At The Table with The Dice Tower - Paint Me A Picture

26 Aug 2025 · 1 h 9 min · 25 chapters

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In short

The Dice Tower’s “At the Table” discusses (1) how game art is commissioned and revised (artist selection, briefs, timelines, approvals, and failure modes), (2) teaching board games to family, and (3) recent game impressions plus a rant about BoardGameGeek “weight” ratings.

Guests

Eric Sommerer, Julie Ahern, and Tom Vassel (Dice Tower hosts). Julie is the art-process expert; Tom and Eric add commentary and examples.

Guest backgrounds (from episode context)

Julie has direct experience commissioning and managing board-game illustrators (including art directors and briefs). Tom and Eric are long-time board game reviewers/teachers and convention attendees; Tom is especially vocal about BGG weight ratings.

Key claims

Good art direction requires detailed briefs (“lines in the sand”) to reduce back-and-forth. Designers may have limited approval unless negotiated in contracts. If an artist ghosts or can’t finish, publishers use an art director and may replace the artist (and typically won’t reuse them). Teaching failures can stem from player interest, theme buy-in, or saturation—not just teaching skill.

Notable examples

Room-specific hotel board game at Dutch theme park F-Telling; Honey Buzz causing “what do I do?” confusion; art timing examples (15-minute sketches to ~1.5–6 hours for card art); Sanctuary (streamlined Ark Nova) and Vantage (open-ended exploration with “Rules Pop” QR/phone help).

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

Summer Updates and Family Adventures

0:45 to 2:12

The hosts share personal updates, including family milestones and upcoming events.

“We're kind of past the middle of the year.”

Traveling in Europe: Paris and Amsterdam

2:12 to 4:25

Discussion about recent travels to Paris and Amsterdam, including experiences in game stores.

“So that's probably not the best advertisement.”

Unique Amusement Park Experience

4:25 to 6:18

A description of an unusual amusement park with interactive board games in hotel rooms.

“It was really sort of this exciting, energetic experience.”

Physical Challenges at the Eiffel Tower

6:18 to 7:40

The hosts recount their experiences climbing the Eiffel Tower and the challenges faced.

“We just, you know, sort of sneered at it a little bit.”

Board Game Experiences in Amsterdam

7:40 to 9:09

Reflections on playing board games in Amsterdam and the culture around it.

“trip, even though I was just looking today, your wife was doing laundry at a gas station.”

Essen Game Fair and Upcoming Events

9:09 to 12:14

Discussion about upcoming events at the Essen Game Fair and preparations for their booth.

“And of course, none of them were super long games because we were preventing people from shopping.”

The Role of Art in Board Games

12:14 to 13:20

An exploration of the process of incorporating art into board games and the roles involved.

“Well, we live in a plethora of riches these days, and I know this because I do a show on the channel called Look Back, where I go back and look at games I reviewed 1, 5, 10, and 20 years ago.”

Understanding the Art Selection Process

13:20 to 14:00

Julie discusses the selection process for artists and how it varies in game design.

“But Julie knows more about art than we do.”

Starting the Creative Process

14:00 to 15:00

Learn how to initiate the game design process, focusing on art and themes.

“You start at the beginning, go through the middle, and end at the end.”

Finding the Right Artist

15:00 to 16:40

Discover strategies to select and collaborate with artists for board games.

“But let's say we don't have any art and we are starting at the very beginning and you're like, OK, I'm making this game and it is about theme parks in Amsterdam.”
Show all 25 chapters

Understanding Artist Challenges

16:40 to 18:40

Examine the unique challenges artists face in board game art creation.

“Do they work at a speed that you are happy with?”

Budgeting Time for Art

18:40 to 21:40

Gain insights on how to effectively budget time for card illustrations.

“that's too much money because publishers have a budget and are only going to want to spend a certain amount of money.”

Artist Communication and Feedback

21:40 to 27:00

Learn the importance of clear communication and feedback with artists.

“But also, I'm not really looking at it for the art as much as I'm looking at it for what can I do now in the game?”

Negotiating Art Contracts

27:00 to 28:00

Understand the negotiation process and artist rights in contract discussions.

“And if art direction is a factor for you that is a line in the sand, make sure it's in the contract.”

Challenges with Artists in Game Design

28:00 to 29:55

Learn how to manage artist relationships and handle project delays in game publishing.

“And there was a piece that I had some, as a publisher, some objections to, and that was a lot of negotiating because it was already a finished piece by the time I saw it.”

The Art of Collaboration and Teaching Games

29:55 to 34:55

Discover the dynamics of using multiple artists and the importance of effective communication in game art.

“I just know that once the work is completed, whether it's coaxing them to get to the finish line or getting somebody else to step in, that artist, we don't work with that artist again.”

A Personal Board Gaming Horror Story

34:55 to 42:01

Hear a tale of teaching board games gone wrong and strategies for improvement.

“And now, another tale of board gaming horror.”

Understanding Player Engagement

42:01 to 46:08

Explore how different gaming experiences affect player engagement and attention.

“What did they have for dinner that night?”

Reviewing Sanctuary: A Streamlined Game

46:09 to 48:23

A detailed review of the game Sanctuary, comparing it to Ark Nova and discussing its mechanics.

“And you're forcing them to play Terra Mystica.”

Exploring Vantage: A Grand Strategy Game

48:24 to 52:52

A comprehensive overview of the game Vantage, including gameplay mechanics and player interactions.

“You know, with Ark Nova, there's a humongous deck.”

Player Experiences and Game Dynamics

52:53 to 56:00

Discussion on player interactions and the dynamics of choice within the game environment.

“And we're like, we don't agree with the choosing violence.”

Game Highlights: Bomb Busters and Menagerie

56:00 to 58:36

Learn about the gameplay and experiences with Bomb Busters and Menagerie games.

“But regardless, the higher the number, the more difficult the terrain.”

Exploring Menagerie: Unlocking a Miniature World

58:36 to 1:01:26

Discover the mechanics and strategy behind playing the game Menagerie.

“um my hula hoop because i heard heard nothing about it but enjoyed it tremendously obviously is Menagerie Unlock the Wonders of a Miniature World, which my board game group got this year at Gen Con.”

Frozen Horror: A Chaotic Game Experience

1:01:26 to 1:04:47

Dive into the gameplay mechanics of Frozen Horror and its chaotic fun.

“So it's light strategy and beautiful and fun puzzly with these trying to maximize your turn.”

Potion Explosion: The Sixth Student Expansion

1:04:47 to 1:07:12

Learn about the new features and gameplay of the Potion Explosion expansion.

“I played the first one, and it was a hula hoop for me.”
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Transcript

Automatic transcript. May contain errors.

0:00Tom Vasel:At the Table with the Dice Tower. Episode 53. Paint me a picture.

0:23Tom Vasel:Welcome to At the Table with the Dice Tower, a podcast about games and the people who play them. Today, we're talking about the process of adding art to your game. How many rounds of revisions do I get on my promo card to make sure they get the twinkle in my eye just right? Plus, another round of roses, thorns, and hula hoops. I'm Eric Sommerer. I'm Julie Ahern. And I'm Tom Vassel, and welcome to the show, everybody. It is the middle of the year. Not really. We're kind of past the middle of the year. But we are... It feels like the middle of the year. A little bit. For some reason or other. I guess school is about to start, and school years are kind of where I split my years.

