At The Table with The Dice Tower - Mass Appeal

25 Aug 2026 · 1 h 5 min · 31 chapters

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In short

The Dice Tower hosts discuss the trend of “mass market” board games that are simplified versions of hobby games—lower rules complexity, smaller boxes, fewer components, and cheaper price points—serving as an on-ramp to the broader hobby. They debate whether these are true “gateway” games, how well they work, and how hobbyists react when the retail version feels less robust or lacks exclusive content.

Guest backgrounds

No external guests appear in the transcript. Hosts are Eric Sommerer, Julie Ahern, and Tom Vassell (Dice Tower).

Key claims

Simplified retail editions are often designed for accessibility and budget/retail constraints (e.g., Target shelf needs, component quality tradeoffs, margin pressure). “Gateway” is a misleading term; many players use simplified versions as a time/commitment fit, not a ladder to everything. Compatibility/integration (e.g., insertable new content) helps hobbyists stay engaged.

Notable examples

Simply Catan; King of Tokyo Origins; Thunder Road Ignition; Horizons of Spirit Island; Jaws of the Lion as a ramp to Gloomhaven; Terra Nova; retail Fireball Island; Ticket to Ride London. Later segments review Pondscape, Sandcastles, and Miniature Adventures: Goblin Troubles.

Written by AI. May contain mistakes. Listen to the episode to check what was said.

Chapters

Tap a time to open that second in VO

Exploring Game Simplification

0:24 to 0:44

Discussion on the trend of producing simplified game versions for wider appeal.

“On today's show, we look at the trend of producing simplified versions of games to appeal to the mass market.”

Summer and Game Events

0:44 to 2:07

Hosts share their experiences of summer gaming events and upcoming conventions.

“That's a list of things that I probably need to adapt because I don't think we have all that today.”

Tom's Birthday Gaming Plans

2:07 to 3:56

Tom discusses his plans for a birthday gaming gathering and the temptation of new games.

“Are you feeling a little overwhelmed, Tom?”

Upcoming Conventions and Trends

3:56 to 5:34

Conversation about upcoming conventions and the current trends in game releases.

“But I've been playing games right and left.”

Discussion on Simplified Game Versions

5:34 to 7:00

Hosts examine the trend of simplified versions of popular games and their market presence.

“No, I think next on my horizon is PAX Unplugged in December.”

Analyzing On-Ramps to Gaming

7:00 to 10:04

Exploration of how simplified games can serve as gateways to more complex gaming experiences.

“And it's not like this has just started in the last couple of years.”

Quality vs. Affordability in Gaming

10:04 to 14:00

Discussion on the trade-offs between game quality and affordability in mass-market products.

“whether these things have been successful as on-roads onto the larger hobby products and just get everybody's thoughts on that sort of thing.”

The Concept of Gateway Games

14:00 to 15:00

Discussing the idea of gateway games and their role in board gaming.

Onboarding New Players

15:00 to 16:00

Exploring how simpler game versions help onboard new players to the hobby.

Player Preferences and Time Investment

16:00 to 17:40

Examining how player time investment affects game choices.

“So yes, you are ready to play Gloomhaven at that point, if you're interested.”
Show all 31 chapters

Market Research and Consumer Expectations

17:40 to 20:30

Discussing market research insights and consumer expectations in board games.

“I don't like the terminology of gateway game because it sets an expectation.”

Retail Experience and Game Availability

20:30 to 21:50

Sharing experiences of searching for board games in retail settings.

“The hobbyist games are in a different spot in the store now.”

Hobbyist Reactions to Mass-Market Games

21:50 to 23:10

Discussing hobbyist reactions to mainstream board game versions.

“They just moved their adjusted things in the store.”

Target Exclusives and Game Editions

23:10 to 26:10

Exploring the implications of Target exclusives on game editions.

“but they definitely do want hobbyists to come and get them.”

Simplified Versions and Hobbyist Engagement

26:10 to 28:00

Discussing the role of simplified versions in engaging hobbyists.

“And as a publisher, you have to then be like, OK, I can't sell this anywhere.”

Finding Simple Board Games

28:00 to 28:32

Learn about recommending simpler board games to newcomers.

“And it's a very simple game that I can point them to, and that makes me happy.”

Game Design Questions

28:32 to 29:44

Explore how game designers choose themes and mechanisms.

“They wouldn't be doing it if it didn't work.”

Avoiding Game Night Awkwardness

29:44 to 31:31

Tips on how to prevent awkward pauses during game night.

“I do like the ones that start with theme and then some aspect of that theme molds the mechanics into some interesting way because of the way real life works.”

Managing Group Dynamics

31:31 to 34:16

Discussing how to navigate game group preferences and communication.

“At some point, you just have to, somebody has to be a decision maker and move forward.”

Handling Job Grievances at Game Night

34:16 to 36:41

Learn how to balance socializing and gameplay during grievances.

“well then all of the rules were explained and it's not my fault if you forget something.”

Dealing with Late Arrivals

36:41 to 40:01

Understand how to handle late arrivals to game night discussions.

“If it's your personal preference and other people are enjoying the social thing, yep, you're going to have to be more intentional about your game group.”

Setting Expectations for Game Night

40:01 to 42:04

Get insights on setting clear expectations to improve game night experiences.

“If you only have, like, two hours on a weeknight to play something and you're cutting off 30 because somebody's late, that's a problem.”

Late Arrivals and Game Preparation

42:04 to 42:45

Discussing experiences with tardiness in gaming sessions.

“And then I hung out for a while and read rules to the game we were going to play next so that I was ready to go when it was time to go.”

Review of Pondscape

42:45 to 44:38

An overview and critique of the game Pondscape by Capstone Games.

“And speaking of games where we scale up and scale down, I got this game without really realizing that it's a very similar system.”

Exploring Sandcastles

44:38 to 45:45

Discussion about how to play and score in the game Sandcastles.

“You don't have to read anything, but scoring wise, you're definitely going to need an adult to help an eight-year-old score.”

Gameplay Mechanics of Sandcastles

45:45 to 49:48

Detailed mechanics of tile drafting and scoring in Sandcastles.

“That is the first game I wanted to talk about.”

Miniature Adventures Review

49:48 to 55:08

An introduction to the game Miniature Adventures and its mechanics.

“You only have slots for five of those roof tiles.”

Dino Racer Gameplay Overview

55:08 to 56:01

Discussing the gameplay and mechanics of the card game Dino Racer.

“This is a new little card game from – what's the publisher?”

Dino Racer Game Overview

56:01 to 57:30

Learn about the mechanics and entertainment value of Dino Racer.

“Also second place scores and third place scores also.”

The Crew: Journeys to the End of the Earth

57:31 to 1:01:59

Explore the new features and gameplay challenges of The Crew's latest version.

“And then I played the newest version of The Crew, Journeys to the End of the Earth.”

Game Dynamics and Teaching Challenges

1:02:00 to 1:03:20

Discuss the complexities and teaching hurdles of different game mechanics.

