1
00:00:00,040 --> 00:00:02,840
Welcome to Meeple to Meeple 
uniting players around the 

2
00:00:02,840 --> 00:00:06,600
world, a 30 minute exploration 
of PJ and Gareth's four-game 

3
00:00:06,600 --> 00:00:09,520
experiences from across both 
sides of the Atlantic. 

4
00:00:10,240 --> 00:00:12,720
Each episode, they share their 
thoughts and opinions on the 

5
00:00:12,720 --> 00:00:16,280
World of War games, including 
their favorite themes, games, 

6
00:00:16,360 --> 00:00:20,480
hot topics, and much, much more.
Hey, guys, and welcome to 

7
00:00:20,520 --> 00:00:26,000
episode 71, Fled. 
Can you escape as always? 

8
00:00:26,000 --> 00:00:28,040
I'm PJ. 
And I'm Gareth. 

9
00:00:28,560 --> 00:00:30,480
And today we've got a special 
guest. 

10
00:00:30,760 --> 00:00:34,680
We've got the designer of the up
and coming game that's going to 

11
00:00:34,680 --> 00:00:39,160
be launched tomorrow on 
Kickstarter, Mark Swanson of 

12
00:00:39,160 --> 00:00:40,440
Fled. 
How are you, Mark? 

13
00:00:41,280 --> 00:00:42,480
Pretty good. 
How you guys doing? 

14
00:00:42,840 --> 00:00:44,320
Great. 
We're glad to have you on. 

15
00:00:44,320 --> 00:00:46,720
It's great to finally meet you. 
Yeah, it's good to be here. 

16
00:00:47,120 --> 00:00:49,560
And then to discover that we're 
like an hour away from each 

17
00:00:49,560 --> 00:00:51,640
other as far as where we live, 
which is so cool. 

18
00:00:52,440 --> 00:00:54,200
We totally need the game. 
Let's. 

19
00:00:55,280 --> 00:00:56,120
Yeah, that. 
Yeah. 

20
00:00:56,480 --> 00:00:59,280
No, I've got no FOMO on that. 
Missing out, no more gaming. 

21
00:00:59,760 --> 00:01:01,840
Happens to be all, all around 
where PJ lives. 

22
00:01:01,840 --> 00:01:05,720
But yeah, so Mark, we've been, 
I've seen fled appear on my 

23
00:01:05,720 --> 00:01:07,280
socials over the last month or 
two. 

24
00:01:07,280 --> 00:01:08,360
He's definitely been dialling 
up. 

25
00:01:09,280 --> 00:01:14,760
And with the launch, it's the 
5th of March at 2:00 PM UK time.

26
00:01:14,760 --> 00:01:16,080
I think it was 9:00 AM Eastern 
Time. 

27
00:01:16,720 --> 00:01:19,160
That's right, do. 
You want to give us an overview 

28
00:01:19,160 --> 00:01:22,480
of of Fled and the concept 
behind it? 

29
00:01:23,800 --> 00:01:27,400
Yeah, sure. 
Well, I based the game after 

30
00:01:27,400 --> 00:01:32,800
Spike Island, which is a British
Fort turned island prison off 

31
00:01:32,800 --> 00:01:36,360
the South Coast of Ireland. 
I mean, maybe you've you've 

32
00:01:36,360 --> 00:01:38,280
heard of that? 
Place, Googling, Googling. 

33
00:01:38,320 --> 00:01:42,680
Now I'm clearing out some. 
Basically Poland's Alcatraz. 

34
00:01:43,400 --> 00:01:47,640
And so back in the mid 1800s, 
the British government sent 

35
00:01:47,720 --> 00:01:52,440
young lads there for minor 
infractions like stealing a 

36
00:01:52,440 --> 00:01:58,480
potato during the Irish Potato 
famine, and fled is like a game 

37
00:01:58,480 --> 00:02:01,080
of that I've always wanted to 
make, you know, I've always 

38
00:02:01,080 --> 00:02:05,760
loved movies about escape. 
So you know, like obviously 

39
00:02:05,760 --> 00:02:09,000
Shawshank Redemption comes to 
mind, but also some old old 

40
00:02:09,000 --> 00:02:12,640
ones. 
Count of Monte Cristo's The 

41
00:02:12,640 --> 00:02:15,640
Escape movie, Escape from 
Alcatraz. 

42
00:02:16,520 --> 00:02:20,600
And so another thing that kind 
of motivated me is one of the 

43
00:02:20,960 --> 00:02:25,400
very first Euro style games that
I ever played that kind of 

44
00:02:25,400 --> 00:02:28,520
introduced me to the hobby was a
lighter weight game called 

45
00:02:28,520 --> 00:02:33,360
Cartagena, which is a is a 
pirate LED jailbreak from a 

46
00:02:33,360 --> 00:02:36,360
fortress. 
I, you know that was back in the

47
00:02:36,360 --> 00:02:40,280
early 2000s I I played the game 
and inside the box there was a 

48
00:02:40,280 --> 00:02:42,280
pamphlet on other Euro style 
games. 

49
00:02:42,280 --> 00:02:46,320
I'm like this, this is different
than American games and that's 

50
00:02:46,320 --> 00:02:50,200
what launched me into the hobby.
And so in a way, this is kind of

51
00:02:50,200 --> 00:02:53,320
a tribute to the very first Euro
that I played as well. 

52
00:02:55,600 --> 00:02:57,960
And what? 
So you're you're escaping from 

53
00:02:57,960 --> 00:03:01,400
the from the Victorian prison, 
It's two to four players. 

54
00:03:02,880 --> 00:03:07,400
Yes, well, there's a there's a 
solo and multiplayer variant as 

55
00:03:07,400 --> 00:03:10,600
well. 
So technically 124 players. 

56
00:03:11,400 --> 00:03:18,720
But you know, I I first started 
thinking about this when when I 

57
00:03:18,720 --> 00:03:21,640
when I played Carcassonne many 
many years ago. 

58
00:03:23,400 --> 00:03:26,400
I love tile placement games and 
so at some point I began to 

59
00:03:26,400 --> 00:03:31,560
envision a modular tile 
placement mechanic where like a 

60
00:03:31,560 --> 00:03:36,120
prison would grow as the game 
progressed and every tile in the

61
00:03:36,120 --> 00:03:40,840
game is a a dual purpose tile 
that can be played to to form 

62
00:03:40,840 --> 00:03:44,880
the prison or traded to secure 
the tools that you need to 

63
00:03:44,880 --> 00:03:47,640
escape. 
And I think I've been watching 

64
00:03:47,760 --> 00:03:52,920
the the How to Play video and I 
think actually it's 6 by 6 left 

65
00:03:52,920 --> 00:03:56,080
to right and 6 by 6 above. 
So it really does grow like 

66
00:03:56,080 --> 00:04:00,160
those Carcassonne maps, and I 
think the tiles are they can be 

67
00:04:00,160 --> 00:04:04,320
windows, they can be doors. 
So you're trying to build out 

68
00:04:04,320 --> 00:04:08,080
the the prison that both suits 
yours, I guess your escape 

69
00:04:08,080 --> 00:04:11,040
route, but also hinders other 
people as well? 