1:03Tom Vasel:Yes. I was just telling Eric before we start the show, daughter four is going to college. Well, technically it's daughter five, but four kids out of the house now. Wow. I'm down to three kids. Wow. This is nothing. Wow. I just, I've lost count. It's amazing. We're getting old. old we when we don't we're doing the podcast as we were announcing kids being born that is not an announcement folks we are making anytime soon oh my goodness but uh yeah so things are coming up dice tower cruise tickets there's still a few of those available if you want to get another and dice tower west is open i was just um reading their latest update and the hotel block is already half sold out so if you want to get in on that and if you want one of the vip tickets which are Kind of cool.

1:52Tom Vasel:Eric, did you go to the VIP show thing last year? Oh, golly. It's all a blur. There was a juggler. Yes. Yes, I think I did. Okay. Yeah, it was like a mixer. Yes. Yeah. And there's more than that this year. So if you want to get those, those are almost all gone. But either way, come out Dice Tower West. It's exciting. It's fun. And what else are you doing in the winter? What else? So that's probably not the best advertisement. It was not. Right. You got nothing else? Con with Con. It's a wonderful time. But, hey, it's that time of year where for some of the world, the weather changes slightly. I mean, August is still hot.

2:32Tom Vasel:And things change and some people leave the country. Yes. Interesting segue. Speaking of hot heat waves, I got to experience, I think, record temperatures in Paris last week. My family and I traveled the trains in Europe. We went to Paris and took the train up to Amsterdam with a little stopover. The question on this, Eric, are you guys pretending you're doing it this week? No, we just posted all of our pictures. You know, there's that thing. You don't want to post your pictures while you're out of the house for a week. And so we started posting after we got back. Oh, because I'm like, I think Eric's not in Paris, but he keeps saying, today we're doing this.

3:12Tom Vasel:I'm like, oh, all right. I don't think I said today anything. Maybe it's not today, but it's coming across. You're posting a few each day, and I'm like, oh, he must still be in Paris. I fooled everyone, apparently. Yes. No, last week we were traveling, and we did Paris to Amsterdam, but also stopped over at a small little, not little, an amusement park in the Netherlands. I'll get to that in a second. But there's two gaming elements I wanted to talk about. We had a blast, rode like every mode of public transportation possible. Ferries, metros, trams, trains. Buses, it was great. My son was just on cloud nine riding everything possible.

3:50Tom Vasel:But we did visit a couple of game stores in Amsterdam, which I thought was kind of a cool contrast compared to game stores here in the States. Of course, Amsterdam being a city, an old city, the stores aren't very big. There were no play spaces in these stores. They were all just packed retail spaces. But the mixing of languages was cool because there were plenty of games that were in Dutch, but also imported games in English or other languages. There were, you know, Amigo titles from Germany and all sorts of this melange of languages in here. And the stores were busy. It was really cool to see all sorts of people, families coming in and playing games or not playing but looking at them and discussing them and people pulling things off shelves and saying, oh, you got to try, they pull off teach you.

4:38Tom Vasel:And they're like, oh, I played this. We got to try this. I'll teach it to you at home. It was really sort of this exciting, energetic experience. I really enjoyed it. The other thing I wanted to mention is this amusement park. It's called F-Telling. It's older than Disneyland. It's sort of a fairy tale-based Dutch theme park with some pretty cool rides and animatronics. I mean, it sort of out-Disney's Disney in some ways. It was the most chill theme park I've ever visited. We stayed at the F Telling Wonder Hotel, and inside every room of this hotel is a board game. There's like a little pedestal, and it's got pawns and dice, and it's a simple roll-and-move game.

5:20Tom Vasel:So I just, I barely even looked at it. The rules are in multiple languages, because that's what they have to do. And what's interesting is that this game can only be played in the room you are in, because there are elements of the game that when you land on them, it says, find the red slippers in the closet. And they've, like, got all these elements inside the room where the kid runs off and finds these things or finds a mouse hiding in the corner of the room or finds the number of stars on the wall or something like that. Elements that are only available in this room. You couldn't play this anywhere else.

5:56Tom Vasel:So I was kind of excited about that concept until I got to the last space on this roll-and-move track, space number 47 or something of 48 spaces. And if you land one space shy of the finale, it says go back to start. You celebrated too early. Go back to the beginning. And then I was done with it. They candy landed you. Oh, no. Oh, yeah. We didn't actually play this game. We just, you know, sort of sneered at it a little bit. But the fact that elements of the room you were in were part of the game, I thought, was sort of a fascinating concept. That is interesting. Hey, you climbed to the Eiffel Tower.

6:33Tom Vasel:Did you walk up it or did you ride the elevator? Well, you did all of the steps up to the second level. It's a lot of steps. It really is. I was just wondering if it hurt you as much as it hurt me. Oh, yeah. I was like, we can do this. It's not that far. And then I passed them and I'm like, are we almost there? They're like, you're halfway. I was like, what? Yeah. Yeah. Yes. And down, I think, hurt more than I was expecting as well. We got to the bottom and I could barely stand up. straight. It was, yeah, it's a lot. It's a lot. It's a very tall tower. Take the elevator. Noted. I thought you would do the zipline down, Eric.

7:13Tom Vasel:The zipline wasn't working that day. Take the elevator. Noted. Well, when I got there, the elevator A cost a little more to do and B had a much longer line. I was like, well, the line for walking is short. We can do this. Yeah. And you can take the elevator down. You are allowed to do that if you didn't pay for it going up. I think that's what I did because, yeah, steps are a killer. But I'm glad you guys had a good trip, even though I was just looking today, your wife was doing laundry at a gas station. Okay, yes. So we thought there was a laundromat in the hotel at the theme park. There was not.

7:52Tom Vasel:So we had to find one in this small town in the Netherlands and found something listed as a laundromat that turned out to be just a self freestanding kiosk of washing machines next to a gas station amazing it was it was not what she wanted she wanted to sit there in air conditioning and knit and that was not happening at this gas station by the side of the highway um yes do your laundry before you go or hand wash a lot of hand washing in the in the bathrooms at the hotels I'm not going to lie. With the fall four of us, though, that was very difficult. I have also been to many of the board game stores in Amsterdam.

8:34So it was really fun hearing your account that there's – because I had a very similar experience, except it was right before Essen that year. And it was – Wise Wizard was going to be there. Daryl Andrews, like a whole group of people who had decided to go and kind of visit Amsterdam before going to Essendorf. There's a group of us. So they had set up card tables so we could play. And it was so great, but we were playing in one of the stores.

9:03Tom Vasel:Wow. I don't even imagine where you could do that in some of these stores. Thinking back on it, it was a surreal thing. And of course, none of them were super long games because we were preventing people from shopping. Right, yeah. The store owner, who was so gracious, was like working around us to grab things to show customers while we played. It was very fun. Fantastic. Speaking of Essen, I should mention that we will be there. Yes. So that's exciting. They just announced the hall plans, and I'm pulling them up now to see where we're going to be, and I can't find us on them. But we're going to be there.

