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Welcome to Meeple to Meeple 
uniting players around the 

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world, a 30 minute exploration 
of PJ and Gareth's four-game 

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experiences from across both 
sides of the Atlantic. 

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Each episode, they share their 
thoughts and opinions on the 

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World of War games, including 
their favorite themes, games, 

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hot topics, and much, much more.
Hey guys, and welcome to episode

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67. 
That's right, we are still here.

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And today is Don't get deserted.
We're going to talk about a new 

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game coming to Kickstarter 
called Isla. 

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As always, I am PJ. 
And I'm Gareth. 

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And we've got an exciting never 
before. 

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We've got 3 guests today, 
Gareth. 

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This could be chaotic, could be 
sensational, but we're going to 

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learn about Isla, that is that I
got to play first of all the UK 

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Games Expo in 2022, right? 
And the team and Isla kindly 

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sent me a protocopy, which I've 
been playing with friends and 

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family. 
And the preview goes up on 

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Tuesday. 
But let's everyone introduce 

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themselves. 
I'm going to pick it. 

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Pick from my rights, Aaron. 
Hello. 

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Yeah. 
Firstly, thanks for for having 

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us on on the podcast. 
We're very excited to be and 

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hopefully it's not too chaotic 
for having three of us here. 

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Yeah, I'm Aaron. 
So yeah, one of three in Ocean 

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City Games, the publishing 
company that has created Isla. 

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I tend to do a lot of the sort 
of behind the scenes number 

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crunching. 
Yeah, some bits of art and yeah,

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and just general game design. 
OK. 

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Thanks, Aaron. 
Aaron's. 

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Aaron's The Number Cruncher. 
I like that, yeah. 

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Is is. 
Does that mean you're the data, 

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dude? 
The data, dude. 

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Yeah, I like that one. 
That's one of the nicer 

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Monica's. 
I think that's OK. 

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I'm a data dude too. 
We could talk later. 

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Excellent. 
OK, cool. 

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Hi, I'm Alita, so I tend to do 
most of the critiquing when it 

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comes to the games that we make.
So I haven't had the initial 

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ideas yet, but I come in and go,
oh try this, try this, take that

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out. 
And also I'm the one behind our 

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social, so our marketing and 
things like that. 

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Great. 
Thanks. 

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So that confirms that confirms 
my story. 

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Olita is the boss of this team. 
Most definitely, most definitely

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and. 
The podcast right there. 

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And everyone's just nodding, 
Even I'm nodding. 

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And Alex, the final third. 
The final third. 

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Hi. 
Yeah, I'm Alex. 

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So I do all the graphic design, 
all the pretty pictures, and 

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then I come up with all the 
wacky ideas that break all the 

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games. 
Very important role. 

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Very important role, yeah. 
So shall we? 

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Let Aaron give us no view of the
game. 

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For those who haven't seen it 
played. 

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It give us a a kind of an 
overview of somebody starting 

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out the game, kind of what the 
the theme is and kind of the 

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core mechanics. 
Yeah, absolutely. 

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So Isla is a a Roland Wright 
game that encompasses some more 

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of your typical ball game 
components and gameplay. 

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The theme is that you've 
stumbled across or you've set 

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out to find a an island that has
been has not yet been charted, 

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and you need to make your way 
through the island, discovering 

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as many species of fossil fauna 
and flora as you can, and make 

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it off the island successfully 
and safely. 

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That's a that's a big one and 
yeah you along the way you earn 

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research points that will go 
towards your total. 

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At the end of the game it's 
yeah, as I mentioned it's a 

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Roland Wright and there's a a 
really fun mechanic within 

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within the the movement of the 
island. 

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So we come up with a a dice 
exhaustion system that uses 5 

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polyhedral dice, and that's AD 
4D6810 and A12. 

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You're choose from one of these 
dice in a dice pool, exhaust the

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one that you want to use, and 
then move the many as many 

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spaces as the dice shows. 
However, what this means is as 

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you exhaust the dice, you can no
longer choose that dye in a 

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later round, so your your 
options for movement become less

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and less. 
However, throughout the island 

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there are certain spaces that 
you can stop and have a rest, at

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which point you get a specific 
dye back. 

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So there may be a tile that has 
AAD 8, an icon on it, and if 

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you've used your DA previously, 
you get that back. 

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So it's really a efficiency 
puzzle in that you need to make 

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sure that you've got enough dice
available to you to keep hopping

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between all of these refresh 
spaces enable to make it to the 

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end. 
One big question, we get quite a

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lot when we're teaching the 
game. 

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First is, well, why don't I just
make my way to the end, Get off 

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the island. 
You know, get those extra points

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for leaving the island 1st. 
And yeah, the the biggest reason

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for not doing that is at the end
of the game you're going to get 

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a -, 1 point for every space 
that you haven't explored. 

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So every space you haven't drawn
on. 

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And bearing in mind you can't 
backtrack on yourself, you can't

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draw over a place you've already
drawn on. 

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Yeah. 
The idea behind this being that 

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you know you've you've you've 
gone off to explore some remote 

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island, you've just steamed 
through it, you've come back and

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what stories are you going to 
tell? 

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You know you haven't really 
haven't really soaked in all the

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experience of the island. 
So yeah, you get more reputation

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the more you know about the 
island. 

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You know more about the island, 
the more you've explored it. 

