At The Table with The Dice Tower - When It All Goes Wrong

29 Jan 2026 · 1 h 6 min · 33 chapters

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In short

The Dice Tower Podcast - Episode 63 Summary: When It All Goes Wrong

Episode Description In this episode, hosts Tom Vasel, Eric Summerer, and Julie Ahern discuss the complications that arise from production errors in board games once they are released. They explore the responsibilities of publishers in addressing these issues and also share a new "Tale of Boardgaming Horror," alongside discussions on several games.

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Episode Outline

  1. Introduction and Storytime (00:50)
  2. Tom's Story: Loading the library for the Dice Tower Cruise.
  3. Challenges with transporting games and library setup.
  4. Anecdote about a damaged game box during transport.
  1. Announcements (04:16)
  2. Updates on various Dice Tower events:
  3. Gamefound campaign
  4. Upcoming Dice Tower West, East, and Vacation events.
  1. Dealing with Production Errors (06:33)
  2. Discussion on the impact of manufacturing mistakes.
  3. Importance of how publishers should address errors.
  4. Various types of errors:
  5. Typos in rule books
  6. Component errors (e.g., damaged sleeves).
  7. The need for grace and understanding toward mistakes in production.
  1. Tale of Boardgaming Horror (39:14)
  2. A narrative about a couple who love board games but find themselves gaming alone.
  3. The realization of a missing secret component from an expansion box.
  1. Game Reviews (47:55)

A. Wingspan: Americas

  • Overview of the new expansion focusing on hummingbirds and new scoring mechanisms.

B. Sanibel

  • Description of the game centered around collecting seashells.
  • Mechanically light but enjoyable gameplay with a thematic connection to the real island.

C. Harmonies

  • Game mechanics involving drafting and creating landscapes to attract wildlife.
  • A solo mode praised for its engaging nature.

D. Nocturnis

  • A flip-and-write game where players create habitats for moths.
  • Description of gameplay mechanics and thematic appeal.

E. Lairs

  • A two-player game about building mazes.
  • Player interaction through exploring and setting traps.

F. Cookie Run: Braverse TCG

  • An overview of the Trading Card Game based on the Cookie Run franchise.
  • Discussion of mechanics, including resource management and character interactions.

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Key Takeaways

  • Production Quality: Manufacturing errors are an inevitable part of board game production. Publishers must be prepared to address these issues gracefully and effectively to maintain customer satisfaction.
  • Community Engagement: The Dice Tower events foster a sense of community among board gamers, encouraging participation and interaction.
  • Game Design Considerations: The episode highlights the importance of thoughtful design and quality control in game production, emphasizing that errors can arise at any stage.
  • Variety in Gameplay: The reviews showcase a range of new games, emphasizing innovation and thematic depth, which can enhance player experience.

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Conclusion This episode of The Dice Tower provides valuable insights into the challenges faced by game designers and publishers while celebrating the joy of board gaming. The hosts combine informative discussions with personal anecdotes, offering listeners both entertainment and practical knowledge about the board game industry.

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

Chapters

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Cruise Library Setup and Issues

0:46 to 3:38

Discussion about the challenges faced while setting up the library on the Dice Tower Cruise.

“You know, since we're talking about errors and problems in production, let me talk about my own little tale of horror here.”

Game Found Promotion

3:38 to 4:48

Hosts discuss the Dice Tower's ongoing Game Found campaign and upcoming events.

“Thanks for joining us today on the podcast.”

Introduction to Manufacturing Errors

4:48 to 6:44

The hosts begin to explore the topic of manufacturing errors in board games.

“Also, now we're getting the Dicetower Cruise is over and Dicetower West is on the horizon.”

Experiences with Board Game Components

6:44 to 12:00

Hosts share personal experiences with component quality issues in board games.

“I over the break, our summer family game day, my youngest wanted to play Slay the Spire, which we hadn't played in a little while.”

Quality Control and Production Challenges

12:00 to 14:01

Discussion on the quality control processes and challenges in board game production.

“Which is why you don't have somebody hold up a pancake.”

Critical Examination of Game Components

14:01 to 15:00

Learn how to evaluate game components for durability and usability.

“to look at all the components critically.”

Manufacturing Oversights and Pressures

15:01 to 16:20

Explore the pressures faced by publishers and manufacturers during production.

“So things like that, that's often when those kinds of mistakes happen or not even mistakes, oversights.”

Addressing Typos and Rulebook Errors

16:21 to 17:40

Understand how publishers handle typographical errors in game rulebooks.

“problem so that's a that's a manufacturing error and i think it also depends on what's your so for a publisher you look at it and you say okay how bad is this error is it a typo in the rulebook?”

Handling Replacement Cards and Stickers

17:41 to 19:00

Discover the rationale behind issuing replacement cards for game errors.

“I'm fascinated by when I open up a box and there's like a little packet of cards in there that says, yeah, we discovered there was an issue.”

The Logistics of Game Shipping and Errors

19:01 to 21:10

Learn about the complexities of shipping games and addressing errors post-production.

“Um, whenever you have those in-between points, that's drayage.”
Show all 33 chapters

Customer Service Challenges in Publishing

21:11 to 23:00

Examine the customer service dynamics within board game publishing.

“might get done but that's so you're looking at our end how much are each of these if then's going to cost?”

When to Contact Publishers About Errors

23:01 to 24:20

Find out what types of game errors warrant contacting the publisher.

“make sure they had a vacation time, whereas he did not take as much vacation time.”

Perspectives on Box Condition and Replacement

24:21 to 26:10

Discuss the varying opinions on box conditions and when replacements are justified.

“Some people it just drives them crazy and other people don't.”

Assessing Game Damage and Publisher Responses

26:11 to 28:00

Learn how to assess game damage and the expected responses from publishers.

“So the question is then, when do we decide that we need something replaced?”

Handling Game Component Issues

28:00 to 29:00

Learn how game manufacturers address component issues and customer complaints.

“We know that that's going to vary the mileage of that.”

Preemptive Fixes vs. Customer Feedback

29:00 to 31:20

Explore the balance between fixing issues before customer complaints and reacting to feedback.

“they've cannibalized another game to send you that stuff.”

The Roll for the Galaxy Example

31:20 to 32:00

Discover how a major issue was caught early in the Roll for the Galaxy release.

“Like, the wrong distribution of tiles was in the box.”

The Manufacturing Proof Process

32:00 to 34:40

Understand the different stages of proofing in game manufacturing and their significance.

“But that's pretty rare that like an advanced canary in a coal mine situation gets to happen and you get to realize that there's a problem right away.”

Learning from Manufacturing Errors

34:40 to 36:20

Discuss the lessons learned from manufacturing mistakes and their costs.

“But, you know, that's something that you're going to get that manufactured proof.”

Pandemic-Related Challenges

36:20 to 38:00

Examine the impact of the pandemic on game manufacturing and delivery.