9:44Tom Vasel:Somewhere. I promise. What hall? Well, the place that they said we were going to be, I'm looking at it on the map, but I don't see our name. Oh, there we are. We are across from Fantasia. We're in Hall 3. And we are at booth 3R315. We're back-to-back with Indie Game Studios. We're next to Cranio Creations, Fantasia, Inside Up Games, Stonemire, Artipia, and Lying Pirates. Hey, we like all these people. I don't know what Lying Pirates is, but I'm sure it's good. I have an editing look. We're in Hall 2 still. It is funny. This is always one of those things that I always do. I don't know why. This is always one of the most exciting things.

10:28Tom Vasel:They release Hall plans. And most conventions, the big ones, folks, if you don't know this, you find out where your booth is when everyone else does. It's such a weird thing. GenCod, I'll be like, oh, they released the booth plans. I guess I should figure out where I am. Maybe the bigger publishers know, but I find out. Well, they give you – so I had my booth number. And going previously, I know roughly what that is in context to the greater scheme of things. But no, you don't get to see the planned plans. Well, we are now in the middle of the hall. So this is a much more, I guess, exciting. It's going to be much more crowded for sure.

11:11Tom Vasel:Oh, boy. Yeah. So this is exciting. So anyway, we'll be there, folks. Eric's going to be there. I am. I haven't experienced the Dice Tower booth in Hall 3 yet, so that's going to be exciting. You have more than that. I'll talk to you about it later. Oh, good. So we got games we'll be playing, and we're doing a show there. What? Excellent. On Sunday. So they offered us, there's a new hall with like a stage and everything, and they offered us a 40-minute slot on Sunday. So I said, yes. You know what else I know about the show? Nothing. Okay, that is the extent of my knowledge, but there will be a show there.

11:51Tom Vasel:40 minutes, though. That's going to be snappy. Well, it's 40 more minutes than we had the last few years. True, Dad. That's true. We haven't done a show since 19, I believe. Oh, boy. Yeah, that's the last S and I've been to. So, yeah. Oh, that's why we haven't done a show, then. Yeah, that's it. That's what happened. We couldn't do one without Eric. Clearly. Clearly. Yes. All right. Exciting. Well, we live in a plethora of riches these days, and I know this because I do a show on the channel called Look Back, where I go back and look at games I reviewed 1, 5, 10, and 20 years ago. And every time I look at the games from 20 or even 10 years ago, I go, huh, artwork has come a long way, and it really has.

12:34Tom Vasel:I mean, there was good artwork 20 years ago, but almost all games have pretty good artwork these days. There's a plethora of amazing artists out there. It used to be we could name maybe two artists. Now I could name probably 20 off the top of my head. And I think that's a good thing. Publishers are starting to give artists more credit on games. Sometimes their pictures are on the side of the box. And a lot of them, they're putting their names on the front cover. It's pretty often that the names are on the front cover these days, yeah. It is. And I actually don't know much about the art for a game.

13:08Tom Vasel:But I do know this. I do know this because people say this all the time. The publisher picks the art. People are like, why did the designer put that art in the game? Because he designed the game or she designed the game. They didn't pick the art. But Julie knows more about art than we do. So Eric, ask her some questions and grill her. Grill her. So I just want to get a greater sense of the process. No, this is not a hostile interview. I'm ready. It's fine. I want to know the process of when, let's say we're designing it. You've signed a game that's a board and like 100 cards. And you've decided on a theme.

13:46Tom Vasel:And now you have to start making the art. And where do you begin? Do you internally start making some sketches of what you want out of a style? Do you start shopping for artists right away? Is there a casting call? Do you ask for a bunch of demo sketches from artists? Where do you start in the process? Okay. So, yeah. You're supposed to ask a question. All of the above. You start at the beginning, go through the middle, and end at the end. Thank you, Alice. So it can go a couple different ways. So there's, much like board games, there's not a one-size-fits-all. In that, yes, most of the time you get a design and it's just, you know, the math written down and maybe the writing.

14:34Sometimes you also get the art. You know, a lot of people advise designers not to spend money on their art because, yes, the publisher conceptually might want to change things and make tweaks, maybe even change the whole theme. It depends. But say the designer is also an artist, then that might be an exception to the rule. So it's not a one size fits all. But let's say we don't have any art and we are starting at the very beginning and you're like, OK, I'm making this game and it is about theme parks in Amsterdam. Oh, cool. So, yes, as a publisher, if you're new and even if you're established, you're going to be looking maybe at a bunch of different artists.

15:25the more experienced you are the more likely you are that you've worked with specific artists and know you know stylistically what you're looking for and if those artists can fit that style of the genre you're looking for that kind of a thing you're going to know whether you work well with that artist and you have good communication and they know you know what your timelines look like and your type of communication. So it is every single time like a mini job interview slash speed dating event. The getting to know you from the publisher side and the artist side. And like you said, there's a bunch of them out there now.

16:05A lot more artists who have specialized in doing art for board games, which is not to say you can't look elsewhere either. I've worked with artists who are primarily comic book artists, uh illustrators for board games uh artists that are for do mostly video game work um and some that are artists who had never worked on any of these that were doing art for uh you know portraiture and things like that who i coaxed into segwaying for specific pieces for a board game so you can find artists all over the place it's it's narrowing down at that point Do they work at a speed that you are happy with? What are their skill sets?

16:49What are their communication skills? Can you get along well? Many artists are creative. And as such, it's much harder to do something in creatives in general. I think it's a challenge for artists to run their own self-made business. So they're a small business owner where they are also the product. And that is a challenge for a lot of people who are primarily creatives. so having a skill set as a publisher of knowing that some are going to be very pragmatic and you know be like hey i said it was going to be this many days but it's actually going to be longer sorry and some who will just quietly ghost you and you have to coax them back out and be like it's okay that you're running late i still need the art okay it just depends yeah on the artist side you're dealing with somebody who's like i need these things and i need this and oh by the the way, can you change this?

17:43And oh, I forgot to communicate this. So, you know, on both ends, you want to be effective communicators. And that's, I think, a big part of the getting to know you process of finding an artist. In saying that, yes, when you say auditions, concept sketches, having a website where you can look at their pieces, and then having a, this is how much my art costs for and whatever your qualifiers are some it might be amount of time that it took to make a piece some it's a which is it's kind of the same thing the level of detail you're putting into a piece because my box art is going to be a lot more detailed than a card art piece okay um so knowing what those prices are is also something that i want to do and some are reluctant to do that because they think they're going to weed out publishers from saying, well, that's too much money because publishers have a budget and are only going to want to spend a certain amount of money.

18:48But experienced artists will have some at least rough form of that and then be like, but also if you give me the entire game and tell me what you want for a bulk discount, I can do all the pieces. So let me know all the things that you want for this game, and then I can give you a price for it in bulk.

19:11Tom Vasel:That sounds like a lot of math. Yep, it's a lot of planning, pre-planning, and it doesn't always work. I can tell you, Tales of Myth and Legend keeps growing, so the art keeps growing and the writing keeps growing. So our original plan was a good start. It wasn't the end. So that's, you know, there's those are challenges that you might come across versus our final girl. We know pretty much, you know, you're you're telling me how many extra cards you might need for specific feature film. But we know the baseline of you're going to need this at least this many card art pieces and this many item and this for the, you know, the boards.