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I think that I mean the 
certainly when I played it at 

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the games Expo and then we've 
been playing it at home, that 

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dice mechanic can exhaust 
exhausting a dice and then 

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trying to to get the most 
optimal route without losing the

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points and getting off the 
island first. 

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But also collecting that fauna, 
Fauna and the Fossil part makes 

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a really a really nice puzzle, 
particularly pull off a nice 

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little combo of trying to get 
that dice unlocked. 

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It's a really clever part of the
part of the game design. 

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Yeah, thank you. 
Yeah, there's nothing more 

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satisfying than getting the 
perfect role on your, say, your 

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D8. 
That sends you just to the next 

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D8 refresh so that you can use 
it and then refresh it in the 

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same turn. 
That's the ideal. 

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I think it's a backtracking as 
well. 

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The fact you can't, you've kind 
of not bit like snake. 

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You don't want to end up 
blocking yourself into a corner 

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or somewhere where you just 
can't, you know, get back to 

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optimally and call yourself 
negative negative points. 

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Yeah, absolutely. 
That that happens in quite a few

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games. 
You're you're drawing your route

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out, it's going really well. 
And then suddenly you're like, 

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oh wait, I can't get those 
spaces anymore. 

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Because if I do, then yeah, I 
guess like Snake, I'm going to 

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eat my own tail. 
I won't be able to get out. 

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Lost forever on that, on that, 
on that island. 

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What's the what's the journey 
been in terms of the how long, 

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How long has the game been under
design? 

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And it's taken a couple years to
get the Kickstarter since I 

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guess I saw it. 
What's the journey been? 

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Yeah. 
So we launched our first game 

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back in 2020 and obviously had a
lot to do around distribution 

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and and you know everything that
comes after a Kickstarter. 

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So isn't about 2021 that we 
started developing this and we 

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were, yeah, the end of 2021. 
So we were developing a 

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different game. 
I won't go into it in detail, 

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but yeah, we decided to to 
switch on to to this new one. 

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So yeah, it's been about two 
years roughly of of development.

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We foolishly. 
Yeah, it's it's going. 

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To be easier to produce, we sort
of thought this one will be. 

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It's a rolling, right? 
How hard can it be to produce A 

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roll? 
How can it be? 

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And nice. 
I mean, he's got no, no fancy 

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components. 
It's just that little did you. 

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Know. 
Little did we know? 

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No. 
We fell right into that trap. 

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Absolutely. 
So what? 

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What? 
What happened? 

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What was? 
Tipped to the other game or? 

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No, Yeah, no, this game is that.
It just it just took time to to 

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fine tune or. 
We just want wait the more. 

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I think we. 
Sorry, Aaron. 

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No, go on. 
It's gone. 

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I was going. 
To say I I think just the more 

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we the more we fine-tuned it and
the more we worked on it. 

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I think the more the more 
perfect we wanted everything to 

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be about it and the more 
experiential we wanted it to be.

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Like So what started off as a 
roll and write with them. 

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You know a pencil had a paper 
and some dice kind of we we 

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suddenly we were like well, this
could be much more immersive if 

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we have you know proper tokens 
and meatball. 

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This could be more immersive if 
we think about how we have other

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things that interact with them 
with the player. 

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Something Aaron, I'm not sure if
you mentioned actually, but we 

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have this kind of threat deck 
which kind of acts on the whole 

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rolling A1 and that kind of 
negatively hinders your 

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progress. 
And suddenly we found ourselves 

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going, well, this is no longer 
just a role and right, this is a

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proper strategy that sort of 
bridges between exploring 

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strategy and role and right 
altogether. 

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So suddenly we found ourselves 
this simple little role and 

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right become this big journey. 
And also about a year ago we 

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went, we don't want this to just
be a two to four player game, we

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want to include a solo version 
as well so that then we wanted 

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to make sure we could get enough
play testing and make a really 

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good solo version. 
So it's not the same game as the

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competitive two to four. 
It introduces a mythical keeper 

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who's trying to protect the 
island, and so we've dedicated 

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time to play testing the solo 
game specifically as well as the

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main competitive game. 
So that's lengthened the 

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process. 
A little bit that that makes 

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sense now. 
Yeah. 

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I've yeah, I've forgotten the 
that was added on after the 

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after the UK games Expo. 
I do like the threats that that 

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threat mechanic that Alex 
mentioned or where if you roll 

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the ones, the the start player 
has to pick up that many cards 

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and deal with it. 
But sometimes it's good stuff. 

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I've got something in front of 
me where you might find the 

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sights here but a lot of time 
it's booby traps. 

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I mean, there's some 
hallucinations going on, end up 

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being poisoned. 
It's not always a happy trip 

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through that island. 
Oh no, no. 

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Yeah. 
There's no, you know, it's it's 

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hard. 
It's a, you know, it's a an 

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island that you have no idea 
what's going to happen. 

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You know new species. 
Yeah. 

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That threat deck was it's taken 
some balancing I think. 

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And I think anytime you're 
introducing luck into a ball 

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game, we've got to be very 
careful. 

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People enjoy luck in very 
different ways. 

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There's a quite a wide spectrum.
And yeah, like you mentioned 

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about picking up as many threat 
cards as the ones you've rolled.

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That's. 
Yeah. 

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So we had we changed that 
slightly. 