“Now, that was something the manufacturer had to pay for because it was their responsibility, and that was awful for them.”

The Horror of Contaminated Games

38:00 to 38:30

Hear a chilling account of contamination issues in shipped games.

“And, you know, if you plan, you do the best you can.”

Planning for the Unexpected

38:30 to 40:00

Learn about the importance of planning for potential manufacturing issues.

“So in theory, if you've planned well, that has already been accounted for in some way, shape, or form from the customer that the publisher is then paying.”

A Personal Board Game Horror Story

40:00 to 42:06

Listen to a personal tale about a board game expansion mishap and its consequences.

“No constant learning of new games to keep up with the BGG hotness.”

The Horror of Hidden Game Components

42:06 to 43:51

Discover the anxiety of missing hidden components in board games.

“A whole new avenue of Merchant's Cove that I just threw away.”

The Dilemma of Game Box Disposal

43:51 to 46:39

Explore the challenges of deciding what to keep when disposing of game boxes.

“I just played a random – Oh, that was delightfully indulgent.”

The Design Choices Behind Game Expansions

46:39 to 47:46

Understand the design considerations for game expansions and box sizes.

“You only know what you know after the fact, but that is an interesting design choice from a publisher side that I agree with.”

Wingspan Expansion Review

47:46 to 50:11

Get insights into the new Wingspan America expansion and its mechanics.

“non-consumable or the part that can get thrown away.”

Exploring Sanibel: The Game and Its Origin

50:11 to 52:18

Learn about the game Sanibel and its connection to the real-life location.

“And the next expansion, Wingspan Parrots, is going to get a 10 out of 10.”

Exploring New Games: Harmonies and Nocturnus

52:18 to 56:00

Dive into two new games focused on animal habitats and gameplay mechanics.

“So, you were surprised by both of these things.”

Exploring Moth Habitat Mechanics

56:00 to 57:29

Learn how to create effective habitats for moths using strategic placements.

“checked this, but I think it's a 20 by 20 grid of just different leaves, different types of leaves.”

Game Insights on Layers

57:30 to 1:00:45

Discover the unique maze-building gameplay of Layers and its mechanics.

“She used to work for King Raccoon, and this is her second game.”

Review of Cookie Run Trading Card Game

1:00:46 to 1:03:21

Get insights on the gameplay and mechanics of the Cookie Run TCG.

“All right, how are we going to end this?”

Final Thoughts and Sign-Off

1:03:22 to 1:04:51

Concluding remarks on the episode and future content to expect.

“So the Cookie Run Bravers TCG was a hula hoop for me, making it all positive today.”
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Transcript

Automatic transcript. May contain errors.

0:00At the Table with the Dice Tower. Episode 63. When it all goes wrong.

0:24Welcome to At the Table with the Dice Tower, a podcast about games and the people who play them. This time we take a look at what happens when manufacturing mistakes make it out into the wild. Will the publisher fix it? Can they? And how far do they need to go to make it right? Plus, we unleash a new tale of board gaming horror, and we rustle up our latest roses, thorns, and hula hoops. I'm Eric Sommerer. I'm Julie Ahern. And I'm Tom Vassell. You know, since we're talking about errors and problems in production, let me talk about my own little tale of horror here. Oh, okay. Story time. So when we go on the cruise, so if you're listening to this, this is going up post-cruise, right?

1:10Post-Ice Tower Cruise. Yes. We had a lovely time. It was big and wet. But we have to load the library and send it early. Now, you know that I've had problems with the library and its carts and the boxes forever. I know this, yes. Yes. Now, we've mitigated that in the past couple years because we've built the strongest carts we can possibly build. and for the most part, we move everything ourselves. That makes it easy. Unfortunately, when you load stuff on the cruise ship, you can't do it yourself. So you send it a week ahead of time so that it loads on the cruise before your cruise, and then Kenny rides that cruise and sets up the library so it's all ready when people get on board.

1:53Bonus cruise with extra work, yes. Well, it's better than the good old days where you remember the three of us got on the ship at, I don't know, it felt like 2 a.m. in the morning. Yeah, it was 2 a.m. in the morning, yes. And we were doing mad dash, putting the library together, getting cut with box blades. Yes, we have the scars to prove it, yes. Generally, that's actually, yeah, there was just a lot going on. Actually, Julie, did you ever come on early in the morning? I didn't help early in the morning, but I was there for the last year of that. That's how I met your husband, actually, was doing that with him on one of the cruises.

2:33Really? Wow. Who's this guy? I don't think he's really at in the board games. Well, anyway. So, anyway. So, the problem is we have to – we can't take it and put it on the cruise ship. There's a lot of legalities involved. Right, yeah. It's a whole transport system. So another trucking company takes it from us and drops it off at another location. Then a different loading dock company will take it from that location and put it on the cruise ship. Then the cruise crew will take it and put it where it needs to go on the cruise ship. That's three different companies. Yeah. Anyhow, we don't know what happened exactly, but two of the carts are broken.

3:17The bars are – everyone's blaming each other. We don't know who did it. but Kenny was like don't worry I think it's fixable he called me he said but a couple boxes got some damage and one of them considerable damage oh but he said it's just a box I was like alright well what game is it Forbidden Stars I was like are you kidding me ooh that game is that one's out of print yeah incredibly valuable well at least it's just a box remember that when I come back and talk about this later duct tape and maybe some packing tape and some glue, silly putty, you can fix it. I'm looking it up on eBay right now.

3:56Oh, boy. 220. Huh. Cool. Oh, here's one for only 122. But that's used. I don't want no used garbage. Okay. Oh, that one also is still under bid. It has not sold yet. It's going to go higher. Anyway. Hey, folks. Thanks for joining us today on the podcast. If you like our podcast and would like to see us continue. I would like to see us continue. Yes, please. Check us out. Check out our game found. It's currently running at supportdicetower.com. It's not, is it, Eric? It's over, isn't it? No, no. Cut all this out, Eric. We got a couple days, yeah. You're right. Folks, this is weird to record in the future and in the past.

4:38Yes, this is your last chance. Go check it out. Hurry. Anyhow, if you like what we're doing and you want to support it, There's a lot of cool ways to do that. So check out supportdicetower.com. Also, now we're getting the Dicetower Cruise is over and Dicetower West is on the horizon. Yes, it is. I'm looking forward to it. It feels like it's been a long time. It's been a year, I guess, since we've been there. Yeah. And I'm looking forward to going over there. And I get to see a lot of people at Dicetower West that I don't see at other conventions. That is true. So that always makes me happy. Yeah.

5:16So join us. There's still tickets available in Las Vegas, Dice Tower West. And, of course, Dice Tower East is open, and that's in Orlando in July. I'm also looking forward to that. And that's going to sneak up us faster. And incidentally, there's a few tickets left for Dice Tower vacation. I don't know if I've mentioned that in a podcast, but if you would like to vacation for my 50th birthday party, email me and let me know. and I'll give you information on it if you're willing to come. That's at Tom at Dicetower.com. That's in August. Ah. Yeah, you didn't say when it was last time. Very secretive last time.

