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Hey guys, and happy Mardi Gras 
to all of you. 

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That's right, it is Fat Tuesday.
They are celebrating parades in 

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my hometown of New Orleans. 
So once again, happy Mardi Gras 

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to everyone. 
Welcome to episode 161 of Maple.

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To Maple, it is worker bees and 
worker placement. 

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So today we're exploring a truly
sweet new title that's going to 

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be coming to Kickstarter soon, 
and that's APIs Milafera. 

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It's inspired by the amazing 
world of bees. 

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This game combines the beauty of
nature with the strategy of 

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worker placement. 
You're going to take on the role

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of a hive leader, managing your 
colony of industrious worker 

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bees, gathering nectar, crafting
honey, all while navigating the 

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challenges that could either 
make or break your hive. 

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Bees make the perfect workers 
for your worker placement game. 

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Today I've got Henry from APIs 
Gaming Corp. 

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Henry, how are you? 
I'm doing great. 

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How are you doing, PJ? 
This is fantastic. 

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Thanks for joining. 
I really appreciate it. 

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Recently we talked about, I want
to say it was last week, it 

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might have been the week before,
I talked about how this podcast 

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marries really well with play 
testing of prototypes, and this 

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is a perfect example. 
You sent me a prototype of APIs 

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Melifera. 
We played it a couple times and 

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I got to experience it. 
We shipped it off to the next 

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person and now here we are. 
We're going to talk about your 

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game. 
Yeah, I know. 

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I think a lot of the the content
creation really ties well in 

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with prototypes. 
I think that's actually How I 

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Met you. 
As we are play testing another 

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prototype for my cousin, I see 
his game right behind you his 

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his expansion for Time Lancers. 
That's right, that's right. 

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That was a Gen. 
Con last years. 

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Yeah, that was that was fun. 
We didn't get a chance to play 

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your game, but I'm glad you were
willing to stick it out with me 

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and send me a copy. 
And we did. 

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My wife and I play a lot of 
games together, just the two of 

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us. 
So we did play it at 2:00. 

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We had our local game group 
over, so we played it at 4:00 as

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well. 
So we got kind of experience the

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game and it it's pretty 
incredible. 

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But I want to start, tell me 
about you and your how did you 

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get into the modern gaming hobby
yourself? 

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So I myself started playing 
games when I was actually really

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young. 
So my dad was a big war game 

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person, a strategy game person. 
So like I was playing very 

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complicated war games that were 
like made in the 70s and 80s 

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when I was like a teenager with 
my dad. 

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So, you know, you had a weird 
balance of like, oh, I would 

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play Monopoly one night with the
family and then another night 

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I'm playing, you know, the Third
Reich, which is a giant World 

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War 2 strategy game that takes 
like 4 hours to play. 

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I really started expanding 
beyond those kind of games in 

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college where we, you know, we 
learned the games are more 

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popular at Catan to get tried 
and then we jump to Twilight 

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Imperium as a group. 
And so that's it really was it. 

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We, we talked about all the time
where we won, you know, in 

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college we would play it for six
hours one night, like it just 

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stay up all night doing it. 
And then after that, we've kind 

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of played a lot more games since
then. 

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I asked this just about 
everyone. 

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Do you have a favorite game of 
all time that you enjoy playing?

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Or if not, do you have a game 
that you enjoy playing like 

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right now? 
Yes, all time would be Twilight 

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Imperium. 
OK, and maybe it's cuz I haven't

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been able to play it enough to 
be sick of it yet, but that's 

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just cuz it's hard to get, you 
know, four people to commit six 

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hours of their day, you know 
what I mean? 

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But Imperium is my favorite game
of all time. 

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I would say right now my 
favorite game to play aside from

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APIs Mel Fiera. 
My game would be a Viticulture 

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or Terraforming Mars. 
Like those are the two I've been

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playing a lot lately. 
So I know that APIs really is, 

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at its core a worker placement 
game. 

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I mean, it has other elements 
and we'll definitely get into 

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that. 
Is worker placement a favorite 

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of yours? 
Favorite mechanic? 

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Or like what gravity? 
What gravitated you towards that

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mechanic and that theme? 
Yeah, it's actually one of our 

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my favorites and one of my 
business partner Drew's 

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favorites. 
And what gravitated toward that 

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theme was I was telling Drew 
that my cousin Kenny makes board

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games and tell him about Time 
Lancers. 

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And he's like, well, I have an 
idea for a game. 

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And it was BC. 
And I was like, well, you know, 

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you make an outline and I'd like
it, we'll go into business, 

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we'll make it together. 
And he did. 

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And I was like, this got a lot 
of potential. 

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Like this is very enjoyable. 
And so we've been working on it 

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ever since. 
And it just happens that worker 

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placement goes very well with 
BS. 

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And it is both of our favorite 
type of game. 

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So, and I guess I should say 
hello, Drew. 

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Sorry you weren't able to make 
it on the show. 

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Drew is he, does he keep bees 
like outside of his designing of

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a game, is that something that 
he does? 

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Yeah. 
So it started off as a hobby for

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him where he would actually keep
bees, and he actually made Mead,

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you know, like a wine that's 
based out of honey. 

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So he did as a hobby and then 
eventually found a position, a 

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job position that doesn't do it 
for a living. 

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So he's like a regional manager 
of different beekeepers. 

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And so all the science in the 
game is based on his knowledge 

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of beekeeping. 
Wow, wow, that's I didn't 

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realize like you could make a 
living keeping bees. 

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That's that's. 
Kind of cool. 

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A lot of businesses are really 
getting into this, you know, 

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that green movement. 
And so they'll bring in, you 

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know, people to bring in 
beehives and then they'll need 

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people to manage those beehives 
when they're on their property. 

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So you get some like tax 
benefits for it. 

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And it's also a good public 
image thing. 

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And these are just an important 
part of our ecosystem in 

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general. 
And so Drew manages a lot of the

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part time beekeepers that keep 
those hives together. 

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So he'll work with other 
businesses like, hey, we'd like 

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some hives here. 
We'll coordinate to get him the 

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equipment, find somebody to 
manage that hive locally. 

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So he handages like a whole 
southeast region. 

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I think that's. 
That's cool. 

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We have a a colleague in our 
professional world outside of 

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gaming who also keeps bees as a 
hobby. 

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I was thinking a lot about that 
and asking him a lot of 

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questions when I was looking at 
the prototype of APIs. 

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And I was like, hey man, is this
like, you know, And I was 

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telling him about he's like, 
that sounds amazing. 

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I'm like, right, who knew? 
Right, Who knew? 

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Yeah, I mean, when we were at 
Gen. 

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Con, one of our play testers 
specifically, we did the the 

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play test room and when somebody
specifically signed up for it 

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because they were a beekeeper 
and they loved it. 

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And that's kind of our exposures
like people that keep bees that 

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really love this because we put 
a lot of we really try to build 

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the mechanics in the game around
the science beekeeping. 

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And that was kind of where we 
came together where Drew would 

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have the idea of like, hey, this
is how it works in real life. 

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And I'm like, OK, well, we have 
to match that with how we can 

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mechanically make it an 
enjoyable game. 

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And so that was kind of the the 
creative path that we took. 

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So Drew presents you his idea, 
right? 

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And did you know what the theme 
was before he meant? 

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Yeah, he just said it was going 
to be bees. 

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A bee themed worker placement. 
That was all he said. 

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OK, so the only thing you knew 
was, hey, I've got this game 

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that I'm designed and it's a bee
themed worker placement. 

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That's all you know, right? 
So there's your slate. 

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So then you get it and it's 
about keeping bees. 

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And I assume you don't know 
anything about this. 

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What was your initial reaction 
when you when you saw this? 