70
00:04:11,680 --> 00:04:14,160
Right. 
There are warders, as they used 

71
00:04:14,160 --> 00:04:16,640
to call them, wardens or guards 
in the game. 

72
00:04:18,320 --> 00:04:22,000
And you can play a tile with a 
little whistle on it that 

73
00:04:22,000 --> 00:04:25,760
activates the one of the warders
in the game. 

74
00:04:25,760 --> 00:04:30,320
And then you can move that guard
closer to your opponent in in 

75
00:04:30,320 --> 00:04:35,360
hopes of shackling that person 
to essentially slow them down or

76
00:04:35,360 --> 00:04:37,760
eventually sending them back to 
to their bunk. 

77
00:04:38,760 --> 00:04:43,160
So you you have to kind of 
balance thwarting your 

78
00:04:43,160 --> 00:04:46,040
opponent's progress without 
making your own progress. 

79
00:04:46,800 --> 00:04:49,960
It really looks like the the as 
a map grows out you've got that 

80
00:04:51,840 --> 00:04:54,920
every round you have to play a 
tile that's mandatory out of 

81
00:04:54,920 --> 00:04:59,680
your hands and then you have to 
use tiles for their he's got, 

82
00:04:59,680 --> 00:05:03,120
it's got different icons so you 
can use some for soaring through

83
00:05:03,120 --> 00:05:05,680
bars which I think it's the file
and you've got the boots to walk

84
00:05:05,680 --> 00:05:09,520
in through through pathways so 
you've got that whole what tile 

85
00:05:09,520 --> 00:05:12,600
do I play to move on but at the 
same time you need to keep the 

86
00:05:12,600 --> 00:05:15,640
tiles back to to progress. 
It's a really fine boundaries. 

87
00:05:15,720 --> 00:05:17,520
That's right. 
You're kind of navigating your 

88
00:05:17,720 --> 00:05:21,560
way through a labyrinth of 
corridors and rooms, a mess 

89
00:05:21,560 --> 00:05:27,840
hall, a yard, a a courtyard, 
different different rooms in the

90
00:05:27,840 --> 00:05:30,840
in the prison. 
And yeah, you you have different

91
00:05:30,840 --> 00:05:36,440
tools, like a a file or a key or
a boot that allows you to move 

92
00:05:36,440 --> 00:05:39,400
through an open corridor or 
through a locked door or 

93
00:05:39,400 --> 00:05:44,440
through, you know, bars. 
And you have to work your way to

94
00:05:44,440 --> 00:05:49,160
certain rooms so that you can 
find contraband like stamps or 

95
00:05:49,160 --> 00:05:54,640
buttons that you then eventually
will trade for the tools that 

96
00:05:54,640 --> 00:05:57,000
you need to escape. 
So it's kind of like a first you

97
00:05:57,000 --> 00:05:59,240
look for contraband, then you 
trade them for the tools you 

98
00:05:59,240 --> 00:06:04,640
need and then you are ready or 
in a position to make it over 

99
00:06:04,640 --> 00:06:07,280
the wall. 
And do people always escape? 

100
00:06:09,080 --> 00:06:11,360
Not always, I would say. 
Most of the games. 

101
00:06:11,360 --> 00:06:16,760
I mean, my wife won't play this 
all the time now, and it's it's 

102
00:06:16,760 --> 00:06:20,720
almost, I'd say 90% of the time 
that we escape. 

103
00:06:20,800 --> 00:06:23,320
OK, well, both of us escape 
because one person can escape 

104
00:06:23,320 --> 00:06:25,680
and then everyone else has one 
extra turn. 

105
00:06:26,400 --> 00:06:30,600
Usually multiple players can 
escape, but it's the one that 

106
00:06:30,640 --> 00:06:33,640
earns the most victory points 
that wins. 

107
00:06:34,320 --> 00:06:37,480
So I'm really curious about. 
So you have the chaplain, which 

108
00:06:37,480 --> 00:06:43,440
is kind of a helpful warder, but
what's the story with the Combs?

109
00:06:44,880 --> 00:06:47,760
Gareth and I are both bald men, 
so we don't we don't relate to 

110
00:06:47,760 --> 00:06:52,040
Combs. 
So, so any, you know any life in

111
00:06:52,040 --> 00:06:54,160
prison is hard. 
So anything that's kind of a 

112
00:06:54,160 --> 00:06:57,840
luxury item like stamps or 
buttons, you know that that 

113
00:06:57,840 --> 00:07:01,840
prisoners have to use 
alternative currency, right. 

114
00:07:01,840 --> 00:07:07,560
So a a a grooming tool or or a 
stamp or a button, those are, 

115
00:07:07,560 --> 00:07:13,160
you know, you can trade those 
essentially for other more 

116
00:07:13,160 --> 00:07:16,960
valuable items like a key, a a 
warder's key. 

117
00:07:18,760 --> 00:07:21,640
And so that's, yeah, that's the 
story behind the comb. 

118
00:07:21,920 --> 00:07:24,720
OK. 
And and each Each contraband 

119
00:07:24,720 --> 00:07:26,480
item is related to a particular 
room. 

120
00:07:26,480 --> 00:07:29,960
So Combs can be found in in in 
the washroom. 

121
00:07:30,920 --> 00:07:33,880
Plum cake can be found in the 
mess hall. 

122
00:07:34,040 --> 00:07:39,160
A stamp can be found in a bunk, 
so there's kind of a thematic 

123
00:07:39,280 --> 00:07:41,760
association with the contraband 
that you're collecting. 

124
00:07:43,120 --> 00:07:47,040
So since you brought it up, I've
got to ask, how does one Shank 

125
00:07:47,040 --> 00:07:53,120
someone with a plum cake? 
Yeah, you're you're referencing 

126
00:07:53,240 --> 00:07:56,280
Ryan Creighton from Nice around 
the table. 

127
00:07:56,280 --> 00:08:03,840
He he, he he loves to put fun 
here and there, but he he, he 

128
00:08:03,840 --> 00:08:07,200
used that phrase, take taking a 
plum cake to to Shank your 

129
00:08:07,200 --> 00:08:14,040
opponent, just to kind of allude
to I guess more some of the more

130
00:08:14,520 --> 00:08:16,480
sinister things that happened. 
Happen in prison. 

131
00:08:16,880 --> 00:08:19,720
Yeah, right. 
Right. 

132
00:08:19,760 --> 00:08:22,360
And we said it's two to, well, 
one to four, four players. 

133
00:08:22,560 --> 00:08:26,280
Any difference in scaling? 
Does it play well 2-3 and four 

134
00:08:26,280 --> 00:08:29,000
or is there any any any rule, 
mechanics or anything change? 

135
00:08:29,360 --> 00:08:32,559
So, so in the three and four 
player game you actually play 

136
00:08:32,559 --> 00:08:36,919
with six more tiles to 
accommodate more players. 

137
00:08:38,919 --> 00:08:41,919
But so it plays really well with
2-3 or four. 

