card and they say no because of reasons and you don't um always say nope it's going to be a poker card because then uh they are distracted about the size of the card debate and not the finishing the creative part of making the game focus that they should be on so that's that's the part of the reason uh the other reason being that when they're designing it they have something specific in mind and often there's a reason for it in the game not always i sometimes look at cards and go that was silly that could have just been a poker cross size card um and sometimes no uh i have that conversation often often way more often than you sort of sort of touched on it uh that there's different conventions even if you're talking about quote-unquote standard sizes that there's a euro convention and there's a u.s standard convention and you know there are some manufacturers who are just like yeah this is a standard size of cards but if you talk to a different manufacturer they have a different standard size of cards oh no no no when you're when i mean they do they might say that but So if you ask for a quote as a publisher, you are putting the millimeter just like he's written, 44 by 63 millimeters.
37:07Julie:You will put that in the, so you can say standard, but you put in the measurements. And I actually typically try to correct that and say standard bridge, much like what he just did. So that there's no confusion and you get a different standard size than somebody else. but also if you would like to be the one to volunteer telling everybody in Europe they need to standardize cards to the like a US standardization or vice versa be my guest go for it until I become queen of the universe I'm not touching that with a 10 foot pole or a two and a half meter pole become queen of the universe Checklist acquired.
38:01Julie:They say that every rose has its thorn. But not every rose has a hula hoop. Alrighty, well, we are here to talk about games. Eric, what have you been playing recently and why do you hate it? Why do I hate it indeed? No, I am reporting from the rosy fields of the publishing of Post Curious. We've talked a little bit of the games I've played from Post Curious. The Light in the Attic being a tarot-style game that I really enjoyed. Then I moved on to the Morrison Game Factory, which is sort of a medium box puzzle game that I really, really enjoyed. I finally pulled the trigger and backed their most recent crowdfunding campaign and got a couple of the big box adventures.
38:45Julie:And the first one I opened up is called The Emerald Flame. This is designed to be a six to nine hour experience. It's in three different acts, and each one is about two to three hours. This is, like many puzzle adventures, has you opening things up, looking at maps, trying to solve puzzles, put pieces together. You're trying to track down alchemical ingredients to find a magical potion. The story, eh, not that interesting. But the production of this, this I'm beginning to, I mean, I pretty much knew this. I guessed this. I've looked at the components before. Post Curious is like the Cadillac of puzzle experiences.
39:25Julie:I agree. This is a gorgeously produced game. I say I'm in the middle of it because I am almost done with the second envelope of the three. But I had to talk about it because it's so pretty. There are other designs and companies that produce these nice little, they feel like curated experiences. You're looking at different book pages and stuff. But Post Curious just really goes all out. A simple illustrated puzzle about mushrooms is gorgeously illustrated. It looks like a map. It looks like a medieval illustrated manuscript. There are goodies in here. There's a spirograph in here that you use to solve a puzzle.
40:07Julie:There's rosary beads that I'm putting on a fabric map. A fabric map for a puzzle game. And it is just stellarly done. I also appreciate that there is a full reset kit in the box. It lists, like on the back of the envelope for this reset kit, it lists the components that are in each act and tells you which ones they've given you replacements on. So you can feel free to cut up or write on or do whatever to the ones that it says there's replacements in here and then leave the nicer ones that don't have replacements alone. It specifically says this stained glass window, there is not a replacement in this envelope, so don't go tearing it up and writing on it.
40:51Julie:But this, you can do whatever you want to because there's a replacement. I really appreciate that. It makes me happy. Hints are in the form of, I want to say it's like an Instagram story. It's a series of slides that you can page through, but there's like 15 different slides for each major puzzle. So you're not spoiled too quickly. You get just the nudge you need to get you back on track if you run into a problem. The one caveat that I have here is that you need to take your time with these. They are designed to be an experience. There is no timer. You're not on the clock. You're supposed to just savor this.
41:30Julie:And I would find sometimes that I was too quick to jump to the hint. I'm stuck. I really don't know. I'm just going to go to the hint and see what it is. I need to review the hint system. Yeah, that's what I need to do. And then it's something that I probably could have figured out if I maybe walked away from it and came back. So I would encourage if you are delving into one of these to take your time. And if you're stuck, just walk away and come back. It doesn't have to be all done in an hour. You can take your time with it. It is absolutely gorgeous. I can't wait to finish this one. And the next one I backed, the Emerald Echoes is the next one that I get to experience.
42:09Julie:Very, very excited. I knew I was going to like it. I was pretty sure I was going to like it. I absolutely like it. This is amazing. Big rose. Big old blooming rose. The Emerald Flame. I was already sold, Eric. You were sold at Spirograph? Yeah. Yes. It is very, very cool. Yeah. Tell us about this next one. The other one, I'm going to categorize this as a hula hoopie experience. I was surprised to get this push-your-luck game from Randolph. It's called Roley. This is very simple. The goal is to win as many points as possible over the course of seven rounds. Roley has two dice. They have the values minus 5, 0, 2, 5, 10, and then there's a wild.