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Yeah, I know. 
I I didn't know anything about 

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bees, I'll be honest, except for
I knew that he had bees and that

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he made meat out of bees, which 
I have drank his meat, which is 

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great, right? 
But when I saw it, I was just 

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like, as he was explaining to 
me, I was like, oh, OK, what is 

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this, though? 
And he kept explaining the 

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science of it. 
I'm like, OK, I see how this is 

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all connecting. 
And it really started to 

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formulate in my head of how to 
really change the game to make 

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it such a a compelling play that
people would want to play it 

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again and again. 
So like you, I went into it 

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cold, not knowing. 
And I really, I mean, at this 

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point, I know I probably can 
keep a lot of bees because I 

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know a lot of, right? 
So, so that's interesting 

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because I was wondering this 
myself. 

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You think that if you've played 
this game enough, the knowledge 

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would transfer to the real 
world. 

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Yes. 
However, I don't think you could

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just play this game and then be 
able to raise a hive. 

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The reason I know it is because 
I had to ask those in depth 

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questions to make sure I 
understood it. 

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You know what I mean? 
Like I didn't want to create a 

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product that I didn't fully 
understand the science behind 

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it. 
So in the process of creating 

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this game, I think I could keep 
beehives quite successfully. 

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But yeah, if you just play it, I
don't know if you'd be qualified

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to do it. 
But I will say there are a lot 

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of easy ways to get involved in 
beekeeping. 

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A lot of associations in every 
state and local areas that you 

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can go to. 
I live here in Asheville, NC and

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they have a beekeeping club that
meets and talks about different 

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problems and helps you start 
your hives if you want. 

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Did you, did you reach out to 
that organization in the process

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of making the game to educate 
yourself and did you share the 

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prototype with them to get their
feedback? 

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We've reached out to a few 
beekeeping associations, but we 

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didn't give them a prototype 
yet, but we plan on to. 

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So we've talked to a couple. 
I live in North Carolina and so 

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I talked to the North Carolina 
association. 

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I've also there's a local one 
that I plan on going to and kind

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of introducing it, but they kind
of been on pause for the winter.

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So that's kind of part of it. 
Sure. 

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Yeah, but Drew is he does a lot 
of the beekeeping networking, so

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in Georgia and all of the his 
business ties like he kind of 

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talks about like and he gets 
their feedback too like hey, 

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what do you think of this? 
Does this make sense to you as a

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non board gamer but a beekeeper 
and things like. 

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That I think that what I've 
observed recently is some of the

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really hot, the hot games that 
people don't realize or the kind

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of the they're not really 
sleepers, but are games that 

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appeal to the non gamers as well
as the gamers, right? 

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And I I think APIs achieves that
based on my experience, right. 

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And for those of you watching, 
Please note that I did play a 

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prototype. 
So we have no idea what the 

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amount of products are going to 
look like. 

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You know, once once you got it 
all cleaned up, I can only 

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imagine it's just going to be 
the Sky's the limit from there. 

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So tell me about the process you
so you get started. 

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Drew's giving you his idea the 
plan Where did it all begin? 

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It's. 
Important to know we live, we've

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always lived in two different 
states since we started this 

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project. 
So when it first started, I 

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lived in Florida, he lived in 
Georgia still, he still lives in

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Georgia. 
So it started on Zoom back in 

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2021, you know, and it was on 
PowerPoint. 

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So basically we did have a, you 
know, a knowledge of how to make

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table tops and everything yet. 
So we basically just have 

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PowerPoint slides and one of us,
like usually me, would move 

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around little bees onto the 
spot, little pictures of them. 

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And then we would just keep 
track of the tally of of the 

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resources and things like that. 
What then then developed into is

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we did a business trip and we 
actually made a little prototype

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of like a poster board and a 
little sticky notes, you know, 

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your standard, how you actually 
start a board game thing. 

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And that that was kind of how it
all started. 

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So in the process you you're 
going to be launching on, you're

225
00:10:39,520 --> 00:10:41,320
going to be launching on 
Kickstarter, right? 

226
00:10:41,840 --> 00:10:45,720
Is that correct? 
Yeah, when at some point you 

227
00:10:45,720 --> 00:10:50,120
you're you're ready to pull that
trigger and I know it's coming 

228
00:10:50,120 --> 00:10:51,720
up. 
It hasn't, it hasn't launched 

229
00:10:51,720 --> 00:10:56,120
yet. 
But what made you decide to go 

230
00:10:56,120 --> 00:11:02,160
with a crowd funding platform as
opposed to reaching out to a 

231
00:11:02,160 --> 00:11:03,720
publisher? 
Maybe you did reach out to 

232
00:11:03,720 --> 00:11:07,320
publishers and have them publish
it and sell the rights off 

233
00:11:07,320 --> 00:11:09,920
rather than self-publishing. 
Because that that's a really 

234
00:11:09,920 --> 00:11:13,200
interesting conversation and 
I've gotten a lot of different 

235
00:11:13,360 --> 00:11:17,760
answers from designers. 
Well, so admittedly we started 

236
00:11:17,760 --> 00:11:20,320
from the very beginning thinking
Kickstarter, I think mainly 

237
00:11:20,320 --> 00:11:21,520
because that was what we were 
used to. 

238
00:11:21,520 --> 00:11:24,680
You know, we'd, I had backed 
games on Kickstarter before my 

239
00:11:24,680 --> 00:11:26,480
cousin had done his games on 
Kickstarter. 

240
00:11:26,480 --> 00:11:30,000
So that was what I was familiar 
with a couple years ago. 

241
00:11:30,160 --> 00:11:32,560
The idea of pitching it to a 
publisher came up at a 

242
00:11:32,560 --> 00:11:36,600
convention in Georgia was a 
convention specifically for game

243
00:11:36,600 --> 00:11:38,320
designers to pitch their games 
to publishers. 

244
00:11:38,600 --> 00:11:39,720
We'd never really thought about 
it. 

245
00:11:39,720 --> 00:11:41,600
So we're like, yeah, we'll try 
it and see what it's like. 

246
00:11:42,440 --> 00:11:46,480
And I think we realized that we 
want too much artistic control 

247
00:11:46,480 --> 00:11:47,960
over the game that we don't want
to change. 

248
00:11:47,960 --> 00:11:51,520
And so even though we had some 
good conversations with 

249
00:11:51,560 --> 00:11:55,120
publishers, we never found 
anything that we really wanted 

250
00:11:55,120 --> 00:11:57,040
to to work with because we 
didn't want to lose that 

251
00:11:57,040 --> 00:11:58,920
control. 
We wanted to really stay to the 

252
00:11:58,920 --> 00:12:01,160
theme of beekeeping. 
And I know there are other games

253
00:12:01,160 --> 00:12:03,440
out there that once you get 
pitched to publisher, they're 

254
00:12:03,440 --> 00:12:05,080
going to change stuff the way 
they want it. 

255
00:12:05,080 --> 00:12:06,520
And we just, we didn't want to 
lose that. 

256
00:12:06,760 --> 00:12:08,120
It's our it's our passion 
project. 

257
00:12:08,400 --> 00:12:12,400
Yeah, so, so tell everyone about
let's let's talk about the game 

258
00:12:12,400 --> 00:12:15,640
itself, right? 
So when someone backs the game 

259
00:12:15,640 --> 00:12:18,560
and hits the table, you know, 
it's finished, fulfilled, it's 

260
00:12:18,560 --> 00:12:21,360
launched, everything's great, 
everything's happened and it 

261
00:12:21,360 --> 00:12:24,160
reaches their table. 
What can they expect when they 

262
00:12:24,160 --> 00:12:27,440
open the box? 
So when they can, when they open

263
00:12:27,440 --> 00:12:31,040
the box, they should first 
expect to be hit with what they 

264
00:12:31,040 --> 00:12:36,640
saw on the pictures of a a very 
pretty game that is very gentle 

265
00:12:36,640 --> 00:12:39,680
and easy to kind of pick up. 
So even though it's AI would say

266
00:12:39,960 --> 00:12:41,720
a, a worker placement is 
naturally going to be a little 

267
00:12:41,720 --> 00:12:43,960
bit heavier of a game. 
What we found is it's a lot 

268
00:12:43,960 --> 00:12:46,960
easier to learn. 
You know, when we send it to a 

269
00:12:46,960 --> 00:12:49,640
few people to do tests, play 
tests and previews, they're 

270
00:12:49,640 --> 00:12:51,440
like, yeah, they picked it up in
like 20 minutes. 