5:57Yeah. Well, there's more things coming. Next time there's a password that you have to actually tell him when you contact him. A secret handshake. I don't do the password anymore because you forget, and then someone will come up to you later on and be like, Marbles. Like, what? Oh, yeah, that was four years ago.

6:19Anywho. So, yeah, so it's been a lot of things going on. Christmas came and went. We just did our top 100 games of all time, or in my case, my top 101, because I forgot a game and had to stick it in at the last second. Oh, oops. A sort of manufacturing error, as it were. Yeah, yeah. So that is our topic for today, huh? What a segue. Yes. All right. So this this came from me. I over the break, our summer family game day, my youngest wanted to play Slay the Spire, which we hadn't played in a little while. And I wanted to show it to my siblings who were visiting. And so we broke it out and started slaying some spires, having a lovely time.

7:01If you aren't familiar with the board game version of Slay the Spire, it requires the use of these sleeves, which allow you to flip cards around and upgrade them and keep everything uniform in your deck as you work your way through these adventures. We were dismayed to note that as we were playing, especially with the basic deck, the starter cards, that many of the sleeves that came with the game were starting to split. Like they have art on the back that says Slay the Spire. And that layer was peeling off. and which made which was annoying at first but then became difficult to shuffle and it actually became a detriment to playing the game and we started swapping out some with spare sleeves but starting to run out as we realized that more and more of these sleeves are having this problem did some research found out that this was a known issue that the first batch of sleeves had this problem and to contention games as credit i wrote in and they said show me some pictures uh you know the extent of the problem, and they sent me a full set of new sleeves, which have been remanufactured with a new technique and aren't supposed to have this problem.

8:08And that's, I mean, I think I would say that's pretty much going above and beyond to do a full replacement of this sort of thing. And I wanted to talk about what publishers do, can do, are willing to do when stuff like this happens and is a problem that shows up after the usual point at which you're able to correct it. I mean, Julie, you've talked about times that you're trying to do proofing. You're trying to fix any problems that might show up. You're looking at samples. You're looking at files. You're trying to catch as much of this stuff before the big print button. I think of it as a big red button.

8:43A big red print button at the manufacturer gets pushed. But occasionally stuff slips through. What do we do when that happens? That's the topic. We cry. let's talk first of all though about about making errors because i really think this is something that people are just i think we don't think often about this we get upset when mistakes are made this is ingrained in us we go to school you take tests you do homework they correct your mistakes don't make mistakes get a 100 yeah but in life mistakes get made you take a look at the biggest movie productions and there are sites in there that'll be like, look at this.

9:26And I'm like, well, how did that mistake get made? It's done by a million dollar people who have hired people whose sole job it is to look for mistakes. I worked at a book manufacturer and there's quality control on a book from beginning to end, from when they design it, you edit it and proof it. When you print the book, they check the plates, then the pages come off and there's a quality control there. There's just quality control over it and yet mistakes get through because to err is human. I can attest that plenty of mistakes get through in books. Plenty. Oh yeah. Sure. And so mistakes are going to be made and sometimes a mistake happens post something you just didn't think about it.

10:13You didn't think. No one thought to say, well, this shouldn't go here. This won't fit in here. And it was like, how did no one think of that? It just happens. or something that looks fine on the production line and the pre-production sample, then, oh, we didn't realize that in humid weather this would happen or what have you. So I am, I think, number one, before anything else, we need to be thoughtful on that end of things. Some mistakes I'm less pleasant on a bad written rule book where they clearly didn't have anyone proofread it. I'm not a big fan of that at all. and I don't love some obvious things like, hey, these score markers are five times the size of the track.

10:58How am I supposed to fit them on? And sometimes games are riddled with mistakes. But small mistakes, little things, and one-off mistakes, I think before anything else, we'll talk about dealing with solutions. There needs to be grace given because I bet you at your job make mistakes. True. That was my early morning sermon. Wow. That was delightful but also clearly rose my stress level because Mazzy just came and jumped in my arms. She knew you needed comfort. She needed to be de-stressed.

11:35I mean, yeah. You certainly want to be as close as possible but mistakes are going to come through. And I guess it comes to how big of a problem is this. Is a typo or two in the rule book a big deal? or is it something that's game breaking and the game doesn't work the way it's supposed to because of an error and those are the things that need to be fixed? Yeah. So fun fact, going back to Tom's earlier, to mid-sermon, when we're talking about the continuity of movies, I just, I, pretty woman, the scene where she's having breakfast and she picks up and starts eating the pancake by hand instead of, you know, with a knife and fork and the whole sequence of conversation where it cuts from her, from Julia to Richard Gere and back, is one bite in the pancake, two bites in the pancake, one bite in the croissant, one bite in the pancake.

12:31Okay. Continuity. Yeah. Which is why you don't have somebody hold up a pancake. Yeah, you try to avoid that. Yeah. So, yeah, there's a lot of different reasons for mistakes to be made. And sometimes it is human error and nobody ever likes hearing about it, finding out about it after. Least of all, the people who let that mistake go through. So absolutely, I appreciate the call to have grace on that. And usually it's a small thing, but not always. So there's a lot of different things you can do when that doesn't happen. The other thing being so specifically the sleeves. So that's something that is a later in the process and time constraint challenge.

13:27So you spent all this time on the rulebook, hopefully, and the editing and the gameplay and all of those things. So when it comes to looking at the product goods themselves, you are hopefully being sent a sample from your manufacturer and you're looking at those critically. And that's a different look. look, so you've spent so much time focusing on the editing that I think sometimes it's harder to remember to look at all the components critically. Or think about the components in not just a, well, this looks good, but a, this is going to get a lot of use. I need to lean into giving it some time of what a player is actually going to do.

14:19So shuffling those sleeves, for example, might not have been even done or done often enough as actual use. And that's, you know, at that point, the longer you wait for the manufacturer who's now on pause until you can hit the big red button, as it were, the less likely you are, you might lose your spot to another company who's already approved theirs, and then you have to wait longer. And if it's something like Slay the Spire, which I'm assuming was crowdfunded, Yes. Then you have. The original version. Right. So then you also have people who backed it who are, where's my stuff? Why am I not getting my stuff?

14:58So you have that kind of a pressure too. So things like that, that's often when those kinds of mistakes happen or not even mistakes, oversights. Yeah. And if you're doing something new and cool, like sleeves that are specialized, that seems like a new, cool, not necessarily tested before. thing. So you have this idea of let's, what if we did this new cool thing and then nobody ever examines it closely enough and the manufacturer, it's new to them because many things in board games are new cool things that are new to them, that they are making work in their existing factories that have to be creative.