138
00:08:43,679 --> 00:08:47,400
And then yeah, I've worked hard 
to develop the solo player 

139
00:08:47,400 --> 00:08:53,120
variant this which which 
introduces a a ghost called the 

140
00:08:53,120 --> 00:08:57,880
Spectre, which is actually based
on a ghost in Spike Island that 

141
00:08:57,880 --> 00:09:02,480
is part of history. 
So all you know, all of the 

142
00:09:03,720 --> 00:09:07,400
elements of the game relate to 
some aspect of the prison's 

143
00:09:07,400 --> 00:09:10,160
history. 
I need to go and do some 

144
00:09:10,160 --> 00:09:13,040
research on Spike Island. 
In the back of the rule book 

145
00:09:13,040 --> 00:09:18,080
there's actually names every 
every meatball colour is related

146
00:09:18,080 --> 00:09:22,640
to an actual character in 
history that was imprisoned at 

147
00:09:22,760 --> 00:09:29,080
Spike Island and 11. 
Fella for instance was guilty of

148
00:09:29,080 --> 00:09:33,680
stealing a he, the constable of 
in England, caught him for 

149
00:09:33,680 --> 00:09:37,320
stealing a pint of milk and then
later he steal He stole an 

150
00:09:37,320 --> 00:09:40,600
entire cow and so he went to 
Spike Island. 

151
00:09:41,040 --> 00:09:46,360
Another fella was was caught for
being married to two women at 

152
00:09:46,360 --> 00:09:49,680
one time and you know, of course
bigamy was not allowed. 

153
00:09:49,720 --> 00:09:52,000
So Spike Conan do when? 
Spike Island you won't. 

154
00:09:52,800 --> 00:09:54,160
I'm just looking at photographs 
of it now. 

155
00:09:54,160 --> 00:09:58,160
I mean, it's incredible, 
stunning scenery and the and the

156
00:09:58,160 --> 00:10:00,400
size of it. 
How did you learn about Spike 

157
00:10:00,400 --> 00:10:02,200
Island? 
Like, how did you learn about 

158
00:10:02,200 --> 00:10:04,960
this story and then decide I'm 
going to write, make a game 

159
00:10:04,960 --> 00:10:07,480
around this? 
Well, like I said, I've always 

160
00:10:07,480 --> 00:10:13,840
been interested in prison movies
and I was looking at, you know, 

161
00:10:13,840 --> 00:10:17,280
world famous prisons and 
stumbled onto Spike Island and 

162
00:10:17,280 --> 00:10:20,440
started reading about the 
history and found it 

163
00:10:20,440 --> 00:10:26,120
fascinating. 
And it it it's kind of tragic 

164
00:10:26,120 --> 00:10:30,400
because you know, in this case 
we're rooting for the prisoners 

165
00:10:30,400 --> 00:10:34,440
because more often than not they
were thrown in there for stuff 

166
00:10:34,440 --> 00:10:36,320
that we would just kind of roll 
our eyes at. 

167
00:10:37,000 --> 00:10:43,360
So you know the the the the 
British guards are the kind of 

168
00:10:43,360 --> 00:10:47,800
the villains in no offense 
Gareth, but the the villains in 

169
00:10:47,800 --> 00:10:51,720
the game and you're rooting for 
for the prisoners some of them 

170
00:10:51,720 --> 00:10:57,600
which were you know 1516 year 
olds that were were you know 

171
00:10:57,600 --> 00:11:02,960
were down on their luck and had 
to swipe a a potato that's. 

172
00:11:05,560 --> 00:11:06,800
Interesting. 
Yeah. 

173
00:11:06,800 --> 00:11:11,120
I'd never heard of this story, 
and I'm a historian, so I'd 

174
00:11:11,120 --> 00:11:12,280
never heard this. 
I was looking up. 

175
00:11:12,280 --> 00:11:14,160
I was like, I wonder how, how do
you find this, this? 

176
00:11:14,160 --> 00:11:19,400
It seems kind of obscure and 
hidden but so fascinating, so 

177
00:11:19,640 --> 00:11:22,000
that that's pretty cool. 
Is there Was there a book that 

178
00:11:22,000 --> 00:11:25,280
you discovered or was it just 
kind of like a specific 

179
00:11:25,400 --> 00:11:28,240
inspiration or? 
Yeah, several, several books. 

180
00:11:28,240 --> 00:11:29,960
And. 
And some, of course, some online

181
00:11:30,200 --> 00:11:33,720
literature too. 
Sure, I can't remember a habit 

182
00:11:33,720 --> 00:11:36,320
lying around here somewhere, but
I'll have to. 

183
00:11:36,320 --> 00:11:37,480
Yeah, I'll have to tell you 
about it. 

184
00:11:37,920 --> 00:11:39,680
Have you spoken to the prison 
themselves? 

185
00:11:39,680 --> 00:11:42,400
Have you spoken to the the 
prison themselves to get any 

186
00:11:42,400 --> 00:11:43,720
research? 
Out of them. 

187
00:11:43,760 --> 00:11:47,640
No, no, they, you know, Spike 
Island has a website. 

188
00:11:47,640 --> 00:11:49,040
And so I I. 
Did. 

189
00:11:49,120 --> 00:11:51,160
Research from them. 
In fact, I'm I'm hoping to 

190
00:11:51,160 --> 00:11:58,800
actually visit Spike Island on 
on a future trip to Ireland. 

191
00:11:58,880 --> 00:12:00,720
Yeah, I must admit it. 
It looks. 

192
00:12:00,720 --> 00:12:01,720
It does, Yeah. 
Good. 

193
00:12:01,720 --> 00:12:03,280
A bit of history I never knew 
anything about. 

194
00:12:03,280 --> 00:12:06,200
So there we go. 
There's a whole part of of 

195
00:12:06,480 --> 00:12:09,200
Ireland I need to go and do some
visiting to. 

196
00:12:09,600 --> 00:12:13,640
How long has the the game taken 
to design from to to the point 

197
00:12:13,640 --> 00:12:14,560
today? 
Over a year. 

198
00:12:14,880 --> 00:12:16,200
OK. 
Yeah. 

199
00:12:16,840 --> 00:12:21,040
Anything about the design 
process that's been challenging 

200
00:12:21,040 --> 00:12:24,520
or or which has it been a smooth
experience from you from AI 

201
00:12:24,520 --> 00:12:26,600
guess from concept through to 
testing through to today? 

202
00:12:27,000 --> 00:12:29,600
Well, anytime I do, I do a 
design I4. 

203
00:12:29,600 --> 00:12:31,760
Things are super important to 
me. 

204
00:12:32,760 --> 00:12:36,920
The story, the mechanics of the 
game, the art and then 

205
00:12:36,920 --> 00:12:39,120
production value. 
You know you have to have a 

206
00:12:39,120 --> 00:12:44,680
killer theme. 
Unique mechanics spectacular 

207
00:12:44,680 --> 00:12:47,200
art. 
And Clemens Franz is the artist 

208
00:12:47,240 --> 00:12:50,040
of this game. 
He's you've probably known from 

209
00:12:50,040 --> 00:12:54,440
Agrikala, Caverna, Lahav 
recently, Boone Lake. 