271
00:12:52,960 --> 00:12:55,640
It suffers from at the very 
beginning the the thing all 

272
00:12:55,640 --> 00:12:58,080
worker placement stuff suffer 
from, which is that, you know, 

273
00:12:58,200 --> 00:13:00,520
too many options to do right, 
analysis paralysis. 

274
00:13:00,560 --> 00:13:04,200
But once you start immediately 
starts flowing and then it just 

275
00:13:04,200 --> 00:13:07,080
is easy after that. 
So I think people would open it.

276
00:13:07,080 --> 00:13:08,760
They're going to look at me 
like, oh, this is beautiful. 

277
00:13:08,760 --> 00:13:10,720
They set it all up. 
You know, maybe they're like, oh

278
00:13:10,720 --> 00:13:12,800
man, there's a lot going on. 
But once they've learned how to 

279
00:13:12,800 --> 00:13:16,440
do it in like 10-15 minutes, 
it'll be they'll be smooth 

280
00:13:16,440 --> 00:13:19,560
sailing right after that. 
And so that that's kind of what 

281
00:13:19,560 --> 00:13:23,080
we wanted was a a vibe that was 
very nature specific. 

282
00:13:23,080 --> 00:13:26,720
Think Wingspan thinks of those 
kind of games but a worker 

283
00:13:26,720 --> 00:13:30,600
placement that also wasn't too 
hard for your non gamers to play

284
00:13:30,600 --> 00:13:32,960
like one. 
That would be have a meat to it,

285
00:13:32,960 --> 00:13:37,400
but also be easy to learn. 
So it's it's really similar. 

286
00:13:38,280 --> 00:13:42,720
Now, this is all contingent upon
not too many changes based off 

287
00:13:42,720 --> 00:13:45,200
the prototype that I saw. 
So I can only speak from that. 

288
00:13:45,440 --> 00:13:47,680
But you're going to have the 
main board in front of you. 

289
00:13:47,680 --> 00:13:51,040
There's for seasoned gamers, 
there won't be any surprises, 

290
00:13:51,040 --> 00:13:54,480
places where you will place your
workers, get resources, things 

291
00:13:54,480 --> 00:13:56,120
like that. 
But talk about the player 

292
00:13:56,120 --> 00:13:57,840
boards. 
They're probably my favorite 

293
00:13:57,840 --> 00:14:00,000
part of the game. 
Describe those two. 

294
00:14:01,440 --> 00:14:03,480
Yeah, so like you said, that 
there's going to be a shared 

295
00:14:03,480 --> 00:14:04,800
game board, which is like the 
world. 

296
00:14:04,800 --> 00:14:06,080
You send your bees out to the 
world. 

297
00:14:06,120 --> 00:14:09,000
Well, your player board is your 
hive, and there's two parts to 

298
00:14:09,000 --> 00:14:10,880
the hive. 
You have the actual hive 

299
00:14:10,880 --> 00:14:14,280
structure, which is kind of 
shaped and designed like an 

300
00:14:14,280 --> 00:14:16,440
actual beehive. 
And then on the other side would

301
00:14:16,440 --> 00:14:19,120
be different actions that bees 
would do within their hive. 

302
00:14:19,240 --> 00:14:22,560
And so you have this really fun 
thing where you have waxed out 

303
00:14:22,560 --> 00:14:25,680
frames because bees will 
basically take wooden frames 

304
00:14:25,680 --> 00:14:28,360
that beekeepers give them, wax 
them out and then hold stuff in 

305
00:14:28,360 --> 00:14:31,080
them. 
And then beekeepers can also 

306
00:14:31,080 --> 00:14:32,680
expand their hives, stack them 
up higher. 

307
00:14:32,680 --> 00:14:34,480
That's why you see some hives 
that are short, some that are 

308
00:14:34,480 --> 00:14:36,720
really tall, things like that. 
And so then on the other side 

309
00:14:36,720 --> 00:14:38,640
would be the actions the bees 
would be doing in the hives, 

310
00:14:38,640 --> 00:14:41,920
things like turning the 
resources they got into honey, 

311
00:14:42,200 --> 00:14:44,320
you know, it's the most common 
one, laying eggs to make more 

312
00:14:44,320 --> 00:14:46,840
bees, those kind of things. 
And so every player board, it 

313
00:14:46,840 --> 00:14:49,000
has their own unique actions 
that no one else can take. 

314
00:14:49,040 --> 00:14:51,280
But then the game, the shared 
game board, the world is your 

315
00:14:51,280 --> 00:14:53,920
traditional work replacement 
where if someone takes a spot, 

316
00:14:53,920 --> 00:14:56,240
nobody else can take that. 
With a few exceptions, of 

317
00:14:56,240 --> 00:14:58,680
course. 
I think what's really cool about

318
00:14:58,680 --> 00:15:02,120
the the player board in front of
you is you were talked about it 

319
00:15:02,120 --> 00:15:06,040
a little bit, the wooden frame 
and they will would you say wax 

320
00:15:06,080 --> 00:15:08,400
it out wax. 
It out. 

321
00:15:08,440 --> 00:15:10,280
Yeah, that's that's kind of what
we call it. 

322
00:15:10,520 --> 00:15:12,800
Yeah. 
So as an action, you can wax out

323
00:15:12,800 --> 00:15:15,000
your frame and you take 
basically beeswax. 

324
00:15:15,000 --> 00:15:18,160
The bees will make beeswax and 
then they wax out the wood 

325
00:15:18,160 --> 00:15:20,400
that's in there. 
Now those wax frames can hold 

326
00:15:20,400 --> 00:15:23,240
resources the way that hives 
normally would hold resources. 

327
00:15:23,920 --> 00:15:29,040
So you can expand your hive and 
that's going to give you access 

328
00:15:29,040 --> 00:15:31,480
to more resources, right? 
Yep. 

329
00:15:31,480 --> 00:15:34,240
It can hold more resources, 
allow you to do more things, and

330
00:15:34,240 --> 00:15:37,080
of course, the larger your hive 
goes, the more resources you 

331
00:15:37,080 --> 00:15:38,240
need to keep your bees alive. 
So. 

332
00:15:38,320 --> 00:15:40,000
Because they need to eat. 
So yeah. 

333
00:15:40,840 --> 00:15:44,200
What about? 
If I recall, you only start with

334
00:15:44,200 --> 00:15:49,280
a small number of bees and there
are ways to gain more to do more

335
00:15:49,520 --> 00:15:53,880
actions in future rounds. 
Yeah, so a lot of worker 

336
00:15:53,880 --> 00:15:56,440
placements will slowly grow your
amount of workers. 

337
00:15:56,440 --> 00:15:58,920
Think Fees for Odin, where 
you'll get one extra worker 

338
00:15:58,920 --> 00:16:00,800
every round. 
In this game, you make your 

339
00:16:00,800 --> 00:16:03,240
workers by either laying eggs, 
which will hatch into new 

340
00:16:03,240 --> 00:16:05,520
peoples, or you can buy some 
from the beekeeper. 

341
00:16:05,520 --> 00:16:07,800
And that's a pretty common 
actual bee practice is, you 

342
00:16:07,800 --> 00:16:09,320
know, a lot of people hear about
buying Queens. 

343
00:16:09,320 --> 00:16:12,080
So if you're a new beekeeper, 
you might acquire a queen from 

344
00:16:12,080 --> 00:16:15,160
another seller, but you'll need 
some bees to also go with that 

345
00:16:15,160 --> 00:16:17,320
queen. 
And so you can buy bees for a 

346
00:16:17,400 --> 00:16:20,560
little bit cheaper of a price. 
In the real world and in the 

347
00:16:20,560 --> 00:16:22,200
game, you buy bees and add it to
your hive. 

348
00:16:23,280 --> 00:16:25,400
And so this is, like you said, 
this is something that really 

349
00:16:25,400 --> 00:16:27,240
happens. 
Beekeepers do this. 