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So now you you just draw one 
threat card no matter how many 

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words you roll. 
Yeah, we do. 

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We don't want to be too 
punishing and we also want to 

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make sure there's equal 
opportunity for people to to 

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receive threats. 
And yeah, we've we've also 

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mapped out some alternative game
modes. 

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So that's taken quite a lot of 
time as well. 

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So we have things like playing 
without a threat deck, we have 

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an alternate map in in the works
and obviously obviously solo 

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mode like like you mentioned. 
So, yeah, well, that's kind of 

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taking a lot of time and 
balancing and replay testing. 

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So I I have a question about 
player count. 

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Alita, you were talking about 
including a solo version. 

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So one of the problems that I've
had general this is a general 

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experience is our player group 
has five. 

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So tell me when when you were 
when you were working this out 

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and you you landed on two to 
four players, how did you come 

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up with just two to four? 
And is it possible to add a 

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fifth player without altering 
the game experience too much? 

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Well, that one seems like more 
of a question for Aaron and 

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Alex, but I'm. 
I'm happy to take it. 

228
00:12:48,720 --> 00:12:50,400
Yeah, but I think mainly it's 
around. 

229
00:12:51,640 --> 00:12:54,400
I don't think it would change 
too much of the game play, but 

230
00:12:54,400 --> 00:12:58,800
it's more the length of time for
adding in the fifth player. 

231
00:12:58,960 --> 00:13:03,000
And we also don't want to have 
to increase the price of the 

232
00:13:03,000 --> 00:13:08,040
game quite a lot by adding in 
the tokens and the mutable for a

233
00:13:08,040 --> 00:13:12,520
fifth player. 
Yeah, absolutely. 

234
00:13:12,520 --> 00:13:15,400
I completely agree with that. 
I think you know we're a very, 

235
00:13:15,400 --> 00:13:19,480
very small publisher. 
We, this is our second game. 

236
00:13:19,480 --> 00:13:24,400
We want to make it accessible. 
I think obviously gaming groups 

237
00:13:24,880 --> 00:13:27,520
in terms of numbers very 
drastically. 

238
00:13:29,280 --> 00:13:32,680
Yeah, four was kind of the sort 
of sweet spot for us when we're 

239
00:13:32,680 --> 00:13:35,560
looking at manufacturing and 
stuff like that, Yeah, want to 

240
00:13:35,560 --> 00:13:38,200
keep the price point down. 
There's nothing stopping you 

241
00:13:38,200 --> 00:13:41,960
though for you know, getting 2 
copies between a gaming group, 

242
00:13:42,560 --> 00:13:45,520
mixing all the research cards 
together, all the threat cards. 

243
00:13:46,640 --> 00:13:50,640
In theory you could you could 
just get an extra set of tokens 

244
00:13:50,640 --> 00:13:54,560
and have an extra map. 
Obviously that's untested in 

245
00:13:54,560 --> 00:13:57,600
terms of how many research cards
are available and threat cards, 

246
00:13:57,600 --> 00:14:02,440
but you you have, there's quite 
an exceeding amount of of 

247
00:14:02,440 --> 00:14:06,560
research and threat cards. 
So yeah, we have found that that

248
00:14:06,560 --> 00:14:09,840
can work, but yeah, in terms of 
what you'll get in the box, 

249
00:14:09,840 --> 00:14:11,600
you'll just have the four set of
tokens. 

250
00:14:12,400 --> 00:14:14,520
That's. 
Also where we differ from most 

251
00:14:14,520 --> 00:14:16,760
rolling rights because like 
you're saying most rolling 

252
00:14:16,760 --> 00:14:20,680
rights you can have up to 100 
players and that we in a way. 

253
00:14:20,680 --> 00:14:23,360
Also like myself personally, I 
think it's more important to 

254
00:14:23,360 --> 00:14:26,520
include that solo game because 
there aren't that that many 

255
00:14:26,520 --> 00:14:30,360
games out there that focus on a 
solo mode that's slightly 

256
00:14:30,360 --> 00:14:34,440
variant from the main game. 
So I thought that was, is my 

257
00:14:34,440 --> 00:14:37,560
personal opinion, a better thing
to focus on than the five 

258
00:14:37,560 --> 00:14:41,040
players as well. 
Absolutely, absolutely. 

259
00:14:41,080 --> 00:14:41,800
Yeah. 
No. 

260
00:14:41,880 --> 00:14:44,640
So thanks. 
And Aaron, one of the things I 

261
00:14:44,640 --> 00:14:46,400
was thinking about was a 
different map. 

262
00:14:46,720 --> 00:14:51,080
Is that something that's been 
easy to add or I guess balancing

263
00:14:51,080 --> 00:14:53,920
can be quite tricky in terms of 
the route, how different is the 

264
00:14:53,920 --> 00:14:56,400
map? 
Is that something coming later? 

265
00:14:56,880 --> 00:15:01,400
It's it's fairly new. 
It's not drastically different, 

266
00:15:02,800 --> 00:15:06,280
but in in this game where you've
got, it's like it's an 8 by 11 

267
00:15:06,560 --> 00:15:09,160
grid. 
For those who don't know, you 

268
00:15:09,160 --> 00:15:13,480
start taking out some of these 
spaces and although you know 

269
00:15:13,480 --> 00:15:16,240
there might be two or three 
spaces missing, it has quite a 

270
00:15:16,240 --> 00:15:20,120
dramatic effect on on the 
balance of the game. 