210
00:12:54,600 --> 00:12:59,280
Just amazing style and then 
quality bits. 

211
00:12:59,280 --> 00:13:05,600
You know, I I these meatballs 
have UV printing that are that 

212
00:13:05,600 --> 00:13:09,520
where the it's actually engraved
in the wood itself. 

213
00:13:09,520 --> 00:13:13,080
Oh, OK. 
Not like a, you know, a. 

214
00:13:14,000 --> 00:13:16,360
Silkscreen. 
Screen where where it's kind of 

215
00:13:16,360 --> 00:13:18,720
like a glossy sticker applied to
the meatball. 

216
00:13:18,720 --> 00:13:20,440
I don't, I don't like that. 
I I like. 

217
00:13:20,520 --> 00:13:27,920
I like stuff that's either 
layered on there as a an actual 

218
00:13:27,920 --> 00:13:30,840
print, like a two or three color
print, or if there's multiple 

219
00:13:30,840 --> 00:13:35,080
colors, I think UV is the best. 
Because the because the images, 

220
00:13:35,080 --> 00:13:38,720
I think that's what when I first
saw the images of appearing like

221
00:13:38,720 --> 00:13:40,680
this say Instagram, they really 
pop. 

222
00:13:40,880 --> 00:13:45,280
Like the the little characters, 
the wardens and the the 

223
00:13:45,280 --> 00:13:49,680
convicts, those shots of them 
inside their cells just really 

224
00:13:49,680 --> 00:13:52,680
stands out as a as, as artwork 
on their own. 

225
00:13:52,720 --> 00:13:56,720
And I say you do you do 
recognise Clemens Fran's work as

226
00:13:56,720 --> 00:13:59,320
soon as you see it. 
So was that was that, was that a

227
00:13:59,320 --> 00:14:02,400
straight yes from from him in 
terms of doing the artwork? 

228
00:14:03,280 --> 00:14:06,880
It's funny because when I call 
Clemens or didn't call him, I 

229
00:14:06,880 --> 00:14:09,160
actually emailed him. 
I didn't know what kind of 

230
00:14:09,160 --> 00:14:11,320
response I would get. 
You know, here's this world 

231
00:14:11,320 --> 00:14:15,280
famous artist and and and right 
off the bat he said, Oh yeah, I 

232
00:14:15,280 --> 00:14:17,400
know you. 
Yeah, you're you did feud him. 

233
00:14:18,440 --> 00:14:22,760
I said oh oh wow, maybe I'm the 
famous one. 

234
00:14:24,360 --> 00:14:26,680
But it was great. 
And I and so he said I'm in. 

235
00:14:27,080 --> 00:14:29,760
I mean, I I got to believe that 
like there are hundreds of folks

236
00:14:29,760 --> 00:14:31,360
that want him to design their 
game. 

237
00:14:31,640 --> 00:14:36,320
So I felt, I felt great about 
amazing meeting him via e-mail 

238
00:14:36,320 --> 00:14:38,480
and then working with him. 
It's been a breeze. 

239
00:14:38,480 --> 00:14:43,520
So he's very responsive. 
He works quickly. 

240
00:14:43,880 --> 00:14:46,720
He's extremely polite and 
professional. 

241
00:14:46,840 --> 00:14:48,400
It's it's been a joy to work 
with him. 

242
00:14:48,600 --> 00:14:49,880
And how much of A brief do you 
give? 

243
00:14:49,880 --> 00:14:52,280
Do you just give the concepts of
the game and and some style or 

244
00:14:52,280 --> 00:14:56,480
does that come from, yeah, not 
being an artist? 

245
00:14:56,640 --> 00:15:00,320
Or all the artists that I work 
with though if you could hear 

246
00:15:00,320 --> 00:15:06,200
them talk they they would tell 
you that I probably over deliver

247
00:15:06,480 --> 00:15:09,440
when it comes to reference 
material because I'm very 

248
00:15:09,440 --> 00:15:14,200
particular, you know I like to 
direct my creative very closely.

249
00:15:14,520 --> 00:15:19,200
I I allow for the artist's style
and uniqueness to shine through.

250
00:15:19,200 --> 00:15:23,400
I don't try to be you know push 
their pen so to speak. 

251
00:15:23,720 --> 00:15:29,360
But I do have but I'm familiar 
with their work and so with 

252
00:15:29,360 --> 00:15:32,920
Clemens you know he his his 
style is very unique and pretty 

253
00:15:32,920 --> 00:15:36,080
consistent but there are some 
deviations So I had to kind of 

254
00:15:37,440 --> 00:15:42,080
home in on a particular style 
that that he has done and show 

255
00:15:42,080 --> 00:15:45,840
him references of his own work. 
This is the kind of work I like 

256
00:15:46,040 --> 00:15:50,480
this is what and almost pretty 
good about following that and 

257
00:15:51,760 --> 00:15:54,760
very open minded when I said 
could you do this a little bit 

258
00:15:54,760 --> 00:15:59,200
more and and then of course at 
the last minute almost almost 

259
00:15:59,200 --> 00:16:01,560
the 11th hour I said hey you 
know I've been thinking about a 

260
00:16:01,600 --> 00:16:04,240
plane mat people have been 
asking about a plane mat. 

261
00:16:05,600 --> 00:16:09,080
He he delivered that you know 
11th hour and it looks right 

262
00:16:09,320 --> 00:16:11,080
stick. 
So I'm excited about the plane. 

263
00:16:11,080 --> 00:16:13,320
Mat, I can't wait. 
So we've talked about the story.

264
00:16:13,320 --> 00:16:17,000
We've talked about, I guess, the
art and design, how's the 

265
00:16:17,000 --> 00:16:22,480
production? 
So this goes Live Today, which 

266
00:16:22,480 --> 00:16:23,800
is the day of the day of the 
shoe. 

267
00:16:25,880 --> 00:16:29,000
What can backers expect in terms
of production? 

268
00:16:31,360 --> 00:16:33,040
In terms of how long it will 
take to produce. 

269
00:16:33,040 --> 00:16:36,440
Yeah, and and I guess components
and is there, is there a deluxe 

270
00:16:36,440 --> 00:16:38,680
copy or is it just a straight 
standard copy for everybody 

271
00:16:38,680 --> 00:16:39,960
else? 
Yeah, yeah, no. 

272
00:16:39,960 --> 00:16:45,400
There are three reward levels. 
There is the Kickstarter edition

273
00:16:45,520 --> 00:16:48,440
that comes with all the stretch 
goals, which will be unveiled as

274
00:16:48,440 --> 00:16:52,960
certain goals are earned. 
And then the stretch goals have 

275
00:16:52,960 --> 00:16:57,360
to do with historic aspects of 
the prison. 

276
00:16:57,360 --> 00:17:02,040
So Clemens designing tiles that 
are specifically related to the 

277
00:17:02,120 --> 00:17:04,200
history of the of the of the 
prison. 