19:55We know that that's that is pretty formulaic. And then it's the when you're designing, what are the outliers of extra things that you're doing that might need a few extra pieces? So that makes it super easy for a final girl feature film to tell an artist we're going to need these things.

20:13Tom Vasel:So I know we're getting into the weeds and I know this answer is way more complicated because I've seen what you've put in the notes looking ahead. But how long for a card illustration, how long do you expect an artist to take on on that sort of thing? so yes I gave you my so again we work with a lot of different artists but this is we also have somebody who works with us in-house and who's incredibly talented and this was a setup of what she had done for me for tales for cards so I said I don't need you know a super detailed piece for each item card art so i was given a a lovely example basically taking a stop a stop every so often and doing a sample of the piece that she was working on.

21:1415 minutes being a sketch, so concept sketches. One hour, one and a half hours, six hours, 13 hours. And you can see the detail increase, but I don't need 13 hours spent on a card art piece. I have for one deck of cards, 36 cards. For another deck of cards, I have 116 cards. I have lots of cards. I don't need each of them to take 13 hours. We would never finish the game. but also it's a small illustration on a you know a poker card and yes you can see a lot of the detail but not it's it's not the box art which you will be looking at all the time so you know for me I'm like you know somewhere between an hour and a half and six hours I can budget the time that's going to take her as well as that's that's a level of skill and attractiveness that makes it a nice thing to look at.

22:12But also, I'm not really looking at it for the art as much as I'm looking at it for what can I do now in the game? What are the mechanisms that have been written down? So that's a good compromise that gives me a lot of information.

22:27Tom Vasel:So you've settled on, I want the quality of a two-hour painting for each of these hundred cards that we're working on. And you've budgeted that amount of time. And you know that's what it's to take within a certain margin or so, and now you've gotten stuff back. And, oh, no, we need to make some changes to those things. How many of those cycles, those back and forths, do you expect to have with an artist on a particular illustration that, like, how many corrections are you making in a typical 100-card deck? So, again, if you have experience both with that person and in general, hopefully not that many.

23:06It depends. It depends. So we do an artist brief for all the art, every single piece. So this this is a you know, you're you're on a the hundred piece deck. I had a write-up of each piece of art I wanted for that 100-card deck with a description, with pictures, you know, screenshots. Sometimes I take – actually, Evan is famous for this, for Final Girl, of taking pictures of himself in physical positions of, you know, whatever torture is happening for the card because it's Final Girl and it's a horror movie. He will, you know, drape himself over a chair. He will just all kinds of, you know.

23:58Tom Vasel:Died so many times. Yes. So that they can see the physicality of what he's looking for. Sure. Without having to find a still from a horror movie that is truly upsetting. So he'll do that. You know, like you use what, you know, if you're looking for a color scheme, you're making sure you have the color swatches somewhere on the, you know, in that same document. the more detail you give them the less back and forth you need there was always some because you can't think of every single uh but so for the 36 card deck i gave notes on maybe three cards okay uh genuinely we've worked to you know this is it's it's a it depends on it but i had a write-up for every single one of those 36 cards.

24:51And I had follow-up questions. You know, before she started, Inez, I'm sorry, I keep saying she, Inez started, she said, so you wrote this and I don't know what that means. And so there were a couple of times where, again, experienced artists know to do that as opposed to just being like, well, I don't want them to demand that I didn't do. There were just a couple back and forth where the pirates, I had just an island. She's like, why not a pirate? And I was like, well, I'm trying to do some with people and some with just landscapes. And she's like, yeah, I'm going to do a pirate. So what kind of pirate do you want?

25:30And I was like, okay, that's fine. So sometimes it's that. Sometimes it's I wanted a row divided in three. She gave me a three-way intersection. Actually, I meant going in one direction and then it splits in three. but it's a fork in the road so it's not a four-way intersection crossroads and so like those kinds of little things yeah happen um but mostly no mostly at this point you know like you know how much you're trying experience-wise level you should be able to know how much detail you need to give an artist for them to get what you want you need to know what are your lines in the sand please if you want your the twinkle in your eye yes to be specific important then you must have given a dissertation on what you want that art to be to look at.

26:16Tom Vasel:With several poses and reference shots. So as much discussion as possible before the two-hour clock begins, before you start drawing, so you're not redrawing. So you're not redrawing, and also as a publisher, you're not paying for that because you are paying for their time. Yes, absolutely. So you said the designer doesn't really get a lot of say in this. Does the designer ever get like a final approval? Do they get to see it before it gets published? Is it just a surprise when the box is handed out at Gen Con or Origins? I'm going to – so what designers can and can't do and how to negotiate a contract is a totally different conversation that we could have on a different podcast.

26:55Tom Vasel:OK. We'll note that one. But – so we're going to really shorthand this. Know as a designer what your lines in the sand are before you sign the contract. And if art direction is a factor for you that is a line in the sand, make sure it's in the contract. So sometimes you have that kind of juice, as they say, where you are a bigger name and that's just part of your standard contract. And that's that. if you are not as well known, maybe you're just happy to be getting a board game published and you've signed without thinking all the things through and that is not part of yours. Now you can, and again, it depends on the publisher.

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27:39Some people are going to reach out and be like, hey, can I also, and some publishers are going to be like, oh, sure. I'll, I'll take, I'll factor that in.

27:47Tom Vasel:You can, you can input. Input. And if they're not too far along in the process. Okay. uh conversely i've worked with uh some sometimes a you know a design studio when we did uh like uh gordon alford uh pretty much designed the game and the art did all had all the art done and we signed the game and did the dev work but really didn't do a lot of the other pieces of the game when we did lost ones. And there was a piece that I had some, as a publisher, some objections to, and that was a lot of negotiating because it was already a finished piece by the time I saw it. So it can go either way. What do you do with a problem artist, though?

28:39Tom Vasel:And I mean, because people, you know, they start art and let's say they do half the art and then they kind of fade out. It's half done. Right. So as so one, hopefully you have a dedicated art director or somebody who has that job with one of the several hats that they have. So at Evan, Derek being our art director at Van Ryder Games is the person who deals most directly with artists. And isn't it so they're not overwhelmed with 15 people coming at them with I need this and I need that, which is one thing. um but also if you're an art director you need to have a temperament of being very patient and and knowing all the tools to motivate a person um because yes if somebody goes to you you can't just be like blasting them on social media you you actually still need them to do the work hopefully um if that happens you hopefully have a backup um you you know somebody else who can finish the work.

29:46It'll probably cost you more. And, you know, you're probably pushing back your deadlines. But I've never not completed a game because somebody couldn't complete the work. I just know that once the work is completed, whether it's coaxing them to get to the finish line or getting somebody else to step in, that artist, we don't work with that artist again. so it's you know you there's there's lots of things you can do but but that's about a human connection interaction and how good of a motivator you are uh i've worked with all different kinds of artists and and again i i think some of the reason that some of them rise to the top isn't just their skill set.