“But at the end of the day, it also works together really well because you're all accomplishing a task together.”
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Transcript

Automatic transcript. May contain errors.

0:00Tom Vasel:At the Table with the Dice Tower. Episode 78. Mass Appeal.

0:24Tom Vasel:Welcome to At the Table with the Dice Tower, a podcast about games and the people who play them. On today's show, we look at the trend of producing simplified versions of games to appeal to the mass market. Are they the metaphorical trail of breadcrumbs we need to bring new players to the hobby? Plus, questions, horror, roses, thorns, and hula hoops. I'm Eric Sommerer. I'm Julie Ahern. And I'm Tom Vassell. And what a list of things, Eric. That's a list of things that I probably need to adapt because I don't think we have all that today. Well, welcome, everybody. This is the hottest days of the year currently going on.

1:02Oh, goody. Don't you think so? It's pretty hot outside. Oh, it's absolutely the rainiest days of the year where I am. It is rainy and it is hot and that is summer and it is great. Unless, of course, you're listening in the southern hemisphere, in which case, I'm sorry you're so cold right now. Merry Christmas. No, that's not how that works. That's not how that works. That's not how that works at all. But yes, so it is summertime and the Gen Con ended and we talked about that last time. We had a good time. And we are preparing now for the fall for upcoming things. A couple things to think about.

1:36There are still tickets for Dice Tower Cruise available. And I just watched a video of some of the ship we're going to be on, the Icon. And yeah, I'm looking forward to that. It's a while away, but very excited. And then Dice Tower West. I know that seems like eons away, but folks, we are more than halfway done with the year. And Dicetower West is in February of next year. So you want to get tickets, go to dicetowerwest.com and come play games with us. And, yeah, speaking of games, I don't know if you guys realize, but one million games were released last week or a couple weeks ago. Wait.

2:17Are you feeling a little overwhelmed, Tom? It's weird. I'm not. I think I've made my peace with that a while ago. Sometimes people go, you have to play this game. And I'm like, I really don't. Because I can't go back and play every game I've missed. I was just looking at the Board Game Geek Top 100. And each year that passes, some more games will sneak into that Top 100 that I haven't played. I can't play them all. I can't play every big game that comes out over the course of the year. I try to play as many as I can. I try to play the ones that I think I like, but there's just too many games. And you know what?

2:54I'm okay with that because I'm having a great time gaming.

2:57Tom Vasel:Sure. And then if you happen to stumble upon one of those at some point, great. But it's hard to seek them out when you're in the thick of the next year, the current year of new stuff. It is pretty funny because this week is, as of us recording, this is Dice Tower Vacation, which is just a little shindig I put together here in Fort Myers for my birthday, which isn't yet. It's a few weeks away. Happy early birthday. Thank you. I'm turning 50. So I just wanted an excuse to do this. And so we're getting together to play games, and I'm bringing the entire library. Although I don't need to bring the entire library.

3:29I could probably just bring the shelf of games from Gen Con, and we'd be fine. But I'm bringing the entire library, and a few weeks ago I thought in my head, you know what? I'm just going to play games I already know how to play. I'm not going to play anything new, just games I know how to play. And as we're packing up for this, I'm like, I want to play that. I'm going to play all this new stuff. I really want to. So my resolution is gone before I even started it. I mean, I'll still play some games I know how to play from the past because, you know, I like doing that. It's your birthday. Man, I like playing new games.

4:02If you want to. But I've been playing games right and left. I'm really happy with my gaming cavern bag, which holds so many little games. And I'm constantly throwing new games in it and playing them. And, wow, so many of these little games are bad. But every once in a while I come across a good one, and I like that.

4:27Tom Vasel:It's like a treasure hunt in one bag. So we got things coming up here in the future. We got Essen is around the corner. as in Spiel. A couple notes on that, folks. I'll have the tiniest but smaller presents this year because airplane tickets now cost the flight of a private jet. And also for some reason, Gen Con, I mean, at Gen Con, Essen has refused our, I got beast with both conventions. Essen refused our show. Well, they didn't refuse it. It said, no, thank you. So we're not doing a live show at Essen. And Gen Con stole Camilla for me. So both conventions, you better not let me catch you in the back alley somewhere.

5:09Blood feud. That just sounds hilarious. Because you're going to get a stern talking to in a back alley. Yeah, I know. Well, I never. Anyway, moving on. Yeah, so that's coming up. PAX is coming up. Again, that's in December. But for a brief month, nothing. I think. Is there anything coming up? Eric, are you going to some little convention in Connecticut I don't know about?

5:36Tom Vasel:No, I think next on my horizon is PAX Unplugged in December. So I'm going to spiel in essence. But before that, so you're talking about all the games that you got to play that are just released. I have about a dozen prototypes that I've been trying to work my way through that are games that haven't been published yet to talk about and play. And then I'm going to California to play them with Isaac and Price from Cephala Fair. So we can look at these games. So that's been my fun activity after Gen Con. That's what happened at my Gen Con was getting all the games in a prequel kind of way. Cult of the future.

6:27Right. So I could definitely cult of the future. So I will be traveling before Spiel. I'll be in September going to California to play games and look at them and see if any of those games are future Cephalofare games. Yeah. Like super future.

6:47Tom Vasel:Excellent. Yeah. And then Spiel. And then Spiel. Then that little just tacked on as an afterthought. You know. Yeah. All right. Shall we delve into our topic for the day? So what's our topic for the day, Eric? Well, so I've noticed a trend. And it's not like this has just started in the last couple of years. We've seen a little bit of it, you know, leading up to now. But it seems like there are a lot of new products being released, new games being released that look a lot like existing games. They're sort of pared down versions of games that already exist. And you see them on the mass market shelves, your Targets, your Walmarts, your Barnes and Nobles.

7:31To be fair, Barnes and Nobles has no filter for what games they have, in my opinion. That is very true. I go there and I'm like, what? I don't get this. It's everything. Why?

7:40Tom Vasel:Is this even selling for you guys? It's like they throw darts and just grab games. But yes, go ahead. Yes, that's true. But these are specific products, like simpler versions of games, that have been designed to appeal to a wider audience. So they're simplified rule sets. Maybe there's a little bit less stuff in the box. They are maybe a better price point, a lower price point, because they've used different components. I'm thinking, I wrote down some examples. Simply Catan is like the first one that I had thought of. That was for the, what was it called? Simply Fun was originally a Tupperware-style multi-level marketing thing.

8:21Tom Vasel:And I don't know if they still are. But they had a version of Catan. As far as I can tell, Eric, they still exist in a very small capacity. Okay. Yeah. It's an unusual company, and I think they kind of exist in the background as far as I can tell. I think they're mostly toys as well. They used to be very focused on board games, and now they're much more like general fun stuff. Anyway, they had a version of Catan that was a simplified system with, you know, a smaller board, non-modular board, that sort of thing. But more recently, I'm thinking of King of Tokyo Origins, which, you know, smaller box.