278
00:17:05,119 --> 00:17:10,440
And that, and that's what a lot 
of a lot of backers have told 

279
00:17:10,440 --> 00:17:15,240
me, that they like stretch goals
that have to do with gameplay, 

280
00:17:15,400 --> 00:17:19,880
not superfluous extras, but they
want the gameplay to be 

281
00:17:19,880 --> 00:17:21,640
enhanced. 
So that's what I focused on. 

282
00:17:23,680 --> 00:17:25,160
There are. 
So there are. 

283
00:17:26,560 --> 00:17:30,560
There's the main reward level, 
and then there's a reward level 

284
00:17:30,560 --> 00:17:36,080
with the solo variant, and then 
there's the reward level with 

285
00:17:36,080 --> 00:17:39,320
the main game, the solo variant,
and the play net. 

286
00:17:39,600 --> 00:17:43,960
Nice. 
So what is your favorite feature

287
00:17:43,960 --> 00:17:46,360
of Fled? 
Whether it be a rule or a 

288
00:17:46,360 --> 00:17:51,440
component or anything in the 
game, that's your personal 

289
00:17:51,440 --> 00:17:52,720
favorite that you're really 
proud of. 

290
00:17:54,960 --> 00:17:59,520
Well, I I love games that that 
truly have unique mechanics. 

291
00:17:59,520 --> 00:18:01,920
You know, I mean, there's 
nothing wrong with the usual 

292
00:18:01,920 --> 00:18:05,760
affair of area control and 
worker placement and action 

293
00:18:05,760 --> 00:18:09,080
programming or or hand 
optimization. 

294
00:18:09,080 --> 00:18:11,760
I mean, you name it, there's a a
slew of mechanics out there. 

295
00:18:11,760 --> 00:18:16,960
But I think it's important to 
set a game apart with something 

296
00:18:16,960 --> 00:18:22,800
that hasn't been done before. 
You know, games, games have 

297
00:18:22,800 --> 00:18:26,040
multiple cogs that work together
to run the machine. 

298
00:18:26,040 --> 00:18:29,440
But if you can make one of those
cogs unique, then you're on to 

299
00:18:29,440 --> 00:18:34,120
something. 
And so with Fled, there's this 

300
00:18:34,720 --> 00:18:38,960
element of a dual use tile, 
where you have a tile in your 

301
00:18:38,960 --> 00:18:42,920
hand, a series of five tiles, 
and any one of them could be 

302
00:18:42,920 --> 00:18:45,840
placed to expand the prison. 
But then you could also need to 

303
00:18:45,840 --> 00:18:51,400
hold some back because they have
a contraband or tool icon on 

304
00:18:51,400 --> 00:18:54,920
them that you might be able to 
use in in a better way. 

305
00:18:55,280 --> 00:18:59,960
So there's this, this management
of resources and tiles in your 

306
00:18:59,960 --> 00:19:04,440
hand that you're you're thinking
about and then the order of 

307
00:19:04,560 --> 00:19:07,280
playing them becomes very 
important and I think that's 

308
00:19:07,280 --> 00:19:12,560
kind of unique And so I hope 
people will will get excited 

309
00:19:12,560 --> 00:19:15,880
about that and discover all the 
strategies when they play. 

310
00:19:16,240 --> 00:19:18,760
I think when I watch the, when I
watch the playthrough, that's 

311
00:19:18,760 --> 00:19:21,400
the bit that I was like, oh 
that's the that's the delicious 

312
00:19:21,400 --> 00:19:24,000
decision making part. 
But I'm going to be in a bit of 

313
00:19:24,000 --> 00:19:26,320
a spin here because this is 
going to be really useful. 

314
00:19:26,320 --> 00:19:29,640
But if I give it that up, then 
I'm not going to deal with this.

315
00:19:29,960 --> 00:19:31,640
And how much forward planning 
can you do? 

316
00:19:32,160 --> 00:19:35,760
How many rounds could I? 
Two or two or three? 

317
00:19:35,760 --> 00:19:39,640
How if I'm? 
11 So after you lay a tile in in

318
00:19:39,640 --> 00:19:43,400
the prison, you play two more 
actions and replenish your hand.

319
00:19:43,400 --> 00:19:46,440
And one of the actions that you 
can do is let's say there's a 

320
00:19:46,440 --> 00:19:48,960
tile that you really would like 
to use, but you don't. 

321
00:19:48,960 --> 00:19:52,120
It's it's premature. 
You want to use it later. 11 

322
00:19:52,120 --> 00:19:55,920
Action is you can surrender that
tile to the Governor now. 

323
00:19:56,120 --> 00:19:58,800
Later on, when you're 
replenishing your hand, one of 

324
00:19:58,800 --> 00:20:02,000
the tiles can be replenished 
from the Governor's inventory. 

325
00:20:02,000 --> 00:20:04,480
You can take back the tile you 
had previously put there. 

326
00:20:04,480 --> 00:20:07,840
However, while it's in the 
Governor's inventory, some other

327
00:20:07,840 --> 00:20:10,000
players could potentially grab 
that tile. 

328
00:20:10,200 --> 00:20:12,560
So it's kind of a temporary 
place to store something you 

329
00:20:12,560 --> 00:20:14,920
might need later, but look out 
it someone else might. 

330
00:20:14,920 --> 00:20:16,800
Grab it. 
High risk, high risk strategy, 

331
00:20:17,000 --> 00:20:19,760
yeah. 
Another thing I saw was the the 

332
00:20:19,760 --> 00:20:24,960
way that if you get caught then 
you get the the ball in chain. 

333
00:20:26,440 --> 00:20:30,400
Right, right. 
If if if you play a whistle tile

334
00:20:30,400 --> 00:20:35,000
and move a warder onto an 
opponent's space, then you get 

335
00:20:35,000 --> 00:20:39,520
to draw from one tile from their
hand, flip it over and then it 

336
00:20:39,560 --> 00:20:42,200
adds it. 
It it connects right to that 

337
00:20:42,200 --> 00:20:47,800
player's prisoner tile and it 
depicts that prisoner with a 

338
00:20:47,800 --> 00:20:54,880
little shackle and you can you 
know it it it it just simply 

339
00:20:54,880 --> 00:20:58,880
means that that player has a -1 
victory point at the end of the 

340
00:20:58,880 --> 00:21:00,800
game. 
But if that player gets caught 

341
00:21:00,800 --> 00:21:03,720
again, he has to go all the way 
back to his bunk. 

342
00:21:04,440 --> 00:21:08,160
He is de shackled at that time 
but now he's kind of has to 

343
00:21:08,160 --> 00:21:10,720
start the central location 
again. 