271
00:15:21,720 --> 00:15:25,160
And we've also changed things 
like the placement of the Diary 

272
00:15:25,160 --> 00:15:30,640
Refreshers to make it a little 
bit more chaotic, actually, to 

273
00:15:30,640 --> 00:15:33,360
give you a background of the 
idea that we have for the 

274
00:15:33,360 --> 00:15:38,200
alternate map, it's set in the 
future when humans have started 

275
00:15:38,280 --> 00:15:40,320
messing things up. 
So, you know, if they've brought

276
00:15:40,320 --> 00:15:42,720
their ships over, they've 
started to mine the quarries, 

277
00:15:42,720 --> 00:15:46,120
chopped down the forests, you 
know, all that bad stuff, rising

278
00:15:46,120 --> 00:15:49,000
ocean levels, you know. 
So some of the tiles have sunk. 

279
00:15:51,040 --> 00:15:53,240
Yeah. 
So it does look fairly 

280
00:15:53,240 --> 00:15:55,920
different. 
And we've played it and it it 

281
00:15:55,920 --> 00:15:57,640
works. 
It really works. 

282
00:15:57,640 --> 00:15:59,040
And yeah, little one, of course 
she's. 

283
00:15:59,320 --> 00:16:01,240
Yeah. 
So far it's worked. 

284
00:16:01,240 --> 00:16:04,120
And it's sort of been like, oh, 
I don't know why it's worked. 

285
00:16:04,120 --> 00:16:06,360
I was hoping I was thinking, you
know, I have to do a lot more 

286
00:16:06,360 --> 00:16:09,800
fine tuning and we still do have
some of that to do. 

287
00:16:10,800 --> 00:16:14,280
But actually, yeah, I guess a 
long answer to your question. 

288
00:16:14,280 --> 00:16:17,000
It hasn't been as hard as we 
thought so far. 

289
00:16:18,280 --> 00:16:20,400
It's good because I was one of 
the things about was it about 

290
00:16:20,720 --> 00:16:23,840
maybe replayability, that after 
a while even the randomisation 

291
00:16:23,840 --> 00:16:26,960
you might start to work out a 
bit of an optimal route. 

292
00:16:27,040 --> 00:16:29,200
So having another choice of maps
sounds like a great idea. 

293
00:16:29,200 --> 00:16:30,920
I love the the theme of the 
future. 

294
00:16:30,920 --> 00:16:32,960
Well, the current day, I guess, 
yeah. 

295
00:16:32,960 --> 00:16:34,040
Absolutely. 
Yeah. 

296
00:16:34,040 --> 00:16:37,280
We want to keep people engaged 
and that's where all the 

297
00:16:37,280 --> 00:16:38,720
alternate game modes come in as 
well. 

298
00:16:38,720 --> 00:16:42,440
And we're planning on some 
online content as well that will

299
00:16:42,440 --> 00:16:45,160
release hot words, which Alex 
can tell you, I can. 

300
00:16:45,160 --> 00:16:47,520
Yeah, we. 
We so wait, go. 

301
00:16:47,560 --> 00:16:49,640
Through Alex. 
In the solo mode, we've got 

302
00:16:49,640 --> 00:16:54,760
these, these keepers, which are 
kind of like mystical creatures 

303
00:16:54,760 --> 00:16:58,200
that protect the island. 
So it's quite exciting. 

304
00:16:58,200 --> 00:17:00,880
It's it's an intense play 
actually, and one that I'm 

305
00:17:01,000 --> 00:17:03,480
terrible at. 
But what in instead of sort of 

306
00:17:03,480 --> 00:17:07,520
competing against each other, 
you have these these little 

307
00:17:07,520 --> 00:17:09,880
monsters moving across the map 
chasing you down. 

308
00:17:11,000 --> 00:17:12,440
I'm, I'm not supposed to call 
them monsters. 

309
00:17:12,440 --> 00:17:15,119
We're supposed to be calling 
keepers because because it 

310
00:17:15,119 --> 00:17:17,680
sounds safer and like less, 
they're less like they're 

311
00:17:17,680 --> 00:17:19,079
horrible monsters because 
they're not. 

312
00:17:19,079 --> 00:17:21,960
They're very lovely, but they 
will make you lose the game when

313
00:17:21,960 --> 00:17:24,599
you're playing on your own. 
So they're kind of chasing you 

314
00:17:24,599 --> 00:17:26,800
down. 
We did some nice illustrations 

315
00:17:26,800 --> 00:17:30,240
for these and we've got these 
four primary keepers that sort 

316
00:17:30,240 --> 00:17:34,160
of like an easy mode, a medium 
mode, a hard mode, and a really,

317
00:17:34,160 --> 00:17:37,840
really, really, really, really 
hard mode to play against. 

318
00:17:38,040 --> 00:17:41,920
And not like I've been in the 
easy mode yet, but I'm working 

319
00:17:41,920 --> 00:17:44,080
on it. 
But we kind of thought like, 

320
00:17:44,480 --> 00:17:47,640
what I like about this is that 
there's this kind of with a solo

321
00:17:47,640 --> 00:17:50,960
mode, there's this constant 
player like replayability. 