9:00Tom Vasel:It removes one of the spaces in Tokyo. It's got different creatures in there. Thunder Road Ignition just came out, which has, you know, maybe less elaborate pieces, but uses similar rule sets, removes the helicopters, but can be used as an expansion for the big game. Horizons of Spirit Island, which is very similar, but I think pairs off some rules there. And I wasn't sure. I haven't played Jaws of the Lion. Yeah, I wrote it here so you wouldn't look foolish in front of Julie. I know. But Jaws of the Lion was sold at Target, Eric, and it's an easier version of Gloomhaven that eventually turns into Gloomhaven as you play through it.

9:44But it starts off and has a tutorial walkthrough basic thing. It's definitely heavier than the vast amount of things at Target, but it's definitely lighter than Gloomhaven.

9:58Tom Vasel:It's designed, and a lot of these are designed to be an on-ramp to the more complex game. Correct. And so I wanted to talk about this trend, see what has worked, what has not worked, whether these things have been successful as on-roads onto the larger hobby products and just get everybody's thoughts on that sort of thing. Are there any others that you'd like to add to that list that have come out in the last few years? Well, there are games. I don't know if they're always in the mass market. So, for example, Terra Mystica had a game called Terra Nova. But I don't know if that was for mass market.

10:33it was just like a simpler version of said game. There's a lot of times where a company will make an easier version, and sometimes there's like a sideways step, like this is a dice version of a game or a card version of a game, and that's sort of a simpler version, but it's not quite the same thing.

10:54Tom Vasel:Right. Yeah, I'm thinking less of a – there are plenty of – it's a gradient of how much you diverge from the original product, And I'm thinking these things are mostly close. They've just shaved off some rough bits or ejected a couple of rules. But basically, they're the same. If you looked at them side by side, you'd say, yeah, these are the same game pretty much. Well, sometimes they are the same game. There's just a retail version and a hobby version. And so the tricky part there, because we're focusing on specifically the mechanics in a simplified version versus a more complex one. because also if you're gear and then also the mass market part of it because for mass market you're also typically scaling down the i'm not going to say yeah i am going to say the quality of the components because to make it more affordable because in mass market you're because you're looking at your customer your customer is looking for something that is fun for the whole family that is accessible for a lot of people, but also is budget friendly.

12:04Yeah. We had Erica on the show a few years ago and she's involved with a lot of this mass market stuff. And she was talking, oh yeah, yeah, yeah. Just the razor thin margins you have to work inside. Yeah. Yeah. Definitely somebody who knows what they're talking about, worked for Spin Master for many years.

12:24Tom Vasel:Oh, I thought of another one. There was a retail edition of Fireball Island. Remember, you know, if you got the Kickstarter version of Fireball Island, you got all this, you know, big old box stuff, but then there was a smaller boxed version that was, I forget exactly what the differences were, but it was a simpler, less elaborate mold of the board and it didn't have some of the stuff, but it fit on the shelf at Target and had a lower price point. It's tricky because I get that whole aspect. that the games need to be razor thin margins. This is why you'll never see a custom insert in these games.

13:03You won't find the card quality is going to be somewhat diminished and all that. And you get that because you want these really low price points. But for me as a consumer, I'm like, oh, this is cool. Oh, man, it doesn't have the quality that I'm used to in modern board games. but it depends on what we're looking at these as too eric you mentioned you know that there's different things they're they're here to appeal to people and you mentioned this onboarding ramp thing yeah i i don't know i mean i guess we'd have to talk to companies i wonder what the data is does it work like like i i've stopped using the term gateway games because i don't like that term as much you know z got me onto this train and it makes sense in the sense of we're not trying to get people to my goal isn't to teach them on a game be like we're gonna be playing war of the ring in three years so here's your first game and just go up and up and up and up and up and up right yeah um so if someone plays ticket to ride as their quote-unquote gateway game but that's all they ever want to do oh and then there's the little ticket to ride there too um yeah there are the little ticket to rides anyway no that's good but but if that's all they ever want to do is play tickets ride that's fine my goal isn't for them to play tickets ride and then they're like where are the rest of the hobby board games so yeah is that the goal of these is it onboarding when they make the cheaper thunder road ignition or is it just so that they have a cheaper thunder road

14:38Tom Vasel:well i think it's an onboarding for thunder road i i think they i think the idea is that this is a lower price point product this seems simpler oh this uh this seems like it has fewer rules i can i can go with this i could understand this game wow this was really fun oh wait there's usually a page in the back of the rule book oh you want more there's a big box but how does that happen is what i'm asking i i don't know that's a good question if only we had an industry expert that could tell us i was just waiting you've been you've been at set for a while for 65 years you would know uh you know i've been to other i've been in other places been around been around uh yes the there is definitely a a substantial amount of people who stay at the you know got okay for jaws of the lion being at a even already rather complex for the average person walking into target interest level um there's already a ramp up so there are plenty of people who get jaws of the lion and stay at jaws of the line that's that's the level they want to get stay at but not exclusively and what's different about that is that game wise as opposed to a king of tokyo or thunder road is it's a campaign game so you're you're committing to a campaign if you're playing the whole thing anyway so by the time you get to the end of it and you want to say what is more what's more is there it's it's gloomhaven and at that point it's a very slow ramp up of degrees of difficulty across the entire game.

16:22So yes, you are ready to play Gloomhaven at that point, if you're interested. It's much more intentional that way. But you already have a certain barrier to entry if you're not, if you are a newer gamer. So I think it's a little bit different because we do have, we have certainly people who are just Jaws of the Lion. That's where I'm comfortable. That's my comfort zone. But we have tons of people who then jump over to Gloomhaven as well.

16:53Tom Vasel:It's sort of trying before you buy, except you had to buy the small version first. It wasn't really so much trying to, you get people or, or conversely, you have people who play Gloomhaven and then are like, I just don't have time. I don't have time for all of that, but I can, I can play Jaws of the Lion. I have, I liked, so it goes the other way as well I've discovered you were in your 20s and you had a lot of free time and then you get married have kids and you don't and so Jaws of the Lion is what you have time for so there's that piece of it as well yeah a downshift sort of thing and the time investment that you have for sure so it's a little bit different than you know when you say it's I don't like the terminology of gateway game because it sets an expectation.

17:46That's fair. But at the same time, there's also a certain level of... Because anybody who plays a game is... I agree 100%. Anybody who plays a game is a gamer. We don't need to gatekeep the gateway games. but but i do think that there's a certain level of what the consumer is at a mass market that we don't fit that title we don't fit that so we can be disappointed that it doesn't feel as robust or it feels flimsier but a lot of markets so much market research has been done about what your average target or mass mark or barnes and noble consumer wants even though uh you seem to think there's no rhyme or reason i have i've i've been i've i've been required to sit in many a a different uh paid for events for hours at a time talking about the market research for it So I know there, that's not true.

18:56Um, and a real simple way, my, what, what was my game? Pan Am. Go, go to Barnes and Noble. I mean, that's an older one now, but Target and look at the reviews for Pan Am. Pan Am was, I thought a lovely, a lovely game. And on the lighter side, um, the reviews of Pan Am, because it was when Target started scaling up the degrees of difficulty in their games. were brutal people talking about how it was the most difficult game they'd ever seen in their lives and they didn't understand how a rule book could have that many pages i believe it was 16 um and that's just ridiculous who does that i my whole family had to sit there try to figure it out.

