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Welcome to episode 130, where 
neoprene dreams of card fueled 

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adventures come to life. 
In today's episode we're going 

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to reveal the story behind Game 
Head Games, a company that 

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started by laying the 
foundation, literally, with 

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stunning high quality play mats 
and is now leveling up into the 

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realm of original board games. 
We're going to talk about 

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vision, innovation, and what 
it's like to shift from 

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supporting the game to creating 
the game. 

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We're going to trace their 
journey from accessories to game

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design. 
And we're going to chat with 

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their new creative director, 
Paul Solomon, a well known name 

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in the tabletop community. 
Paul joins me today to share his

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vision for game heads future, 
what it means to shift from 

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supporting gameplay to actually 
creating, and how the company 

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plans to nurture a unique 
community focused on gaming as a

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shared social activity. 
This is an adventure you won't 

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want to miss, so thanks for 
joining Paul. 

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Morning. 
How are you? 

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Good morning, PJ, I am doing 
great. 

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This is great to finally get to 
do this with you. 

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We met at Origins and kind of 
scheduled this for an early 

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morning. 
That's right, we put it real 

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smart. 
For those listening at home, it 

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is 7:00 AM. 
That's right. 

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That is right. 
Crazy. 

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But so I did learn an 
interesting thing is that you're

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just in Saint Louis. 
I'm in Springfield. 

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We're like an hour away from 
each other so. 

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Very near to each other. 
And I think I told you this the 

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other day, but the I designed 
Honey Buzz and when I was in 

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development with Elf Creek for 
that, there's they were HQ in 

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Champaign, IL and I'm in Saint 
Louis. 

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So Springfield was sort of like 
a let's meet in the middle. 

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I think we met there like every 
two or three weeks, maybe a 

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month for, I don't know, a there
are more playing iterations and 

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stuff. 
So yeah, I've been to been to 

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Springfield a lot of times. 
Also stopped at that old Steak 

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and Shake that was there many, 
many times. 

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It was kind of the perfect stop 
as I shot up 55. 

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Which is just down the street 
from where I live. 

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So I love that. 
And at Origins, when talking 

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about our meeting, I love 
telling that story to all my 

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friends. 
Oh, yeah, yeah. 

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Honey Buzz was birthed in my 
town. 

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That's right. 
And I'll tell you one more Steak

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and Shake factoid. 
I used to be so into Steak and 

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Shake. 
First off, I had a girlfriend 

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who worked at Steak and Shake. 
And secondly, I dressed up as a 

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Steak and Shake employee for 
Halloween one year and I had, 

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she got me a name tag and I had 
the hat and the apron and 

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everything. 
But they, they barely even, I 

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don't think they don't even have
servers at Steak and Shake 

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anymore. 
So it's a, it's a very different

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place. 
Yeah, very, very different. 

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So that's amazing. 
So, So tell me Pulse, tell me a 

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little bit about how you 
partnered with you came like 

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where the iteration whose idea 
was it to go create gamehead 

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games? 
So some background here, 

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Gamehead Games. 
Gamehead is owned by a guy named

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Alan Hochman, who is the owner 
of Gamer Mats, creator of all 

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these things and pushes these 
initiatives. 

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But his story begins 33 years 
ago, I think, starting a retail 

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shop called Pastimes, which 
still exists in the Chicagoland 

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area. 
And along along the way they 

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started doing events, 
tournaments, Magic tournaments. 

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And now they are sort of the 
premier hoster of like Magic 

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tournaments. 
So at Gen. 

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Con, I believe they're doing all
of the Magic tournaments, all of

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the Lor Kana tournaments. 
So that's a big part of the 

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business is running all the past
time stuff. 

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They do Magic cons, they just 
working all the time doing those

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kind of things. 
And at some point he figured out

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like what would it take to make 
play mats here in the US and 

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ended up buying some machinery 
and has it doesn't square foot 

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warehouse and production 
facility in Chicago where they, 

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they buy neoprene and rubber, 
you know, from China, but they 

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print it all here in Chicago. 
And I checked out that facility.

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It's very cool. 
And they have a crew of folks 

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that have been working there a 
long time, you know, making 

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playmats by hand every day. 
They have a custom minimum order

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of 1, so you can just you know, 
you want one playmat, you can do

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it. 
Their their main competitor for 

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those that would probably know 
the name was Inked. 

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Who made Playmats. 
Sure. 

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Yeah. 
Inked I think just went out of 

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business. 
So if you needed to get Playmat 

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Gamer mats.com, it's the place 
to go. 

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We have a gamer mat. 
We have a gamer mat on our 

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dining room table permanently 
set up that we ordered like some

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because it's like large enough 
in our dining room. 

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Yeah. 
Yeah. 

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And you know, whenever we're 
serving food, we just kind of 

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throw a tablecloth over top. 
Totally, totally. 

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Yeah. 
What? 

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What's on there? 
Is it just black or there's like

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a design? 
So we were looking for a solid 

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color and the closest they had 
on their website, it's like, 

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it's like a grass. 
It's like a grass field. 

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Nice. 
We play everything on that. 

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Sure. 
Of course, yeah, awesome. 

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So I love so so then, you know, 
recently I think kind of 

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inspired by what All Play did, 
shifting from 

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boardgametables.com to become 
All Play and also just 

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recognizing some of what's been 
success. 

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He just, you know, wanted to 
push in and see if we could make

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games. 
And his, his concept was let's 

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make six games all at once and 
put them out in this retail kit 

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so that we're not just saying 
like, here's a game game that we

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think is good and we want you to
buy it, right? 

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Which is what everyone on 
Kickstarter is saying, right? 

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Yep, They're saying here's this 
game that we think is good and 

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we hope you'll buy it. 
And if you're if you're, you 

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know, if I had done that with 
honey buzz and taking it to 

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stores, and it would have been 
probably very hard sell to be 

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like, here's a game, it's good. 
But, but when you come with a, a

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brand that looks a certain way 
and we have these display kits 

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that we've built, it presents to
the retailer and to the customer

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that like there's something 
substantial here, there's 

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something that makes sense, 
there's something you can depend

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on, There's some quality behind 
it. 

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So that was the that was the 
original goal. 

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He hired me in October of 2024, 
which is not that long ago. 

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Not long. 
Ago at all. 

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In fact, that's when we launched
our YouTube channel, so you and 

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I were making big changes in our
lives. 

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Professional Lives 100. 
And 30 episodes and that time is

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crazy. 
So yeah, he basically put in 

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front of me, I want to make six 
games and release some kind of, 

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you know, he said kind of how 
long is it going to take? 

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And I came from a place where it
takes a long time. 

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And, and he said, really I want 
to work on like 12 games and 

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release 6 and then maybe release
another six and then we'll do 

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like a larger size game and 
stuff. 

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So that was really the start and
it's been a ton of a ton of a 

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ton of work since then. 
Oh, that's amazing. 

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That's incredible. 
So he approached you, right? 

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Well, no, actually. 
So I was head of development at 

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Elf Creek for about two years. 
I was full time teacher for 

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something like 16 years. 
Time has eluded me now but a 

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long time. 
And then through the success of 

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Honey Buzz and all kinds of 
things I shifted to part time. 

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So I was teaching three classes 
instead of five, then working 20

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hours a week on Elf Creek 
products, Honey Buzz Expansions 

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and Santa's Workshop and watches
and clocks of Hickory Ducks and 

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all these other products for 
about two years. 

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But Elf Creek ran into 
significant financial trouble, 

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to put it mildly. 
So, you know, I have a family. 

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I have to have a job and make 
money to pay bills and such. 

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So I just, I started looking for
other work and I saw their 

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listing whatever upon whatever, 
you know, website we used to 

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find jobs, jobs these days, but 
it said like, you know, you have

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to be local to Chicago. 
So I didn't even, I didn't even 

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apply it. 
I never heard of that before 

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because they're just rebranded. 
But then my buddy Derek 

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Funkhouser got a job at Lucky 
Duck. 

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He was at Wise Wizard Games 
doing development. 

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And then he left there and 
worked at this job right away 

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from Lucky Duck. 
And I said, awesome dude, you 

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know, congratulations, now find 
me a job. 

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And he said, well, you should 
talk to this guy Alan. 

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He's doing this thing at Game 
Head. 

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So he basically, he set us up. 
And then Alan and I had a number

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of conversations about, you 
know, frankly, Alan didn't know 

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all that much about the game 
industry. 

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OK. 
From a development standpoint, I

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don't think he would consider 
himself like a board gamer in 

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the same way that you and I 
would. 

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OK, so I really, we had to sort 
of get on the same page about 

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what kind of games we're making 
and, and what our goals were. 

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And I appreciate that he took a 
lot of a lot of, you know, 

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thought and input for me because
there's a lot of games I just 

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don't want to make, you know 
what I mean? 

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And I'm, I'm really thankful 
that I'm creative director and 

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basically I'm the first hire for
the, for the game side. 

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So I've been able to, I've had 
the leeway to really pick and 

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choose exactly the projects I 
want to work on and pick what 

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they look like. 
And that's been super, super, 

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super cool. 
So it's interesting that Alan 

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brings a perspective to the 
table that I would think would 

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be helpful to you, especially as
creative director now, right, 

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there's that partnership. 
Percent. 

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Yeah. 
So that partnership's been 

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really smooth, you found? 
Yeah. 

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So, so Alan is incredibly busy 
with his, you know, 3 or 4 

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different businesses. 
So we, we only meet about once, 

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maybe twice a week. 
But we have kind of, you know, 

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we have some structures in place
about how things would work. 