15:46So yes, there's lots of opportunity for things like that to happen. And we all try to minimize it. Nobody, nobody is trying to mess up the end customer, the receiver of the game's experience. That's the worst. Nobody wants it at all. The customer doesn't want it. The manufacturers don't want it, but least of all the publishers, the publishers do not want you to open their game and have you be like, wow, this is terrible. Nobody wants that.

16:19so uh what do you do uh what do you do there's a lots of different things and it depends on the problem so that's a that's a manufacturing error and i think it also depends on what's your so for a publisher you look at it and you say okay how bad is this error is it a typo in the rulebook? Is it a typo that alters the gameplay in the rulebook? If it's not, and it's just somebody wrote TEH instead of the, yep, that's annoying, but we're not going to do anything about that. That's going to live in that edition. It's not worth reprinting everything and taking that cost just to fix that type of, yeah.

17:09And, and, but you're hopefully when people are messaging you, you are making those corrections. You, you know, many people have an FAQ either on their website, on BGG, maybe both. So someplace where it's easy, accessible for people to go if there's a RADA. So hopefully you're collecting that and digitally publishing that, but also updating, you know, digitally publishing your updated rulebook. So those are ways to mitigate something like that. I'm fascinated by when I open up a box and there's like a little packet of cards in there that says, yeah, we discovered there was an issue. Here are like four replacement cards to fix these four.

17:54And I'm curious about that window. Like the main print run has happened and it's not worth reprinting everything, but we realized there was a problem that needed to be fixed. So we did like a little mini run of these four cards to fix them. Correct. Or we did some stickers and we put them in the box and you're supposed to put this on the board or in the rule book to cover up the wrong rule that we know is going to be a problem. And I'm sort of curious about that window. Yep. Well, that window is usually... So, for example, when we print things, you also have a wait time after they've been printed where you have them at the factory, then they are shipped from the factory to a major shipping hub loaded onto a boat, much like the games, where they pass through several different hands.

18:46And then they're over on a boat from a boat to the local, whoever's doing your shipping locally. So drayage is the word for that in-between point. So the part of shipping that isn't at the end location and not on the main shipping travel. Um, whenever you have those in-between points, that's drayage. And so until it, until you do that and there's, and you're scheduling, they're sitting there at the manufacturers. So I know people who will look at the cost effectiveness of how much is it going to cost to run a small print run of cards, stickers, to tape over specific points, all of that, and then pay the factory to open the already sealed games, put those on top, reseal each box.

19:43Or half of your print run has shipped. Because so for us, we will in our, in this month we will have two different shipments coming that have two different types of final girl stuff. Some of it's reprint, some of it's new. And because of that, we coordinated it with Detective Heism Heartbreak. So that's coming so that it's here in time for Dice Tower West, I might add. Right. Yep. Yay. And so part of that, but we also needed, Enemies and Lovers was selling faster than we realized it would. So we took some of the expansions of Heism Heartbreak out and put some of the Enemies and Lovers in, and then the rest of them will go on the second boat.

20:31And so we're doing a Tetris with our games, with our cases, with, you know, and whether or not it's they're all packed on a flat or loaded in case by case into a giant crate container. 20 foot, 30 foot, 40 foot depends on what you've you've rented. you can fit more or less but it's also more money if you're taking them all box by box so things like that you think of so when you're planning that you might be able to get to half your print run because half of it's already shipped but half of it's still there waiting so half of them might get done but that's so you're looking at our end how much are each of these if then's going to cost?

21:20Is it cheaper to have them even do half of them and then ship the other half of the packets of cards and wait for customer service to get those emails? Is it still like, how much is it going to cost us? Which is the one that's going to cost us the least? And then doing that thing. And of course, anytime you're doing that, you're taking time out of your making the games time to do that if you're a smaller company, which most publishers are pretty small. We have enough people that we have a more dedicated sales and customer service team so that the creative making the game side aren't really as affected by that.

22:06I mean, they get sad because they messed up on something when it's a typo but not the after the fact having to make those problems but a lot of companies are just one or two people like smirk and dagger for the longest time was just kurt covert yeah he's it was he was the company all of it um all parts of it and so if you sent a customer service request he was doing that as well as running the company um actually robert does a lot of the customer service not all of them but so he's the president of arcane wonders and it is a bigger company that's in board game terms and he will still do customer service requests when people are out over over Christmas, he received the emails, packaged them, and sent them out because he wanted his team to make sure they had a vacation time, whereas he did not take as much vacation time.

23:13He takes time away when he travels for shows and stuff like that. All right. Well, most people here are not running publishers. So let's talk about the response to this. Sure. So you get a game and there's an error in it. What level warrants you contacting the company? I think we can all agree that, well, hopefully, that if there's a resource in the game and there's 50 coins and you use coins in this game as a resource, and you never once ever in your life need all 50 coins, but there's 49, and you're like, I cannot play this game unless there's all 50. That you would probably let that one go or maybe find a replacement.

23:58I'm saying coins, but it could be brown cubes or what have you, right? And I know this because people in the Dice Tower library will sometimes turn in and be like, hey, this game was supposed to have 47 green cubes, and it has 45. I'm like, oh, yeah. Oh, thanks. Thanks for catching that critical error. Thank you. Right. But there are other things. And the biggest one that people get very – I think that people are very divided on. Some people it just drives them crazy and other people don't. And I learned about this when I went to Cool Stuff back in the day when Cool Stuff sold to games. They had a ding and dent sale.

24:35And I would look at these games, some of them, and I would say, where's the dent? and they would pull out a telescope and I would glare and I'd be like, oh, there it is. And someone returned the game because it ruined the box. And I mentioned a ruined box earlier and I'm always, you know, I don't think a box for a board game is just a box. Take note shipping companies who ship a game in the box with no wrapping. Yeah, that has happened. And put a sticker on it. I have received those. Or just in an envelope. But a box is also by far the least necessary thing to be in pristine condition for a game to work.

25:13But it's also, from what I've heard from talking to publishers, the most expensive thing to replace because you're essentially shipping out another whole game. It's even more expensive because the size, well, depending on the size of the box, but the bigger the box with the emptier the weight is actually more cost because you're taking up space in shipping with something that if it doesn't have any weight to it, uh is you're shipping air um and that actually costs extra extra uh it's great i love it um also an empty box is far more likely to then once again crumple because you're putting a empty box in a situation where it might be stacked with not empty boxes uh that can crush it when it's going through the mail system.

26:06So yeah, it's the least favorite of all the replacement things, for sure. So the question is then, when do we decide that we need something replaced? Obviously, if you're missing a card to a game or you're missing things that matter, the game cannot be played without them. No one's arguing that you should ask the publisher for replacement. But what if I have a card where there's a slight nick in it Or if I have a, the back page of the rule book, which I never use anyway, is torn or there's a dent in the box. So we, it, it depends. That's, you know, from publisher to publisher and some can afford to make those replacements and some cannot.