19:48It was like doing calculus. Like there's, it's, it goes on and on. So you have to know what your target demographic is, pun intended. And that's, and that's part of now, again, I think we've, the expectation has been set that you can go to target and get something a little more robust at this point but still most people um it's just it's just not what they're the average the average person who is not a gamer is gonna feel overwhelmed pretty quickly so you have to keep that in mind when you're when you simplify a game um for a mass market and that is a very

20:33Tom Vasel:legitimate reason to have two different versions yeah yeah as i say the other day i was uh going to target because i was buying it's the only place i can find fruit riot which is like an amazing frozen fruit candy thing it's amazing okay anyway uh i so i went to the board game section because i've never ever gone to target and not gone to the board game section yes i could have like 30 seconds only i'm like i'm running in quick to my wife and she knows i'm going to board game section to check it out but anyway i went and checked out the board game section and i thought okay here's the party games where's the regular board games and i couldn't find them and then i realized oh this is where it's at so i i am also in the realization that there's a an ebb and flow to these sort of things like right now at my local target um there's very few gamer games on those shelves right now they're mostly party games and they got moved over yeah they've been split Books and electronics area as opposed to the toys area.

21:33Tom Vasel:What? Did I miss it? Yeah. The hobbyist games are in a different spot in the store now. Yeah. They're over by electronics. Guys, you keep recording. I'll be right back. I got to go somewhere. Okay. Sound effect of car driving off. Now I got to go to Target on the way home. You were looking in the wrong place. Yeah. They just moved their adjusted things in the store. This is what Barnes & Noble says too. I'm so confused. I'm like, where are the good games? They're like, oh, there's a few back with the records. Like, why? Because they have IPs. Barnes & Noble messes with us so much.

22:10Tom Vasel:So we were sort of talking about, we touched on the hobbyist reaction to these games, which is often, oh, that's not the version I like, or that doesn't have the cool pieces I saw before. But there is a way that you can sort of maintain some of that interest amongst the hobby space. Julie, you said that we should realize these aren't for us as hobbyists. You know, and I'm not trying to say it's not, I didn't say that, just saying we're not the target demographic. We can absolutely play and enjoy these, but the whole thought process of who they're trying to pull in is very different than somebody who's established on.

22:48I agree, but the wickedness and evilness of board game companies, when they put an extra monster in that no one can get elsewhere, or an extra car or even in Gloomhaven, you know, the different characters, some of the best characters in the game. They're just so evil. Well, I know. There's no reason for doing that. I'm being facetious, but they definitely do want hobbyists to come and get them. I am much more tolerant of that when it is all new content. Like Gloomhaven Jaws line was all new content. Four characters, everything's new. But I'm a little bit more perturbed when it's one character and I'm like, I don't want to buy the whole game and get a bunch of extra pieces I need for one character.

23:32Now, I know there's a way around that, folks, and I've learned it, is I don't have to have everything. And I can go to sleep at night not having everything.

23:40Tom Vasel:Wait, what? You've unlocked the key to everything. There's some truth to that. I say as I sit here near piles of my Star Wars Unlimited cards, but still. Yeah, I was going to say that the way that you do draw in the hobbyists is by making the simpler version compatible with the original. By having something that can be inserted. The Thunder Road set is a simpler version, but it's got a bunch of track pieces and curves which have not appeared in other Thunder Road sets. And now you can integrate that with your big set. or the King of Tokyo monsters. Those are all new monsters. And there are some new cards, and they were at least nice enough to put markings on the cards that were new and hadn't been in any King of Tokyo systems before.

24:31Tom Vasel:So you can just insert those into your main deck if you want to. So I do appreciate when, even though it's insidious, when the publishers have said, yeah, here's the new stuff. You can just put it with the big one. Okay, that sounded way worse than evil. I was going to say also do you want to play the Julie Ruins Everything game? Yes please That's not the public I mean yeah sure in some ways it is But mostly that's if you want a contract at Target Target wants a Target exclusive

25:08And that's how you get a game into Target a lot of the times So that's not entirely the publishers twirling their mustache.

25:18Tom Vasel:It's not our fault. Target made me do it. Yeah. No, there's a lot of that. And actually, it isn't always enjoyable for a publisher. You have to make that choice. Fine. I'll cancel my Target trip today. No, you do not have to cancel. I'm saying that sometimes that's inconvenient to have to have two print runs because that's double the cost of manufacturing. For the off chance that maybe it will hit at Target, but you have to, and you have to add something to make it exclusive. So you're trying to think through it. So for a Jaws of the Lion, yes, that's an entire, that was an intentional, we are making a game for Target.

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25:57That was the full extent of thinking through that and making an entire game. But there are a lot of companies who are trying to get their existing game into Target. And Target's like, well, we like that, but we want exclusive rights. And as a publisher, you have to then be like, OK, I can't sell this anywhere. And that's going to make retail stores really mad. Or I can do something to make this Target exclusive, which is getting more savvy and making it maybe a pared down version of the game. But also, yes, then there's this extra shiny toy that drives sales of established fans so that Target sees that it is a value and will continue to keep it on the shelves and not sell it at a discount rate.

26:42Which, by the way, a lot of contracts, if you're not careful, means that the publisher who sold them has to pay back the offset of that sale price if it's under the cost that it was sold. Julie ruins everything wow that's not that's not as bad as ruining things I mean that's good information I I think overall I'm very happy with this trend I like it a lot I like people having a simpler version of the game out there I think it's hard to do you know Eric was talking about this being a trend it's sort of a trend but there's not that many companies doing it because you have to make a lot of these games you know a bigger print run than you might normally do um it the the repercussions of failing are are worse i would imagine um because target is not always the kindest company to work with and as julia has shown us they're also evil um in cities they're a corporation you know corporations are going to take care of corporations but they do sell delicious delicious frozen fruit but but uh yeah but so i'm for my opinion i think it's great sometimes i go out and get the stuff because i'm like i don't mind having the the quicker simple one for the library but i usually have the the bigger one but i'm catering to hobbyists i know that but at the same time if someone asks me like ticket to ride for example what is one of my games i often mention to people but if i know that they're looking for something even simpler than tickets right i might I go, yeah, there's like Ticket to Ride London, and that's a very – I mean it's 15 minutes.

28:21And it's a very simple game that I can point them to, and that makes me happy.

28:27Tom Vasel:Yes, and if they like it, then you can say, well, there's this bigger one here. All right. They wouldn't be doing it if it didn't work. That's pretty much the – that's the conclusion there. Yeah. Questions. Questions. Questions. Questions. All right, we have a bunch of questions from David. And don't forget, folks, if you have questions, send them to me at Tom at Dicetower.com. And we might mention them on the show. David asks us the question that everyone – some of his questions are good. His first one is just okay because this gets asked all the time. That's true. This is the classic. When a designer designs a game, do they start with mechanisms and decide what theme would be?