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And in the first wave of six 
games, we so I built really in 

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depth project sheets for each 
project that include, you know, 

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all all of the costs associated.
And then you just tons of stuff 

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that freight costs and how the 
box size is going to impact how 

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many fit in a carton and how 
many fit, how many cartoons fit 

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on a pallet and how many pallets
fit in a in a 22, a 20 foot or 

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40 foot or whatever it is 
container to get all the way 

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down to like the royalties and 
what the total landed cost is. 

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And then if we sell it into 
district. 

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So ton of ton of numbers so that
we could estimate break even 

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point and the return on 
investment and stuff. 

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And it was because of all that 
work that we could kind of like 

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he could feel confident enough 
to be like, let's let's go 

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forward. 
So that was great. 

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And you know, we've had some 
conversations about making some 

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tweaks in the future. 
We invested a lot in art in this

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first round, which which I felt 
was really important to grab the

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gamer market. 
It's less important for some 

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sorts of like mass market style 
games. 

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So you know, each project you 
got to pick the right thing for 

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that project. 
But yeah, he's been great to 

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work with and the the main value
I think he adds to what we're 

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doing apart from all the money, 
is he has connections into a ton

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of retail because he owns a 
retail shop. 

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He was on the board of Gamma. 
OK. 

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He, you know, has friends, old 
friends and distribution and 

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stuff. 
So right away we're going to be 

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set up to sell into ACD and PhD 
distribution, I think. 

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That's great. 
Which is exciting and and his 

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whole it was whole his whole 
idea also to build this retailer

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kit which is available to your 
FLGS right now. 

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Our games are all 20 bucks and 
the retail kit comes with four 

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of each game. 
We'll sell them to you at 50% 

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and then there's a display kit 
which is, you know it's fold up 

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display. 
It comes with 12 games in it. 

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You take them out and build this
little step thing in there and 

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then they kind of tear up like a
point games display or something

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like that. 
So you can see all 12 and then 

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00:11:33,560 --> 00:11:36,920
also some branding like it says 
5 minute, 5 minute setup, 5 

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minutes each, 20 to 40 minute 
play. 

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That's true for all the games 
and you know, party games, 

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casual games, thinking games. 
And on the back for if you keep 

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it on your countertop, the 
seller, the clerk can see 

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00:11:49,680 --> 00:11:52,880
information about all the games.
And so they can kind of the idea

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00:11:52,880 --> 00:11:55,880
was to make it as easy as 
possible for a retailer to know 

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what the products are and 
convert the products to sales. 

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00:11:58,640 --> 00:12:02,120
So you know that that kind of 
like business insight is super, 

235
00:12:02,120 --> 00:12:05,360
super useful. 
Yep, so in my intro to the 

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episode I had said and I stole 
it straight from game heads 

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00:12:09,160 --> 00:12:11,000
website. 
I know I caught some of that. 

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00:12:11,200 --> 00:12:14,200
You caught it. 
You, your, your part of your 

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vision is that gaming is a 
shared social activity. 

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00:12:19,280 --> 00:12:22,720
So I'm wondering, how do you see
not just the six games you have 

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00:12:22,720 --> 00:12:24,600
coming out, but the future of 
Game Head? 

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00:12:24,800 --> 00:12:27,680
How is it going to fit in 
nurturing this sense of 

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00:12:27,680 --> 00:12:31,120
community and promoting that 
shared experience? 

244
00:12:31,200 --> 00:12:33,240
Yep. 
So here's what I'll say first 

245
00:12:33,240 --> 00:12:35,360
about about it. 
So I'm also a host on the 

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00:12:35,360 --> 00:12:38,640
Decision Space podcast and we 
talk about all kinds of like 

247
00:12:38,800 --> 00:12:41,680
preferences and differences. 
I mean one of my good buddies, 

248
00:12:41,680 --> 00:12:45,040
Pete Wissinger, who was Co 
developer on one of these games,

249
00:12:45,160 --> 00:12:47,680
he and I have very different 
tastes about games, but we play 

250
00:12:47,680 --> 00:12:48,760
together. 
OK. 

251
00:12:49,960 --> 00:12:53,800
We play together every Monday. 
So the game line, the game lines

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00:12:53,800 --> 00:12:57,880
sort of reach out broadly to try
to grab a lot of folks and 

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hopefully bring new folks into 
the into the, you know, gaming 

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world. 
So our party line especially is 

255
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focused on what most people, you
know, non gamers would consider 

256
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a social activity, which is 
let's get together, let's laugh.

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00:13:13,400 --> 00:13:16,920
Let's you know, a lot of people 
need to be able to play and it's

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sort of structures socializing 
in a goofy, fun way, which is I 

259
00:13:21,440 --> 00:13:24,160
think what first class letters 
is a little thinkier than that. 

260
00:13:24,160 --> 00:13:27,280
But most people think of their 
social, social interactions as 

261
00:13:27,280 --> 00:13:32,320
like fun and like probably and 
kind of maybe loud or something.

262
00:13:32,360 --> 00:13:33,920
So that's kind of what's 
happening there. 

263
00:13:33,920 --> 00:13:38,600
But for gamers, let's just say 
hobby gamers, you, me, probably 

264
00:13:38,600 --> 00:13:40,240
everybody listening to this 
podcast. 

265
00:13:40,240 --> 00:13:44,000
Right. 
We often are looking for more 

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00:13:44,000 --> 00:13:47,200
strategy. 
We're looking for, you know, 

267
00:13:47,360 --> 00:13:51,120
when we say a shared experience,
that shared experience might 

268
00:13:51,120 --> 00:13:54,120
happen in the center of the 
table where there is some 

269
00:13:54,120 --> 00:13:58,000
central board that we're all 
interacting with or some shared 

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00:13:58,000 --> 00:13:59,800
economy that we're interacting 
with. 

271
00:14:00,040 --> 00:14:03,920
So for those games, for the for 
the thinky line, the shared 

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00:14:03,920 --> 00:14:07,800
experience is, is much more 
interactive and strategic. 

273
00:14:07,800 --> 00:14:11,600
So a game like Trinket Trove, 
pardon me, is Trinket Trove's a 

274
00:14:11,600 --> 00:14:14,840
set collection card game. 
It's a bit like money from 

275
00:14:14,840 --> 00:14:16,920
Reiner Kinitzia, which all 
players published. 

276
00:14:16,960 --> 00:14:20,720
You have a hand of cards and 
some are revealed in the middle 

277
00:14:20,800 --> 00:14:23,520
that you'd like to collect, but 
you need to bid for turn order 

278
00:14:23,720 --> 00:14:26,800
to draft those things. 
The things you bid with are 

279
00:14:26,800 --> 00:14:30,720
cards already in your hand, and 
those cards also get claimed by 

280
00:14:30,720 --> 00:14:33,720
people. 
So there is a closed economy 

281
00:14:33,720 --> 00:14:36,280
where every card that's in 
people's hands will stay in 

282
00:14:36,280 --> 00:14:40,520
people's hands, but exchange 
hands and additional cards come 

283
00:14:40,520 --> 00:14:43,080
into the economy. 
And so, you know, that's a 

284
00:14:43,080 --> 00:14:45,320
shared experience that's very 
different from something like 

285
00:14:45,320 --> 00:14:48,560
Foolish Fool where anybody can 
play Foolish Fool and 

286
00:14:48,560 --> 00:14:50,240
immediately understand what it 
is. 

287
00:14:50,240 --> 00:14:52,360
And if they can read, they can 
play and they will almost 

288
00:14:52,360 --> 00:14:55,520
certainly laugh. 
But Trinket Trove ISM is a very 

289
00:14:55,520 --> 00:14:57,120
different kind of strategic 
thing. 

290
00:14:57,120 --> 00:15:00,440
It's not actually very heavy at 
all, but that's the sort of 

291
00:15:00,440 --> 00:15:03,360
thing we look for when we think 
of a shared gaming experience. 

292
00:15:03,360 --> 00:15:08,440
And our third line is the casual
games, which are essentially for

293
00:15:08,600 --> 00:15:10,680
just about anybody. 
They're a little they're going 

294
00:15:10,680 --> 00:15:13,880
to be a little closer to the 
thinking and that they're, you 

295
00:15:13,880 --> 00:15:17,160
know, they have it's like there 
might be some really light trick

296
00:15:17,160 --> 00:15:21,560
taking or some secret bidding, 
but they also are pretty rules 

297
00:15:21,560 --> 00:15:24,440
light. 
They also can be fairly strategy

298
00:15:24,440 --> 00:15:28,120
light and a little random. 
They can accommodate chaos. 

299
00:15:28,280 --> 00:15:31,520
And that's really because the 
sort of what I would call the 

300
00:15:31,520 --> 00:15:36,600
casual gamer who frankly might 
be in the 50% of people at Gen. 

301
00:15:36,600 --> 00:15:39,160
Con that are not there to play 
hobby board games. 

302
00:15:39,160 --> 00:15:42,320
They just see a game that's cute
and they want to try it and they

303
00:15:42,320 --> 00:15:44,800
want to have fun. 
And so if we can make a game 

304
00:15:44,800 --> 00:15:48,080
that's fun for those kind of 
people too, then the whole 

305
00:15:48,080 --> 00:15:51,920
community gets wider, right? 
And we can bring more kinds of 

306
00:15:51,920 --> 00:15:54,960
people in. 
I mean, I, you know, I know you 

307
00:15:54,960 --> 00:15:58,280
just saw that, that interview 
with Drew Denning, but I, I do 

308
00:15:58,280 --> 00:16:01,800
not game head keep everyone is 
welcome to come in and be a game

309
00:16:01,800 --> 00:16:03,160
head. 
And we've we've got games for 

310
00:16:03,160 --> 00:16:04,320
everybody. 
I love that. 