322
00:17:50,960 --> 00:17:54,160
And actually if we kind of 
adjust those rules a little bit 

323
00:17:54,160 --> 00:17:58,000
and sort of push the boundaries 
of where we can take those solo 

324
00:17:58,000 --> 00:18:01,480
play rules, like you know, do we
start to mess around slightly 

325
00:18:01,480 --> 00:18:04,320
with the way that those keepers 
interact with the tokens and 

326
00:18:04,320 --> 00:18:06,040
things like that? 
Do they interact with the way 

327
00:18:06,040 --> 00:18:08,280
that you as the player move and 
things like that? 

328
00:18:08,280 --> 00:18:12,400
We can sort of slightly vary the
gameplay for every solo play 

329
00:18:12,400 --> 00:18:15,000
experience. 
So we want to introduce this 

330
00:18:15,600 --> 00:18:21,040
Keeper Compendium online so that
we can have guest illustrators 

331
00:18:21,040 --> 00:18:25,440
and designers and things submit 
ideas and we can come up with 

332
00:18:25,440 --> 00:18:29,320
our own as we go and and have 
these constant challenges like 

333
00:18:29,320 --> 00:18:31,040
on our website. 
And, you know, it'll just 

334
00:18:31,040 --> 00:18:34,440
obviously just be a part of part
of our website that anyone can 

335
00:18:34,440 --> 00:18:36,760
access that has the game. 
I mean, it's pointless to access

336
00:18:36,760 --> 00:18:40,920
it if you don't have the game, 
but, you know, but some people 

337
00:18:40,920 --> 00:18:42,520
might want to, I don't know. 
But yeah, it's. 

338
00:18:42,800 --> 00:18:45,360
Yeah, exactly. 
So it's kind of a nice little, 

339
00:18:45,800 --> 00:18:50,400
just like a way of keeping the 
sort of momentum fresh and that 

340
00:18:50,400 --> 00:18:54,400
replayability really. 
Is that something that will go 

341
00:18:54,400 --> 00:18:56,760
live through the Kickstarter? 
Do you encourage people to 

342
00:18:56,760 --> 00:18:59,240
submit those ideas or is that 
something that happens? 

343
00:18:59,560 --> 00:19:01,880
Yeah, I think so. 
Yeah, yeah, I think so. 

344
00:19:01,880 --> 00:19:05,240
I mean we're we're working on 
having a few things ready like 

345
00:19:05,240 --> 00:19:07,560
for the launch. 
But yeah, I mean I can 

346
00:19:07,560 --> 00:19:09,960
absolutely foresee us doing that
as part of our Kickstarter 

347
00:19:09,960 --> 00:19:14,200
campaign really it's like so 
encouraging a little bit of 

348
00:19:14,200 --> 00:19:17,040
contribution there, a little bit
of interaction. 

349
00:19:17,360 --> 00:19:20,160
I I just kind of like I'm 
intrigued as sort of like when 

350
00:19:20,160 --> 00:19:22,360
people we mentioned earlier 
about the kind of pushing the 

351
00:19:22,360 --> 00:19:24,080
boundaries and adding an extra 
player. 

352
00:19:25,360 --> 00:19:27,440
I'm like I'm all for doing stuff
like that. 

353
00:19:27,440 --> 00:19:29,840
You know like I'm all for 
messing around with the way that

354
00:19:29,840 --> 00:19:33,960
you play a game and sort of 
introducing your own roles and 

355
00:19:33,960 --> 00:19:36,440
stuff like that. 
And you know unless it's 

356
00:19:36,440 --> 00:19:40,520
Monopoly, but you know I'm all 
for all that kind. 

357
00:19:41,720 --> 00:19:45,200
I'm all for that kind of stuff. 
So like you know I'm I'm 

358
00:19:45,200 --> 00:19:46,960
intrigued as to what other 
people come up with. 

359
00:19:47,360 --> 00:19:50,080
When we when we released Salvage
Hidden Treasures, our first 

360
00:19:50,080 --> 00:19:55,280
game, we when we when we went to
UK Games Expo following that, we

361
00:19:55,280 --> 00:19:58,000
had a few people talking to us 
about how they'd done things a 

362
00:19:58,000 --> 00:20:00,520
little bit differently. 
They'd you know they'd played 

363
00:20:00,520 --> 00:20:03,960
with five or six players. 
They'd changed the way the maps 

364
00:20:04,280 --> 00:20:07,520
worked. 
Instead of having this equal 4x4

365
00:20:07,520 --> 00:20:10,680
grid that they they were looking
at something actually we could 

366
00:20:10,680 --> 00:20:12,840
make a different shape to that. 
It doesn't matter. 

367
00:20:12,840 --> 00:20:15,400
We can sort of change the way 
that we play the game, and I 

368
00:20:15,400 --> 00:20:18,480
like the idea that people come 
up with their, like, we'll see 

369
00:20:18,480 --> 00:20:20,560
things that we haven't and 
that's really, really cool. 

370
00:20:23,680 --> 00:20:26,720
And Alex, you're the artist 
behind the game. 