29:05Or do they think of a theme and then design the appropriate mechanisms? Yes. Yes. It's different for every designer, different for everything. I would say more often than not, it doesn't matter because often the designer will bring the game to the publisher and the publisher will say, cool. How would you think if we put this theme on it? Correct. That does happen. Correct. Or if they have a lot of experience designing, you might go to somebody and say, hey, I would like to have a game and I know your game style, like what kinds of games you'd like to design. Could you make one that is based around this theme or this IP?

29:39So that can also happen. Any one of these can happen.

29:42Tom Vasel:Yes. Yeah, yeah, yeah. I do like the ones that start with theme and then some aspect of that theme molds the mechanics into some interesting way because of the way real life works. I always like that as a starting kernel. But you can come at it from whatever direction. Sure can. All right. Next question. At game night. At game nights. We usually have the awkward 10 to 15 minutes where we figure out a game to play. Can you recommend a way to avoid that awkwardness? Sometimes we text about it ahead of time and ask people to watch a video, especially if it's a hard to teach game. But there's always like one to two people who don't watch it and then we end up not playing it.

30:24Tom Vasel:I don't like that. I mean, that is awkward. I want to smack those people. Right. Like if you agreed, this is always going to be different depending on how many people come to your group. If you have a bigger group, it doesn't matter because there's games running. So we're going to discuss this in the sense of I'm assuming there's one game being played. A single table group, yeah. I always have a game set up and ready to go. That dissolves the awkwardness. It does. Right. And even if – so if almost everybody did it, then you do an abbreviated teach and those people just have to – Suck it up. Suck it, yeah.

31:01I mean, if you're setting an expectation and if it's everybody's first time still playing it, then yes, those people probably have an advantage, but not like I've been playing this for the last 10 years and you're new. Like there's there's still that's a discrepancy. And if you are these people, OK, with being that or are you just trying to accommodate everybody and therefore are leading? it's leading to these awkward conversations. At some point, you just have to, somebody has to be a decision maker and move forward. But doesn't it feel like, I always, I meet some people, they do game groups, and we'll talk about game groups in more detail in a future episode, but I met people with game groups and they're like, okay, here's the game.

31:48Everyone needs to watch Rodney Smith's watch it played our video on how to do this. And I'm like, are you assigning homework? I thought gaming was supposed to be fun. That's what they're doing. and it just seems odd to me. Like here, one or two people didn't watch it, they said, and they said they ended up not playing. But what about the one or two people who did watch the video? I'd be pretty annoyed if you told me to watch a How to Play video. I watch it. I get there and you're like, well, Eric didn't watch the video, so we're going to be playing Simply Catan again. Come on, man. I had dominion in my head for that example, but yes, exactly.

32:21Tom Vasel:Yeah, I actually have had this happen from the other direction. My group is a small group. It's just a few people coming, and we discuss beforehand usually what we're going to do. What are the options? What's new? Ooh, I'm interested in that, so I will have that game ready to go. But also, at least one of the folks like knowing what we're playing so that they can look at the how to play video. They can get a look at the rulebook first so that they're not going from zero. We're going to do the teach, but they're not coming in at a complete zero. they appreciate being able to look at it themselves first.

32:57Tom Vasel:So that pre-coordination is pretty important for my current group. I agree, Eric, but there's at least five guys, and they're all guys, I know who I would never, ever tell what the game is because they would go look up strategies and how to destroy people tips, and I'm like, you're not getting that information. This is just a fun game night. You know one of those five guys. Oh, yeah, we do. Okay, yeah. I guess. research is a dangerous thing so no okay so I guess it's know your game group but also I like the idea for this particular game group of setting that hey we're going to play this game if you want to in advance here's how to play it we're going to do a rules teach at the beginning and just set the expectation that no they don't have to come in knowing it but if they want to here we go and then you do the teach as opposed to being like oh we all learned it except for Steve over there well thanks Steve I guess we're not playing this like that's yeah that's not good feels around just don't make it a requirement just let people know this is the game plan we're going to do the teach if you want to make it easier on yourself do this first right I do appreciate some people don't like teaching and feel like if they have Rodney do it then then they didn't miss anything they can just say did you watch the video yes well then all of the rules were explained and it's not my fault if you forget something.

34:22Yeah, but if you... I've heard of groups, Eric, where people play the video.

34:25Tom Vasel:Oh, yeah. Before the game. We're just gonna do this. If it was like a 5 to 10 minute something, I could see that being okay. Alright, speaking of knowing your group, is there a way to politely tell someone that game nights are not meant for job venting or airing of grievances? I play games because it is a way to be social, but avoid lots of awkward small talk. Some is okay, of course. Sometimes it is during a teach or when I am getting ready to teach. Okay. Well, those are two different things. Yeah. During a teach thing, I think we'll all agree you shouldn't be messing up the teach. But going back to the other one, it's time for the airing of grievances.

35:07This is a group dependent thing. If someone wants to complain about their job while we're playing a game, I feel like I'm glad that they have a place they can do that. Yeah. You need an outlet for that sometimes. Yep. Oh. Now, if I'm their boss, that would be awkward. That would be awkward. That would be hilarious. If Z is sitting there going, man, my job sucks.

35:27Tom Vasel:All right. Game night has begun. Time to talk about how much I dislike my workplace.

35:35There's – right. So board games are an in-person thing and a social event. And there is a social contract that everybody is going to be social. So this is the challenge. You got to navigate those things. And maybe board games are a lot easier because you could be with people, but are, you know, not really have challenges being social. Got it. but you still have to you still have to interact with the other humans around you it's okay to ask them if it's interfering with gameplay to maybe pause while this particular event is happening on the board and or it's taking it's a 45 minute game and we bet at it for an hour and a half because we keep going off track could we refocus for a bit like if that's okay but to say i just i just don't want to talk to you about your life i just want to i don't want to know about you right is for some people going to be awesome and for some people it's not going to be awesome so is it okay to tell them not to i think like if it's a certain point of i we've been at this for a while and i'd like to i'd like to wrap it up, sure.

37:03If it's your personal preference and other people are enjoying the social thing, yep, you're going to have to be more intentional about your game group.

37:13Tom Vasel:You make a small wooden flag that is the airing of grievances flag, and it only goes up while you are packing up and setting up the next game. Oh, you're going to gamify the game experience. It's not grievances time. You don't have the grievance flag, but when the game's over and we're packing it up and I'm putting the baggies in the box. Here you go. Here's the flag. Go ahead. And if you manage to have it the least amount of times, you get a shiny toy. Here's your sticker pack. It's such an ebb and flow because sometimes, you know, you're playing one of those games where there's long turns and people are, you know, thinking.

37:49And while one person is thinking of me and the other people are just chatting about everything, having a great time. Correct. And other games where the game is so enthralling that no one's doing small talk because we're thinking about the game at that point in time. I don't know. It just depends on the game and what's going on. That's true, too. But I love small talk with the one exception of the person who cannot do both. Right.