26:49So if you're going to ask, I, you know, never don't ask, I guess, if you feel the need to. but expect some publishers will be like sure and send some something your way some will say that's that comes with use you know over time where a tear is expected uh and that's it depends at at greenbriar we had a video showing people how to dip their plastic miniatures into hot water to soften them to straighten out swords and and things like that and then cold water which firms it up again so that when they were like my miniatures are ruined they came all bendy and we're like yep that happens with plastic sometimes here's how you fix it and we had a little video so we would send them a video to show them how to fix it themselves whereas people who were more miniatures gamers would know that and just do it so we're not going to fault you for sometimes asking as long as you're gracious about the, yeah, we can help you on that.

27:57Or no, we can't, we can't help you on that. We know that that's going to vary the mileage of that. If it's something that is straight up broken, yeah, you should reach out. And they're like, Eric pointed out, most companies are going to ask for verification a photo of some time kind and if they can help you they're going to try to help you if it's a known thing like the like the sleeves i'm guessing they've already contacted the manufacturer and asked for new sleeves in bulk to be made and shipped to their uh however they're doing fulfillment or warehouse so that they can do those already and have them ready to go as opposed to pulling apart a game.

28:49Right. But not every single one. So know that the game that you're playing, if it is a smaller problem, they've cannibalized another game to send you that stuff. Right. They don't have a bunch of extra components just sitting around. Correct. They have to dig for those things. I'm curious. You mentioned at one point about whether you decide to fix the error immediately or whether you wait for the customer emails to come in. And I'm curious about that decision. You know there's an issue. You know that people are going to complain about it, but it's not an immediate, we sent out this thing to everyone who backed the game.

29:32Or I guess at some point, you don't know who bought the game. If it's in distribution and the games are out in the wild, you have to just sort of wait for people to say, hey, there's something wrong with the game. And then you're like, yes, we know. Here's the fix. yeah so i think those are the preemptive the cards that come on the top kind of a thing is you noticed before you started sending them or as you were sending the backers type of thing if you can catch it beforehand you ideally do it beforehand in any way shape or form because like i said if you if you're not going to wait for people to tell you most of the time because then you're cannibalizing games that you could have sold to to fix that problem or like things like that or if it's it yes I think it's the timing it depends on how how early or late you catch it if you're and there's not that big a window because also if you were going to catch it you were gonna catch it when you were looking at the edits otherwise you hit the big red button and they're manufacturing and you're working on another project yeah so it is a very rare happenstance that somebody would then notice while it was being manufactured hey this is a thing uh usually it's more the first couple people get it and then say hey did you notice this and at that point everything's already shipping.

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31:04Right. So it's not a, you can say, halt United States Post Office, UPS. I need all those back to fix it. Then you're going to wait for customer service questions. The one time I remember that small window working out, working out in quotes, but Roll for the Galaxy, when it was released, they released a small batch to BoardGameGeekCon and sent just one box or a couple crates worth and sold pre-release to these BGGers, and they realized there was an issue immediately because people opened up the game to play it, and the games had been packed wrong. Like, the wrong distribution of tiles was in the box.

31:47Some were missing tiles. Some just had duplicates. It was obviously a major issue, at least in this crate, and they were able to immediately say, all right, all those need to come back, and we're going to deal with it and we're going to not ship the game because we need to fix it. Yeah. But that's pretty rare that like an advanced canary in a coal mine situation gets to happen and you get to realize that there's a problem right away. And there's – well, that's a different – so when – okay. When you're manufacturing, you get a early proof which – so you get a digital one usually where you say yes, no, yes, no.

32:26That's good. this needs to be fixed i'm resending you a file all of that then you get a physical proof which is shipped which is almost as like a handmade almost handmade not really like it's still on the but they are doing a one-off or two-off so they're they haven't set it up like a full down a conveyor belt fixing like with multiple people on it so it's still far more closer to what Robert would do with his printers and Cricket and stuff like that, where they've put it all together and you approve. Then they send you a manufactured proof, which should be one that before they've shipped, they've pulled it off the line and said, here.

33:12So you get three different points, typically, of a game to look at it. And that manufactured proof is the one that this is where it gets a little tricky. Did the manufacturer do it at the very beginning of the process? When in the middle of it, when, you know, it's been running for a while and people may have stopped paying attention this carefully or, you know, they're using that's and you you can ask and specify and say, I'd like I don't want the first one off. Yeah. Yeah. but even you know so that can happen uh folklore there was uh the giant tree that had two different types of heads and two different right arms two different left arms and a whole bunch of people got just right two right arms oh and two left arms uh nobody was paying attention that there were different ones so they put dumped all of them in bins and we're just i'm assuming um and so for example that where some people we had to replace a whole bunch of them but some people did meetups where they just traded arms at like conventions which was delightful uh so what we i think what we did was we made we we made a promo card and said if you show up and drop off you know do a trade-off at a meet, we'll also give you this promo card and saved ourselves a lot on individual shipping and stuff like that that way.

34:42So thanks for that. I like that creative solution. But, you know, that's something that you're going to get that manufactured proof. And we didn't have that problem in ours because not every single one of them did. So it's a lot of creative thinking For something that is not on the creative side, there's a lot of creative thinking going into fixing problems. Because you do. You want, to the best of your abilities, to fix any problem. Yeah. Yeah. It's like what you said a couple weeks ago. What do I need to do to make this right? It's not necessarily a new copy. Right. What can I do to fix it? How can I get you the right part?

35:21That sort of thing. Right. Sometimes. And sometimes it's, you're just going to have to live with it. We're very sorry. We're going to do better next time, but it's not cost effective to fix this. Correct. So, you know, and then there are the companies where especially the bigger Kickstarter and it's a brand new company. You know, when you talk about thinking through whether you back a Kickstarter or not, I think it's good to support new businesses, but also some of the things you don't know. these are the things you learn from hard lessons in life. To be ready for these sorts of issues. To be ready for those sorts of things.

36:06And so that's, you know, a lot of times when I see the emails going out to ask backers for more money and stuff like that, I am sad, but I am also, like, things like this, that's when it happens. And you cannot predict every outcome. I could not predict when folklore fall of the spire that uh we were going to have a pandemic and everybody every manufacturer was going to shut down and do a shelter in place for several weeks a month and a half six weeks eight weeks i can't remember what it was but enough time where our completed games sat in non-temperature controlled damp situations and then they shipped all of them after immediately so people still managed to get their kickstarter backed game before the deadline i had three days three days of being like oh my gosh there was a pandemic life is just hard but this one thing i got this one thing right we we planned it so well that we had so much lead time that people still got it early before they started opening them and saying, there's something growing in the box.

37:22Oh, no. And we had to replace. And that's how the movie Alien started. Yep, yep. That's the beginning of the horror. Now, that was something the manufacturer had to pay for because it was their responsibility, and that was awful for them. Yeah, I guess that's a good question is who was paying for this stuff. Right. That was reprinting an entire print run. Oh, boy. Of brand new games. and throwing away all the old ones. Yep. And that was awful for everybody involved. So the whole thing, it had to be shipped again. It had to be like, it was like running an entire whole new campaign, but with nobody paying.