311
00:16:04,320 --> 00:16:07,280
So I want to, I want to talk 
about, I want to talk about game

312
00:16:07,280 --> 00:16:10,120
design, but I'm thinking about 
Trinketrove because you taught 

313
00:16:10,120 --> 00:16:13,120
it to me in like 5 minutes, just
like you said. 

314
00:16:13,120 --> 00:16:15,480
So you were true to your word. 
It was easy to learn. 

315
00:16:15,560 --> 00:16:18,320
While you were teaching it and 
we were playing, I was thinking 

316
00:16:18,320 --> 00:16:19,840
about some of my family back 
home. 

317
00:16:19,880 --> 00:16:22,040
I was thinking about some 
friends who aren't gamers. 

318
00:16:22,040 --> 00:16:26,840
I was like they could get this, 
but to your point, there is 

319
00:16:26,840 --> 00:16:30,640
there was deep and rich enough 
strategy as a hobby gamer that 

320
00:16:30,640 --> 00:16:33,920
it really kept me interested and
I wanted to share this game and 

321
00:16:33,920 --> 00:16:36,360
look forward to getting a copy 
and sharing it with my family. 

322
00:16:36,680 --> 00:16:41,240
So how do you as a designer, how
do you achieve that, right? 

323
00:16:41,240 --> 00:16:44,400
Like how do you how do you bring
that balance together? 

324
00:16:44,400 --> 00:16:47,720
Is there an overarching 
theology? 

325
00:16:47,720 --> 00:16:48,760
It's not the. 
Wrong word. 

326
00:16:48,760 --> 00:16:52,560
It's the one that comes in 
theology in your game design 

327
00:16:52,560 --> 00:16:54,720
that you managed to achieve that
balance. 

328
00:16:54,960 --> 00:16:59,800
Yeah, that's a good question. 
So I think to be broadly 

329
00:16:59,800 --> 00:17:03,280
accessible in general for game 
design, this is true. 

330
00:17:03,280 --> 00:17:04,960
Really in any game design, I 
should say. 

331
00:17:05,000 --> 00:17:10,839
You have to have the clearest, 
cleanest version of the idea so 

332
00:17:10,839 --> 00:17:15,800
that the game communicates 
itself to the gamer very easily 

333
00:17:15,880 --> 00:17:19,319
and can be taught easily and can
be understood easily. 

334
00:17:19,319 --> 00:17:22,800
It has language that's clear and
doesn't interfere with itself. 

335
00:17:22,800 --> 00:17:25,880
It has player aids, obviously, 
you know, so there's just in 

336
00:17:25,880 --> 00:17:30,160
general you have to have the 
best possible user interface and

337
00:17:30,160 --> 00:17:34,000
iconography and a rule book that
really works, all that kind of 

338
00:17:34,000 --> 00:17:36,480
stuff to create a good user 
experience. 

339
00:17:36,480 --> 00:17:40,360
But you know, you can take 
Teramistica as far as you can 

340
00:17:40,360 --> 00:17:44,480
take it with all of those 
things, and it's still not going

341
00:17:44,480 --> 00:17:48,120
to be for my dad, right? 
Right. 

342
00:17:48,920 --> 00:17:53,840
So I think that when you look at
and, and I should say, no board 

343
00:17:53,840 --> 00:17:59,600
Game Geek is such a teeny tiny 
microcosm, not a microcosm, such

344
00:17:59,600 --> 00:18:04,760
a teeny, teeny micro set subset 
of the hobby world of the board 

345
00:18:04,760 --> 00:18:07,680
gaming world. 
It's insane and laughable. 

346
00:18:07,760 --> 00:18:10,440
I mean PGG is a huge deal. 
It is. 

347
00:18:11,480 --> 00:18:15,480
But we know that it skews very 
heavy, the popular games that 

348
00:18:15,480 --> 00:18:19,880
are very heavy, right? 
And there are games that come 

349
00:18:19,880 --> 00:18:24,760
out and sell a million copies 
that will have terrible BGG 

350
00:18:24,760 --> 00:18:28,800
reviews because it's just not 
who the gamers are, you know 

351
00:18:28,800 --> 00:18:30,440
what I mean? 
They're sure they're they're a 

352
00:18:30,440 --> 00:18:33,680
certain kind of gamer there. 
But more games sell at Target 

353
00:18:33,800 --> 00:18:37,560
then get rated on BGG, 
obviously, right? 

354
00:18:37,560 --> 00:18:40,640
I mean it, you know what I mean?
And if we looked at something 

355
00:18:40,640 --> 00:18:45,480
like Explode kittens on BGG, 
what would your guess be for 

356
00:18:45,480 --> 00:18:49,080
what the BGG Exploding Kittens 
average rating is 0? 

357
00:18:49,160 --> 00:18:52,080
Man, I don't know. 
I couldn't even begin begin to 

358
00:18:52,080 --> 00:18:53,320
think. 
Throw one out there. 

359
00:18:53,600 --> 00:18:56,640
Yeah, what a what? 
Like a 22.3 or something like 

360
00:18:56,640 --> 00:18:57,960
that. 
That would be extremely low. 

361
00:18:57,960 --> 00:19:00,400
This is a 5.8, but that's very 
low also. 

362
00:19:01,480 --> 00:19:02,600
But here's what you need to 
know. 

363
00:19:02,720 --> 00:19:06,480
The Exploding Kittens 
Kickstarter campaign had about 

364
00:19:06,800 --> 00:19:13,040
230 million backers. 200. 
And 30 million backers. 

365
00:19:13,200 --> 00:19:17,320
And right now, the games that we
have on people's top 10 lists 

366
00:19:17,560 --> 00:19:21,720
have maybe they had 10,000 
backers, right? 

367
00:19:22,160 --> 00:19:26,200
So it's a very different world 
when you think about who out 

368
00:19:26,200 --> 00:19:30,240
there is playing games and what 
makes that game good for them. 

369
00:19:30,640 --> 00:19:34,680
So I think there's a, there's a,
and my, my podcast to some 

370
00:19:34,760 --> 00:19:37,960
extent serves this. 
There's an echo Chamber of we 

371
00:19:37,960 --> 00:19:40,560
like the things we like and we 
get around with the people that 

372
00:19:40,560 --> 00:19:43,480
like the things that we like. 
And we talk to each other about 

373
00:19:43,480 --> 00:19:46,360
what we think is good or what we
think is bad or why, you know, 

374
00:19:46,600 --> 00:19:49,600
but that's just for us. 
And to make something more 

375
00:19:49,600 --> 00:19:52,600
broadly accessible, you have to 
think outside yourself. 

376
00:19:52,600 --> 00:19:56,000
You know, it's I'm, I'm as a 
game designer, when I made Honey

377
00:19:56,000 --> 00:19:59,360
Buzz or I made Stamp Swap or I 
made whatever, I made a game 

378
00:19:59,360 --> 00:20:02,360
that I would like, that I wanted
to play, that I wanted to see in

379
00:20:02,360 --> 00:20:04,320
the world that I thought 
deserved to exist. 

380
00:20:04,440 --> 00:20:06,400
But as a publisher, it's 
completely different. 

381
00:20:06,440 --> 00:20:09,760
And you know, you're not making 
games for yourself. 

382
00:20:10,000 --> 00:20:12,080
Like I said, I, I don't, there's
lots of games I don't want to 

383
00:20:12,080 --> 00:20:14,200
make because I just not 
interested in them. 

384
00:20:14,200 --> 00:20:16,960
I'm probably the wrong person to
make them, but I'm not just 

385
00:20:16,960 --> 00:20:20,080
thinking about what I like. 
And I am thinking about not just

386
00:20:20,080 --> 00:20:21,400
sales because we have to make 
money. 

387
00:20:21,520 --> 00:20:24,640
But sales, because that's more 
people are going to like your 

388
00:20:24,640 --> 00:20:27,280
thing and it's going to have a 
greater impact on people's 

389
00:20:27,280 --> 00:20:29,520
lives. 
That is, that's just brilliant. 

390
00:20:29,560 --> 00:20:31,120
That's well said. 
Yeah. 

391
00:20:31,120 --> 00:20:37,400
So let me ask, how do you, how 
have you experienced recently? 

392
00:20:37,400 --> 00:20:39,720
We can't get away with not 
talking about it. 

393
00:20:39,720 --> 00:20:42,400
So you're about to put out this 
line of games. 

394
00:20:42,720 --> 00:20:46,600
You just created this new this 
new entity partnership and we 

395
00:20:46,600 --> 00:20:49,000
have a trade war going on. 
Yeah. 

396
00:20:50,400 --> 00:20:54,280
How is navigating that What? 
What has that been like and 

397
00:20:54,520 --> 00:20:56,560
where have you found success? 
Sure. 

398
00:20:56,800 --> 00:21:00,600
Our, like I talked about those 
spreadsheets, everything in 

399
00:21:00,600 --> 00:21:05,760
those spreadsheets from day one 
was built on a $20 MSRP. 