38:10Tom Vasel:If it's your turn. And we met this person before. They love small talk. I've said I'm sorry. But they just – I'm like, you've had 20 minutes to think about your turn. Yeah, but we were talking about Spider-Man. We were chatting. Yeah. Yeah, yeah, yeah. All right. David's last question is, at what point is it okay to tell someone who came late to game night without a text to say they're running behind that we have already done a teach and are starting? Recently, we were about to start after a 20-minute teach, and the person arrived late with a bag of fast food, and we decided nicely to start over.

38:45Me, personally, I would have said, you guys go ahead since it's my fault that I am late. First of all, that text doesn't always satiate it for me. I have someone, the same person I was talking about earlier, who would text me and say, I'm five minutes away. And I know straight up they were lying because they would get there 30 minutes later. And, you know, in their mind it was five minutes. I'm like, it's not five minutes. I just, within a reasonable time, I think you start. And if they come late, we're like, oh, we'll get you in the next game. You'd be real nice about it. You can eat your fast food while you wait, while we wait.

39:22Tom Vasel:And you can chat with the person whose turn it isn't and air your grievances over here. We solved both problems. Right. Right. If they're eating fast food. Wow, we're like Solomon. I know. Yes, they can eat their food and hang out and chat, but only to a certain amount apparently. Yeah. David, I feel like maybe you just need to cultivate your game group a little bit more. I mean, I think this is a conversation that you can have with your group. Like, what is the grace period? I think 15 minutes is usually fine. It also depends on how long you've got. If you only have, like, two hours on a weeknight to play something and you're cutting off 30 because somebody's late, that's a problem.

40:11Tom Vasel:Right. Especially, yeah, I do agree. Like, it's a weeknight. There's a mind game group. depending on and we have a it's not a hard start time but it is a we coordinate and if somebody is running late and we start later we've established okay it's going to be seven o 'clock tonight oh it's going to be 7 30 i'm done by 10 i'm done i'm 100 done and if i'm not done my cat mazzy comes and lets me know that it's time and starts yelling for me. Starts knocking stuff over on the table. No, she just sits on the stairs and yells. She's not subtle. Like it's bedtime. It's the reverse alarm clock. She's like my internal id speaking on my behalf.

40:59By the way, if you start and don't wait for the people who run late, I promise you they'll eventually stop being late. They'll figure it out. Yeah. Right. Right. And you don't have to be mean about it. that's the other thing people think that it's think that being direct is being mean you don't have to be mean about things you can be direct without it being a confrontational or singling out kind of thing it can be very simply a hey we're gonna start hey guys we have a hard start at seven yeah um and if somebody doesn't show up be like that's cool i put a pile of solo games over there or two player games go play in the pile go to the final girl section okay there's nothing wrong with that nothing wrong with it yeah and we'll catch you in the next game like there's there's nothing like wrong with with being intentional but also not without trying to make them feel bad or single them out or anything just be like uh we we started because we said we were starting so we're gonna we're gonna play and we'll have time at this point to do game number two with you um and yeah that might feel a little bad but it also you don't have to make it a mean thing or yeah kind of a thing it should work out people will not they know people who are late know

42:19Tom Vasel:yeah i've been in that situation before i was i was running late i knew it and i of course i texted said, go ahead and start. Don't wait for me. I'm going to join the second game. And then I hung out for a while and read rules to the game we were going to play next so that I was ready to go when it was time to go. We've solved three questions. This is amazing. And then I got the grievance flag. Let's talk games. All right.

42:51Tom Vasel:They say that every rose has its thorn, but not every rose has a hula hoop all right julie what have you been playing recently i told you i've been playing uh nothing but prototypes okay well can is there anything you can talk yes i can so i was i had specifically wanted to talk about pond scape because uh which is from Capstone games. And speaking of games where we scale up and scale down, I got this game without really realizing that it's a very similar system. So you now have, you had Ark Nova and then you had,

43:40oh no, the game just went right away. Sanctuary. Thank you. Sanctuary, which I really very much enjoy. And now we have, pared down from that, we have Pondscape. So game-wise, it has a very similar system where you are, but with cards only, you are tableau building a three by five grid with frogs. And you have their, you're trying to build their ecosystem. So on one side of the ponds is a, is part of the ecosystem and gives you points and conditions. and on the other is the frog which gives you additional things that happen when you place them you also have food in your hands uh and all of this if you've played especially if you've played sanctuary will feel very similar but pared down and i didn't realize that so it's a hula hoop that i very much enjoy but uh didn't didn't realize how familiar it was going to feel while i was playing i i will say i'm not as big of a fan of this one because i feel like the amount of rules and difficulty and scoring doesn't equal how simple the game is at the end of the day i don't know how to explain it like i'm playing a frog i'm like oh i'm trying to think of all these things going on and i'm just scoring frogs in my pond at the end yeah i'd rather play a game like castle combo so i which feels simpler that's that's that's fair i i found it fascinating i didn't get that but that's also because again i went from i i keep i keep going to the more simplified so i wasn't thinking of it those terms but if you started at this end absolutely it's a little bit more than what your time frame um i also found it a little funny that it's saying ages eight and up, which it is language agnostic.

45:28You don't have to read anything, but scoring wise, you're definitely going to need an adult to help an eight-year-old score.

45:35Tom Vasel:This is not an eight-year-old solo experience. Yeah, no. Ooh, speaking of scoring, Eric, I want to talk about Sandcastles. Oh, okay. Sure thing. That is the first game I wanted to talk about. This is from Pandasaurus Games, designed by Alex Cutler. Sandcastles is a tile drafting and tile positioning game. You begin with a starting tile, and you will be building a 5x5 or up to 5x5 grid, which I actually found very confusing because you are not going to build that entire 5x5 over the course of the game. It was described as these are the boundaries you're working within, but you're not going to get that many tiles by the end of the game, and that confused me for a while.

46:17Tom Vasel:Anyway, you count out a certain number of tiles for everybody in the game. I believe it's 15 per person. These are all put in stacks, shuffled up, and the excess are just tossed away into the box. Then, on a drafting round, you count out whoever the start player is will count out a certain number of tiles equal to the number of players. And then they flip up one of them face up. And they decide, do I want to keep this tile or do I not want to keep this tile? If they don't want it, they pass it on to the next player, and they have to decide, do I want this or not? And you're only going to get one tile per round.

46:55Tom Vasel:So if it gets all the way around to the final player in sequence, they have to take it. If everybody else has passed, they have to take this one. And then the drafting will continue. If I got a tile, then the pile gets passed to the next player, and they get first decision, right of first refusal on this tile. Then once you have everyone has gotten their tiles, They get positioned in your grid. You have to follow gravity for most of them. So if it's a standard, if it's a standard, most of them, the tiles are both. There's a standard like the bulk of the sandcastle. It's a giant sand colored wall that has various features on it, windows and seashells and stuff.