371
00:20:27,240 --> 00:20:32,680
Is that all all been designed 
from the start in terms of I 

372
00:20:32,680 --> 00:20:35,400
guess look and feel or has there
been like an evolution or a 

373
00:20:35,400 --> 00:20:37,640
change of direction as you've 
gone through the the artwork 

374
00:20:37,640 --> 00:20:39,600
process? 
Well, interestingly this one has

375
00:20:39,600 --> 00:20:43,400
been a collaboration between 
myself and Aaron, so Aaron's a 

376
00:20:43,400 --> 00:20:47,080
bit of a wizard as well as with 
the data with 3D. 

377
00:20:47,080 --> 00:20:51,200
So with Blender and early on 
when we were looking at how this

378
00:20:51,320 --> 00:20:53,920
how the artwork for Isla was 
going to look, we played with a 

379
00:20:53,920 --> 00:20:56,160
few different ideas. 
I started coming up with these 

380
00:20:56,160 --> 00:20:59,800
kind of elaborate layouts in 
Photoshop, come up with these 

381
00:20:59,800 --> 00:21:03,960
vector illustrations of jungles 
and things, and me and Aaron 

382
00:21:03,960 --> 00:21:08,760
were looking at this kind of 
minimalist low Poly 3D stuff at 

383
00:21:08,760 --> 00:21:11,880
the time that's been used really
successfully and a lot of like 

384
00:21:11,880 --> 00:21:14,680
in the video games. 
And we're kind of looking again,

385
00:21:14,680 --> 00:21:16,240
why can't we use this in a board
game? 

386
00:21:16,240 --> 00:21:18,240
I think it'll just work really, 
really nicely. 

387
00:21:18,240 --> 00:21:21,400
We can bring this really 
vibrant, colorful world to life 

388
00:21:21,720 --> 00:21:24,280
in a board game. 
So, So yeah, it's a bit of a 

389
00:21:24,280 --> 00:21:27,320
collaboration between us. 
So I've designed tokens and all 

390
00:21:27,320 --> 00:21:30,640
the cards and all the layouts 
and I've sat. 

391
00:21:30,640 --> 00:21:33,560
I was the sucker that had to sit
and work through the design for 

392
00:21:33,560 --> 00:21:36,880
a rule book and stuff, which for
anyone that's designing games 

393
00:21:36,880 --> 00:21:40,280
out there will know the pain of 
putting together a report like a

394
00:21:40,280 --> 00:21:45,040
rule book for a board game. 
No, we need more pages. 

395
00:21:45,040 --> 00:21:48,200
No, we need more pages for that.
But yeah, it's been a really, 

396
00:21:48,200 --> 00:21:50,600
really nice collaboration and I 
think me and Aaron worked really

397
00:21:50,600 --> 00:21:53,880
well together on this, this kind
of artwork style, so it's been 

398
00:21:53,880 --> 00:21:55,520
fun. 
I've learnt a bit of 3D in the 

399
00:21:55,520 --> 00:21:56,920
process as well, which has been 
good. 

400
00:21:57,960 --> 00:21:58,960
It's good. 
Yeah. 

401
00:21:59,360 --> 00:22:01,720
The rule book I I gave good 
thumbs up to. 

402
00:22:02,120 --> 00:22:05,520
It was nicely laid out and and 
and I could teach and learn for 

403
00:22:05,520 --> 00:22:07,400
it very quickly. 
So I'm a bit of a stickler for 

404
00:22:07,400 --> 00:22:10,240
rulebook. 
So you've you have passed the 

405
00:22:10,400 --> 00:22:11,200
rulebooks. 
Check. 

406
00:22:14,120 --> 00:22:17,200
I will put games back on the 
shelf if it's too hard and I've 

407
00:22:17,200 --> 00:22:19,080
got to get a video. 
Absolutely. 

408
00:22:19,080 --> 00:22:22,000
I'm played for a while because I
just haven't, you know, It's got

409
00:22:22,000 --> 00:22:23,880
to be easy. 
So that's, yeah, well done on 

410
00:22:23,880 --> 00:22:25,280
that one. 
Excellent. 

411
00:22:25,280 --> 00:22:28,600
So in the the in the process, 
when you all started, when you 

412
00:22:28,600 --> 00:22:31,920
decided you're committed to 
this, this idea for this game, 

413
00:22:32,240 --> 00:22:37,360
was it always the plan to go 
through Kickstarter or how did 

414
00:22:37,360 --> 00:22:43,280
that conversation develop? 
Should I go earlier? 

415
00:22:44,200 --> 00:22:49,840
Yeah, so, So yeah, I think going
forward we'd like to continue to

416
00:22:49,840 --> 00:22:54,080
be a indie publisher. 
So going through Kickstarter, 

417
00:22:54,360 --> 00:22:58,640
manufacturing underneath our 
name, that's what we did for our

418
00:22:58,640 --> 00:23:00,600
first game and we learnt a lot 
from it. 

419
00:23:01,640 --> 00:23:03,880
So that's something for our 
second game we want to stick 

420
00:23:03,880 --> 00:23:07,960
with so we can learn more and 
understand the ball game world a

421
00:23:07,960 --> 00:23:13,800
little bit more as well. 
OK, so how smooth was your first

422
00:23:13,800 --> 00:23:16,120
experience with Kickstarter? 
Oh, it. 

423
00:23:16,200 --> 00:23:19,760
Was beautiful. 
OK. 

424
00:23:21,920 --> 00:23:24,480
It wasn't. 
It was. 