38:01And that was not great. That was a bad, bad, bad time. But it got done. And, you know, if you plan, you do the best you can. And you try to plan for not that situation, but for the what ifs. And that's also, you know, when people talk about, well, it only costs this much to manufacture, but we charge this much. Part of that is factoring in the potential of a bad day and things like that happening and how much is it going to cost. So in theory, if you've planned well, that has already been accounted for in some way, shape, or form from the customer that the publisher is then paying. So I guess the moral of the story is no matter how big this manufacturing error that you've discovered can be, it could have been mold.

38:55It could have been that. It wasn't mold, it was yeast. I don't know. It could be yeast. Tropical yeast. I don't know. Maybe somebody made sourdough out of it. All right.

39:10Let's move on here. We got to keep going. Let's do it. And now, another tale of board gaming horror. Oh, my. That's horrific. Gather round, children. My wife and I have recently decided to accept the fact that board gaming groups, other gaming friends, conventions, and the like are just not for us. We love board games, but aside from the occasional friend or family member who might be up for playing something light once in a while, we're on our own. While this conclusion was less than ideal, one benefit to this is that we get to curate our gaming to exactly what we want to play at all times. No sitting through games we don't enjoy because someone else picked them.

40:00No constant learning of new games to keep up with the BGG hotness. And best of all, revisiting favorites frequently without complaint. One of these games recently has been Merchant's Cove. We've recently enjoyed the multitude of ways you can play depending on the character you choose. After several plays of each of the four base set characters, we decided that it was time to pick up a few expansions to add some variety. So we got the Dragon Rancher. It was a great addition. Next came the innkeeper, a character I was especially excited to play and explore. The Oracle we are not as excited about, but I'm sure eventually we'll pick that one up as well.

40:42We are not fans of keeping expansion boxes at all. We will do whatever we can to get everything into one box so our shelves aren't clogged with unnecessary boxes you don't really need. This has never caused any issues at all for us whatsoever. That is until we ordered the Secret Stash expansion for Merchant's Cove. You may now know where this is going. The expansion came in the mail, and I quickly unboxed everything, fitting it all nicely into the awesome new wooden box inserts we recently purchased for the game. Thinking nothing of it, I tossed the Secret Stash box into the garbage and carried on with my day.

41:24Weeks went by And while we had not gotten a chance to play Merchant's Cove We knew that the next time we sat down with it would be awesome Because of all the great new content in the box to explore Minus one key piece Randomly, one morning before work I was browsing through episodes of a board game podcast I sometimes listened to I selected an episode on Merchant's Cove And that's when I learned the horrifying truth As it turns out, below the insert of Secret Stash, on the box itself, is a secret player board that accompanies a hidden extra character to play with called the Thief. A secret player.

42:07A secret board. A whole new avenue of Merchant's Cove that I just threw away. The sadness. I guess you don't know what you don't know. That's what I tell myself to ease the pain. I also occasionally blame Final Frontier Games for hiding such a dumb secret like that. Especially considering the main box of Merchant's Cove comes with space for this expansion already. Why would you ever think you needed the box? If anything, they're leading you to believe you don't. But I know deep down, the fault is all mine. On the bright side, BGG does have a high-quality image of the board to print, but it won't be the same.

42:48Worse still, I've guaranteed myself a now lifetime of carefully and meticulously examining every single board game box before throwing it out. Dissecting every nook and cranny, anxiously removing every piece of the box to make sure I don't miss some weird secret piece or whatever. Checking and double checking and then checking again, with the constant worrying thought that maybe I should just keep the box, just in case. A worrying thought likely to grow louder with every new purchase. Perhaps even to the point where it becomes so loud that I think the expansion box itself is talking to me. Like a lunatic.

43:22What's that, honey? Yes, we're keeping that expansion box. Why? Well, the box told me I should. Oh, and keep that one too. The box said it wanted a friend. Mwahahahaha!

43:41See, this is a tale of horror to me because what's going to happen now is everyone in the world who listens to this is going to be like, I can never throw another box away. Yes, you can. I just played a random – Oh, that was delightfully indulgent. I played a random escape room game where part of the information was somewhere on the packaging. Actually, this has happened multiple, multiple times. Oh, yeah. Unlock has done this a couple of times. Exit does this too. All the time. Yeah, so for every escape room game, you cannot throw anything away. I think you can throw the plastic shrink around the box away.

44:18Maybe. But I'm not even sure on that. But you shouldn't have to worry about this for expansions. I think if it was so secret that they hit it on the box, it probably wasn't even that good of an expansion. Yeah. Fan writer games almost always has something under the insert. Oh. Thank you. Now you know. Oh, yeah. You know, I always look for sure. But yeah, I've been burned. Because there was a time when the exit was new and people would pack several decks into a small container so they didn't have to carry the boxes around. And so, yeah, it made a lot more sense to just stuff the decks in somewhere and then you had them with you.

44:58But if you did that with some of the unlocks, I was talking about unlock. Yeah, unlock decks. If you did that with certain unlocks, important information was on the box and you were in trouble.

45:12yeah you know i wanting to have clean consolidated i i agree that is something that i like to do somebody else in the house doesn't prefer it

45:29but yeah i wait until the unboxing and playing it experience and then i put it away Yeah, just to be sure. For this very reason. So I don't examine it and have the boxes talk to me. I mean, they talk to me for other reasons. This is what? I'm missing what? Don't worry about it. I do appreciate the other side of this. A lot of expansions lately have come in obviously disposable boxes. I know that makes it a little less cool sitting on the shelf. But I know Stonemaier Games has done this where their expansions are in basically corrugated cardboard with the full intent that you're supposed to dismantle this and put all this stuff in your main box.

46:14That's how it's intended to be used. You shouldn't put this on the shelf as it sits. Yes, we have. Well, Alex and I have talked about that and the pros and cons of it. But yes, the idea being it is – please consolidate your games. Make them all streamlined. which is also giving you the the the indication that that's what you need to do yeah the permission to do it the permission to do it i as as much as you know this is yes the the writing on this is lovely it's almost like she intended you to read it eric um i enjoyed it tremendously the melodrama of it the the idea that if you've made a space in your box for an expansion but then you put something directly onto the box to use was there was a there was a meeting yeah an internal meeting that was missed in some way shape or form for that.

47:22So I agree with that statement. You only know what you know after the fact, but that is an interesting design choice from a publisher side that I agree with. If you're going to make space for it in your core box, don't put something on the non-consumable or the part that can get thrown away. All right, let's get some detailed descriptions of games, shall we? Games! Woo-hoo!