47:37Tom Vasel:But then other ones are the top of the castle and they have seagulls and crenellations up at the top of the of the wall. And those don't have to follow gravity, at least not yet. They get to get positioned at the top of your grid and they float there for a while until you're done with all of the tiles. And then they fall down like gravity. It's like they're being suspended for a while because they're magic, I guess. I don't know. Well, if it's a seagull, it's riding the air currents. Well, the seagulls fly naturally. It's the sand that's part of the... Anyway. Anyway. So this continues. After a round, the start player moves, and then they get the first refusal in each stack.

48:19Tom Vasel:And then you're going to total up points. Windows are important. They come in rows. So the more you get in one particular horizontal row, the better. You're trying to reach certain thresholds to get points. There are some that are just printed points, the seagull or the seashells in the buckets. There are starfish that you're trying to get adjacency. This is like a lot of these styles of games. I'm thinking specifically of Sanibel, that the different types of tile things score in different ways. We've seen this in a lot of ways. The interesting part about this game, I think, is the draft, where you are, you know, do I want this tile or do I think that there's something better in the stack that we're dealing with this round, if I'm the one in control right now?

49:04Tom Vasel:However, if you're playing a two-player version of this game, there aren't any choices, really. Do I want this tile or do I want the second tile? And if I don't want this one, then I just give the other one to the other player, which loses a lot. You only have that one decision each round if it's a two-player game. And I think it loses a lot when it's only two players. I think you need to play this with at least three or four. So because of that, this just lost all interest for me. This became a thorny experience. I think it would be more interesting with more players in trying to get that draft going.

49:42Tom Vasel:But then this feels very samey in lots of other ways. And that whole floating upper tile thing is interesting. You only have slots for five of those roof tiles. And if you end up with more, then you start discarding tiles. And you could be forced to take those tiles based on the way the drafting works. I don't know. I think I need something with a little bit more control. This was a thorn for me, sandcastles. It was a little weird to me in this game that in the scoring, they're like, okay, you can't go more than five by five. like you and in the example they show like almost a completed grid like you can't do that it's not possible there's not enough tiles but the scoring sheet was such a bear to work with when it came to the windows you didn't run into that so you have to count each row of windows yeah and there could be as many windows and i'm like okay that's three points and we're counting on our fingers because there's, I think, like eight rows of windows.

50:49And there's only one spot on the scoring sheet. So I'm like, okay, that one gets you three points. And that one gets you two. Because it's not obvious. It's the least obvious scoring. It's like if you have one or three. And one group of people I gave the game to, and I taught it to them and left, and I came back and they were almost ready to throw the score pad across the room. Ah, cool. I like the game fine. I like it more than Eric does. but that scoring is an issue.

51:16Tom Vasel:Okay. Yeah, yeah. I certainly agree. It's a little weird. Second for me is a game called Miniature Adventures. This is intended to be a series of games. So this is adventure number one which is Goblin Troubles. I'm already in. I have no idea what it's about but I'm in. This comes from a company called Low Tech Games. Designer is John Lohman. So it is designed to look like a 8-bit, 16-bit RPG. It's got that low-tech Final Fantasy sort of look to it. You are cooperatively playing your way through a series of decks. So Goblin Adventure has an A deck, a B deck, C deck, D deck. I think that's the last one.

52:03Tom Vasel:And your job is to, as an adventurer, work your way through that deck. That deck is going to have some baddies in there, you know, a certain spawning of enemies, which they call mobs, although they probably pronounce it mobs because that's how the internet does that. And there's also some rest spots and treasure spots and stuff. Your character, you have I think a choice of six of them or so, gets a class. So there's some combinations in there with special powers and that sort of thing. Your system is run by three dice. So anytime you have to roll for adventure, you have to roll these three dice.

52:38Tom Vasel:and you assign them to your initiative and then a couple of action. There's an action slot and a special slot and you assign the points to those slots. The initiative, of course, is going to determine where you act. So if you encounter some baddies, they're going to have initiative as well. And if you act before them, then you can maybe smack them in the nose before they attack. And you do this by spending your action points. You can do a basic attack for one action, but then you have a bunch of special things on your cards, and you can do that. And as you complete decks, so when you get through the A deck, you get to level up, and your class card comes into play with more abilities and cool things and stat upgrades and stuff like that.

53:25Tom Vasel:And you try and work your way through to the big bads at the end of the D deck, and then you will succeed. I did enjoy this. I'm calling this a hula hoop. I was surprised. It is pretty simple, but it did offer some neat challenges. I was playing this solo with two characters because it sort of helps to help each other out. If one player gets knocked out or if one player is about to get knocked out, the other can heal them. It's good to have more than one character. Going in solo is daunting on this one. um and but if you do uh whenever you run out of uh one of the stats say i spent all my action points on my next turn i need to roll the dice and that is my turn uh and then assign them so luck of the dice can really smack you down um and then it's all about mitigating that uh to try and achieve the goals set for you uh you can get ko'd up to twice without completely being eliminated, but then on the third one that character is gone and they don't get to come back until you get the way through the deck.

54:31Tom Vasel:It is a challenging game, and of course the luck of the dice are really going to mess with you. But I did have fun solving that puzzle. My one complaint, thorny complaint, is that the rulebook isn't fantastic and has you searching all over the place for the way that certain things trigger. They could have spent a little bit more time on, like, order of operations and the way certain cards activate with each other, how ties work, how the enemies make decisions as to who they're going to attack. This could have used a little bit more work in the sequence of things. But I like the vibe, and I had fun with Miniature Adventures.

55:08Tom. Cool. All righty. Well, I first played Dino Racer. This is a new little card game from – what's the publisher? Dino Racer from Underdog Games, Marcel and Lehman. This is a dinosaur racing game in which there are five dinosaurs racing. So you put out – the whole thing is cards. You put out a bunch of cards at the top and you have these five dinosaurs here. And each round of the game, you're going to flip over cards equal to the number of players plus one. So let's say you're playing four players. You flip over five cards. Each card shows a dinosaur. That dinosaur moves forward one space. Boom, boom, boom.

55:47at the end after all the dinosaurs have moved forward then each player will draft one of those cards and the card that's not taken that dinosaur moves forward at another space and then when one dinosaur hits the end line that's the end of the race and that dinosaur will score points that are on that dinosaur some dinosaurs have more points than others but they also have fewer cards in the deck and everyone will get points for each card so if the final dinosaur racing wins and he's worth six points and Eric has three of their cards, Eric will get 18 points. Also second place scores and third place scores also.

56:23When all the dinosaurs each reach a card, so when all the dinosaurs, you put these cards at the top of the track, you'll turn over that card. It's called a checkpoint. You turn it over and something random will happen. Usually this dinosaur moves forward a spot or this one moves backwards or maybe these two dinosaurs switch positions, things like that. So that adds a little bit of chaos. It's very fun. It's not as fun as Hot Streak because it's going to be compared to that a lot. But it's also a much smaller package. It's just a bunch of cards. And we found this to be really entertaining. I really like this one.