42:55There's an R for Rolly.
42:58Julie:Now, that R is for Randolph, but yeah. Yeah, sure. It is the Randolph R. You have paper money that's laid out on the table, stacked up in those different values, the minus 5, the 0, the 2, et cetera. And somebody rolls the dice. As long as they're two different values, you now have a choice. You can take one of the two values that are displayed on the dice, including that minus five or the zero or the ten, whatever. If it's an R, it's wild. You can pick any of the values. Or, and it goes in sort of like a temporary holding in front of you right now, or you can bank what you have. So if I've got a couple of bills in front of me, I decide, you know, things are getting a little hairy.
43:39Julie:I'm just going to bank this. I'm out for the round. If I'm the first one to do this, I take a little tiebreaker token. There's a one through seven. One comes up every round. And somebody will win that, whoever passes first. And then all that money is safe. It gets flipped over and it has like a little, the piece of paper money has a wallet sign on it like it's been tucked into a pocket. Cute little detail. And then you continue the round until everybody has passed. Or somebody rolls doubles. If you roll doubles, you bust. But you might get to keep the stuff in front of you because, say, I rolled two fives.
44:17Julie:If I don't have a five bill in front of me, I get to keep what I have out there. I don't get to bank it. I still have to bank it later, but it's still in front of me till the next round. If I have a five, however, I lose everything that I haven't banked that round. It is possible to roll doubles on the first round or the first roll of a round, and then you just toss away that tiebreaker token and move on. After seven rounds, you see who has the most points, plus you get, if I have the most fives or negative fives, I get a pretty significant chip bonus. So, yeah, it's negative points, but if I have more negative fives than anybody else, just barely, I get 100 points.
44:57Julie:That's kind of a cool twist. I liked the twists here. I almost think that this is a little too convoluted for a push-or-luck game. This is not can't stop. There's a few more little niggly bits that have to come in here, But there are choices, and I like the decision of which bill do I take. I might go for those lower numbers because I know I can get the majority in them and therefore get a nice bonus at the end. Or I see that somebody's going for the fives. Maybe I don't want a five. Maybe I just want to go for the straight ten points. I like those decisions. It was a fun distraction, and I was surprised and mildly delighted by Roley.
45:39all right well i'm mildly not delighted by it okay it is not that good first of all the majority of this game is terrible paper money um and i think the numbers are off if you win a bunch of twos you get 70 points so why am i even bothering to count the money that i get when it's the bonuses that count secondly eric according to the rules if the first rolls a double the round's over already Yeah. What? That's so dumb. I didn't like that. The tiebreaker chip that comes out is dumb. This is dumb. It's not horrible, but it's dumb. Okay. How do you really feel, Tom? There's so many better push-your-luck games out there, Eric.
46:18Julie:I agree. It is not top. It is not cream of the crop. It is a... Oh, then say that. It's not cream of the crop, but I did enjoy it. All right. Now let me jump on Julie's games next. Okay. Okay. Poise. Pounce. Crouch. I'm kidding. I'm actually, I'm with her on these. She did better than Eric. She doesn't like them, in which case the whole thing's messed up. No. So my goodness. Am I excited to talk now? Yeah. My rose was The Cat Between Us. So this is a very light game where, again, it's cat themed. So it was already having things go for me. uh you know it wasn't a hard sell to play it to begin but but you know sometimes it's just the one and done with cat themed games uh but you have two phrases phases um in your lure phase you are placing one of your cards uh in front of the six toys because you're trying to lure cats out and so you have cat and you're looking at the numbers at that point um so you look at the number of the cards, the lures are six different colors.
47:29Julie:It doesn't matter what color the card is at that point. So you put them out. So let's say you put a six in front of the little mouse toy, which is, I believe, the blue. That means blue right now is worth six points. The importance of that is once the round is done and you can only have two cards per type of toy, then you're going to look at the cards that are left over in your hand and you're going to do so if I had two blue cards in my hands left over I now have 12 points based on that sixth card. So you're looking at the colors in your hand. The object of that is you're trying to get as close to the number, which is randomly generated at the beginning of each round from one to 36 ish, you're trying to get the exact number or be the closest to that number on the top of the chart.
48:26Julie:So if I had 12 and my goal was to get to 14, I'm hoping that whatever other color I have in my hand only adds up to two or very close to it. The person who's closest gets to advance on the chart. The first person to the final room wins the game. As you advance rooms, though, you have to get more cards in your hand, which means it's harder and harder to be precise. So the beginning of the game, if I only need three cards to add up to the final thing, that's fine. But towards the end of the game, if I'm close to the end of the game, I'm trying to do five cards that add up to the correct amount. So I'm looking for smaller numbers and other people playing might know that and put a lot more sixes out.