344
00:21:11,560 --> 00:21:15,760
So it it it's forgiving in the 
sense that you can kind of start

345
00:21:15,760 --> 00:21:21,760
over again, but it doesn't 
necessarily, you know, devastate

346
00:21:21,760 --> 00:21:23,600
you. 
Because with the right tools, 

347
00:21:23,600 --> 00:21:26,920
you can navigate pretty quickly 
around the prison, especially 

348
00:21:26,920 --> 00:21:29,920
with spoons. 
Spoons allow you to kind of 

349
00:21:29,920 --> 00:21:35,280
tunnel multiple tiles away, so 
if you have a couple of spoons 

350
00:21:35,280 --> 00:21:37,960
in your hand, you can, you know,
shoot across the prison pretty 

351
00:21:37,960 --> 00:21:40,880
quickly. 
Yeah, I do like that The 11 

352
00:21:40,880 --> 00:21:43,480
spoon or two spoons or you can 
make a musical instrument was 

353
00:21:43,960 --> 00:21:47,360
was also an option on the on the
video. 

354
00:21:48,680 --> 00:21:51,160
Yeah, I think, I think, I think 
that's the thematic part of it, 

355
00:21:51,160 --> 00:21:54,280
whether it's the the the shackle
which is when you flip flip it 

356
00:21:54,280 --> 00:21:58,320
over and you you build out that 
piece versus you know the files,

357
00:21:58,320 --> 00:22:00,320
it all fits together really 
smoothly. 

358
00:22:01,840 --> 00:22:05,480
When when do you think this will
ship? 

359
00:22:05,480 --> 00:22:07,480
I know that's a tricky one with 
the Kickstarter. 

360
00:22:08,040 --> 00:22:10,920
How far away is this? 
A year or is this? 

361
00:22:11,320 --> 00:22:13,520
Yeah, no. 
Well, so it all kind of comes 

362
00:22:13,520 --> 00:22:17,880
down to the manufacturer and 
whether or not all of your I's 

363
00:22:17,880 --> 00:22:23,040
are dotted and T's are crossed. 
And so I have once once the 

364
00:22:23,040 --> 00:22:28,360
campaign funds knock on wood, 
then it's usually a six or seven

365
00:22:28,360 --> 00:22:34,000
month process. 
So you know, I I pull you know, 

366
00:22:34,000 --> 00:22:37,280
a month after the campaign goes 
by, all the orders are confirmed

367
00:22:37,280 --> 00:22:41,240
through backer kit and then I 
pull the trigger with Panda. 

368
00:22:41,880 --> 00:22:46,760
And then Panda will take you 
know 6-6 months essentially to 

369
00:22:47,040 --> 00:22:49,600
have it ready to ship to all the
worldwide hubs. 

370
00:22:50,040 --> 00:22:54,320
So that means that it could ship
as early as September. 

371
00:22:54,640 --> 00:22:57,200
Yeah, nice. 
Fingers crossed. 

372
00:22:57,200 --> 00:22:58,360
That would be amazing. 
Great. 

373
00:22:58,880 --> 00:23:00,760
What did you learn from the 
feudal campaign? 

374
00:23:00,920 --> 00:23:03,920
Because I think you did three or
four, right? 

375
00:23:05,960 --> 00:23:12,560
Yeah, Feudal was my first baby. 
It it, you know, its its 

376
00:23:12,560 --> 00:23:19,640
popularity took me by surprise. 
Truthfully, it was kind of a a 

377
00:23:19,640 --> 00:23:24,880
game that kind of combined my 
love of medieval fantasy with my

378
00:23:24,880 --> 00:23:29,480
growing love of strategic Euros.
It's also kind of echoed my 

379
00:23:29,480 --> 00:23:33,280
obsession with economic games 
that reward resource management.

380
00:23:35,400 --> 00:23:44,600
But the the success of it has 
caused me to do 3 print runs and

381
00:23:44,600 --> 00:23:48,360
and now I'm doing a fourth print
run in the form of the 

382
00:23:48,440 --> 00:23:51,320
Centennial edition of the game 
on Game Found. 

383
00:23:53,920 --> 00:23:58,600
And it's going to feature, you 
know, some art additions to the 

384
00:23:58,600 --> 00:24:02,320
board, a special clockwork 
behemoth, and a few other 

385
00:24:02,320 --> 00:24:06,400
surprises. 
But I've learned basically 

386
00:24:06,400 --> 00:24:10,480
everything about the 
international game publishing 

387
00:24:10,480 --> 00:24:13,720
business that you can imagine. 
I mean in the early days I 

388
00:24:14,240 --> 00:24:18,200
gleaned all the information I 
could from James Matthey's site 

389
00:24:18,200 --> 00:24:27,040
Rest His Soul, as well as the 
Stonemire blog and other you 

390
00:24:27,120 --> 00:24:30,200
know, fellow publishers that 
have kind of been there, done 

391
00:24:30,200 --> 00:24:35,840
that and learned all about local
is that, you know, localizing 

392
00:24:35,840 --> 00:24:38,920
games internationally like 
Feudum is is in 11 different 

393
00:24:38,920 --> 00:24:43,960
languages and our worldwide 
localization partners in in so 

394
00:24:43,960 --> 00:24:52,240
many different languages. 
I learned that there are very 

395
00:24:52,240 --> 00:24:59,800
dedicated fans that will e-mail 
me and will it will will send me

396
00:24:59,800 --> 00:25:04,920
packages with their game 
expansion ideas. 

397
00:25:06,600 --> 00:25:10,040
And you know, initially I was 
like, oh oh you know what, what 

398
00:25:10,040 --> 00:25:11,680
are you doing? 
Get get a life. 

399
00:25:11,960 --> 00:25:15,800
But then I realized, hey, these 
ideas are good and I found 

400
00:25:15,800 --> 00:25:21,400
myself collaborating with with 
fans out there. 

401
00:25:22,000 --> 00:25:27,000
In fact, Rudders and Ramparts, 
which was a artisan edition set 

402
00:25:27,040 --> 00:25:32,760
of castles and vessels, was all 
inspired by a very dedicated fan

403
00:25:32,760 --> 00:25:40,360
who sent me emails of drawings 
and painted miniatures and 3D 

404
00:25:40,360 --> 00:25:42,920
sculptures that he and a 
sculptor worked on. 

405
00:25:43,640 --> 00:25:50,240
And they were so amazing that I 
said, hey, I'm not going to 

406
00:25:50,240 --> 00:25:56,280
ignore you this time, let's talk
and and we collaborated and of 

407
00:25:56,280 --> 00:26:00,480
course I gave gave them credit 
on the Rudders and Ramparts page

408
00:26:00,480 --> 00:26:05,040
and now I probably talked to him
once a month. 

409
00:26:05,080 --> 00:26:07,000
Amazing. 
That's awesome. 

410
00:26:07,840 --> 00:26:09,480
So what? 
Because you've learned. 

411
00:26:09,480 --> 00:26:11,560
It sounds like you're you've 
learned so much. 