400
00:21:06,240 --> 00:21:09,440
And so we kind of reverse 
engineered that and talked to 

401
00:21:09,440 --> 00:21:15,200
all Play who has a $20 MSRP and 
figured out what our landed 

402
00:21:15,200 --> 00:21:19,320
costs need to be, production 
costs, art costs, etcetera to 

403
00:21:19,320 --> 00:21:23,400
get profitable on like a $5000 
print run or 5000 print run 

404
00:21:23,520 --> 00:21:26,760
units, which is frankly it's a 
lot of a lot of games for a 

405
00:21:26,960 --> 00:21:29,040
starting company. 
And people in the industry 

406
00:21:29,040 --> 00:21:32,160
sometimes talk about your 
multiplier from landed cost to 

407
00:21:32,160 --> 00:21:35,960
MSRP, which is 5 or 6 is what we
did at Off Creek. 

408
00:21:35,960 --> 00:21:37,720
And the margins are a little 
tight. 

409
00:21:37,720 --> 00:21:42,520
So we, excuse me, we pushed that
a little higher to try to have 

410
00:21:42,520 --> 00:21:45,800
room. 
So then once the when the 

411
00:21:45,800 --> 00:21:49,640
tariffs were announced at 
wherever they started initially,

412
00:21:49,640 --> 00:21:57,360
maybe it was 50%, we were going 
to raise our prices to 25, which

413
00:21:57,360 --> 00:21:59,400
I think the games could be 25 
anyway. 

414
00:22:01,000 --> 00:22:04,800
There were some sort of odd 
reasons why we didn't want to do

415
00:22:04,800 --> 00:22:08,400
it, you know, apart from more 
higher prices, less sales, 

416
00:22:08,760 --> 00:22:10,840
right? 
So that 50% scared us. 

417
00:22:10,840 --> 00:22:14,640
And then they were 100%. 
And we were like, you know, OK, 

418
00:22:14,640 --> 00:22:16,800
wow, that's really bad. 
And then they were, you know, 

419
00:22:17,440 --> 00:22:20,480
whatever it was, 145%. 
Something like that, yeah. 

420
00:22:20,720 --> 00:22:26,720
And that was a huge problem. 
I mean, we had costs that were, 

421
00:22:26,840 --> 00:22:29,560
you know, they were going to be 
a dollar and now they're 250. 

422
00:22:29,560 --> 00:22:34,560
And yeah, that was going to be 
really, really crazy devastating

423
00:22:34,560 --> 00:22:38,000
to the global economy and to 
board gaming. 

424
00:22:38,000 --> 00:22:39,880
I did. 
I mean, one thing to say is that

425
00:22:39,880 --> 00:22:43,520
the night that that was 
announced, the 1:45, you know, 

426
00:22:43,560 --> 00:22:47,000
there was a lot of panic and 
Alan, Alan really thought like, 

427
00:22:47,240 --> 00:22:49,160
we're just we're just going to 
stop the games we're going to. 

428
00:22:49,400 --> 00:22:52,800
We've paid some money, but let's
just stop right there and not go

429
00:22:52,800 --> 00:22:56,160
forward and just cut the risk 
and and luckily cooler heads 

430
00:22:56,160 --> 00:22:57,800
prevailed and we did push 
forward. 

431
00:22:57,960 --> 00:23:03,640
But yeah, we actually air 
freighted in about 300 copies or

432
00:23:03,640 --> 00:23:09,520
something of our games and those
came across at 145%. 

433
00:23:09,920 --> 00:23:13,560
So, you know, that really hurt 
as a bunch of money. 

434
00:23:13,560 --> 00:23:20,240
And then luckily they came down.
So we, we freighted in on ocean 

435
00:23:20,240 --> 00:23:22,320
freight. 
We brought in I think about 

436
00:23:22,320 --> 00:23:25,960
44,000 units and those came in 
at 30%. 

437
00:23:26,040 --> 00:23:31,120
Now that's still like $30,000 
that we did not anticipate 

438
00:23:31,120 --> 00:23:33,800
spending. 
So it's super sucks, right? 

439
00:23:33,800 --> 00:23:36,440
That's just money that goes to 
the US government from our 

440
00:23:36,440 --> 00:23:38,280
company and makes it a little 
harder for us. 

441
00:23:38,280 --> 00:23:42,600
And so our choices were we had 
to raise prices or make less 

442
00:23:42,600 --> 00:23:44,440
money. 
And so we decided to make less 

443
00:23:44,440 --> 00:23:47,840
money and you know, stay at 
$2020.00. 

444
00:23:47,920 --> 00:23:50,720
And then if we release a mid 
game, mid sized game, it'll be 

445
00:23:50,720 --> 00:23:54,280
$30 and big box be 40. 
That's kind of our plan. 

446
00:23:54,280 --> 00:23:58,640
We thought we could do 25, but 
let's try to stay at 20 and 

447
00:23:58,640 --> 00:24:02,160
hopefully, you know, hopefully 
the market comes our way 

448
00:24:02,920 --> 00:24:06,120
towards, you know, if we can 
stay at $20, maybe it makes us 

449
00:24:06,120 --> 00:24:08,920
more competitive and maybe 
people will shift towards 

450
00:24:08,920 --> 00:24:12,520
smaller box games. 
So, you know, there's been so, 

451
00:24:12,520 --> 00:24:15,720
so, so much volatility that it's
been impossible to actually 

452
00:24:15,720 --> 00:24:19,320
estimate anything. 
What I will say is that I did, I

453
00:24:19,320 --> 00:24:22,760
had conversations with US 
printing facilities and 

454
00:24:22,760 --> 00:24:25,960
manufacturers and gots got some 
quotes and stuff. 

455
00:24:25,960 --> 00:24:30,520
And I know that they had a 
million quotes to do, you know, 

456
00:24:30,520 --> 00:24:34,040
when tariffs were so high. 
Of course, all of that demand 

457
00:24:34,040 --> 00:24:37,360
has been undercut by 
dramatically sweeping changes to

458
00:24:37,360 --> 00:24:41,360
the, to the tariffs. 
But you know, a game that's 

459
00:24:41,360 --> 00:24:51,240
$1.50 to make in China is $5 in 
the US, You know, that's three 

460
00:24:51,240 --> 00:24:53,840
100% or more. 
So if we wanted the same profit 

461
00:24:53,840 --> 00:24:55,720
margin, we'd have to sell them 
at $60.00. 

462
00:24:57,080 --> 00:24:58,360
We're not. 
Obviously we're not going to do 

463
00:24:58,360 --> 00:25:00,400
that. 
And I just want to say, like, I 

464
00:25:00,400 --> 00:25:03,040
work with Game Land in China. 
I've worked with Rawstone and 

465
00:25:03,040 --> 00:25:06,000
Panda, and I've talked about E 
Star and all kinds of people. 

466
00:25:06,040 --> 00:25:09,040
I love the people that I work 
with China and I have just no 

467
00:25:09,040 --> 00:25:12,120
reason to think that I shouldn't
be doing with business with 

468
00:25:12,120 --> 00:25:15,120
them. 
I love Rainbow Yang and Judy and

469
00:25:15,120 --> 00:25:17,640
Alfred at Game Land. 
All these people are awesome. 

470
00:25:17,760 --> 00:25:21,280
And so I'm glad that we can 
continue to keep working with 

471
00:25:21,280 --> 00:25:22,840
them. 
Well, thank you for sharing 

472
00:25:22,840 --> 00:25:24,240
that. 
I think that's, I think that's 

473
00:25:24,240 --> 00:25:28,440
an element of this story that a 
lot of just gamers, hobbyist 

474
00:25:28,440 --> 00:25:31,680
gamers we miss. 
That is why do these publishers 

475
00:25:31,680 --> 00:25:33,280
keep working with China, and 
it's because of the 

476
00:25:33,280 --> 00:25:35,280
relationships. 
Absolutely. 

477
00:25:35,440 --> 00:25:37,400
Yeah, absolutely. 
These guys rock. 

478
00:25:37,440 --> 00:25:41,080
They're so good at their job. 
They're incredibly nice and 

479
00:25:41,320 --> 00:25:44,400
responsible, you know, I mean, 
they just want to do good 

480
00:25:44,400 --> 00:25:46,720
business with us the same way we
want to do good business with 

481
00:25:46,800 --> 00:25:48,200
them. 
And I would have the same 

482
00:25:48,200 --> 00:25:52,040
interactions with them if they 
were in Springfield, IL, as I do

483
00:25:52,040 --> 00:25:54,160
in Ningbo, China. 
You know, it's just that we 

484
00:25:54,160 --> 00:25:55,960
could all meet on Central time. 
Right. 

485
00:25:56,280 --> 00:25:58,200
Which is so much easier I gotta 
say. 

486
00:25:58,280 --> 00:26:00,920
That I would take it. 
This is great that like we're in

487
00:26:00,920 --> 00:26:03,480
the same time zone because gosh,
time zones, man. 

488
00:26:03,480 --> 00:26:06,000
We're still up at 7:00 AM, which
is what I would be doing if I 

489
00:26:06,000 --> 00:26:09,760
wanted to meet with, you know, 
whoever in China or Britain or 

490
00:26:09,760 --> 00:26:10,400
wherever. 
Yeah. 

491
00:26:10,480 --> 00:26:14,120
Yeah, exactly. 
So you had mentioned early on in

492
00:26:14,120 --> 00:26:17,920
your early conversations with 
Alan, 12 games released 6. 