49:11Julie:So it's simple. It's elegant. You're at each point trying to figure out, well, if I play this card, it's going to change the amount in my hand to this much at the end. So there's definitely an opportunity for analysis paralysis a little bit, but still it's not so heavy that people are just sitting there staring at you. And so it ends up being more sophisticated than initially I thought, which was just oh cute cats um so this is my rose uh my hula hoop it's fantastic is tag team and it's a hula hoop i loved it i'm gonna preface this with i was surprised because i i knew lots of people were playing it and it just it didn't grab me at first and so i was like i guess but so many people have been playing it and yes i could succumb to peer pressure sometimes the hype machine maybe the hype machine i was like all right i guess i'll play um so this is a 1v1 uh auto battle like a deck building auto battler and i say that because you're going to play your cards you're going to draft the cards uh from two different champions shuffle them but then then during the the second phase so i'll do the second phase first the build step you will draw three of your cards, choose one, and then place it in your deck.
50:36Julie:You cannot shuffle your deck. It stays pre-programmed, but you can augment it by that one card per round. The other two go to the bottom of your deck. The cards that you're looking at are going to pertain to one of your two heroes that you're fighting with. When their card is out, they are the primary fighter, and then you have your support person being the other one. So if the other player is playing in attacks, they're going to attack that primary player, unless the cards say otherwise. When you deal damage, you have a little track on each of them. The first hero on either side that gets knocked out ends the game.
51:15Julie:The person who did the knocking out is the winner. The person who was knocked out lost the round. It goes very quick. So I thought, that seems really simple. and then i played so they give you uh starting characters suggestions uh and we played this the i i played joan of arc and then ching si were the two that i played and my opponent played bodavar and wong fei hung uh jennifer i was at jennifer's house and and we played and so we played those and it was awesome and then i was like okay let's play some of the other decks because those are some of they do like an easy and a medium and that's the other thing there are 12 different heroes and they go from easy medium easy medium and hard easy i mean some of the in-betweens we could have called them museum but anyway easy medium and hard strategies of playing um we tried a multiple different setups each way was a super interesting because you're not only you're trying to figure out can I fit a card in so that this one's lead when that hero is going to be her lead because it's a better face off I will do better I'll come out on top so you're thinking about that as well as what the each of the cards does each of the heroes plays very differently with their card structure so I thought oh this is going to be really basic I had a lovely time trying to think out that puzzle of how to maximize my hand as I played.
52:51Julie:And they go so quickly that like you're playing and you're like, no, again, wait, no, I want to change out my heroes. Oh, you're going to change out your hero too? What are we doing drafting? It was great. We had the best time. It is absolutely a rose for me. Those are both excellent games. Cool, cool. I agree. All right. I played a new party game from R &R Games and it's called Normal Human. Have you played this one, Eric? Not yet. I have it. I want to play it. I haven't gotten a group together to play it. Technically, the normal is in quotation marks, so it's normal human. That's because someone's going to be an alien.
53:28The game's pretty simple. One person's an agent. They leave the room. Everyone else looks at a card that has a category, so the category might be at the circus, right? And then one person or two, depending on how many players, this can go up to 16 players, is an alien. The alien knows that it's the circus, right? But they don't know what the exact thing is. They pick a number from one to five and everyone else sees that number. That number might be lion taming, right? So then the agent comes back in the room and the agent says, one, two, three, go. And everyone starts doing a charade of lion taming.
54:04The alien doesn't know it's lion taming. They know it's a circus. So they need to start doing something soon and they'll also see what everyone else is doing. The agent needs to figure out who the alien is. if they get if they do so they get points if the alien is not caught they get points if the humans at the after the the agent picks two people then the game stops and then if the alien can guess what the activity is the humans get points because you're trying to help the alien hide i think i think this is a yeah it's a friendly situation yeah friendly alien and that's it and as As the rulebook says, the rulebook specifically says, here's how points work.
54:43Also, by the way, you probably won't start ignoring points after the first round. And that is 100 % correct. You're just doing this to see if the alien can get away with it. And it's pretty funny. I played a game like this when I was a kid. Back then we called it Indian Chief where one person was doing something and everyone else would copy them. And you had to come in and figure out who the chief was.
55:00Julie:Ah, yes. But this is the opposite. Everyone's doing something and one person doesn't know, but they're trying to fit in as fast as they can. I just think it's hilarious. It's not amazing, but it's hilarious. Yeah, it feels like you need a lot of space to play it, and I think that's been another. I haven't had the group together or the space to do it yet. Yeah, I think the game is dumb enough that Chris was rolling his eyes. Chris Yee, and that's a rarity. But everyone else was having a blast. The other game, which was just announced last week, by the time you hear this, it's called Star Trek Space Hunt.