412
00:26:12,600 --> 00:26:15,720
What one piece of advice would 
you give to a new designer 

413
00:26:15,720 --> 00:26:22,240
getting ready to publish a game?
I'm going to share, I think, the

414
00:26:22,240 --> 00:26:26,080
first sentence out of Jamie Stag
Meyer's A Crowdfunders Guide to 

415
00:26:27,440 --> 00:26:30,640
Kickstarter. 
You don't have to launch 

416
00:26:30,640 --> 00:26:34,920
tomorrow. 
There's kind of this inane sense

417
00:26:34,920 --> 00:26:37,960
of urgency where people think, 
oh gosh, I better do everything 

418
00:26:37,960 --> 00:26:41,640
quickly and get it out the door.
But you have to have everything 

419
00:26:41,640 --> 00:26:46,480
ready. 
You know, you have to build a a 

420
00:26:46,480 --> 00:26:51,040
presence on social media. 
You have to have a, you know, 

421
00:26:51,360 --> 00:26:56,720
presence on Instagram and 
Twitter and Facebook and you 

422
00:26:56,720 --> 00:27:00,880
know a website with a landing 
page and start collecting emails

423
00:27:01,440 --> 00:27:04,440
about people who are interested 
in your launch. 

424
00:27:07,440 --> 00:27:11,120
And that takes time. 
You have to go to the cons 

425
00:27:11,200 --> 00:27:16,240
because you know, even if you 
don't have anything to sell or 

426
00:27:16,240 --> 00:27:18,560
even if you don't have a 
prototype, going to the cons 

427
00:27:19,640 --> 00:27:23,320
helps you understand the 
business better and you 

428
00:27:23,320 --> 00:27:27,720
inevitably will meet people that
play an instrumental role in 

429
00:27:27,720 --> 00:27:31,680
your company's growth and you 
don't even see it coming. 

430
00:27:31,760 --> 00:27:34,240
You just go there and you meet 
people and you network and 

431
00:27:34,240 --> 00:27:39,640
before you know it you're you're
learning and you're you're 

432
00:27:40,400 --> 00:27:45,360
better able to navigate the 
business and and so yeah you 

433
00:27:45,360 --> 00:27:46,640
have to kind of immerse 
yourself. 

434
00:27:46,640 --> 00:27:49,120
It's not. 
It's hard for it to be a part 

435
00:27:49,120 --> 00:27:52,920
time thing, right? 
I think it's a shift. 

436
00:27:52,920 --> 00:27:55,040
I've seen that. 
I guess I've been doing 

437
00:27:55,040 --> 00:27:58,480
Kickstart since 2012 where 
people were doing it as a part 

438
00:27:58,480 --> 00:28:01,440
time thing and they're the ones 
that often got in trouble. 

439
00:28:01,440 --> 00:28:04,440
But you know, these days you 
know the you say the prep work 

440
00:28:04,440 --> 00:28:08,680
you see put in in, but that's 
the socials, whether it's play 

441
00:28:08,680 --> 00:28:11,000
testing or just engagement like 
at cons, I'm thinking. 

442
00:28:11,440 --> 00:28:15,000
Yeah, I think one of the biggest
decisions that a would be 

443
00:28:15,000 --> 00:28:21,360
entrepreneur has to make is do I
want to self publish or do I 

444
00:28:21,360 --> 00:28:25,320
want to what what they call 
speed date at a convention and 

445
00:28:25,320 --> 00:28:29,560
talk to other indie publishers 
or even big publishers who will 

446
00:28:29,560 --> 00:28:35,840
then enter into a royalty 
agreement. 

447
00:28:36,200 --> 00:28:44,920
So I either, let's say that I, 
let's say that Z Man Games meets

448
00:28:44,920 --> 00:28:48,120
me at a conference and they like
my idea and they say we'll give 

449
00:28:48,120 --> 00:28:52,120
you 5 to 7% royalties and we'll 
handle all the manufacturing, 

450
00:28:52,240 --> 00:28:55,600
all the marketing, we'll take 
creative control of your game, 

451
00:28:55,600 --> 00:28:57,640
we'll choose our own artist. 
And you know what? 

452
00:28:57,680 --> 00:29:00,080
We're going to change a few 
rules as well. 

453
00:29:00,240 --> 00:29:03,960
You're OK with that and you're 
OK with getting 5 to 7% 

454
00:29:04,080 --> 00:29:06,960
royalties, then you'd better 
hope that that game sells 

455
00:29:06,960 --> 00:29:11,840
millions of copies because 5 to 
7% is, you know, 5 to 7%. 

456
00:29:12,280 --> 00:29:18,480
Or or alternatively, you do 
everything yourself and that is 

457
00:29:18,480 --> 00:29:19,600
a lot of work. 
That's a lot. 

458
00:29:19,640 --> 00:29:21,560
Of work, that is. 
You know, trying to figure it 

459
00:29:21,560 --> 00:29:25,800
all out and and and you have to 
be smart about what you don't 

460
00:29:25,800 --> 00:29:27,640
know. 
You have to understand. 

461
00:29:27,960 --> 00:29:32,000
You have to be self aware and 
know what is good artwork. 

462
00:29:32,800 --> 00:29:35,800
You know you don't want to put 
out something that's shoddy. 

463
00:29:36,280 --> 00:29:38,560
What are good mechanics? 
Had it had you know? 

464
00:29:38,840 --> 00:29:40,960
Has the game been thoroughly 
play tested? 

465
00:29:44,680 --> 00:29:46,960
Do you have a social media 
presence? 

466
00:29:47,200 --> 00:29:54,040
Have you engaged with enough 
influencers and and and have you

467
00:29:54,040 --> 00:29:58,920
been on any podcasts like To 
Meatball for example? 

468
00:29:59,720 --> 00:30:00,800
Thank you for that. 
Thank you. 

469
00:30:03,040 --> 00:30:05,000
It is. 
I think it is that that you said

470
00:30:05,000 --> 00:30:07,160
that have you got a good story? 
Have you got the right design? 

471
00:30:07,160 --> 00:30:09,120
Have you got the right artwork? 
And then the production. 

472
00:30:09,120 --> 00:30:13,920
There's this, those four alone. 
There's a shape of advice and 

473
00:30:13,920 --> 00:30:16,800
guidance that you know that all 
of them are complex, even that 

474
00:30:16,800 --> 00:30:20,080
production part that you say 
Panda, but people have tried so 

475
00:30:20,080 --> 00:30:24,280
many different routes. 
Obviously people see things and 

476
00:30:24,280 --> 00:30:27,360
visually quite quickly and you 
can, you know, you can start to 

477
00:30:27,360 --> 00:30:28,600
lose traction. 
Just on the fact that the 

478
00:30:28,600 --> 00:30:32,280
components are subpar. 
Yeah, it's a. 

479
00:30:32,360 --> 00:30:34,920
It is a. 
It's a tricky 1 to navigate, 

480
00:30:35,680 --> 00:30:39,400
yeah for sure. 
I've got one last question for 

481
00:30:39,400 --> 00:30:41,680
you, Mark. 
It's probably the most difficult

482
00:30:41,680 --> 00:30:44,840
question of the show. 
What is hitting your table right

483
00:30:44,840 --> 00:30:47,120
now? 
Oh wow. 

484
00:30:48,320 --> 00:30:53,680
There's a game about throwing 
lavish parties in Victorian 

485
00:30:53,680 --> 00:30:57,520
England called Obsession. 
We didn't we? 

486
00:30:57,640 --> 00:30:59,040
Didn't prime you about this, did
we? 