30:33If you talk to, say,

30:39Jason Engel, who does magic cards, but also did a lot of the art for Folklore of the Affliction, he is incredibly talented, but also he's a very effective communicator. He's pragmatic. He lets you know, for this amount of money, I can do this amount of time. It's going to look like this.

30:58Tom Vasel:Yeah. A lot of that's experience. And can deliver. And you're paying for it, and he does a beautiful job. But also, if something happens, he is very good at communicating and saying, hey, this happened. Magic came calling, and you're not as important as magic. You're not. And he doesn't worry about the – he says that straightforward before he started working on folklore. he was like hey i can fill these in the more lead time you could give me the more likely i can hit your deadline because i will be starting and stopping this project right yeah yeah yeah it's right so if you you know uh vincent du tre same thing you if you want to work with vincent he's he's very busy and he is lovely and wonderful and super talented but very good at being like I can do this much for you.

31:53I can't do all of Detective anymore. I have other things. But I am willing to do this much of it because I enjoy working with you guys. So it just depends on the person. And then on the other hand, you have somebody who's brand new, still working with Sonia Hennar for Tales of Barbaria, who had never worked in the game sphere. There was a little bit of back and forth of her being like, I'm not understanding why you're saying things this way and having a back and forth of that. But her willing to be to to learn, to work with me, to explain her perspective from where she was coming from, the illustrative world and having that conversation without getting upset that it wasn't her expectations and coming with beautiful results.

32:45Tom Vasel:One more question I want to get to. There are some games that use multiple artists for a given release. I'm thinking of Dominion. I know Dixit has used different artists for, I think, different boxes. But is there a benefit to having multiple artists working on a project at once and maybe one can pick up the slack if one's taking longer? That's exactly why you do it, because you get things finished faster. And it happens very frequently in board games because of that. I don't necessarily love the endgame finish product that sometimes the styles don't always mesh. That is true. Dominion does have a pretty wide range of styles.

33:23And sometimes that's the price you pay. But also, sometimes you cannot have three years to complete a product. And that's what it's going to take to have a single artist complete it. So you try to get artists in the same genre. Typically, you try. There are artists that solely specialize in looking like other people's style so they can fit into it in the board game sphere. And they are the unsung heroes, in my opinion. Ghost artists, I guess. Not ghost artists. They still get their credit, but definitely are looking to mesh with the bigger name artist style. Cool. Especially for like item art.

34:15Yeah. Item art is, it's not as sexy. It's not. It's just, it's not the box cover. It's so, you know.

34:24Tom Vasel:The red potion. Yeah. Okay. Right. Yeah. So, you know, the people who start there and hopefully graduate up to getting to show their own style in box art are still doing a lot of heavy lifting. And we love them. A lot. So next time you're gazing at that card in your hand and looking at the fine illustration, think of how much work it took to get it there. Please think of the artists. Dun, dun, dun. The more you know. Do, do, do, do. And now, another tale of board gaming horror. Oh my, that's horrific. Gather round, children. I gather with my family every Sunday. I myself love playing board games, and my brothers and dad are also big board gamers.

35:17Tom Vasel:We usually play a game every Sunday following dinner. Usually I will bring something new or a family favorite, since I'm the collector in the family. Just some context of games I have played with my family. About two weeks prior to this past Sunday dinner, I introduced my father to SETI, and we both enjoyed it very much, and that was the first multiplayer teach I had done with that game. I have also introduced great games like Scythe, Spirit Island, Video Game Champion, and Pandemic, along with Marvel United. Last month, I had discovered the joys of Honey Buzz from Elf Creek Games. Two of my favorite elements, worker placement and economics.

36:00Tom Vasel:I had played the game at least three times solo and two times with my brother-in-law. That being said, this was going to be my sixth play within a month when I brought it over to my family last Sunday. It was me and my father and oldest brother. I had set up the game and gave them what I felt was a good teach. covered their starting money and workers, and walked through the six action spaces in the beehive, paused in between, checking to see if anyone had any questions or needed further clarification. I asked, who would like to go first? My brother's response was a suggestion to have me go first, so they could see a turn in action.

36:40Tom Vasel:I proceeded. The game continued going around, placing workers and taking actions. This sounds all fun and games, but the real horror here is despite my teaching efforts and physical examples, about every turn, my brother and dad always had horrific questions of, So what do I do on my turn? How do I get money? How do I fill any order? How do I make honey? Why is that honey different than the other? Does it give special bonuses? I'm not sure what to do on my turn. We finished the game, and about every turn I was forced to play the alpha player against my will. I asked them, as I always do after playing and teaching a new game, So what did you think?

37:27Tom Vasel:The response I got was so horrific I could feel my heart pounding as if the very death was upon me. It was a lot. A lot going on. Kind of confusing. My ability to teach board games was fractured, and I have felt I lost the teaching touch. This leads me into a question. How does one improve teaching when they have an experience like this, where they are now afraid to teach a new game due to fear that it won't be an enjoyable experience?

38:02Tom Vasel:Did Eric die there? I don't know. It was a painful laugh of horror. Yeah. I had to put the pain and the horror in together. It was acting. I would like to read a question here from Matthew. Oh, sure. No, no, no, no. This matters here. Okay. This is related here. Okay. So Matthew says, I don't understand Tom's complete dismissal or hatred for the Board Game Geek game weight statistic. This is just for those of you listening. On Board Game Geek, a big data is based about board games. You can rate games, but you can also rate how quote-unquote heavy the game is from one to five. He's definitely right that due to the demographics of BoardGameGeek, a game's listed weight is going to skew later.

38:47Tom Vasel:However, since this is across the board, it seems to me that it can be taken into account, and thus the stat can give you just as useful, accurate of an idea of a game's weight as it could if the bias wasn't there. For instance, some brands of clothing sizes uniformly differ from the norm one way or the other. if I know that and take it into account I know exactly what size of the brand I should buy likewise if the clock is two hours fast and I know that then I can use that clock to know the accurate time just as well as a correct clock Tom is right that a medium light rated game on BoardGameGeek is medium weight by most standards like Ticket to Ride and that a medium rated game on BGG is heavy by most standards like Castle of Burgundy but since this is true across the board I know that my preference for a game's weight lies between two and three on BoardGameGeek and if a game is a four it is more complex than i usually prefer what's difference does label of light or medium or heavy matter the numbers still give a pretty good idea what a game's weight is okay and my answer to this here first of all that brand of clothing sizes is i've i deal with this all the time when you order online and it's really annoying it's still annoying a large shirt and you meant, oh, that's large for a small person.

39:56Tom Vasel:Yeah. Or, and a clock that's two hours fast. My rage against the Board Game Geek game weight statistic is exactly that. People rate things too low. They'll say this game is light. The fact that games like, you know, the most complicated games on Board Game Geek do not have an average five. They rate it like 4.3. How is that even possible? I mean you go in there and there are people who rate it a 2 or a 1. It's just moronic and I'm getting mad talking about it. But the reason that it annoys me though is because this hurts people teaching games. And we go back here and he's like, why are people not understanding this board game here?