493
00:26:17,960 --> 00:26:21,600
I know that you're releasing 6, 
so did you make 12 and you're 

494
00:26:21,600 --> 00:26:24,120
going to release 6 and you've 
got another six in the pocket 

495
00:26:24,120 --> 00:26:27,560
or? 
Yeah, so, so when I was signed, 

496
00:26:27,560 --> 00:26:31,320
we had we had one signed game. 
When I came on we had one signed

497
00:26:31,320 --> 00:26:34,640
game which was called Queen of 
Horde and became Trinket Trove. 

498
00:26:35,200 --> 00:26:37,080
OK. 
There were two games that they 

499
00:26:37,080 --> 00:26:39,960
were in discussions about but 
actually didn't have a contract 

500
00:26:39,960 --> 00:26:42,160
on. 
One I kind of said I didn't want

501
00:26:42,160 --> 00:26:44,720
to work on right then or maybe 
on a later line. 

502
00:26:44,720 --> 00:26:47,320
The other one was re 
implementation of the Goude Tama

503
00:26:47,320 --> 00:26:49,960
card game, which I did that 
design. 

504
00:26:50,040 --> 00:26:53,360
The new design became Corgi Pile
Up, which I designed with Steve 

505
00:26:53,360 --> 00:26:56,000
Ellis. 
And then outside of that there 

506
00:26:56,000 --> 00:26:59,280
are two games that are sub 
licenses from where we have 

507
00:26:59,280 --> 00:27:01,880
Foolish Fools from Keef Edition 
in France. 

508
00:27:02,040 --> 00:27:05,440
That's their game Foo Foo Foo 
and its expansion Foo Foo means 

509
00:27:05,440 --> 00:27:08,360
crazy, crazy, crazy. 
And then Venture Angels is a sub

510
00:27:08,360 --> 00:27:12,320
license from Mandu games in 
Korea who Mandu does many, many 

511
00:27:12,320 --> 00:27:14,480
amazing games. 
This one is flying under the 

512
00:27:14,480 --> 00:27:18,760
radar, but it's so good. 
And then signed to more games 

513
00:27:18,760 --> 00:27:20,680
original title. 
So we've signed first class 

514
00:27:20,680 --> 00:27:23,440
letters from Peter C Hayward, a 
word game rolling right word 

515
00:27:23,440 --> 00:27:26,000
game. 
And then we signed no loose ends

516
00:27:26,000 --> 00:27:28,960
from Taiki Shinzawa, an 
incredible trick taking game 

517
00:27:28,960 --> 00:27:31,080
from 2024 that released only in 
Japan. 

518
00:27:31,240 --> 00:27:34,120
So that was the first wave. 
Get those six together and of 

519
00:27:34,120 --> 00:27:38,200
course along the way, I mean I 
had huge, huge lists of 

520
00:27:38,200 --> 00:27:41,880
potential games and I see I have
to see at least I'm like it's 

521
00:27:41,880 --> 00:27:46,160
got to be a hundred 250 games a 
year that I get pitched in my 

522
00:27:46,160 --> 00:27:48,480
e-mail mostly. 
So you know, there's things in 

523
00:27:48,480 --> 00:27:49,840
there. 
I got pitched something at 

524
00:27:49,840 --> 00:27:51,760
Origins that I'm really excited 
about. 

525
00:27:51,760 --> 00:27:56,800
So right now, assuming I can 
sign that game, we have our next

526
00:27:56,800 --> 00:28:02,560
wave of six set and we have 
another two games past that set 

527
00:28:02,760 --> 00:28:07,880
that are both signed. 1 is Bonk 
from Leo Colvini and and Bruno 

528
00:28:07,880 --> 00:28:11,720
Phi Duty. 
This is like this is one of Tom 

529
00:28:11,720 --> 00:28:16,920
Vasil's favorite games. 
It's kind of bluffing gambling 

530
00:28:16,920 --> 00:28:19,280
sort of game. 
You you add these poker chips to

531
00:28:19,280 --> 00:28:21,600
increase the value of these 
tables and then you move to 

532
00:28:21,600 --> 00:28:23,400
them. 
But somebody might cheat at that

533
00:28:23,400 --> 00:28:25,280
table and take the things from 
you. 

534
00:28:25,280 --> 00:28:30,360
It's very interactive fun game. 
And then another, another Bruno 

535
00:28:30,360 --> 00:28:32,640
Fi Duty game. 
I'm a big fan of Bruno Fi Duty. 

536
00:28:32,680 --> 00:28:35,200
So they are Wave Wave 2 though 
is set and it's going to be 

537
00:28:35,200 --> 00:28:39,080
another two party games, 2 
casual games, 2 thinky games. 

538
00:28:39,120 --> 00:28:43,040
We have an amazing trick taking 
game from Taiki Shinzawa coming,

539
00:28:43,040 --> 00:28:45,040
which I will just tease a little
bit here. 

540
00:28:46,720 --> 00:28:49,200
It's a RE implement because we 
just started art on it, which is

541
00:28:49,200 --> 00:28:51,480
really cool. 
So it's a re implementation of 

542
00:28:51,480 --> 00:28:54,760
his game Twinkle Starship, 
originally called Segment 

543
00:28:54,760 --> 00:28:56,280
Segment Tricks, I think. 
Yeah. 

544
00:28:57,640 --> 00:29:00,960
And ours is going to be called 
Trick to the Future is a time 

545
00:29:00,960 --> 00:29:04,680
traveling trick taking game 
reminiscent of Back to the 

546
00:29:04,680 --> 00:29:07,080
Future as you might imagine. 
Come on. 

547
00:29:08,080 --> 00:29:12,360
The the hook of the game 
gameplay wise what makes it a 

548
00:29:12,360 --> 00:29:15,240
time traveling game. 
You have cards in four suits, 

549
00:29:15,240 --> 00:29:19,560
past, present, future and 
beyond, and you have the numbers

550
00:29:19,560 --> 00:29:23,920
go from zero to 9 and the center
of the cards is A7 segment 

551
00:29:23,920 --> 00:29:28,040
display like you would have in a
a DeLorean let's say. 

552
00:29:28,400 --> 00:29:31,520
Sure, yeah. 
Or a digital clock and but you 

553
00:29:31,520 --> 00:29:35,440
have these fuel rods for your 
time travelling machine, which 

554
00:29:35,440 --> 00:29:39,240
are basically wooden sticks. 
And when you play a card, you 

555
00:29:39,240 --> 00:29:42,280
can spend fuel rods to put them 
on the card and change the 

556
00:29:42,280 --> 00:29:45,200
number. 
So if you have a zero there, you

557
00:29:45,200 --> 00:29:47,240
can spend a fuel rod and turn it
to an 8. 

558
00:29:47,240 --> 00:29:49,040
And this can help you win 
tricks. 

559
00:29:49,160 --> 00:29:53,520
But every successful trick you 
win is like a time travel that 

560
00:29:53,520 --> 00:29:55,360
you took. 
And at the end of the round, you

561
00:29:55,360 --> 00:29:57,800
need to be gay, able to get back
to your own timeline. 

562
00:29:58,040 --> 00:30:02,040
And so to do that, you need to 
have enough fuel rods leftover 

563
00:30:02,120 --> 00:30:03,800
to cover the number of tricks 
you've had. 

564
00:30:04,000 --> 00:30:08,440
So if I win 3 tricks, I need to 
have three fuel rods at least to

565
00:30:08,440 --> 00:30:10,760
get back. 
You get certain points if you 

566
00:30:10,760 --> 00:30:12,920
have, you know, leftover fuel 
rods. 

567
00:30:12,920 --> 00:30:15,520
You get double points if you 
have a perfect journey. 

568
00:30:15,640 --> 00:30:18,440
And you get no points if you 
have no fuel rods left to make 

569
00:30:18,440 --> 00:30:21,560
it back. 
So it's a very, very unique 

570
00:30:21,560 --> 00:30:24,400
gameplay experience. 
And the art is going to be 

571
00:30:24,400 --> 00:30:26,760
really, really cool. 
I'm so very excited about that. 

572
00:30:26,960 --> 00:30:29,440
So we're going to be on the 
lookout that what is it going to

573
00:30:29,440 --> 00:30:31,080
be called? 
It'll be called Trick to the 

574
00:30:31,080 --> 00:30:33,440
Future. 
Trick to the future, guys, 

575
00:30:33,640 --> 00:30:36,520
That's yeah, it's amazing. 
That's going to be really, 

576
00:30:36,560 --> 00:30:38,320
really, really cool. 
That's cool. 

577
00:30:38,440 --> 00:30:41,000
So it sounds like yeah, you've 
got you've got a lot in the 

578
00:30:41,000 --> 00:30:44,640
pipeline. 
Do you have a robust process for

579
00:30:44,840 --> 00:30:47,320
and the reason I asked this is 
because I've got a lot of first 

580
00:30:47,320 --> 00:30:49,520
time designers who've been 
featured on here. 

581
00:30:49,720 --> 00:30:52,920
I talk to them all the time. 
Had some great conversations at 

582
00:30:52,920 --> 00:30:55,880
Origins with friends and they're
looking to pitch. 

583
00:30:56,080 --> 00:30:58,640
Maybe they're number. 
Do you have a real best process 

584
00:30:58,640 --> 00:31:00,080
that they can come to you and be
like? 

585
00:31:00,080 --> 00:31:01,080
Hey, sure. 
Yeah. 