350
00:16:27,840 --> 00:16:29,080
Yeah, absolutely. 
Yeah. 

351
00:16:29,360 --> 00:16:32,440
If you're a new beekeeper, like 
you can't just put out a hive 

352
00:16:32,440 --> 00:16:35,080
and hope a bee occupies it. 
I mean, there's a small chance 

353
00:16:35,080 --> 00:16:37,960
that might happen. 
But in general, if you're a new 

354
00:16:37,960 --> 00:16:41,080
beekeeper, you'll purchase a 
queen, and usually it comes with

355
00:16:41,080 --> 00:16:43,280
some bees of some sort. 
And then you kind of you 

356
00:16:43,280 --> 00:16:45,480
purchase all the equipment and 
you kind of introduce the queen 

357
00:16:45,480 --> 00:16:47,680
to the hive, and then it slowly 
grows from there. 

358
00:16:48,600 --> 00:16:51,120
But most beekeepers will start 
by buying what they need. 

359
00:16:51,800 --> 00:16:54,560
Right. 
So for those of you who like me,

360
00:16:54,560 --> 00:16:58,480
have no idea how beekeeping 
works, but you've seen it. 

361
00:16:58,560 --> 00:17:01,480
There's the big box, right? 
There's like a wooden box. 

362
00:17:01,840 --> 00:17:04,599
And then you, you will see the 
beekeepers, they pull out the 

363
00:17:04,599 --> 00:17:07,760
slats of wood, right? 
And and that's, that's 

364
00:17:07,760 --> 00:17:10,839
essentially what the player 
board is, right? 

365
00:17:11,640 --> 00:17:15,359
Is that is that slat of wood? 
Is there a name for that? 

366
00:17:15,359 --> 00:17:17,640
I can't remember. 
That's a a frame. 

367
00:17:18,160 --> 00:17:20,400
A-frame. 
So yeah, that's a so a wooden 

368
00:17:20,400 --> 00:17:22,839
frame. 
And most wooden frames will have

369
00:17:22,839 --> 00:17:25,760
like this little substance in it
that kind of starts the hexagon 

370
00:17:25,880 --> 00:17:28,359
shapes for the bees, makes a 
little bit easier for them, and 

371
00:17:28,359 --> 00:17:30,720
then the bees just kind of pile 
into the wax on that. 

372
00:17:31,160 --> 00:17:34,240
Yeah, and that and that's what 
you're building up on your 

373
00:17:34,240 --> 00:17:36,160
player board your. 
Yes, yes. 

374
00:17:36,880 --> 00:17:39,880
Waxing out, I believe you. 
Yep. 

375
00:17:39,880 --> 00:17:42,200
If building it, you take the 
wooden frames, you wax them out,

376
00:17:42,200 --> 00:17:44,400
you're building up that hive 
size and then there's an empty 

377
00:17:44,400 --> 00:17:48,360
space in there that you can also
expand by in the game, paying 

378
00:17:48,360 --> 00:17:50,320
the beekeeper honey. 
That's kind of the transaction 

379
00:17:50,320 --> 00:17:53,560
that you have and the beekeeper 
will slide some more wood in so 

380
00:17:53,560 --> 00:17:56,440
that you can wax more out and 
and hold more stuff. 

381
00:17:57,560 --> 00:18:04,000
What is it to your mind that 
makes your game APIs Mellifera 

382
00:18:04,000 --> 00:18:06,960
stand out from other worker 
placement games? 

383
00:18:06,960 --> 00:18:10,760
Obviously seasoned gamers are 
going to be like, do I really 

384
00:18:10,760 --> 00:18:13,560
need another worker placement? 
Obviously the short answer is 

385
00:18:13,560 --> 00:18:17,240
yes. 
What What makes your game stand 

386
00:18:17,240 --> 00:18:18,520
out from other worker 
placements? 

387
00:18:19,600 --> 00:18:23,200
First, I think the vibe of it, a
lot of worker placements there, 

388
00:18:23,360 --> 00:18:25,760
they have their own unique vibe 
that they bring to the table. 

389
00:18:25,760 --> 00:18:28,200
And I, I haven't seen a worker 
placement that brings that 

390
00:18:28,200 --> 00:18:31,360
natural, the natural feeling, 
that nature feeling almost like 

391
00:18:31,360 --> 00:18:34,640
an educational vibe in a way 
that's just not as common in 

392
00:18:34,640 --> 00:18:36,280
worker placements. 
So I think that's the first 

393
00:18:36,280 --> 00:18:39,120
part. 
I think the second part is it's 

394
00:18:39,120 --> 00:18:41,960
going to be a worker placement 
that you can also play with 

395
00:18:41,960 --> 00:18:44,120
friends that might not have 
played worker placements before.

396
00:18:45,080 --> 00:18:47,680
And I think that's huge, right? 
Like we all have gaming groups 

397
00:18:47,680 --> 00:18:50,080
that we play and certain people 
like certain games and maybe you

398
00:18:50,080 --> 00:18:52,760
have a a group of friends that 
likes to play those real casual 

399
00:18:52,760 --> 00:18:55,640
games and you really want to get
them into the better, harder 

400
00:18:55,640 --> 00:18:57,760
core games. 
You know, you want to sit there 

401
00:18:57,760 --> 00:18:59,240
for four hours and really grind 
it. 

402
00:18:59,240 --> 00:19:03,080
Terraforming Mars or something. 
Well, I think this game is a 

403
00:19:03,080 --> 00:19:05,640
great, you know, turn my boys 
use the gateway game. 

404
00:19:05,640 --> 00:19:08,120
So those games that are that 
level to really introduce them 

405
00:19:08,120 --> 00:19:11,800
to a new level of game. 
And then you, you know, before 

406
00:19:11,800 --> 00:19:14,000
they know it now, they're 
suddenly they're sitting playing

407
00:19:14,080 --> 00:19:16,320
Feast for Odin for 2 1/2 hours 
with you, you know? 

408
00:19:16,520 --> 00:19:19,040
Right. 
So is it safe to say that you, 

409
00:19:19,040 --> 00:19:23,520
you, it is your intention, your 
hope that your game would be the

410
00:19:23,520 --> 00:19:25,560
perfect gateway worker placement
game? 

411
00:19:26,480 --> 00:19:28,560
Yeah, absolutely. 
I I think that is a great thing 

412
00:19:28,560 --> 00:19:31,560
to say, a gateway worker 
placement game that is still 

413
00:19:31,800 --> 00:19:33,640
challenging enough for 
experienced players that you're 

414
00:19:33,640 --> 00:19:36,840
going to enjoy. 
Let's take that a step further, 

415
00:19:36,840 --> 00:19:39,040
right? 
New gamers, they play APIs, they

416
00:19:39,080 --> 00:19:41,960
they love it and they're ready 
to move to the next thing. 

417
00:19:41,960 --> 00:19:44,880
Is there a second game that 
already exists, that's already 

418
00:19:44,880 --> 00:19:47,400
in your mind that you're like, 
man, you know, people love this 

419
00:19:47,400 --> 00:19:51,120
and they're going to love. 
That's a great question. 

420
00:19:51,280 --> 00:19:55,440
I think viticulture is a the 
theming of viticulture will 

421
00:19:55,440 --> 00:19:58,080
appeal to people that are newer 
to worker placement. 

422
00:19:58,080 --> 00:20:01,520
So if you've played APIs, then 
moving to viticulture because 

423
00:20:01,520 --> 00:20:03,160
it's making wine and that's 
always fun too. 

424
00:20:05,000 --> 00:20:08,520
I think you could also go into 
the more classics of Agricula or

425
00:20:08,520 --> 00:20:11,240
if he's throwed in or architects
of the West Kingdoms and other 

426
00:20:11,240 --> 00:20:12,120
worker placement. 
I love. 

427
00:20:12,360 --> 00:20:14,720
I think those are all relatively
easy. 

428
00:20:15,480 --> 00:20:17,680
That would be the next step. 
But if I had to pick one and be 

429
00:20:17,720 --> 00:20:19,120
viticulture, I think be the next
step. 