487
00:30:59,160 --> 00:31:02,320
Promised we did not. 
So we we talk about obsession 

488
00:31:02,360 --> 00:31:05,400
nearly every episode. 
It's a bit of an in joke that we

489
00:31:05,400 --> 00:31:06,400
talk about. 
Interesting. 

490
00:31:06,400 --> 00:31:07,360
So. 
So yes. 

491
00:31:07,360 --> 00:31:08,600
Tell us more about obsession. 
Yes. 

492
00:31:09,760 --> 00:31:13,600
Yeah. 
Well, I was, I was at a a local 

493
00:31:13,600 --> 00:31:16,880
miniature market and I was 
waiting for a friend who was 

494
00:31:16,880 --> 00:31:19,360
late. 
He was 10 minutes late, 20 

495
00:31:19,360 --> 00:31:21,680
minutes late. 
I'm like, OK And then just some 

496
00:31:21,720 --> 00:31:24,080
random guy said, OK, we need 
another person at our table 

497
00:31:24,080 --> 00:31:27,440
playing this game. 
I'm teaching him like, OK, I sat

498
00:31:27,440 --> 00:31:30,560
down, met a complete stranger. 
He taught me obsession along 

499
00:31:30,560 --> 00:31:33,800
with a couple other folks. 
And it was, you know, Tableau 

500
00:31:33,800 --> 00:31:35,600
built well, you know it, right? 
Yeah, we do. 

501
00:31:37,080 --> 00:31:40,760
Getting to boss a bunch of 
servants around, I guess, and 

502
00:31:40,840 --> 00:31:46,000
throwing lavish parties and then
you know, being self deprecating

503
00:31:46,000 --> 00:31:48,520
about being a rich American 
because you've kind of guessed 

504
00:31:48,680 --> 00:31:55,200
these points if you're a rich 
American, uncouth American. 

505
00:31:55,560 --> 00:32:01,360
But I I the, the theme of the 
game meshed really well with the

506
00:32:01,360 --> 00:32:06,520
mechanics and it was just fun. 
And I've been playing that with 

507
00:32:06,520 --> 00:32:08,480
my wife a lot. 
She's beat me the last three 

508
00:32:08,480 --> 00:32:10,280
times in a row. 
I just, I can't. 

509
00:32:10,400 --> 00:32:14,840
I can't figure it out. 
Let's see what else I don't 

510
00:32:14,840 --> 00:32:16,520
know. 
Some oldies, you know, I've been

511
00:32:16,520 --> 00:32:18,880
playing a little bit of Goa. 
OK. 

512
00:32:19,680 --> 00:32:25,920
I've been playing RAW. 
What else have I played? 

513
00:32:27,680 --> 00:32:32,560
Got to look at my my bookshelf. 
Oh, there's a game called do you

514
00:32:32,560 --> 00:32:35,400
remember ERA? 
It's it's a game called ERA 

515
00:32:35,400 --> 00:32:42,280
where it's it's almost like a 
you have a a pegboard where into

516
00:32:42,280 --> 00:32:45,920
which you you put medieval 
buildings and then you surround.

517
00:32:45,920 --> 00:32:50,800
It Oh, yeah, yeah, yeah. 
And then there are there's 

518
00:32:50,800 --> 00:32:52,920
floods and disasters. 
And us? 

519
00:32:53,480 --> 00:32:56,680
Little bridges and each building
does something a little 

520
00:32:56,680 --> 00:32:59,680
different and you roll dice to 
to to gather resources and 

521
00:32:59,680 --> 00:33:01,400
whatnot. 
That's that's a fun game. 

522
00:33:04,440 --> 00:33:06,080
So yeah. 
It's a great game, yeah. 

523
00:33:06,080 --> 00:33:09,200
I always wonder whether there's 
probably any more errors or it's

524
00:33:09,960 --> 00:33:13,840
oh, they stop in there. 
I I've, I've got, I've purchased

525
00:33:13,840 --> 00:33:17,080
every, yeah. 
Yeah, I think I'm missing two of

526
00:33:17,080 --> 00:33:19,600
the little boxes and then 
they're really hard to find. 

527
00:33:19,600 --> 00:33:21,840
So they. 
Are really hard to find. 

528
00:33:23,000 --> 00:33:27,120
Yeah, we had Dan, Dan Halligan 
on the show when they did the 

529
00:33:27,120 --> 00:33:30,280
last Kickstarter. 
Back in back in October. 

530
00:33:30,640 --> 00:33:32,160
Back in October, so that's worth
a listen. 

531
00:33:32,160 --> 00:33:34,520
Anyone who wants to know more 
about Obsession, because yeah, I

532
00:33:35,480 --> 00:33:38,000
think that's one of the games 
when we got PJS coming over in a

533
00:33:38,000 --> 00:33:40,800
couple of weeks time to UK. 
So Obsession will be on the 

534
00:33:40,840 --> 00:33:43,200
first times, first games. 
I think we can have to play PJ 

535
00:33:44,240 --> 00:33:46,240
dressed up in Victorian costume,
of course. 

536
00:33:46,920 --> 00:33:47,920
I've. 
I've got myself. 

537
00:33:48,760 --> 00:33:49,640
I'm coming. 
Yep. 

538
00:33:50,120 --> 00:33:54,720
Tea and scones and jams. 
Any other English tradition I 

539
00:33:54,720 --> 00:33:58,080
can find? 
So thank you Mark, for joining 

540
00:33:58,080 --> 00:34:01,160
us today. 
Campaign, for anyone who's 

541
00:34:01,360 --> 00:34:03,520
listening, is live on the 5th of
March. 

542
00:34:03,680 --> 00:34:06,680
How Long's the campaign on for? 
30 days 30. 

543
00:34:06,680 --> 00:34:10,960
Days. 
So please do go and check out 

544
00:34:10,960 --> 00:34:14,080
Fled. 
They'll be on our socials today 

545
00:34:14,520 --> 00:34:17,000
on all channels. 
So with links to the Kickstarter

546
00:34:17,159 --> 00:34:18,639
if you can't find your way 
there. 

547
00:34:19,800 --> 00:34:22,480
Otherwise the best luck. 
Best of luck, Absolutely This 

548
00:34:22,480 --> 00:34:25,880
one, and I think we'll speak to 
you again with the feudal 

549
00:34:25,880 --> 00:34:27,840
release in a few more months 
time. 

550
00:34:28,560 --> 00:34:29,400
Sounds. 
Good to me guys. 

551
00:34:29,639 --> 00:34:31,120
OK. 
Thanks everyone for listening. 

552
00:34:31,920 --> 00:34:34,280
Thanks everyone for listening. 
Please subscribe. 

553
00:34:34,320 --> 00:34:38,199
And as always, we'd love to hear
your thoughts and ideas, so make

554
00:34:38,199 --> 00:34:40,120
sure to leave those in the 
comments. 

555
00:34:40,320 --> 00:34:44,280
And don't forget, you can also 
chat with us both on Instagram 

556
00:34:44,360 --> 00:34:45,920
at Meatball to Meatball.