586
00:31:01,080 --> 00:31:03,760
So the the thing that I always 
ask, first of all, anybody can 

587
00:31:03,760 --> 00:31:07,560
e-mail me at paul@gamehead.com. 
I respond to emails. 

588
00:31:07,760 --> 00:31:11,560
If you want to pitch me a game, 
really the only thing I need to 

589
00:31:11,560 --> 00:31:16,720
see is a short, you know, 2 to 5
minute overview video. 

590
00:31:17,040 --> 00:31:20,560
It can be any quality. 
It can be completely unedited. 

591
00:31:20,800 --> 00:31:24,320
It can be shot on the iPhone. 
You know, I've looked at pitch 

592
00:31:24,320 --> 00:31:27,600
videos that are shot on an 
iPhone looking at a screen, an 

593
00:31:27,600 --> 00:31:31,120
iPhone recording of a computer 
screen, and it's still better 

594
00:31:31,120 --> 00:31:34,400
than any amount of writing that 
you can put in a, in a thing. 

595
00:31:34,400 --> 00:31:36,560
You know, obviously in that 
video you should tell me the 

596
00:31:36,560 --> 00:31:40,360
player count, you should tell me
the time length, etcetera. 

597
00:31:40,360 --> 00:31:43,600
But I'm, you know, I just don't 
have time to read your rule 

598
00:31:43,600 --> 00:31:48,560
sheet cell sheets just don't get
enough information down. 

599
00:31:48,560 --> 00:31:51,240
Typically for me to understand 
what you did is I want to know 

600
00:31:51,240 --> 00:31:53,520
who you are. 
I want to know the very basics 

601
00:31:53,520 --> 00:31:57,040
of your game in writing. 
But then show me the and you 

602
00:31:57,040 --> 00:31:58,400
don't have to teach me a whole 
game. 

603
00:31:58,560 --> 00:31:59,680
Don't you don't teach me the 
game. 

604
00:31:59,680 --> 00:32:03,720
Just explain to me what The 
thing is, what makes it fun, and

605
00:32:04,120 --> 00:32:06,720
I'll say a couple more things 
about, because I talked to a lot

606
00:32:06,720 --> 00:32:09,760
of new designers. 
The questions that I asked them 

607
00:32:09,880 --> 00:32:14,080
about their game is like #1 
who's the game for, right? 

608
00:32:14,080 --> 00:32:17,200
Who's gonna like your game? 
And what are they gonna, after 

609
00:32:17,200 --> 00:32:19,280
they play it? 
What are they gonna tell their 

610
00:32:19,280 --> 00:32:22,240
friends about so that their 
friends want to play it now 

611
00:32:22,240 --> 00:32:24,760
they're going to go and they're 
going to say, oh man, you, you 

612
00:32:24,760 --> 00:32:28,600
have got to play Arapamine 
because it has this thing. 

613
00:32:28,760 --> 00:32:31,080
It's like battleship, but it's 
better because there's these 

614
00:32:31,080 --> 00:32:34,520
gems in there and you shoot the 
light in and it bounces off like

615
00:32:34,560 --> 00:32:35,760
it's it's almost hard to 
explain. 

616
00:32:35,760 --> 00:32:39,280
You just have to play it, you 
know, like, you know, or I can 

617
00:32:39,280 --> 00:32:42,640
say things like your game seems 
a little bit like it's a mix of 

618
00:32:42,720 --> 00:32:48,000
of For sale and Splendor. 
So like what makes it more than 

619
00:32:48,000 --> 00:32:49,920
just a mix of For Sale and 
Splendor? 

620
00:32:49,960 --> 00:32:53,320
Or why should I play this 
instead of playing For Sale? 

621
00:32:53,400 --> 00:32:55,600
I think those are important 
questions. 

622
00:32:57,320 --> 00:33:00,120
And then the question that I'm 
always answering as a developer 

623
00:33:00,120 --> 00:33:02,800
of a game is like, what is the 
game? 

624
00:33:02,880 --> 00:33:04,800
What is this game actually 
about? 

625
00:33:04,800 --> 00:33:08,280
How many rules can I get rid of 
so that it's just the core of 

626
00:33:08,280 --> 00:33:11,280
that game, right? 
For Sale is a game where you 

627
00:33:11,320 --> 00:33:15,080
auction with money to get cards 
and then blind bid those cards 

628
00:33:15,080 --> 00:33:17,480
to get VP. 
That's the game, right? 

629
00:33:17,840 --> 00:33:21,760
And it's easy to understand it's
a two stage auction process and 

630
00:33:21,760 --> 00:33:23,480
I I think that's really 
important, right? 

631
00:33:23,600 --> 00:33:27,080
And Honey Buzz, for example, is 
a worker placement tile laying 

632
00:33:27,080 --> 00:33:30,640
game where you don't buy, you 
don't take actions with your 

633
00:33:30,640 --> 00:33:33,720
workers, you take action tiles 
and how you place them might 

634
00:33:33,720 --> 00:33:36,520
create the actions you take. 
You know, that might be a hook 

635
00:33:36,520 --> 00:33:37,680
you would describe for that 
game. 

636
00:33:37,800 --> 00:33:39,440
So I think that's really 
important. 

637
00:33:39,440 --> 00:33:42,480
Anybody that sends me a video, 
I'm basically looking at it 

638
00:33:42,480 --> 00:33:45,360
within 48 hours. 
I often send very thorough 

639
00:33:45,360 --> 00:33:49,160
feedback, but sometimes the 
answer is just like, this seems 

640
00:33:49,160 --> 00:33:51,640
kind of cool. 
I like that it's this part and 

641
00:33:51,640 --> 00:33:54,840
this part, but it's not a good 
fit for game head right now. 

642
00:33:55,000 --> 00:33:59,360
Or I could just say that we 
can't put this in our $20 box. 

643
00:33:59,360 --> 00:34:02,240
Right. 
Or, you know, whatever it is, 

644
00:34:02,240 --> 00:34:04,640
sometimes it's a theme, 
etcetera. 

645
00:34:05,120 --> 00:34:08,360
But I just had AI just had a 
conversation with someone this 

646
00:34:08,360 --> 00:34:12,600
week where they sent me a cool 
design and they showed me the 

647
00:34:12,600 --> 00:34:15,960
design on TTS like recorded. 
And I just said I think this is 

648
00:34:15,960 --> 00:34:17,880
pretty cool. 
But all of our games are 

649
00:34:17,880 --> 00:34:21,239
designed to be played on a bar 
top table, 30 inch diameter. 

650
00:34:21,239 --> 00:34:24,360
And I don't think this fits, you
know, so may, and I think the 

651
00:34:24,360 --> 00:34:27,960
components are a little, you 
know, it's just kind of maybe it

652
00:34:27,960 --> 00:34:29,800
could be better. 
And I, I wrote, you know, a 

653
00:34:29,800 --> 00:34:32,239
couple paragraphs explaining 
what I thought he could maybe do

654
00:34:32,239 --> 00:34:34,840
with the development. 
And then right away he started 

655
00:34:34,840 --> 00:34:37,719
doing some work. 
So, you know, I'm, I'm looking 

656
00:34:37,719 --> 00:34:40,239
at that game again, thinking 
about if it might be a good one.

657
00:34:40,239 --> 00:34:44,520
So it sounds so I'm, it sounds 
like you're, you're committed to

658
00:34:44,520 --> 00:34:48,360
that, that $20 price point 
keeping it within that same. 

659
00:34:48,440 --> 00:34:50,120
I don't know if they're small 
boxes. 

660
00:34:50,199 --> 00:34:51,600
I mean, yeah. 
I think we call them small. 

661
00:34:51,679 --> 00:34:53,159
Boxes. 
We call them small boxes. 

662
00:34:53,199 --> 00:34:55,920
I think we call them small. 
They're about an inch bigger 

663
00:34:55,920 --> 00:34:58,000
than an in all play box. 
Yes, yeah. 

664
00:34:58,000 --> 00:35:01,000
And when I think of small box, I
think of all play so and they're

665
00:35:01,000 --> 00:35:03,280
a little bit bigger, but OK. 
Yeah, yeah. 

666
00:35:03,600 --> 00:35:05,520
So you're committed. 
That's the size. 

667
00:35:05,520 --> 00:35:07,840
So anyone comes to you with a 
pitch. 

668
00:35:07,840 --> 00:35:10,440
Or if you're thinking about 
designing a game yourself, 

669
00:35:10,600 --> 00:35:13,240
you're thinking about that 
space. 

670
00:35:13,240 --> 00:35:16,040
That's right. 
Thinking about that box size, we

671
00:35:16,040 --> 00:35:18,760
can fit 2 decks of cards side by
side. 

672
00:35:18,760 --> 00:35:22,240
Realistically, we could fit 
probably 200 cards in that box, 

673
00:35:22,440 --> 00:35:26,080
yeah. 
Yep, we, we can fit quad fold. 

674
00:35:26,080 --> 00:35:27,520
We're going to do a hex fold 
board. 

675
00:35:27,600 --> 00:35:32,880
It'll fold out pretty darn big. 
You know, I know the numbers of 

676
00:35:32,880 --> 00:35:37,520
like, you know, 135mm is kind of
the biggest width you can put of

677
00:35:37,520 --> 00:35:39,600
a product component inside the 
box. 

678
00:35:39,760 --> 00:35:42,840
Now, sometimes people will come 
with a game that doesn't 

679
00:35:42,840 --> 00:35:44,800
necessarily seem like it would 
fit in that box. 