430
00:20:19,600 --> 00:20:21,880
So go from making honey to 
making wine. 

431
00:20:22,480 --> 00:20:24,560
Exactly. 
I see what you're doing there. 

432
00:20:24,560 --> 00:20:30,160
So will there be either in the 
Kickstarter as a stretch goal or

433
00:20:30,160 --> 00:20:33,160
as an add on or a future 
project? 

434
00:20:33,160 --> 00:20:37,840
Will there be an expansion where
you can make Mead from the 

435
00:20:37,840 --> 00:20:39,680
honey? 
Because I don't remember that 

436
00:20:39,840 --> 00:20:44,280
being a component of the game. 
That's a great question. 

437
00:20:44,280 --> 00:20:47,240
And if that was to happen, that 
would be an expansion of some 

438
00:20:47,240 --> 00:20:49,920
sort because right now you play 
as a hive. 

439
00:20:50,240 --> 00:20:52,800
So that would be more of focused
if you're playing as the 

440
00:20:52,800 --> 00:20:54,600
beekeeper, what you do with the 
honey afterwards. 

441
00:20:54,600 --> 00:20:57,360
So yeah, we're not working on 
that now, but we we want to see 

442
00:20:57,360 --> 00:20:59,520
where we go with this project 
before we commit to other 

443
00:20:59,520 --> 00:21:00,640
things. 
So we have a lot of ideas, 

444
00:21:00,640 --> 00:21:04,880
including something like that. 
Was there and and since Drew's 

445
00:21:04,880 --> 00:21:08,760
not here, if you know this 
answer, I'll ask this of Drew as

446
00:21:08,760 --> 00:21:11,840
well. 
But for the both of you, was 

447
00:21:11,840 --> 00:21:17,520
there a game or a series of 
games that you drew your 

448
00:21:17,520 --> 00:21:20,600
inspiration from when designing 
this one? 

449
00:21:21,080 --> 00:21:24,520
For sure, I can say for the vibe
that we wanted players to feel 

450
00:21:24,560 --> 00:21:26,760
just by looking at it, something
like Wingspan. 

451
00:21:28,080 --> 00:21:30,200
Like we love nature games, we 
love nature. 

452
00:21:30,440 --> 00:21:33,080
And I would say Wingspan is a 
really good gateway game too, 

453
00:21:33,080 --> 00:21:34,760
one that is easy to teach new 
people. 

454
00:21:34,760 --> 00:21:37,200
It's visually appealing. 
So a lot of non traditional 

455
00:21:37,200 --> 00:21:40,280
board gamers will want to play 
it, but also the people that are

456
00:21:40,280 --> 00:21:42,320
hardcore gamers still enjoy 
playing Wingspan. 

457
00:21:42,320 --> 00:21:44,920
I haven't met somebody that 
doesn't enjoy Wingspan yet. 

458
00:21:45,800 --> 00:21:47,160
They might be out there, but I 
haven't met them. 

459
00:21:47,560 --> 00:21:51,200
Right. 
And so the vibe of Wingspan and 

460
00:21:51,200 --> 00:21:53,640
then we wanted the mental 
challenge of any worker 

461
00:21:53,640 --> 00:21:56,400
placement that we enjoy. 
You know, the games that we like

462
00:21:56,400 --> 00:21:59,800
with Feast Rd. in inspired us, 
especially with the how you feel

463
00:21:59,800 --> 00:22:01,960
in your frame versus how you 
feel in your player board and 

464
00:22:01,960 --> 00:22:03,920
Feast Rd. in various things like
that. 

465
00:22:04,000 --> 00:22:05,760
I I think those are the kind of 
things that inspired us. 

466
00:22:06,200 --> 00:22:09,920
Yeah, so we established that 
Drew is a professional 

467
00:22:09,920 --> 00:22:12,120
beekeeper. 
What about his experience in 

468
00:22:12,120 --> 00:22:14,320
gaming? 
So Drew is an experienced gamer.

469
00:22:14,320 --> 00:22:16,680
He showed me a few games, some 
of those worker placements early

470
00:22:16,680 --> 00:22:20,400
on, many years ago. 
So Drew and I, we met actually 

471
00:22:20,400 --> 00:22:22,800
in Afghanistan. 
We're both in the Army and we 

472
00:22:22,800 --> 00:22:24,640
met him. 
We were showed up and was like 

473
00:22:25,400 --> 00:22:27,240
when we talked about things 
we're interested in and video 

474
00:22:27,240 --> 00:22:30,000
games, board games or that. 
And then we moved to Georgia 

475
00:22:30,000 --> 00:22:33,040
after we finished our, our tour 
and we played a lot of games 

476
00:22:33,040 --> 00:22:34,840
there. 
So the early games that we play,

477
00:22:34,840 --> 00:22:36,560
we played all the different 
versions of Risk. 

478
00:22:36,560 --> 00:22:39,480
We, I showed him games like 
Twilight Imperium, you know, 

479
00:22:39,680 --> 00:22:42,440
Katan, we played a lot of and we
really got into work 

480
00:22:42,440 --> 00:22:45,760
replacements at that time. 
So did he, I'm assuming you guys

481
00:22:45,760 --> 00:22:48,240
talked about it. 
Was there a specific game that 

482
00:22:48,240 --> 00:22:53,440
inspired him, or was this game 
inspired by his life outside of 

483
00:22:53,440 --> 00:22:56,800
gaming? 
Yeah, so I, I think his life 

484
00:22:56,800 --> 00:22:59,600
outside of gaming, really what 
inspired him was beekeeping. 

485
00:22:59,600 --> 00:23:02,560
He wanted, don't get me wrong, 
playing the games and loving 

486
00:23:02,560 --> 00:23:06,000
games inspired him to want to 
make one, but the idea of making

487
00:23:06,000 --> 00:23:09,360
a bee themed game I think was 
really inspired by by his 

488
00:23:09,360 --> 00:23:11,040
passion for for nature and for 
beasts. 

489
00:23:11,840 --> 00:23:15,080
I think that you both managed to
do something. 

490
00:23:15,080 --> 00:23:20,320
I, I preach this all the time. 
It's, it's all about the, the 

491
00:23:20,320 --> 00:23:25,040
sacrament of marriage between 
theme and mechanics. 

492
00:23:25,040 --> 00:23:29,200
And when it's done well, it is 
done really well. 

493
00:23:29,200 --> 00:23:31,720
And I think you guys have 
managed to execute that 

494
00:23:31,720 --> 00:23:33,480
brilliantly. 
Thank you. 

495
00:23:33,920 --> 00:23:37,560
You really get the impression 
that, I mean, yes, it's a worker

496
00:23:37,560 --> 00:23:40,120
placement for seasoned gamers. 
We know how worker placements 

497
00:23:40,120 --> 00:23:43,040
go, Yes, of course. 
But it's like the theme really, 

498
00:23:43,040 --> 00:23:47,960
and especially the science 
behind it really informs how the

499
00:23:47,960 --> 00:23:52,680
mechanics work in the game so 
that you can do the things that 

500
00:23:52,680 --> 00:23:56,240
would be done. 
And it's all adhering to the 

501
00:23:56,240 --> 00:23:59,280
real world applications of that 
theme. 

502
00:23:59,520 --> 00:24:01,080
Can you talk a little bit about 
that? 

503
00:24:02,240 --> 00:24:05,600
Yeah, I mean, so first, I think,
and Drew would agree with me on 

504
00:24:05,600 --> 00:24:07,640
this, that seems are what make a
game. 

505
00:24:07,760 --> 00:24:10,280
I I know you have to have the 
base, you have to have a game 

506
00:24:10,280 --> 00:24:12,720
that actually works well, right.
You can have a cool theme and if

507
00:24:12,720 --> 00:24:14,040
the game doesn't work well, it's
not fun. 

508
00:24:14,560 --> 00:24:18,760
But in order to make a game fun,
functional, to enjoyable, you 

509
00:24:18,760 --> 00:24:22,360
need a good scene. 
And I played a lot of games that

510
00:24:22,360 --> 00:24:24,440
is some are very popular with 
with gamers. 