425
00:23:25,120 --> 00:23:27,600
I mean, it was. 
It was all new to us, wasn't it?

426
00:23:28,000 --> 00:23:30,920
And I mean we we got, we got 
everything done, then we got, 

427
00:23:31,000 --> 00:23:32,400
you know, we stuck to our 
deadlines. 

428
00:23:32,400 --> 00:23:37,440
We we got the the game shipped 
as we expected it in time. 

429
00:23:38,280 --> 00:23:41,680
But it was a lot of work. 
It was like. 

430
00:23:41,680 --> 00:23:43,160
I say 22. 
I was just looking now on the 

431
00:23:43,200 --> 00:23:45,000
full Game Geek. 
It's 2020, so that must have 

432
00:23:45,000 --> 00:23:47,480
been a challenge in its own 
right. 

433
00:23:47,920 --> 00:23:55,680
We did something very clever how
we We saved I guess some time 

434
00:23:56,520 --> 00:24:00,040
but mostly money we wanted we 
wanted it to be as as cheap as 

435
00:24:00,040 --> 00:24:01,440
we as we could get it for our 
backers. 

436
00:24:01,440 --> 00:24:03,920
So we thought right we're going 
to it's a low run. 

437
00:24:03,920 --> 00:24:05,560
We're going to do a lot of this 
stuff ourselves. 

438
00:24:06,040 --> 00:24:09,320
So I I won't bore you with all 
the things that we talked we 

439
00:24:09,320 --> 00:24:13,120
said we'll do on our our own but
one of them was the inserts. 

440
00:24:13,120 --> 00:24:17,080
So we had this card insert in 
the GameStop all the components 

441
00:24:17,080 --> 00:24:20,160
flying about and we went oh we 
we don't need to pay for tooling

442
00:24:20,160 --> 00:24:22,520
and cutting for these. 
Well you know it's it's it's 

443
00:24:22,840 --> 00:24:26,040
quite a short run Alex. 
Should we just do it on a 

444
00:24:26,040 --> 00:24:28,680
weekend? 
Oh my goodness. 

445
00:24:28,760 --> 00:24:34,320
Cutting out hundreds of these 
card inserts took us days, and 

446
00:24:34,320 --> 00:24:36,320
our hands were cramping up by 
the end of it. 

447
00:24:36,320 --> 00:24:38,800
And it got to the point where a 
day before we had to ship all 

448
00:24:38,800 --> 00:24:41,360
these, we still had about 100 to
do. 

449
00:24:41,360 --> 00:24:45,640
Because I think I'd been ill and
we were just there had 50 sheets

450
00:24:45,640 --> 00:24:47,320
between us cutting them out. 
It was. 

451
00:24:47,920 --> 00:24:50,520
Awful. 
It nearly killed that nearly 

452
00:24:50,520 --> 00:24:53,160
killed Aaron A. 
Broken Man. 

453
00:24:53,240 --> 00:24:56,080
Yeah that was, yeah. 
So if anyone owns a copy of 

454
00:24:56,280 --> 00:24:59,680
Salvage Hidden Treasures and 
looks at that lovely, lovely in 

455
00:24:59,800 --> 00:25:02,440
insert, which is very nice, you 
can sort of know that. 

456
00:25:02,800 --> 00:25:07,120
Well, not literal, but nearly 
because we did it with with 

457
00:25:07,440 --> 00:25:10,880
Exacto knives and and rollers 
and stuff. 

458
00:25:10,880 --> 00:25:13,440
But like yeah, that that nearly 
killed us. 

459
00:25:13,440 --> 00:25:17,160
So if you've got one of those, 
that was hand done by by the 

460
00:25:17,160 --> 00:25:20,800
creators of the game. 
Handcrafted. 

461
00:25:20,800 --> 00:25:23,160
I remember looking at it was 
this was the Expo as well I 

462
00:25:23,160 --> 00:25:24,360
think. 
Now look at now look at the 

463
00:25:24,360 --> 00:25:26,280
artwork, it looked like a good 
game. 

464
00:25:27,440 --> 00:25:29,680
The design and the artwork 
layout was really nice. 

465
00:25:30,360 --> 00:25:32,920
And just behind a rule book is a
good insert. 

466
00:25:32,920 --> 00:25:35,280
So yeah. 
Exactly. 

467
00:25:36,440 --> 00:25:38,320
It was last week's episode. 
We were talking about inserts, 

468
00:25:38,320 --> 00:25:41,320
won't we? 
Yeah, we weren't about Darwin's 

469
00:25:41,320 --> 00:25:44,800
journey. 
The Deluxe edition comes with a 

470
00:25:44,800 --> 00:25:47,040
really nice insert and BJ was 
complaining. 

471
00:25:47,040 --> 00:25:48,880
The retail version comes with 
nothing. 

472
00:25:49,760 --> 00:25:52,960
It's just how vastly different 
the experience is in terms of 

473
00:25:52,960 --> 00:25:55,080
setup and put away when you've 
got a decent insert. 

474
00:25:55,560 --> 00:25:57,880
You know, my wife and I were 
playing a game this morning 

475
00:25:57,880 --> 00:26:01,800
that's predominantly cards and 
we were commenting on how nice 

476
00:26:01,800 --> 00:26:06,040
the insert was and that's that's
not common, right, for a game to

477
00:26:06,040 --> 00:26:10,080
come with a decent insert. 
And it really makes, it makes, 

478
00:26:10,080 --> 00:26:12,400
it makes a game after the rule 
book. 