680
00:35:44,800 --> 00:35:47,920
And I can find a way to do it 
because you can change the user 

681
00:35:47,920 --> 00:35:51,400
interface to change the way that
the people interact with the 

682
00:35:51,400 --> 00:35:54,520
product so that it's smaller, 
right And designed. 

683
00:35:55,120 --> 00:35:58,600
Don't necessarily always have a 
clear sense for like component 

684
00:35:58,600 --> 00:35:59,880
fixes. 
Maybe they're thinking about 

685
00:35:59,880 --> 00:36:01,840
gameplay fixes. 
And I think that's part of what 

686
00:36:01,840 --> 00:36:05,400
development is. 
The harder thing for designers 

687
00:36:05,400 --> 00:36:08,840
to know is how much it's going 
to cost to make their game. 

688
00:36:08,880 --> 00:36:12,200
Typically they'll, they'll think
like, I mean, you know, this is 

689
00:36:12,200 --> 00:36:16,000
this is like a game I could buy 
for $30 or this is about the 

690
00:36:16,000 --> 00:36:18,840
amount of components that are in
a whatever cost game. 

691
00:36:19,240 --> 00:36:21,800
Right. 
The more time that you spend in 

692
00:36:21,800 --> 00:36:24,440
the industry, you know like OK, 
I can make this deck of cards 

693
00:36:24,440 --> 00:36:29,320
for $37 or $0.37 or whatever and
I can do the box for this many 

694
00:36:29,320 --> 00:36:32,080
cents and the woods going to 
cost $0.05 or whatever. 

695
00:36:32,200 --> 00:36:33,600
So that kind of stuff really 
helps. 

696
00:36:33,720 --> 00:36:37,320
Something that I never did it as
a designer on my own, but I 

697
00:36:37,320 --> 00:36:41,280
recommend to people is actually 
like reach out to someone and 

698
00:36:41,280 --> 00:36:43,880
get a quote. 
Reach out to a manufacturer and 

699
00:36:43,880 --> 00:36:48,080
get a quote for your project to,
you know, know what it's going 

700
00:36:48,080 --> 00:36:51,560
to cost at 2003 thousand 5000 
units, because that will be 

701
00:36:51,560 --> 00:36:56,880
really, really valuable to, to a
publisher to know like, oh, OK, 

702
00:36:57,040 --> 00:36:59,600
because it's, it's a it's a 
long, it's a lot of work. 

703
00:36:59,600 --> 00:37:04,200
First of all, for us to prepare 
the spec sheet to even hand over

704
00:37:04,440 --> 00:37:07,160
to say these are the materials 
we want, like give us quotes. 

705
00:37:07,160 --> 00:37:09,520
Let's go through the thing and 
it'll take a lot of time to 

706
00:37:09,520 --> 00:37:11,960
figure that out. 
But if if you can hand me the 

707
00:37:11,960 --> 00:37:15,680
quote from, you know, Panda or 
Game Land or E Star or whoever, 

708
00:37:15,720 --> 00:37:18,200
that that's a huge help. 
Wow, that's good advice. 

709
00:37:18,200 --> 00:37:20,480
So I hope our listeners are 
paying attention. 

710
00:37:20,480 --> 00:37:22,800
If you're thinking about 
designing a game or working on 

711
00:37:22,800 --> 00:37:25,360
it, that's really good advice. 
So something else that stood out

712
00:37:25,360 --> 00:37:27,600
my mind. 
Your first six games, and you 

713
00:37:27,600 --> 00:37:30,720
said this earlier in the 
episode, you've got 2 thinky 

714
00:37:30,720 --> 00:37:33,920
games, 2 casual and two party 
games. 

715
00:37:33,920 --> 00:37:37,720
Is that kind of your? 
Is that your vision for future 

716
00:37:37,880 --> 00:37:41,000
lines of games that two by two 
by two? 

717
00:37:41,040 --> 00:37:43,640
Well, you know, I'm not sure. 
I think. 

718
00:37:43,840 --> 00:37:47,280
Partly we'll we'll see what is 
catching, you know what I mean? 

719
00:37:47,280 --> 00:37:50,280
And we'll, we'll sort of, we 
wanted to go wide to sort of see

720
00:37:50,280 --> 00:37:53,520
like, you know, I think all play
goes pretty wide and catches a 

721
00:37:53,520 --> 00:37:55,240
lot of folks. 
We wanted to be doing that. 

722
00:37:55,280 --> 00:37:58,040
Oink Games catches a ton of 
folks, but they really only have

723
00:37:58,040 --> 00:38:01,160
one line, which is this is our 
box size and these are good 

724
00:38:01,160 --> 00:38:04,480
games. 
So I'm not 100% sure right now 

725
00:38:04,480 --> 00:38:07,520
the things that are selling the 
most are the thinky games, but 

726
00:38:07,520 --> 00:38:10,400
that's because we're really 
ahead of release. 

727
00:38:10,440 --> 00:38:14,440
I mean, we're, we're selling now
on gamermats.com dot com, but 

728
00:38:14,520 --> 00:38:18,040
the people that know about the 
games again are the inside hobby

729
00:38:18,040 --> 00:38:20,040
gamers. 
And even at Gen. 

730
00:38:20,040 --> 00:38:22,400
Con, we'll we'll have a big 
booth there. 

731
00:38:22,400 --> 00:38:25,080
We'll catch a whole different 
crowd of people and things will 

732
00:38:25,080 --> 00:38:27,440
start to shift. 
I would expect so. 

733
00:38:27,560 --> 00:38:30,000
And we're not, we're not sure if
we're going to do 6 again or 

734
00:38:30,000 --> 00:38:33,800
maybe we'll do 3 and then three,
but it looks kind of like we'll 

735
00:38:33,800 --> 00:38:39,560
have 4 ready to go. 
So partly it depends on when 

736
00:38:39,560 --> 00:38:43,160
things finish, when when they're
done and ready to print. 

737
00:38:43,280 --> 00:38:49,520
And then partly it depends on 
when we are ready to print 

738
00:38:49,520 --> 00:38:53,000
enough to fill a container. 
You know, if we have restocks of

739
00:38:53,000 --> 00:38:55,400
old titles that we need to do, 
then that might help. 

740
00:38:55,400 --> 00:38:57,960
Or if we're going to like do 
localization, maybe someone 

741
00:38:57,960 --> 00:39:00,520
wants to print in the 
Netherlands, then we will 

742
00:39:00,520 --> 00:39:02,240
include them in the print run 
and that kind of stuff. 

743
00:39:02,440 --> 00:39:06,000
But those 3 lines I think are 
good and kind of communicate, 

744
00:39:07,520 --> 00:39:09,800
but we might also add a two 
player line. 

745
00:39:10,960 --> 00:39:14,080
We, you know, I'm, I'm open to 
other kinds of things. 

746
00:39:14,160 --> 00:39:17,560
Yeah and, and I'm not sure if we
would do a solo game right now 

747
00:39:17,560 --> 00:39:20,160
or not. 
It's a very hobby market type of

748
00:39:20,160 --> 00:39:22,120
thing. 
Well, here's an interesting fact

749
00:39:22,120 --> 00:39:25,160
is we're gonna there's a game 
called orapamine, which I, I 

750
00:39:25,160 --> 00:39:30,080
just talked about for a second, 
I think from play T games and 

751
00:39:30,080 --> 00:39:32,840
this has been getting a lot of 
press as a really amazing 

752
00:39:32,840 --> 00:39:35,120
deduction game. 
It's basically you and I are 

753
00:39:35,120 --> 00:39:37,840
playing battleship and and we 
have these gems in there. 

754
00:39:37,880 --> 00:39:41,920
I was talking about and I'm 
trying to buy kind of ultrasonic

755
00:39:41,920 --> 00:39:45,960
radar, identify exactly the 
position and color of your gems 

756
00:39:46,200 --> 00:39:47,560
and you're trying to do the same
for me. 

757
00:39:47,560 --> 00:39:50,680
So back and forth like that. 
It is a two player game. 

758
00:39:50,720 --> 00:39:52,520
I'm sure that's how it was built
to be. 

759
00:39:52,760 --> 00:39:57,040
But similar to a lot of types of
games, you can have somebody 

760
00:39:57,040 --> 00:40:00,640
just have the gems and 
facilitate the game and then 

761
00:40:00,640 --> 00:40:04,680
like 5 people can solve the 
puzzle against each other, 

762
00:40:04,840 --> 00:40:07,560
right? 
So it's it's kind of a two to 

763
00:40:07,560 --> 00:40:10,120
five player, but it's pretty 
different at 345. 

764
00:40:10,120 --> 00:40:15,280
What what plates you put on the 
box is like a big two and then a

765
00:40:15,280 --> 00:40:18,080
dash and a small 5, which I 
thought was interesting. 

766
00:40:18,360 --> 00:40:22,160
So for that I would put it in 
our think you if we had a two 

767
00:40:22,160 --> 00:40:26,120
player game line, like 2 player 
line, I would still put it in. 

768
00:40:26,760 --> 00:40:30,560
Our thinky line, but it's an 
interesting sort of blending 

769
00:40:30,560 --> 00:40:33,280
spot where we might do a two 
player game. 

770
00:40:33,280 --> 00:40:36,480
I think the short answer is any 
game that I think is awesome 

771
00:40:36,480 --> 00:40:40,040
that fits for what we're gonna 
do, we're gonna try to do it. 

772
00:40:40,200 --> 00:40:44,560
And right now it's gotta stay in
that 20, but a $20 box. 