56:59This was a hula hoop for me. Yes, right? That's the one you don't know it's going to be good? Yeah. I don't remember. That's the one. Yeah. So I enjoyed this a lot. It uses that kind of game – it's like a mechanism from Veggie Stock where the card nobody takes moves a dinosaur forward. So you're thinking about that. And it's silly. It's really entertaining. Two to six players, I found it to be a lot of fun. I think this will be a hit for a while. Neat. That's Dino Racer. And then I played the newest version of The Crew, Journeys to the End of the Earth. Remember when people used to play The Crew?

57:40They still do, but the Lord of the Rings trick-taking game kind of diminished that. But this is the third in this thing. I think it's the third and final, who knows, from Thomas Singh and Cosmos. So if you've never played The Crew before, it's a cooperative trick-taking game. And this one is a little different than the others. Have you guys played either of the other ones? Oh, yes. I'm kidding. Everyone's played it. so in this one they add complexity to how the game and the missions part works and to the point where this is why I'm not giving the game a 10 because I'm like come on but you move your you have like a pawn and a time token and they're moving through the pages of this book like Indiana Jones that's kind of Indiana Jones is kind of the theme and I'm sure there's some sort of story but I always skip the story so I don't remember but what you do in this one is there's two decks of cards and you will flip over one of these decks, top of the deck of the card, and the number on it shows the difficulty of that card.

58:40But that's how far your person will move on the track. So you're trying to get to the end of the track before the time token does. The time token moves one space every time, whether you win or succeed. But then also as you go through these missions, the spaces that you were on will do different things. They might change what one of the cards does. For example, if you're on a skiing spot, there's one card, I think it's the seven blue, that when that card is played, everyone immediately passes their hand to the left. Oh, boy. Chaos! Which is, well, it's chaos, but it's good and bad, right? Because now you suddenly know two hands of cards.

59:17You also control when you play that seven of blue, hopefully. But the cards that are flipped over now, if you remember the original crew and the follow-up, they both did the same sort of thing. You might draw a card that says, Eric has to take the three of green card. Or Julie has to take no pink cards. It would give these specific tasks to players. This one just has a specific task for everyone to do. So it might say something like no yellow or pink card can win a trick. Oh. Oh. That's tricky. Or only odd cards can win tricks. Sometimes there's a player you have to vote. Like each player will – you have to kind of – whoever is the leader will pick a player to accomplish it.

1:00:02Like this player can win no tricks this round. And so everyone will put out a token and reveal it saying, I'm confident I can do this or I'm not confident I can do this. Like I remember we played one where it said somebody has to win a trick in each color, leading a card of each color. That's pretty tricky. So I thought I was confident because I had the nine of three colors, but I had only one six of green. So I showed everyone because you can reveal one card. If you never played the crew, you can reveal one card in your hand. And I showed it was the only green card I have. So they knew when I played another card to slough off their green cards.

1:00:43So some of them are incredibly hard. Remember that one I just mentioned where you can't win a trick with two colors? Yeah. You know how hard that is? That's really hard. Yeah. We came pretty close in the final trick. Someone won with the other color. So are those, the conditions come out as you get on the space, so you can't plan for them advance either? No, I suppose you could pick a number, because it shows you the number on the back of the card. Got it. You could pick a number saying, we'll try to land on this token. I don't know. Again, this is the way I feel about all the crew things. I didn't care about that part at all.

1:01:15I just want to flip over a card and see if we can do it or not. Yeah. And I love that. I mean, we just played and played and played and played. It was so fun. One guy never played the crew before. He's like, I'm kind of new to this board gaming thing. He was such a liar. You know, he'd sit there and go, we can't win this. I'm like, what? He's like, well, blah, blah, blah, blah, blah, blah, blah. I'm like, oh, yeah, you're right. Okay. Or he's like, we got this. It was pretty funny. So it was a very, I don't know, what you get. I do like the Fellowship of the Ring and the Two Towers trick-taking games.

1:01:47I like them a lot. But I love the crew. It just, when you get into that mode and you're all trying to accomplish a goal together, It's such a great trick-taking game. So Journey to the End of the Earth is a lot of fun. It's definitely the most convoluted, I think, to teach. But at the end of the day, it also works together really well because you're all accomplishing a task together. So it's the most unifying of them all, too. And, of course, you're going to sit – you have to just come to the grasp of your group as to what level of table talk is allowed. Yeah, yeah. you know, cause you're, you're not supposed to tell anyone what cards you're in hand and stuff, but what else can you say and stuff?

1:02:27I don't know. I always play loosey goosey on that and everyone has a great time. Yeah.

1:02:31Tom Vasel:This one looks fun. Uh, I haven't had a chance to play yet, but I flipped through that adventure book and how some of the locations, cause you're, you're globe hopping, you're going to all these different cities and stuff. And, um, some of them seem to have very different rules. You're laying out tableaus of cards and all sorts of extra stuff that happens in some of these cities. And all that's fine and good. I'm not saying that that's necessarily a bad thing. I think that it is a tough dive as a teach. Like I read that rule book. I'm like, what is going on? How does this work? It wasn't as easy as the other ones were, I think, to understand.

1:03:06But at the end of the day, here's our goal. Let's accomplish it. Are there any extra rules from the spot we're on? Yes, no. Deal with those.

1:03:14Tom Vasel:Deal with it. Just deal with it. Crew Journey, City Under the Earth. I love it. Subtitle, deal with it.

1:03:24Awesome. Well, folks, that's some games. More is coming. We'll never run out of games to talk about. So you'll hear more next time. It's true. But until then, I'm Tom Bassel. I'm Julie Ahern.

1:03:36Tom Vasel:And I'm Eric Sommerer. And At The Table, we'll see you. Yes. 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 Dice Tower Guild. Promotional consideration has been provided by publishers in the form of review copies of games. Dave Culling arranged our theme based on themes by Timothy Pinkham, and our Phantom Mr. Sheeran is provided by Spirit Ed. Until next time, from all of us at the table, have fun gaming.

1:04:13I got some grievances to air. Okay. You don't have the flag. You got to wait for the flag. Oh, okay. Did you watch the video before you came?

1:04:22Tom Vasel:You have to watch the video before you get the flag. Fine. I'm watching it right now on my phone.

From the publisher

Tom takes a brief respite before the end-of-year events hit, and before we discuss "simple" versions of popular games intended for the Mass Market shelves. Then, we answer a bunch of questions from the mailbag before moving on to a new batch of Roses, Thorns, and Hula Hoops.

00:00 - Intro

00:55 - Hottest Days of the Year and Dice Tower West

02:06 - Too Many Games?

04:30 - Future Events: Spiel, PAX Unplugged, Internal Conventions

06:57 - "Simple" Versions

28:40 - Question: Theme or Mechanism?

30:00 - Question: What to Play?

34:34 - Question: Airing of Grievances?

38:29 - Question: Latecomers?

42:45 - Pondscape

45:38 - Sandcastles

51:20 - Miniature Adventures: Adventure 1: Goblin Trouble

55:10 - Dino Racer

57:31 - The Crew: Journeys to the Ends of the Earth

Questions? Tales of Horror? tom@dicetower.com

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