511
00:24:24,440 --> 00:24:26,760
And I'm like, I just the scene 
doesn't appeal to me. 

512
00:24:28,240 --> 00:24:30,800
And so, yeah. 
And when it came to making this,

513
00:24:31,000 --> 00:24:33,200
there were sometimes where we 
had Drew kind of brought that 

514
00:24:33,200 --> 00:24:35,080
thematic, the science, the 
expertise to it. 

515
00:24:35,080 --> 00:24:37,760
And I kind of brought because 
while Drew plays games, I play a

516
00:24:37,760 --> 00:24:40,800
lot, I play a lot of games. 
And so I kind of brought that 

517
00:24:40,800 --> 00:24:44,040
practical, you know, player 
based thought of mechanics into 

518
00:24:44,040 --> 00:24:45,000
it. 
And there were times we had to 

519
00:24:45,000 --> 00:24:47,640
butt heads on things and 
compromise to make sure that the

520
00:24:47,640 --> 00:24:51,280
game is still enjoyable, but 
tried to be, as you know, true 

521
00:24:51,280 --> 00:24:52,920
to the theme as we possibly 
could. 

522
00:24:53,800 --> 00:24:56,560
Yeah, yeah. 
Well, I think it was executed 

523
00:24:56,560 --> 00:24:59,960
brilliantly. 
I again, I talk about this all 

524
00:24:59,960 --> 00:25:02,040
the time. 
My absolute favorite game of all

525
00:25:02,040 --> 00:25:04,680
time, which I haven't mentioned 
in probably 2 episodes. 

526
00:25:04,680 --> 00:25:08,840
So let's talk about it is 
Obsession, which marries the 

527
00:25:08,840 --> 00:25:13,280
theme and the mechanics so well.
And if you strip them away, then

528
00:25:13,280 --> 00:25:16,440
they're just kind of BLOB, put 
them together and it's just 

529
00:25:16,440 --> 00:25:19,400
gold. 
I really enjoyed the experience 

530
00:25:19,400 --> 00:25:22,000
of playing APIs. 
That was just was really 

531
00:25:22,000 --> 00:25:24,120
incredible and I thank you for 
that. 

532
00:25:24,720 --> 00:25:27,640
Well, thank you for playing it. 
We're we're very appreciative. 

533
00:25:27,760 --> 00:25:30,080
Honestly, that's probably the 
most fun thing is when some 

534
00:25:30,080 --> 00:25:32,440
people play our game and they 
tell us that they enjoyed it 

535
00:25:32,520 --> 00:25:34,840
like because it's a passion 
project of ours. 

536
00:25:34,840 --> 00:25:37,960
And so every time someone says 
that we enjoyed it as well, it's

537
00:25:37,960 --> 00:25:39,880
like, that's awesome. 
That's what we want is we want 

538
00:25:39,880 --> 00:25:42,640
we've made this thing that we 
think is really fun, enjoyable, 

539
00:25:42,640 --> 00:25:45,200
We really love. 
And if other people love it too,

540
00:25:45,200 --> 00:25:50,080
that it's very rewarding. 
So I want to ask you about the 

541
00:25:50,200 --> 00:25:55,440
actual process, the behind the 
scenes of making a board game. 

542
00:25:55,760 --> 00:25:59,040
What was your favorite aspect of
the entire project working on 

543
00:25:59,040 --> 00:26:01,240
this? 
Well, I, I will say one small 

544
00:26:01,240 --> 00:26:03,320
thing I love, we love the 
different peoples that we've 

545
00:26:03,320 --> 00:26:05,960
used in the past. 
So the little pieces, the very 

546
00:26:05,960 --> 00:26:08,480
first ones we used were these 
little tiny circle bees. 

547
00:26:08,480 --> 00:26:11,240
I'll see if I got some photos of
them to send it to you. 

548
00:26:11,600 --> 00:26:14,200
But like these little tiny like 
scrapbooking bees that, you 

549
00:26:14,200 --> 00:26:15,600
know, we bought. 
So we love them. 

550
00:26:15,600 --> 00:26:18,320
And even our the early play 
testers that were doing the real

551
00:26:18,320 --> 00:26:20,360
rough version of friends and 
family were like, oh, these are 

552
00:26:20,360 --> 00:26:23,320
so adorable. 
And so that kind of stuck with 

553
00:26:23,320 --> 00:26:25,640
us if like we need to make sure 
we like the bee pieces and 

554
00:26:25,640 --> 00:26:29,000
there's some other bee games out
there that, you know, they're 

555
00:26:29,000 --> 00:26:30,760
enjoyable bee and we we love 
bees, right? 

556
00:26:30,760 --> 00:26:33,480
So we love playing games with 
bees, but their pieces aren't 

557
00:26:33,520 --> 00:26:34,960
they didn't feel right in our 
mind. 

558
00:26:35,000 --> 00:26:36,440
And so we're trying to make 
people. 

559
00:26:36,440 --> 00:26:37,840
And so honestly, that's part of 
it. 

560
00:26:38,040 --> 00:26:41,040
The peoples in the prototype 
were made by this really nice 

561
00:26:41,040 --> 00:26:44,040
couple who have a wood making 
business out of California. 

562
00:26:44,040 --> 00:26:45,360
So we bought those custom for 
that. 

563
00:26:45,360 --> 00:26:48,120
We'll I'll have to make sure 
that we keep in the main game 

564
00:26:48,200 --> 00:26:50,920
the that design into the actual 
manufacturing of it. 

565
00:26:50,960 --> 00:26:54,240
So I would say making the 
beefles was probably my favorite

566
00:26:54,240 --> 00:26:55,960
part of it. 
Just the every time we use them,

567
00:26:55,960 --> 00:26:59,200
it's just, it's great. 
Well now comes the follow up 

568
00:26:59,200 --> 00:27:02,200
question of what was the 
absolute worst part of this 

569
00:27:02,200 --> 00:27:05,640
experience? 
That you are just you never want

570
00:27:05,640 --> 00:27:09,760
to repeat this again. 
Like it was just terrible and 

571
00:27:09,760 --> 00:27:12,920
you hated it. 
Were we talking just making the 

572
00:27:12,920 --> 00:27:15,240
game, or everything that 
involves A Kickstarter at the 

573
00:27:15,240 --> 00:27:17,760
game? 
The whole thing from the moment 

574
00:27:17,760 --> 00:27:20,880
Drew approaches you until, well,
today, since Kickstarter hasn't 

575
00:27:20,880 --> 00:27:23,560
happened yet. 
But yeah, was it one thing that 

576
00:27:23,560 --> 00:27:25,640
just really you? 
It really pained you. 

577
00:27:26,680 --> 00:27:31,920
Social media and meta ads like, 
Oh my gosh, OK, so neither one 

578
00:27:31,920 --> 00:27:35,880
of us are very big social media 
people, but you kind of have to 

579
00:27:35,880 --> 00:27:38,640
be in order to market a game. 
And then so unfortunately in the

580
00:27:38,640 --> 00:27:41,520
division of work, that kind of 
fell on me because Drew didn't 

581
00:27:41,520 --> 00:27:45,440
even have certain social medias 
and I did, you know, and I don't

582
00:27:45,440 --> 00:27:49,320
know that is a unfun experience.
I I do appreciate and I love 

583
00:27:49,320 --> 00:27:54,480
watching content creators, but I
don't know, I, I'm not really, I

584
00:27:54,480 --> 00:27:59,320
don't want to be out there in 
media very often, admittedly, to

585
00:27:59,320 --> 00:28:02,520
then turn that into like, OK, 
now I have to not only, you 

586
00:28:02,520 --> 00:28:04,400
know, post occasion on social 
media, now I have to figure out 

587
00:28:04,400 --> 00:28:07,480
how to make ads that will show 
other people the game so they'll

588
00:28:07,480 --> 00:28:09,720
be interested in it. 
It's just non enjoyable 

589
00:28:09,720 --> 00:28:11,720
experience. 
And in particular, Meta's 

590
00:28:11,720 --> 00:28:15,280
advertising tool is not user 
friendly to people that never 

591
00:28:15,280 --> 00:28:20,640
done it before. 
OK, well, there you have it. 