773
00:40:44,560 --> 00:40:46,200
But we do have like a $30 
coming. 

774
00:40:46,200 --> 00:40:49,160
And so we're starting to look. 
OK, so there's been a lot of 

775
00:40:49,160 --> 00:40:52,680
chatter on Reddit, on Discord, 
all the different online 

776
00:40:52,680 --> 00:40:57,040
communities about these are Gen.
Con attendees who are sharing 

777
00:40:57,040 --> 00:40:59,680
concerns with, you know what, is
there going to be a Gen. 

778
00:40:59,680 --> 00:41:02,680
Con this year? 
So many, so many vendors have 

779
00:41:02,680 --> 00:41:05,040
pulled out. 
What are we, what's what, what 

780
00:41:05,040 --> 00:41:06,880
is Gen. 
Con going to look like this 

781
00:41:06,880 --> 00:41:09,520
year? 
So tell, tell us what can we 

782
00:41:09,520 --> 00:41:11,400
expect from you at Gen. 
Con? 

783
00:41:11,400 --> 00:41:12,840
You did mention you're going to 
have a booth. 

784
00:41:12,960 --> 00:41:15,360
You've got events, you've got 
demos, you've got learner plays.

785
00:41:15,360 --> 00:41:16,680
What do you what do you have 
going on? 

786
00:41:17,000 --> 00:41:20,960
So we actually these sort of 
whole pastimes, gamer mats, 

787
00:41:20,960 --> 00:41:23,400
Gamehead family. 
I think we have three different 

788
00:41:23,400 --> 00:41:27,320
booths. 
So we have pastimes has a big HQ

789
00:41:27,320 --> 00:41:31,520
and event space in whatever the 
hall is where they play magic 

790
00:41:31,520 --> 00:41:34,680
and stuff. 
There is some other booth, maybe

791
00:41:34,680 --> 00:41:37,160
it's like on Lucas Oil Field 
because I think some of this 

792
00:41:37,160 --> 00:41:40,240
stuff is going to happen down 
there and then in the proper 

793
00:41:40,240 --> 00:41:42,280
vendor. 
Hall, which closes, you know 

794
00:41:42,280 --> 00:41:43,720
when it closes and stuff, right?
That's. 

795
00:41:43,800 --> 00:41:47,880
Where we'll have our game head 
gamer mats booth, and that's 

796
00:41:47,880 --> 00:41:52,800
going to be on an end cap. 
It's booth 1629, a 20 by 20, so 

797
00:41:52,840 --> 00:41:54,520
pretty big. 
One of those pretty big. 

798
00:41:54,520 --> 00:41:57,280
Booths, yeah. 
It's good size and what we'll 

799
00:41:57,280 --> 00:42:01,880
have there is 6 demo stations, 
one for each game, around the 

800
00:42:01,880 --> 00:42:05,400
size of a bar top table, kind 
of, you know, 30 inches by 30 

801
00:42:05,400 --> 00:42:07,520
inches. 
Tons of games underneath those. 

802
00:42:07,520 --> 00:42:10,920
So anybody can walk up, down any
of the games. 

803
00:42:11,080 --> 00:42:13,720
That's kind of on the left 
corner. 

804
00:42:13,920 --> 00:42:17,720
On the right side corner we've 
got this big tower like light up

805
00:42:17,720 --> 00:42:20,200
thing that shows the gamer mat 
side. 

806
00:42:20,400 --> 00:42:25,880
And right behind that there's a 
long row of our play mats on 

807
00:42:25,880 --> 00:42:27,560
tables. 
Some of them we have these 

808
00:42:27,560 --> 00:42:31,000
really cool like fuzzy play mats
people should come check out. 

809
00:42:31,000 --> 00:42:33,800
They're really neat. 
And then right on the end of 

810
00:42:33,800 --> 00:42:37,560
that, I think is it is a like a 
desk with a computer where you 

811
00:42:37,560 --> 00:42:40,160
can, you know, look at what's 
online and stuff. 

812
00:42:40,160 --> 00:42:41,480
There's another one of those in 
the back. 

813
00:42:41,480 --> 00:42:44,840
And then there's 36 foot tables 
full of play mats with our 

814
00:42:44,840 --> 00:42:48,360
register area. 
So we're going to have a ton of 

815
00:42:48,440 --> 00:42:49,840
stuff to come and check and 
feel. 

816
00:42:49,840 --> 00:42:52,840
And then we also have like we 
sell some pins and and stickers 

817
00:42:52,840 --> 00:42:53,720
and stuff. 
We have a lot. 

818
00:42:53,720 --> 00:42:56,840
Of cool characters on the play 
mat side that end up in there. 

819
00:42:56,840 --> 00:42:58,760
So it's going to be an awesome 
place to stop by. 

820
00:42:58,840 --> 00:43:01,960
Obviously you can buy a bunch of
great products or great hang out

821
00:43:01,960 --> 00:43:06,000
with good people and you can 
play these games come by and 

822
00:43:06,000 --> 00:43:06,480
demo. 
Gen. 

823
00:43:06,480 --> 00:43:09,680
Con is not always a great demo 
spot, but I think the game head 

824
00:43:09,680 --> 00:43:11,560
booth will be. 
Excellent, excellent. 

825
00:43:11,720 --> 00:43:16,800
So the games, the game OS games 
that you can demo, will they be 

826
00:43:16,800 --> 00:43:18,560
available for purchase or not 
yet? 

827
00:43:18,560 --> 00:43:22,440
All of them 100%, yeah. 
So we'll be demoing Trinketrove.

828
00:43:22,800 --> 00:43:25,840
Basically what we're going to 
use to demo is, so this is a 

829
00:43:25,840 --> 00:43:30,040
little known fact, If you buy a 
three by three calyx and A2 by 

830
00:43:30,040 --> 00:43:33,520
two calyx, you can kind of 
Frankenstein them together to 

831
00:43:33,520 --> 00:43:38,440
make 2/2 by threes. 
Yes, OK, take 2 two by threes, 

832
00:43:38,440 --> 00:43:42,120
jam them together and now you 
have basically a 30 inch square,

833
00:43:42,440 --> 00:43:46,360
you know, pillar, and then 
you've got 12 cubes to store 

834
00:43:46,360 --> 00:43:48,120
games. 
So we're going to have tons of 

835
00:43:48,120 --> 00:43:51,280
copies of each game underneath 
the demo area. 

836
00:43:51,480 --> 00:43:53,360
You can grab those. 
They're 20 bucks. 

837
00:43:53,600 --> 00:43:57,000
And I think our deal is going to
be if you buy 5 from the set 

838
00:43:57,000 --> 00:43:59,120
five games, you can get a six 
game free. 

839
00:43:59,600 --> 00:44:01,280
That's awesome. 
So if you're looking to get 

840
00:44:01,280 --> 00:44:05,120
gifts or just by the full Wave 
1, yeah, everything's going to 

841
00:44:05,120 --> 00:44:08,160
be for sale there and all our 
all our sweet products will be 

842
00:44:08,160 --> 00:44:09,520
there. 
I'm sure there's specials on the

843
00:44:09,520 --> 00:44:11,520
gamer mat side too that I just 
don't know yet. 

844
00:44:11,600 --> 00:44:13,520
And what was that booth again 
for everyone listening? 

845
00:44:13,600 --> 00:44:18,640
That's booth 1629. 1629 guys, so
make sure if you're at Gen. 

846
00:44:18,640 --> 00:44:21,120
Con, check them out. 
Paul, thanks so much. 

847
00:44:21,440 --> 00:44:22,960
This has been a great 
conversation. 

848
00:44:22,960 --> 00:44:25,800
Thanks for your honesty and 
fielding all my questions. 

849
00:44:25,800 --> 00:44:27,960
I appreciate it. 
This is this has been fantastic.

850
00:44:27,960 --> 00:44:29,120
Yeah, absolutely. 
Appreciate it. 

851
00:44:29,200 --> 00:44:30,400
Will I see you at Gen. 
Con? 

852
00:44:30,520 --> 00:44:33,560
You will, you will, and now I 
know where to go. 

853
00:44:33,960 --> 00:44:35,560
That's right. 
Anybody listening out there, you

854
00:44:35,560 --> 00:44:38,640
know, come by, say, hey, you 
know, shake a hand, let's play a

855
00:44:38,640 --> 00:44:39,840
game. 
Let's chat a little bit. 

856
00:44:39,960 --> 00:44:41,600
Yeah, guys, check out these 
games. 

857
00:44:41,600 --> 00:44:43,960
They're they're Paul shared them
with me at Origins. 

858
00:44:43,960 --> 00:44:46,600
They're really cool. 
I've got my eye on Trinket 

859
00:44:46,600 --> 00:44:49,480
Trove. 
I've not stopped thinking about 

860
00:44:49,480 --> 00:44:52,160
it since you showed it to me. 
Guys, thanks so much for 

861
00:44:52,160 --> 00:44:55,360
listening or watching. 
Remember to like and subscribe, 

862
00:44:55,640 --> 00:44:57,160
please. 
We're trying to get to 100 

863
00:44:57,160 --> 00:44:59,360
subscribers on YouTube by 
October. 

864
00:44:59,520 --> 00:45:01,360
We're at 76. 
We're almost there. 

865
00:45:01,440 --> 00:45:05,200
Don't forget Spotify, Apple, all
your podcast streaming devices 

866
00:45:05,200 --> 00:45:08,520
and once again, be kind to each 
other and play more games.