40:40Tom Vasel:Because Honey Buzz isn't that simple. Correct. Most people have played games that are the weight of Uno. They'll play a complicated game like Monopoly, but only that's because that game has been – you just absorb that and you learn it over your lifetime, right? Right. It's not a simple game. But I've been very happy lately with a company called Happy Camper because they've been making very light games like Jungo and Trio and things like that. That's the way most people want to play games. We need to stop this nonsense of like, this is easy. Anyone can play it. Ticket to Ride is the upper limit for many people.

41:18Tom Vasel:I'm not calling them stupid. It's just that that's what people are used to. Honey Buzz is not a very simple game. So, of course, they're going to ask questions on their turn. Yep. My rant is finished. You can now answer his question, how to teach better, where people can learn games. Well, I mean, I think that the fact that the family had played more complicated games before, like Scythe and Spirit Island, you know, these were not easy games. SETI is not an uncomplicated game. And so it was a surprise that Honey Buzz received so much confusion in comparison. But this happens sometimes. Have you ever played a game that someone said is simple and you just weren't getting it?

41:58Tom Vasel:Yeah. Oh, sure. Sure. Or you're just having a bad day. You're not able to absorb information that day. Maybe it was a heavy dinner. What did they have for dinner that night? That's what I want to know. What? How do you mention? People got a buy case about turning everything in about food. But I actually was thinking the same thing because he said, I introduced my father to Seti. And I want to know what the full scope of that was. Did you play it where you both were playing as a team? Was it a one-on-one experience where you could give him all the individual attention? And then further below, it's his father and his brother.

42:36Were the two of them trying to do catch-up while the game, you know, and having a visit time while the game was going on? You know, there was more context I needed for that piece of it. But in general, maybe the theme didn't grab them. And if the theme didn't grab them, they weren't really paying attention. As a teacher, you can't say, well, I did a horrible teach. You also have to, as a teacher, know when you have a captive audience and when they're phoning it in.

43:11Tom Vasel:Yes. Yes. You can't control the players sometimes. We're having fun. We promise. So sometimes it works and sometimes it doesn't. And if they weren't interested in playing the game, no amount of teaching is going to change that. One. Two. Yes, I want more information about the playing SETI and Spirit Island. Like, Spina, Spirit, Island, Scythe. Or maybe they'd reached their saturation point that they're not everyday gamers. So you've given them here's a game and here's a game and here's a game and not stuck to the same games. And now they're like, hmm, I've reached my saturation point with new mechanisms for a game.

43:59Tom Vasel:Yeah, this happened to me just recently. I was teaching a game, which I'll mention in our Hoodle Hoops and Roses and Thorns, where I was teaching someone and they were not getting it. I'm like, how can you not get this? I didn't say that loud because I've learned not to. But how can you not get this? You know these other games. Yeah, yeah, yeah. But knowing one game doesn't mean you're good at others. Someone might be a chess master and not understand Ticket to Ride. Right. People's brains work differently. I feel like I'm pretty good at picking up new games, and I still don't know how to change the oil in my car.

44:36Tom Vasel:Yeah. Sure, sure. We need a game about that. But there are people who scoff at me in that regard, right? How can you not know how to do this? Well, I just haven't put the effort into it. And I don't really want to put the effort into it because I can pay another guy to do it. And so some people don't want to put the effort into board games. They don't want board games to be work. For us, that learning and finding a new experience is fun. Yeah. But it's not fun for everybody. They'd rather pay somebody else to play that game. Right. Right. So I guess that's it. There's more context I need to actually know because maybe that wasn't.

45:12But saying I'm a terrible teacher or I'm afraid to teach again, you can't – not every single teacher you ever do is going to be the most amazing experience. You can only try. As somebody who did teaching for a living and tried really hard every day, that's just – that's life.

45:28Tom Vasel:Sometimes the kids don't want to listen. Yeah, otherwise you'll quit teaching. Right. You'll be like, that kid failed. I guess I'm a terrible teacher. Right. No, it's going to happen. So maybe – and so just maybe it's not about the teaching. Maybe it's knowing – maybe you go back to – you're going to play Spirit Island a couple more times so that we're playing a game and really getting that down before moving on to a new one. Matthew, just to answer your question again then, yes, I know the scale is skewed at BGG and that's why I despise it so much. And you can say, well, we know it's skewed to take that into account.

46:02Tom Vasel:But so many people are going to go there and not know it's skewed. And that's where I have a problem. I have a problem with this constant, hey, you can – my six-year-old loves Terra Mystica. No, they don't. No, they don't. They love spending time with you. And you're forcing them to play Terra Mystica. Listen, it is a rare day where Tom and I are fully on board and on the same page about things. But I am sitting here shaking my tambourine. Preach. Preach.

46:37Tom Vasel:They say that every rose has its thorn, but not every rose has a hula hoop. All right, everyone wants to talk about my game first. Yes, you get to go. Let me quick do my slight thorn here, which is Sanctuary. Sanctuary is an Ark Nova game. That's what it's called. It is a game which has hexagonal tiles, and it's very similar to Ark Nova. You have these four tiles under your board, and you activate an action, and then move it to the bottom, making it weaker, and the other actions making them stronger. You pick an action and do it. Actions are mostly placing animals into your zoo. Your zoo is made up of projects and animals and buildings, and they're all hexagons, and they score so many different points based on how you place them in the zoo.

47:28it's much shorter than arc nova but i mean that's because what they did is they streamlined arc

47:34Tom Vasel:nova a lot and i think a lot of people will like it for that reason i think a lot of people will enjoy it especially the tile placement although i found scoring to be a bit of a bear at the end i need one of those picture taking things that you can take a picture that scores for you that'll come um yeah but probably will those are becoming more i know you can do cascading now. Just take a picture and it scores it, which is pretty neat. But I had a tough time with it. I think that it's almost there for me. I rate it a 6.5. It's almost a game I like. But it's so streamlined, they took all the really good fun parts about Ark Nova and streamlined them, sanded it down, smoothed it so much that it's too streamlined.

48:17Tom Vasel:And because it's a smaller, or shorter game, the randomness of tile draws is much more evident to me. You know, with Ark Nova, there's a humongous deck. You're like, oh, I want a monkey. I can't find a monkey. Well, I'll just do something else. This one, that seemed more pronounced. But I think a lot of people will enjoy the game. It's a nice, small game. But for me, it missed the mark. Okay. Barely. The other game I played is Vantage. and I don't have enough time on this podcast to give you everything that Vantage is, but it is a massive, gigantic, humongous game from Stonemaier Games in which you and whatever other players at the table are playing have been thrown onto a planet randomly because, of course, your spaceship fell apart.

49:01Tom Vasel:Nothing can ever land normally. Never, ever. And you also don't all land in the same place. You land in different spots on the planet, but fortunately you have earpieces or something and you can talk to each other. Great. There's no limited communication in this game except you each have a little vantage, a view of where you're at. I think there's like 800 of these cards. And you're looking at this spot and you can interact with it. You can pick one of six different actions in each spot. But there's a goal that you all have that you've been randomly given. There's people you'll run into and aliens, this game calls them sentients, that you'll meet.