48:00They say that every rose has its thorn. But not every rose has a hula hoop. Okay, Wingspan America. This is the latest expansion for Wingspan. New stuff. Wingspan. Yeah. So Wingspan has several expansions. It had the European expansion, the Asia expansion, and the Oceania expansion already. And I was like, when I get around to South America, I want my parrots. Well, the answer is... That day is now. Yeah, that day is now. But here's the thing. This expansion ain't about parrots. This expansion's about hummingbirds. Ah. There's parrots in it. Don't get me wrong. But I guess when I talked to Elizabeth Hargrave, she was like, don't forget Africa.

48:44I was like, oh, yeah. There's bigger parrots in Africa. But there's lots of parrots in this. But this game, this expansion adds a new card to Wingspan, small hummingbird cards or smaller cards. And you will be sticking them at the front of each of the different lines of birds that you are building. And they give you extra actions. It definitely increases the things you can do over the course of a game. You will move up these little tracks as you collect hummingbirds of different types. They will fly to you. They'll fly away. They'll fly to you. They'll fly away. They're not there very long. But there's new ways to score points in this game.

49:21But also there is – when the hummingbirds come to you, you get different resources or different extra goodies. So there's two things it does. One, it makes the game longer. But two, it fills the game with resources and makes it more fun to run your bird lines. I love this expansion. I would not play it with people for their first game of Wingspan probably. And I wouldn't play it with more than three. In fact, the rules were like, this is longer. You might want to take away an action cube. I don't want to do that. I'd rather just play with two or three players. But I love the new Colorful Birds.

49:57South America has a lot of wonderful color birds and Central America. But I also like the hummingbird mechanism a lot. This is a very, very surprise to me because all three expansions so far, I'm like, they're fine. But I don't love them. But this one I really love. Cool. And the next expansion, Wingspan Parrots, is going to get a 10 out of 10. Well, I don't know. The other game I want to talk about is Sanibel. Sanibel is an island that's here in Fort Myers. It is known across the world for collecting seashells, and it definitely is that. I have yet to find amazing shells there because I don't feel like driving there at 4 in the morning.

50:38but we've gone early with my kids and collected seashells and the beaches are just filled with shells there the people on sanibel are very protective of the island you have to pay six dollars just to cross to get on the bridge they're everywhere parking costs money they have a lot of different rules but the beaches are pristine they have a lot of little habitats for the turtles that lay their eggs there it's it's a neat it's a neat little place also some really cool restaurants if you ever go there go to cheeburger cheeburger good cheeseburger okay so Elizabeth Hargrave went there as a kid or a young adult I'm not sure when and so she oh that's right both my games are from the same designer I yeah anyway she designed Sanibel which is about walking along the beach picking up shells and so in this game it's kind of a game where you can go as far as you want ahead and wherever you stop you can then collect a certain amount of seashells and then you You drop them in your bag, although you carefully place seashells in your bag.

51:37I don't know if you guys have met seashells before, but you have to be – they're somewhat fragile. So you carefully place them in your bag in a Tetris format sort of, and all the different shells score different ways. It's a very light game in many ways, but I really enjoyed it. I think it was a lot of fun. It didn't hurt that I played Sanibel in Sanibel. Nice. I have been to Sanibel. I was there on my 14th birthday. Yeah, it's a neat place. I like it a lot. It's about 40 minutes from my house, but that's okay. Also, if you like Sanibel, remember earlier I talked about Dice Tower Vacation? Yeah, we're close.

52:18Oh. So, anywho, that is Sanibel. So, that's my hula hoop. Wingspan Americas was my hula hoop. That's right, Eric. I did two hula hoops. Anarchy. So, you were surprised by both of these things. I was. In a pleasantly surprised kind of way. You can be extra hoopy if you want, Tom. That's fine. That's amazing. Not going to complain. It's a red letter day in my diary now. It is good. Julie, what do you have for us? I also have a positive day all around. So I continued my theme for our last episode. I was talking about Zuloretto. And I have newer games that are about habitats and animals. that I also played.

53:03I didn't mean to make it a whole theme, but it was also kind of nice because... Sorry, I had some of my cat who was starting to rub on the microphone. So I have these games that are about animals and their habitats that are new releases that I have played. So I am late to the party on Harmonies. It was, what was it, PAX last year that I got the copy. And that was, were you printing, I believe. But I might be late, but I'm a huge fan. Huge fan. So my rose was Harmonies, which is your draft collecting sets of three colored tokens that are representing different types of terrain, like mountains, forest, water from a central board and then putting them on your personal board to build landscapes.

54:02There's two different sides to the player board. The goal is to match patterns on the animal cards to attract the wildlife to those habitats, which earns you points. So on your turn, you must take the three tokens and put them on your board. and then you can take an animal card and have up to four that you're working from personally to score. If you make the pattern, you can then choose to place a cube from that card to your board. Once you emptied the number of, and each time you remove a card, you're getting more points. So you can get points that way. You can also get points for the types of terrain themselves.

54:49So it's point salad. There's a spatial puzzle part of it, all things that I enjoy. And moreover, they're the solo game on this, I think is fantastic. So playing it solo is also an option. So it's a one to four player game. And so I've played it with people, but I can tell you that I've played the solo, both my copy of it and on board game arena. I don't know how many times this past week, but it's a lot. So it is absolutely my rose. And if you haven't had a chance to play Harmonies, I strongly recommend everybody try it. Neat. My hula hoop is Nocturnus. Nocturnus is a, you're making habitats for moths.

55:37Okay. So it is a flip and write game. So there is a grid that is different types of leaves. On your turn, you flip over a habitat space card, which is going to be a polyamino shape that you either draw that shape onto your board and you're trying it's I actually should have checked this, but I think it's a 20 by 20 grid of just different leaves, different types of leaves. You draw the polyamino shape onto your board, or you may collect butterflies to take into your hand. Moths, not butterflies, to take into your hand. Once they're in your hand, if you have an empty habitat, and let's say it was a square, so you have a four by four grid, those four leaves in there, if they match the leaves, they don't have to be in a particular order, that are on a moth, you can fill in that grid.

56:34So you have moths that are from two to five different types of leaves that they need, those types of plants, for it to be a good habitat for them. So if you've taken out, let's say, a six square grid, and you only put in a two leaf moth, you can do that. It's an ineffective use of your space, but that's your choice. You're playing until somebody cannot fill out a space anymore. And then you're scoring the points. And of course, on your roll and write little write up that you're doing, you gain more points for each set of every single type of moth or all one of a kind, things like that. So it's a it's a roll.

57:12It's a roll and write. But it was definitely a fun and thematic and absolutely beautiful. Maxine Metzger, who also designed Witchcraft, made this one. You can get it from her website only, I think, right now. She's a small publisher. She used to work for King Raccoon, and this is her second game. So that was my hula hoop because I had picked it up because it's pretty, but I very much enjoyed the puzzly piece of it. Okay. All right. Well, let's see if I am also fully positive this time. I'm going to begin with a game called Layers. Growing up, I had a copy of the Travel Battleship that just went with this.