479
00:26:12,960 --> 00:26:16,720
If Gareth can teach it to me, 
then he's going to keep it 

480
00:26:16,760 --> 00:26:19,640
playing on the table. 
And if it's, insert if, if. 

481
00:26:19,920 --> 00:26:23,680
If it doesn't go all over the 
place, I'll always ask for it 

482
00:26:23,680 --> 00:26:26,200
so. 
The worst thing is when the game

483
00:26:26,200 --> 00:26:28,960
comes and the insert's so bad, 
you throw the insert away. 

484
00:26:29,320 --> 00:26:31,280
Oh yeah, it's just money. 
And. 

485
00:26:31,760 --> 00:26:34,760
Environmental waste. 
Sometimes they are shockers. 

486
00:26:35,080 --> 00:26:38,720
I'm just writing a note as well 
to add an insert to our 

487
00:26:38,720 --> 00:26:42,400
manufacturing. 
The question is. 

488
00:26:42,640 --> 00:26:45,720
Though do you always lift up the
insert to see if there's any? 

489
00:26:45,720 --> 00:26:47,080
Yes. 
Yeah, good. 

490
00:26:47,080 --> 00:26:47,960
Yeah. 
Every time. 

491
00:26:47,960 --> 00:26:50,840
No. 
No PJ you might miss. 

492
00:26:51,800 --> 00:26:53,960
You. 
Always got a check. 

493
00:26:54,400 --> 00:26:56,640
There is no reason. 
There is no reason for you to 

494
00:26:56,640 --> 00:26:59,800
hide components of your game. 
Underneath the. 

495
00:26:59,800 --> 00:27:02,480
Insert. 
Seriously, sometimes there's 

496
00:27:02,480 --> 00:27:04,600
things there. 
Yeah, I just check anyway. 

497
00:27:04,840 --> 00:27:06,760
Then it should be in the insert 
I'm. 

498
00:27:07,000 --> 00:27:08,840
It's a surprise. 
So I can do. 

499
00:27:11,040 --> 00:27:15,880
I don't do surprises when you 
come over. 

500
00:27:15,880 --> 00:27:18,120
I'm going to hide some 
components under the tray, just 

501
00:27:18,360 --> 00:27:21,200
just so you can hunt for them. 
That's fantastic. 

502
00:27:21,320 --> 00:27:27,920
Just stating what? 
I need to do a game section PJ 

503
00:27:27,920 --> 00:27:31,560
and think well games might have 
some hidden components, no? 

504
00:27:31,560 --> 00:27:33,000
1. 
We know one. 

505
00:27:36,240 --> 00:27:40,920
So Alita, this comes to 
Kickstarter on the 8th of Feb. 

506
00:27:41,840 --> 00:27:44,840
Yes, Thursday. 
And what time do you guys go 

507
00:27:44,840 --> 00:27:47,040
live? 
We're going live at 10:00 AM 

508
00:27:47,120 --> 00:27:50,920
GMT. 
It's a nice thing to do before 

509
00:27:50,920 --> 00:27:53,920
your lunch break. 
Yeah, just that little pressing 

510
00:27:53,920 --> 00:27:55,800
go. 
And then how long is the 

511
00:27:55,800 --> 00:27:59,360
campaign running for? 
It was running until the end of 

512
00:27:59,360 --> 00:28:02,680
February, so OK, that'd be 3 
weeks later on the 29th of 

513
00:28:02,880 --> 00:28:10,440
February. 20 OK, 29th of 
February it is well. 

514
00:28:10,440 --> 00:28:13,480
Thank you for joining us 
listeners. 

515
00:28:13,480 --> 00:28:16,520
Don't forget to check out 
Kickstarts on Thursday at 10:00 

516
00:28:16,520 --> 00:28:21,640
AM on the eighth of Feb when the
game goes live. 

517
00:28:22,840 --> 00:28:24,600
Any questions? 
People do just drop me in the 

518
00:28:24,600 --> 00:28:27,920
comments, or drop me or PGM 
message or the guys at Ocean 

519
00:28:27,920 --> 00:28:30,680
City Games and message on 
Instagram and we can answer 

520
00:28:30,680 --> 00:28:33,600
those questions there. 
I'd like to thank Aaron, Alex 

521
00:28:33,600 --> 00:28:35,800
and Lita for joining us. 
Yes, absolutely. 

522
00:28:35,800 --> 00:28:37,160
Thanks guys. 
Thanks for taking the time into 

523
00:28:37,160 --> 00:28:38,040
your day. 
We appreciate it. 

524
00:28:38,040 --> 00:28:38,800
Thank you very. 
Much thanks. 

525
00:28:38,800 --> 00:28:40,720
BJ, it's been a pleasure. 
Thank you. 

526
00:28:42,000 --> 00:28:45,200
Thanks everyone for listening. 
Please subscribe and as always, 

527
00:28:45,200 --> 00:28:49,160
we'd love to hear your thoughts 
and ideas, so make sure to leave

528
00:28:49,160 --> 00:28:52,800
those in the comments. 
And don't forget, you can also 

529
00:28:52,800 --> 00:28:56,000
chat with us both on Instagram 
at meeple to Meeple.