49:39Tom Vasel:And you will interact with them. And whenever you interact, you roll a dice test, which always succeeds. The test always succeeds. But you might get hurt, lose time, or lose morale doing it, which could end the game if you lose too much of any of those three things. And people can help you, and there's a dice mitigation system. And then after you succeed or fail, well, you always succeed right on these tests. You'll get items which will help you on future tests. and you're just kind of wandering around until you complete your objective or until someone loses too much stuff or until you decide to stop because, honestly, you can just keep playing.

50:12Tom Vasel:Even if the game tells you to stop playing, you can keep playing. Or complete your objective or whatever. And the game is very grandiose and big, and when you play it again, you'll be like, oh, I already know some of this planet. Well, good luck. You're never going to find it again. That's how much stuff is in this game. And if you do find it, there are six things you can do at each location. you may only do one per game. Yeah. So even if you went to the exact same locations and did the exact same, you could pick a different action every turn. And there's traveling and there's maps and there's secrets and there's even some little escape room stuff and more stuff.

50:48Tom Vasel:I don't want to spoil it. There's all kinds of stuff in there. Combat. Combat, yeah. Yeah, and I have not seen all of it, obviously. There's a ton in there, but it is very, very open-ended. I love this game. But I have two caveats with loving it. One is if you're looking for a very focused story, it ain't here. And two, if you're looking for a very immersive story, I don't think it's as immersive as it can be. Jamie talks a lot about sentience, like the little aliens you meet on this planet. But he doesn't really describe them a whole lot. They're like very – they're like – I don't know. They often look like walking crystals or stuff like that.

51:29Tom Vasel:But there's not a lot of character to them. But I don't care. I'm just going around and having fun doing stuff. There are very few games that give you this freedom. You can literally do whatever you want, go anywhere you want, and the game doesn't stop you, which has made it very divisive. Because some people don't like that. They want focus. I want focus, but I have, like, I don't know, a couple hundred games that give me that. There's very few games that let me just go do anything I want. And this game is very chill. We're just going around. I think you should play it with less than four. One, two, or three is pretty good because otherwise you might be waiting a long time before.

52:08I was going to say, up to six players, I would never, ever.

52:12Tom Vasel:Yeah, yeah. Also, look up. It might be in the QR code in the game or something, but there's a thing called Rules Pop. And you should use that because there's all these books and things that you read from. I'm going to do this and this. Someone reads from the Red Book. Rules pop. You just type in the number and the color and it pops up on your phone. Oh, neat. It is so convenient. I will never use those books again. It's really, really handy. It even fades out the text for you until you pass or fail. You know, until you pass the text. You pay the cost. That's cool. Yeah, so I really like it. And there's a lot of rules I'm not mentioning, but there's also not a lot of rules in the game.

52:50Tom Vasel:So I love it. What do you all think? Julie, you want to go first? uh yeah i loved it i but kind of all the same things i we played a four-player game um several of us had played uh a narrative style you know like the storybook game like this before uh one had not i think we all enjoyed it though tremendously but definitely the onboarding of just you know you just wander and do what you want was faster for those of us who played in tales of arabian nights and things like that uh i same thing i just love a good run around and find all the things but again i also played mist obsessively yeah when i was younger uh and that's that's what that is so that that it's it is purely that and i did enjoy the fact that we had a moment where somebody did a made a choice they chose violence at a location and then they moved along and then they were unable to do a quest because they had already chose violence oh no type of thing where literally everybody else at the table is saying you know you can choose to help a person mitigate their dice rolls.

54:14And we're like, we don't agree with the choosing violence. We're not helping you anymore. And then later we were validated. But that's a silly moment that like, those are the kinds of things that are completely kismet. There's no planning that. It just happens. So the fun and the magic is having other people who have that kind of ability to kind of fill in the blanks of weaving the story. And I also agree that the writing could have been more. Could have been more. But I can fill in that myself.

54:51Tom Vasel:I love this game as well. I think it's really fun to just explore and try stuff. Push buttons and see what they do is really a fun thing to try out. Speaking of the focus, though, there are a couple of ways that you can focus on the quest. There's actions on the quest card, your mission, that you can take that will lead you toward the thing you're trying to collect. Like you're trying to get pieces of plants. If you do the actions on the mission card and not on your vantage card, it'll lead you to some plants if you really want to focus on the mission. So that's kind of a good way to, if you want to win the game, I guess, faster, you can focus on that.

55:30Tom Vasel:There's also ways that you can get a better vantage of your area. And the first, I'm not going to spoil any more than that, but it's possible to see things from a wider perspective. And once you do that, you gain some focus into what you're trying to do. And that's a fun discovery. Just learning more about this planet as you go is really, really cool. Big thumbs up from me, too. They've also mitigated the level of difficulty. I believe the lower the number of the area, the easier the experience and the higher. So it's cards one, two, I said 800. I think it's even more than that. But regardless, the higher the number, the more difficult the terrain.

56:11Just throwing that out there, at least as far as we could tell. And from the beginning, they give a dice roll, some recommendations in the very beginning.

56:21Tom Vasel:All right, Julie, what have you been playing? I mean, besides Vantage, because I did play that as well. uh so my rose is bomb busters yeah so yep and we've discussed it on the i so i'm not going to do a big thing on it but knowing that you you get a whole bunch of little wire tokens only you can see what you have everybody else has theirs up and you're trying to snip the same number wire at the same time ranges from one to 12 and then you have the yellow wires and the red wires are decimal points in between them and you know if you snip a yellow wire at the same time that's great but don't snip a red wire don't do it you'll be sad also you'll lose um so and everyone at the table will yell at you and everybody at the table will yell at you uh i had heard wonderful things about it maybe even from this podcast yeah so i was excited to play and i played with a group of with with the van rider games team over last weekend we played it i don't know how many times but a lot we just kept going again go again again again we lost a lot we won some we had a great time the whole time and in i you know who has deductive regions reasoning who's going on feels who's trying to bend the rules by just warping their language as they talk to you without being real obvious it was a good silly fun but also logical piece of it time that i enjoyed tremendously i also was fascinated by how just listening to everybody else i could figure out what they had but i couldn't do anything about it until my turn yeah yeah um so that kind of tension and frustration of please don't ask me for this please don't ask for this i i know what you have and i can ask you just nobody talk nobody talk to me uh kind of moments all good everything was super fun with that so i can see why it has awards and people giving buzz about it because it's great um my hula hoop because i heard heard nothing about it but enjoyed it tremendously obviously is Menagerie Unlock the Wonders of a Miniature World, which my board game group got this year at Gen Con.

58:55So Moose Games, it was published by Prospero Hall, designed by Fortessa Elise, who did the Cascadia Junior game that also just came out. So you're curators at a museum, like a Victorian feeling, like a field and history museum. So you're collecting insects and you have your little display of insects. So you're trying to curate them based on a tableau building. But on your turn, you can only unlock one of your terrariums. So you have a column of three terrariums and you're building out to up to three, up to five across rows of what the insects are. So on your turn, you unlock only one of your terrariums.

59:45You go to look at the central tableau choice of a three by three grid of cards. You select one, you place it in the terrarium. Super simple. So easy. However, there are five suits of habitats. So the insects are, The art is delightful in the fact that you have all these very beautiful illustrated insects, but then around them in the suit, if it's red, it's all roses. They're all pretty. If it's purple and you look at it carefully, it's all garbage. So depending on the suit, you're going to get more points in that row based on how many you get. So only one red gets you one point. But if you did all five of those cards in that row, you would have 15 points.