57:55By Layers, you mean? L-A-I-R-S. There we go. Yes, that's important. Travel Battleship that just traveled in the Summerer family car and went on trips. We didn't play Battleship, though. We made dungeons for each other. We used the little pegs to make mazes, and then we would take turns exploring each other's mazes. That's kind of what Layers is. It is a two-player game where you will spend the first portion of the game building a maze. Let's see. What's the grid? It's something like, I think it's 8x8. and you can put walls in between. You have 20 walls. You have to spend at least 17 of them. You have to put treasures in there, traps in there, monsters in there, and an exit and entrance.

58:39And then you're going to take turns exploring each other's mazes. You use a cube economy mechanism to explore each other's mazes. You have to spend certain cubes to move or to look because it's worse if you stumble into a trap or an enemy than it is if you know they're there and walk into the space. And then you're doing some checks. You have to spend cubes to roll dice to face these dangers. And you're trying to get either three treasures or defeat three monsters or two of each of those things. And then you can escape, sort of like Clank, where you get a certain amount of stuff. And then you can leave.

59:13And then the other player gets one more turn to do the same thing. And you'll score points for what you acquired, what treasures you found, what monsters you defeated, stuff like that. It is a pretty straightforward game, but I really enjoyed the setting up. Ooh, they're going to fall for this little trap here, or I'm going to make it really difficult to get to this spot. There are rules about how hard you can make it to get to certain spots. You can only have one of each type of danger from one place to another. But, you know, fooling them, putting a trap somewhere that leads to a dead end, or, you know, hiding all the stuff in the corner so that there's just a big open space in the middle of the dungeon.

59:50it's fun to sort of set something up and have the other player explore it. This is a rose for me, but it is a budding rose. Because the base box, the retail version of the game, has just one type of enemy in it and one type of trap in it. Which is fine for learning the basic mechanics of the game, but there's a whole bunch of stuff in the rulebook that's like, you're not going to need to worry about this unless you get the expansion. You're not going to score points for this unless you get the expansion. and there's only one type of enemy and trap in there, and I would like to have more of them.

1:00:24So it's good that I would like to experience more, but it feels just a little bit incomplete in the base box. And very quickly, I think you're going to want more of Layers if you like that mechanism and system at all. So keep that in mind if you pick up the retail edition of Layers, L-A-I-R-S, but still a rose for me. So positive so far. So positive. All right, how are we going to end this? Uh, second is a new TCG based on a video game series called Cookie Run, which I have no experience with at all. In fact, I went to the booth at PAX and, and was looking at this game and somebody came up to me like, so are you the cookie runner or is someone in your family a cookie runner?

1:01:06And I looked at her like, what, what are you talking about? What, what? And she's like, oh, it's a video game. I'm like, okay. And then she didn't know what to do with me because her entire patter was based around knowing what this video game was. Anyway, this is a new TCG based on the Cookie Run franchise. It's called Cookie Run. I believe it's pronounced Braverse, B-R-A-V-E-R-S-E, but I keep looking at it and it's saying Braverse, which is not probably how you pronounce that word. You have a 60-card deck of various cookie characters and some items and stuff, and you're going to battle these out a la Pokemon or Magic.

1:01:45A couple of cool twists that I like about this. Every card in your deck can be used as the fuel for these cards. You can put down one on a turn. You gradually increase the number of resources you have, like many of these games. But the fact that every card is a fuel, it has some sort of type. You can play it down. Anything works for this. And now you can fuel. So it's very rare that you don't have any resources to spend. You don't get stuck like, say, magic, where you don't have the lands you need to do anything. So that's cool. Also, your hit points are represented by your deck. So you put out a creature that has four hit points, and you take four cards from your deck and put it underneath that creature.

1:02:27Then as they take damage, you flip over the cards. And many of the cards, especially the cheaper cards in the deck, have effects that trigger when you flip over the card, which is kind of neat. It's like, oh, you hit me, but now I get to draw a card or now I get to add a hit point to another character, some other effect. There aren't a ton of those effects, but it's a nice little bonus when you got smacked. The goal is to earn a certain number of points worth of characters in your opponent's trash pile, in their bent, I forget what they call it, knocking out a certain number of characters. You also don't lose when you run through your deck.

1:03:04You just get one character put into that knocked out pile, pushing you closer to defeat, but you still get to reshuffle your deck. So that's a neat little mechanism thing. It is still very straightforward. It leans more toward Pokemon than it does magic as far as complexity level. But I like those little tweaks, and it actually had me saying, oh, maybe it might be worth playing some more of this and building some decks and having some fun with some booster packs. So the Cookie Run Bravers TCG was a hula hoop for me, making it all positive today. What? No, hang on. Can't have this nonsense. This is not a very good TCG.

1:03:43Eric, here's my biggest problem with this trading card game, Eric. Yep. Every color feels the exact same. So I went online and looked at all the cards that exist for this thing. And there's a ton of them. And there's a lot of divergence to some degree in the packs, but it is not in those starter decks. Those starter decks, I'm like, are you red? How is red different than purple? It's not. How is purple different than orange? It's not. Yeah, okay. They're kind of all the same. And I just found it to be very lackluster compared to most collectible card games. What makes this one special? The cookies, the attacking, it's so similar to Pokemon in many ways.

1:04:23I liked the bonuses when you get hit. Yeah, that's kind of cool, but even those bonuses are all the same. There were – I was mildly surprised. It was enough to make it a loop. And sanity has been restored. Yes. I'm back.

1:04:45Well, you did it. Oh, I guess that's that. Hey folks, thanks for listening. We are there. We got more coming your way next time. But for now, we're going to sign off here. Thank you so much for joining us. Until next time, I'm Tom Vassell. I'm Julie Ahern. And I'm Eric Sommerer. And 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.

1:05:16Dave Culling arranged our theme based on themes by Timothy Pinkham. And half a dozen pots of Korean alcohol stashed in a crypt brought to you by Six Soju Urns. Until next time, from all of us at the table, have fun gaming.

1:05:36I love how Tom can't just let a positive show stand. He has to. Couldn't. It's okay. I just mentally went to. I gotta bring truth. A little vinegar thrown into the mix there. I went to the beach and started picking up seashells in my mind. It's fine. Okay. Good.

From the publisher

This time, we look at what happens when a production error is found in a game after it has reached the wild. What should producers do to make it right, and can they do anything at all? Also, a new dramatic Tale of Boardgaming Horror, and a new collection of Roses, Thorns, and Hula Hoops.

00:50 - Storytime from Tom: Loading the Cruise Library

04:16 - Announcements: Gamefound (supportdicetower.com), Dice Tower West, East, and Vacation

06:33 - Dealing with Production Errors

39:14 - Tale of Boardgaming Horror

47:55 - Wingspan: Americas

50:19 - Sanibel

52:44 - Harmonies

55:27 - Nocturnis

57:43 - Lairs

1:00:45 - Cookie Run Braverse TCG

Questions? Tales of Horror? tom@dicetower.com

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