592
00:28:20,640 --> 00:28:21,680
I, I love that. 
Thank. 

593
00:28:21,760 --> 00:28:23,720
Thank you for your honesty. 
I appreciate that. 

594
00:28:23,960 --> 00:28:27,960
So if, if you had a friend or a 
colleague, anyone as approaching

595
00:28:27,960 --> 00:28:31,440
you, they've got an idea for a 
game just much like Drew did, 

596
00:28:31,920 --> 00:28:33,680
and they're thinking about 
designing a game. 

597
00:28:33,760 --> 00:28:37,440
What advice do you have for a 
first time game design? 

598
00:28:37,560 --> 00:28:39,680
The best advice, and we've 
received this from other game 

599
00:28:39,680 --> 00:28:42,560
designers, is really figure out 
what is your goal for this game.

600
00:28:42,560 --> 00:28:44,920
If your goal is just to make a 
game that you and your friends 

601
00:28:44,920 --> 00:28:48,520
and family can enjoy, you know, 
that's kind of very different 

602
00:28:48,520 --> 00:28:50,880
than if hey, I want to make a 
game and release it and get a 

603
00:28:50,880 --> 00:28:54,240
lot of people out there. 
And knowing what your goal is 

604
00:28:54,240 --> 00:28:58,720
will also help you understand 
really the full task that you're

605
00:28:58,720 --> 00:29:00,680
taking on. 
Because if you're just making a 

606
00:29:00,680 --> 00:29:03,120
game for you and your friends 
and family, you know, you only 

607
00:29:03,120 --> 00:29:06,000
need one copy of it. 
Your own copy get printed play 

608
00:29:06,000 --> 00:29:07,920
or one of those small board game
makers just to make an 

609
00:29:07,920 --> 00:29:11,720
individual copy and that's it. 
I mean, you know, you made it an

610
00:29:11,720 --> 00:29:14,280
art passion project and you can 
enjoy it with your friends and 

611
00:29:14,280 --> 00:29:16,960
family. 
But if you're, if you're really 

612
00:29:16,960 --> 00:29:19,680
like, hey, I have this idea for 
this game, I want to share it 

613
00:29:19,680 --> 00:29:21,600
with the world. 
Want to get it out there? 

614
00:29:22,400 --> 00:29:24,640
Well then know that there's a 
lot of things that go on with 

615
00:29:24,640 --> 00:29:29,200
it, like marketing and meta ads 
and a Kickstarter process and 

616
00:29:29,200 --> 00:29:31,840
getting manufacturers and 
fulfilment and all those 

617
00:29:31,840 --> 00:29:34,480
different things behind the 
scenes that admittedly we 

618
00:29:34,480 --> 00:29:36,840
weren't as prepared for when we 
started this project. 

619
00:29:37,640 --> 00:29:42,240
Yeah, so talk to me about the 
community of board game 

620
00:29:42,240 --> 00:29:45,120
designers, right? 
I mean, obviously your cousin 

621
00:29:45,120 --> 00:29:47,480
designed game, they're working 
on their expansion. 

622
00:29:47,480 --> 00:29:51,280
Then I know they got some other 
projects going on, but how well 

623
00:29:51,280 --> 00:29:54,880
were you received your idea 
received when you were reaching 

624
00:29:54,880 --> 00:29:57,440
out to other designers just to 
be like help? 

625
00:29:58,720 --> 00:30:02,000
Yeah, the game designers are 
really, at least our experience 

626
00:30:02,000 --> 00:30:03,520
are really supportive of each 
other. 

627
00:30:03,520 --> 00:30:05,600
First of all, one of the 
conventions I mentioned is 

628
00:30:05,600 --> 00:30:08,520
called Proto ATL. 
Basically the whole thing is 

629
00:30:08,520 --> 00:30:10,840
just a whole bunch of game 
designers where you play test 

630
00:30:10,840 --> 00:30:13,000
each other's games and you get 
honest feedback from that. 

631
00:30:13,240 --> 00:30:16,280
And that's great because a lot 
of times your friends and 

632
00:30:16,280 --> 00:30:18,960
family, you know, they love you.
So they're not going to tell you

633
00:30:18,960 --> 00:30:20,840
all the mean things. 
You know, maybe they'll be like,

634
00:30:20,840 --> 00:30:22,560
well, this much, I didn't enjoy 
it this much. 

635
00:30:22,560 --> 00:30:24,880
Whatever. 
Another public, another game 

636
00:30:24,880 --> 00:30:27,280
maker will sit there and be 
like, yeah, this really was not 

637
00:30:27,280 --> 00:30:28,600
good. 
I did not enjoy this. 

638
00:30:28,600 --> 00:30:31,200
But and you know, at that time, 
it's like a punch to the gut, 

639
00:30:31,480 --> 00:30:33,880
but it's very appreciative 
because it comes out of a place 

640
00:30:33,880 --> 00:30:35,440
of like, hey, they want to help 
you succeed. 

641
00:30:36,080 --> 00:30:38,800
And so they see that's what they
view as a flaw and they want to 

642
00:30:38,800 --> 00:30:40,520
address it with you. 
And additionally, you know, and 

643
00:30:40,520 --> 00:30:42,120
I want to, I'll throw out a few 
shout outs. 

644
00:30:42,120 --> 00:30:45,800
There's, you know, my cousin has
been extremely helpful, but he's

645
00:30:45,800 --> 00:30:47,200
family, right? 
So you might think, well, he has

646
00:30:47,200 --> 00:30:49,800
to be. 
But there's another game 

647
00:30:49,800 --> 00:30:51,800
designer. 
He made a game called Ultra 

648
00:30:51,800 --> 00:30:53,360
Massive. 
It's a black hole themed board 

649
00:30:53,360 --> 00:30:54,760
game. 
He did his Kickstarter last 

650
00:30:54,760 --> 00:30:57,360
year. 
My name's Alex, super great, 

651
00:30:57,360 --> 00:30:59,520
helpful. 
He would log on the calls with 

652
00:30:59,520 --> 00:31:01,520
us, be like, yeah, this is what 
I did. 

653
00:31:01,520 --> 00:31:04,200
This is how we did it. 
These are the challenges that we

654
00:31:04,200 --> 00:31:06,120
had. 
Give us feedback on things like 

655
00:31:06,120 --> 00:31:08,360
the graphic design of stuff 
because that's kind of what he 

656
00:31:08,360 --> 00:31:11,280
does by his day job. 
Another shout out to James from 

657
00:31:11,280 --> 00:31:13,640
Pocket Parks, a game that just 
recently got funded on 

658
00:31:13,640 --> 00:31:15,960
Kickstarter. 
James took the time to do 

659
00:31:16,600 --> 00:31:18,720
Discord calls with us and kind 
of walk us through some of the 

660
00:31:18,720 --> 00:31:22,080
challenges that we had. 
So like overall, the game design

661
00:31:22,080 --> 00:31:25,360
community is very supportive of 
each other and I think that is 

662
00:31:25,360 --> 00:31:28,000
great. 
And we try to pay that back too,

663
00:31:28,000 --> 00:31:29,840
whenever people have questions 
from us. 

664
00:31:29,840 --> 00:31:32,640
That's fantastic. 
I'm, I'm really pleased to hear 

665
00:31:32,640 --> 00:31:35,080
that because yeah, I feel like 
sometimes as content creators, 

666
00:31:35,080 --> 00:31:38,440
we kind of get, we get lost in 
the, you know, there's multiple 

667
00:31:38,440 --> 00:31:41,040
sub communities, there's the 
content creator community, then 

668
00:31:41,040 --> 00:31:44,760
there's this, the gamers, right?
And then there's the designers 

669
00:31:44,760 --> 00:31:47,200
and there's the publishers. 
And I'm really trying to 

670
00:31:47,600 --> 00:31:51,240
incorporate all of them on the 
show, which is why you're on 

671
00:31:51,240 --> 00:31:52,920
that. 
And I got the prototype of your 

672
00:31:52,920 --> 00:31:55,120
game and play it, which I love 
play testing. 