1:00:37So you could think that could be the end of your turn, but you're trying to build on that. So you get magnifying glasses and the more magnifying glasses you get, you can pay three to take a second insect. Each of the insects then below has one to three of the five different abilities. So a small insect can be placed in a terrarium, but then it can move through the cracks of that terrarium into another one that is locked. So you might grab something because you want just to do that special power. Some of them will get you more magnifying glasses. You also have a benefactor who's mostly revolved around getting you that economy of more magnifying glasses.

1:01:17And then you have a secret objective that will give you endgame scoring points above and beyond whatever your terrariums have done. So it's light strategy and beautiful and fun puzzly with these trying to maximize your turn. And I wasn't expecting it. And I had a delightful time playing it. And that was Menagerie. Cool. Nate.

1:01:44Tom Vasel:First for me is the latest in the This Game is Killer series from Smirk and Dagger. This is called Frozen Horror. This one's similar to the Alien-themed first edition of the game. You have a very simple map. It's just four rooms of this sort of outpost that you're in. And you're in one of these rooms. You are given a character that is you. And the twist for this is that there is also a hidden role aspect to this game. So you are given at the beginning a card that says you are human or you are the horror. And you are, in the course of a round, going to play two cards. I think you only have a hand of two cards.

1:02:22Tom Vasel:You're going to choose one of them to be played as a movement action and one of them to be played as an action action, an ability sort of thing. And this is done in sort of a snake draft manner. The first player plays one of their two cards in one of those two orientations. So you might say, I'm going to move to this room. And then it's the next player's turn. Or you might say, I'm going to do this action, and then it's the next player's turn. Gets all the way around to the final player. They get to play both of their cards in whatever orientation they want. So if you've played a move for your first card, you have to play the action for the second card or vice versa.

1:02:55Tom Vasel:It goes back around in the other direction, and then it resolves whatever happens in the course of the round. The goal of the human players is to basically survive, perhaps kill the horror and remove them from the board, and then they all win or escape in some way. There's lots of ways to win and there's lots of ways to lose because if you're stuck in the same room as the horror, they're going to do nasty things to you and kill you and stuff. It's not good for the humans if you're stuck in the room with the horror. It's sort of revealed where the horror is hiding. And there's ways you can detect who's who and all this.

1:03:30Tom Vasel:It's chaos. And it's even more chaos because at the end of a round, those roll cards are shuffled and then they're handed back out. So you might have started as a human, but now you're the horror and the person who was the horror, oh, they're fine now. Everything's fine. And eventually somebody wins or loses and stuff happens. This one's a thorn for me. And I think it's more of a personal thorn because this, if you want party style chaos, great. You're going to have a blast with this game. There's all sorts of surprises and double crosses and reveals. And in our game, we discovered who the horror was through various card plays.

1:04:08Tom Vasel:We knew who they were. We had locked them in the room. We set the room on fire. And then Jason played a card that shuffled everybody's rolls.

1:04:19Tom Vasel:And so then the horror was no longer in the room that was on fire. The horror was somewhere else. And so the game continued for several more rounds, even though we thought we had won. Yeah. I heard Jason got shot in the head immediately. He did get shot in the head immediately. If you want chaos, this game is killer. Both versions, go for it. And the Frozen Horror has that extra twist of the hit and roll. This one's a thorn for me. I don't need to play this one again. So I haven't played this one. I played the first one, and it was a hula hoop for me. But, yeah. If that's what you want, it is zany, ridiculous fun.

1:04:56Tom Vasel:I think if I was going to pick between the two, I would like the one without the hit and roll, and I can just try and airlock the rest of my team out of the space station that we're on in the original edition. I think I'd prefer that one. Gotcha. Hula Hoop for me is the expansion for Potion Explosion, The Sixth Student. I had purchased this a while ago, primarily to get more potions. That's what Potion Explosion is all about, getting those expansions with new cool abilities and stuff. And so I had been playing with those elements of the expansion for a while, but I had not had the chance to do the big expansion part of it is that you can play with five or six players with this expansion.

1:05:38Tom Vasel:It adds a second marble track, marble holder, a nice plastic one. So if you had a first edition that was cardboard, I think now all of them are plastic. But the sixth student adds a second marble track. And if you're playing with five or six players, you do this weird thing where you discard into one of the tracks when you pay for something. And then you draft from the other one. But then if one is more full than the other, it switches. And it switches at the beginning of a turn. So you might be thinking, ooh, I got a really cool move on this one slide track. Oh, wait, it moved, and now we're playing on the other slide track, and so I have to re-figure out my move.

1:06:22Tom Vasel:Which is okay. It sort of increases the AP aspect of this game, because you might have a great plan, and now you have to rethink your plan. But that's always an aspect of Potion Explosion. You might have had a great plan that somebody else messed up through their potion play. So that's a bit of an even shift. I thought it was going to be confusing trying to keep track of this going back and forth, but it is pretty simple realizing which track is going to be active at any given moment. It also adds a new wild style of marble that works differently than some of the other wild styles and offers some new space to play in as you mix your potions.

1:07:00Tom Vasel:I did enjoy this. I was a little worried about keeping track of the two slide tracks, but it works pretty well. That is the sixth student expansion for Potion Explosion. I'm just glad to see this game is still getting played. Yeah. I just played a game called Marblous ah that's the new Cosmos right yeah just keep playing Potion Explosion Eric alrighty so I don't know if your thorn is Jason or the other game but um they can both be thorns I'm not touching that one thank you everybody for listening and joining us for another episode we're glad to have you here we look forward to seeing you all again or talking to you all again or running into you all again.

1:07:43Tom Vasel:We'll see you at an upcoming event or we'll talk to you in a couple episodes. Until then, I'm Tom Vassell. I'm Julie Ahern. And I'm Eric Sommerer. You've been listening to 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 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 that time we collided with our favorite vase provided by Nocturn.

1:08:16Tom Vasel:Until next time, from all of us at the table, have fun gaming.

1:08:26Tom Vasel:Which one of us is the horror this time? What? What? I don't understand that either. That doesn't make any sense. No. This is French humor? my my whole my whole humor is skewed because i'm still jet lagged oh no it was a reference to the game i was talking about but that's fine

From the publisher

Eric starts the show by sharing tales of his European adventures, which leads Tom to share some of our plans for Spiel in October. Then, we discuss the process for adding art to your game. How do you find an artist? How long does it take to draw a picture of a horse? What if the horse is holding a corn dog? Later, we share a tale of horror and a question, and move on to our Roses, Thorns, and Hula Hoops.

00:48 - Middle of the Year? - School Starting

02:23 - Eric's European Adventure

09:25 - Spiel Plans

12:14 - Art in Games

34:56 - Tale of Boardgaming Horror/Question

46:32 - Sancturary

48:42 - Vantage

56:21 - Bomb Busters

58:37 - Menagerie

1:01:44 - This Game is Killer: Frozen Horror

1:05:12 - Potion Explosion: The 6th Student

Questions? Tales of Horror? tom@dicetower.com

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