55:38Now, Eric likes Star Trek, I believe. I do. Yeah, so this, for all intents and purposes, this is Star Trek Captain Sonar. Okay. So this is a new game from Manico. It's not quite Captain Sonar because it is only two versus two, which I believe was the Captain Sonar family version. But you have two people against two people. Good guys against villains. So, like, for example, last night we played Picard and Data against Khan and whoever Khan's second guy is called. and so eric it's just like captain sonar except one person is it's just a captain and a navigator but they the captain is moving around the board and every time they move they also have to draw a line like the engineer did in um sonar captain sonar and then they before they can move again and you also every time you move you get energy and you can use energy to do different things like shooting at the other person, scanning, going invisible, cloaking up and things like that.
56:38But the thing that makes it different is you can also jump into warp. You flip your board over and now you're in warp. And the warp board is a bigger grid. So the one side has, let's say, four squares on the normal side becomes one square on the warp side. So it lets you move faster. The disadvantage is if you're in warp and the other person's in warp, you can shoot at each other anywhere and you'll hit them. While on the normal board, you have to be in the same sector as them to shoot at them. And that's it. You have to go blow up one of the enemy's bases first. And then you can go blow up their ship.
57:12And it's just as fun as Captain Stoner. I really like it. And I really like the Star Trek theme. It's also interesting because each of the captain slash seconds combinations have different costs of energy for the different things. So some captains can scan easier. Some can shoot easier. And that's just a nice small little change. Okay.
57:33Julie:So the comparison that I would ask for is Space Cadets Dice Duel. well i space cadets dice stool is such an older game for me at this point eric it's hard for me to compare because when captain sonar came out it kind of killed space cadets dice stool i like space cadets dice a lot but captain sonar was a much more focused game and uh yeah so i i don't know that i could even compare them i know that the themes are the same but that one you were it still was a team people rolling dice to move around a board this is much closer to captain and sonar, but that jumping into warp is pretty neat. Oh. And also cloaking.
58:09The cloaking part is pretty fun, too. I mean, we were.
58:13Julie:Do they have a Sisko and Norris combo? No. The three good guy captains are Picard and Data, Kirk and Spock, and then Michael and. Saru. Saru. I don't know why I forget his name, because he's like in my top three captains in Star Trek. I love that guy. I don't like Michael, but I like him. So those are the three good guys. The bad guys is Khan, some Klingons, and some other people who were bad guys in the Insurrection movie, I think. Oh. So. Okay. That's some choices. I don't know Star Trek bad guys very, very well. Well, you know that if this works well, Julie, they're going to have more expansions and stuff for it.
58:53I'm holding out for Cisco. Also, there's rights involved. There's also rights involved. That is fair. Who can you get?
58:58Julie:Yeah, yeah, yeah. Anyway, I very much enjoyed it. If you liked Captain Stoner, it's great. If you never like Captain Stoner, think of this as real-time battleship. It is very fun. Cool, cool. And that's it. That's some games for you folks. We will see you soon. Me, Eric, and the Queen of the Universe. Until next time, I'm Tom Vassell. I'm Julie Ahern. And I'm Eric Sommerer. And we'll see you at the table. Thanks for listening. At the Table is produced by Tom, Julie, and Eric with assistance from the team at Dice Tower Studios. You can find us online on Facebook or on BoardGameGeek in the Dicetower Guild.
59:34Julie:Promotional consideration has been provided by publishers in the form of review copies of games. Dave Colling arranged our theme based on themes by Timothy Pinkham and the arrival of herbs in your cooking provided by Coming of Sage. Until next time, from all of us at the table, have fun gaming.
59:56I like sage. Yes, sage is delicious. Thyme. Thyme is. Thyme is. But cilantro is the best. It doesn't taste like soap to me.
1:00:04Julie:Oh, always choosing violence. That's going to be decree number two of the queen of the universe. No more cilantro.
From the publisher
Julie shares more news about her new position, after which we discuss the finer points of Hype. How does one manage excitement about a product when it's not necessarily playable yet? Then, we have both a question from the mailbag and a Tale of Boardgaming Horror, and we close the show with some new Roses, Thorns, and Hula Hoops.
00:00 - Introduction
01:18 - Summer Approaching - Hot Games at Dice Tower East
03:00 - Gamefound Pledge Manager - www.supportdicetower.com
03:55 - Julie's News Continued
06:25 - Hype
28:57 - Tale of Boardgaming Horror
34:14 - Question: Card Sizes
37:56 - The Emerald Flame
42:28 - Rollie
46:27 - The Cat Between Us
49:43 - Tag Team
53:08 - "Normal" Human
55:28 - Star Trek Space Hunt
Questions? Tales of Horror? tom@dicetower.com