673
00:31:55,800 --> 00:31:59,320
So I want to talk about really 
quickly, how easy was it for you

674
00:32:00,560 --> 00:32:06,000
and or drew for that matter, to 
open yourselves up and allow 

675
00:32:06,000 --> 00:32:10,600
yourselves to be vulnerable to 
constructive criticism? 

676
00:32:10,680 --> 00:32:12,240
Like how difficult was that for 
you? 

677
00:32:12,360 --> 00:32:16,360
So it can be, you know, a little
bit of a anxiety inducing to 

678
00:32:16,360 --> 00:32:18,680
start, I will say. 
But once you do it the first 

679
00:32:18,680 --> 00:32:23,040
time, then it gets a lot easier 
and you take that feedback and 

680
00:32:23,040 --> 00:32:26,400
you improve your game. 
And pretty soon people don't 

681
00:32:26,400 --> 00:32:28,320
have a lot of negative feedback.
They're small things might be 

682
00:32:28,320 --> 00:32:30,560
like, oh, well, you know, the 
production of this. 

683
00:32:30,560 --> 00:32:32,120
And and then in your mind, 
you're like, OK, well, it's a 

684
00:32:32,120 --> 00:32:33,160
prototype. 
You know what I mean? 

685
00:32:33,160 --> 00:32:34,320
This isn't the final product, 
right? 

686
00:32:34,760 --> 00:32:37,360
I only got so much money to 
spend to make a new version 

687
00:32:37,360 --> 00:32:42,800
every 5-5 weeks, right? 
But I think, yeah, it's exactly 

688
00:32:42,800 --> 00:32:44,840
it's it could be like you could 
build it up in your head. 

689
00:32:44,840 --> 00:32:47,880
But the moment you do it, I 
think it makes it a lot easier. 

690
00:32:47,880 --> 00:32:50,520
Like, you get out of the way 
that first game with a bunch of 

691
00:32:50,520 --> 00:32:53,920
strangers, they give you bad 
feedback, you know? 

692
00:32:53,960 --> 00:32:57,360
You go to the hotel bar, grab a 
drink real quick, come back out,

693
00:32:57,360 --> 00:32:59,360
and then you're back out there 
playing more games and you feel 

694
00:32:59,360 --> 00:33:02,040
good, you know? 
So it sounds like, and this is 

695
00:33:02,040 --> 00:33:05,400
not surprising, it sounds like 
it's it's up to the individual 

696
00:33:05,440 --> 00:33:09,520
how well they receive the 
feedback, whether good or bad. 

697
00:33:10,200 --> 00:33:12,520
Yes, absolutely. 
And I always want to emphasize 

698
00:33:12,520 --> 00:33:14,880
and we always say this when 
anytime we play test anybody's 

699
00:33:14,880 --> 00:33:18,680
game, it's like, hey, like we 
it's this is going to be set out

700
00:33:18,680 --> 00:33:20,840
of constructive criticism for 
your benefit. 

701
00:33:20,840 --> 00:33:23,600
So we, it's not that we have 
anything against it and we're 

702
00:33:23,600 --> 00:33:25,440
here to try to help you make 
your game better. 

703
00:33:25,840 --> 00:33:28,360
And so when you approach that 
mindset of like, hey, they're 

704
00:33:28,360 --> 00:33:29,960
only trying to help you, it's a 
lot easier. 

705
00:33:30,400 --> 00:33:32,840
Yeah, absolutely. 
Absolutely. 

706
00:33:32,840 --> 00:33:35,400
So when is when's the game 
coming to Kickstarter? 

707
00:33:35,600 --> 00:33:37,120
So we're hoping to launch in the
spring. 

708
00:33:37,120 --> 00:33:40,480
We're keeping that, you know, a 
little bit flexible whether it 

709
00:33:40,480 --> 00:33:43,680
be the end of March or or early 
April based on where we are with

710
00:33:43,680 --> 00:33:45,640
our numbers. 
And part of that marketing is 

711
00:33:45,640 --> 00:33:47,880
your, you have certain numbers 
that you want to try to beat 

712
00:33:47,880 --> 00:33:50,400
before you launch to make sure 
that you'll get backed on time. 

713
00:33:50,680 --> 00:33:53,120
So in the spring though is 
springtime. 

714
00:33:53,120 --> 00:33:56,640
For you, do you have a page that
folks can follow on Kickstarter 

715
00:33:56,640 --> 00:33:59,360
now or have have you? 
We do have a Kickstarter pre 

716
00:33:59,360 --> 00:34:02,840
launch page and we have a we 
have a pre launch page and then 

717
00:34:02,840 --> 00:34:06,320
we have an e-mail sign up that 
people can sign up. 

718
00:34:06,320 --> 00:34:07,440
If they want to do our e-mail 
list. 

719
00:34:07,440 --> 00:34:10,360
They can also do it the one of 
the $1.00 reservations that 

720
00:34:10,360 --> 00:34:13,120
they'll get a custom bead that 
seemed die that'll go with their

721
00:34:13,120 --> 00:34:15,000
game when they back in on 
Kickstarter. 

722
00:34:15,520 --> 00:34:17,800
OK, so here comes your favorite 
part. 

723
00:34:19,199 --> 00:34:21,400
OK, because you've already said 
it's not your favorite. 

724
00:34:21,400 --> 00:34:25,159
So tell everyone where they can 
find you on all the social 

725
00:34:25,159 --> 00:34:30,000
platforms and where they can 
find and back APIs mellifera 

726
00:34:30,000 --> 00:34:31,840
when it launches. 
Absolutely. 

727
00:34:31,840 --> 00:34:36,400
So we on Instagram, we are APIs 
Gaming LLC on our Kickstarter. 

728
00:34:36,400 --> 00:34:39,760
If you just simply search for 
APIs Melifera the B game or just

729
00:34:39,800 --> 00:34:41,480
APIs Melifera, it's probably 
going to pop up. 

730
00:34:41,480 --> 00:34:44,360
But APIs Melifera the B game, 
you'll find our pre launch page.

731
00:34:44,400 --> 00:34:49,679
And then on our web, our website
isapislaunch.apisgameapisboardgaming.com.

732
00:34:49,679 --> 00:34:51,719
And I'll, I'll make sure I, I 
send you the links too, because 

733
00:34:51,719 --> 00:34:54,760
they're a little bit longer and 
that way people can just look at

734
00:34:54,760 --> 00:34:56,239
them instead of trying to listen
to what I'm saying. 

735
00:34:56,560 --> 00:35:00,240
Yeah, we will definitely have 
all that in the in the links 

736
00:35:00,240 --> 00:35:02,720
below. 
Well, Henry, thank you so much 

737
00:35:02,720 --> 00:35:04,960
for this was really cool. 
Thanks for letting me be a part 

738
00:35:04,960 --> 00:35:08,800
of the play testing experience. 
This game is really interesting 

739
00:35:08,800 --> 00:35:11,320
guys. 
Take a look at it, go to the pre

740
00:35:11,320 --> 00:35:14,120
launch page, see what you think.
There's some great pictures on 

741
00:35:14,120 --> 00:35:15,960
Instagram. 
I've got it up on my phone right

742
00:35:15,960 --> 00:35:19,000
now taking a look at it. 
Give them a like and a follow as

743
00:35:19,000 --> 00:35:22,520
well if you can. 
And please send us comments. 

744
00:35:22,520 --> 00:35:24,400
Be sure to like and subscribe 
the channel. 

745
00:35:24,400 --> 00:35:27,680
And here's the question for you.
What is your favorite worker 

746
00:35:27,680 --> 00:35:30,880
placement game? 
Send that to us in the comments 

747
00:35:30,880 --> 00:35:34,240
after you listen to this. 
Once again, be kind to one 

748
00:35:34,240 --> 00:35:36,320
another and let's play more 
games. 

749
00:35:37,640 --> 00:35:39,200
Absolutely. 
Thanks, PJ.

