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Welcome to Maple to Maple, 
uniting players around the 

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world. 
A 30 minute exploration of TJ 

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and Gareth 4 game experiences 
from across both sides of the 

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Atlantic. 
Each episode they share their 

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thoughts and opinions on the 
World of War games, including 

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their favorite themes, games, 
hot topics, and much, much more.

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Hey guys, and welcome to episode
87. 

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We are slowly but surely making 
our way to 100. 

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I keep reminding you this every 
time. 

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Can you tell I'm excited? 
Episode 87? 

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I am always PJ and unfortunately
Gareth is not with us. 

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It is summertime, it is 
convention season. 

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It is also holiday season with 
family. 

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So Gareth and I's July and 
August is when Gareth and I's 

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schedule get crazy, and you will
probably have noticed that we 

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missed a week, but last week you
did hear the Origins game fair 

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recap. 
So that was exciting. 

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At the end of that episode, I 
had mentioned briefly my guest 

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who's with me today and the game
we're going to talk about where 

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I actually wrote some of the 
material for it, although it's 

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not about me at all, but this is
kind of exciting. 

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This game is very special, but I
have with me Fritz Paul and he 

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is going to be launching today. 
Prestige, Fritz, welcome. 

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Thank you so much. 
I'm so, so excited to be here. 

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I've been a long time listener 
and yeah, I'm excited for this 

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big launch and excited to have 
your name out there too. 

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Thank you. 
You certainly have bettered our 

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game thanks to your contribution
and the contribution of all the 

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guest writers. 
You are a very forgiving 

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publisher, editor, designer, 
whatever. 

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But we could tell that story. 
That's a fun one later in the 

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show, but so why don't you tell 
us a little bit about yourself 

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and prestige? 
Sure. 

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So my name, my name actually 
isn't Fritz. 

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My name is Joe, but I go by 
Fritz in the design world, and 

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that's a whole another story in 
and of itself. 

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OK, In my day-to-day, I'm a 
traffic engineer. 

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I design roadways, traffic 
signals, stuff like that. 

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And I got into board games 
probably around seven or eight 

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years ago now and started 
designing one. 

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Actually leading up to proposing
to my wife, I had this really 

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elaborate proposal that needed 
all of this woodworking and I 

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needed something to practice on.
So I built a board game for my 

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roommate who's really into board
games at that time. 

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That's awesome. 
I did not know that. 

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That's fantastic. 
It's a a weird, wonky turn of 

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paths that got me into the 
hobby, but ever since then it's 

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been my creative outlet and I'm 
really excited to see something 

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that I've designed actually come
to fruition now. 

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That's that is awesome. 
So OK, so you're making these 

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wooden products. 
You're, you're building a board 

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game. 
You propose to your wife. 

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Things are going great. 
And then at some point, you're 

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like, I'm going to make a game 
for real and not just practice, 

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right. 
Yeah. 

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How did you how did you land on 
prestige? 

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Or were there games before this?
And prestige? 

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I'm sure this is true. 
Prestige was not your first 

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idea. 
Yeah, Prestige, I'd say, is 

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probably my third idea. 
So I had two ideas beforehand. 

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One was this big, like Space 
Saga, Twilight Imperium kind of 

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game that I was biting off way 
more than I could choose. 

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So I tabled that pretty quickly 
when I realized it was pretty 

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much trash. 
It wasn't good, but it was a 

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good like getting my feet wet 
jumping into the deep end of the

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pool. 
And it was fun to design and 

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eventually I'd like to go back 
to it. 

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Then I created this other little
two player game that I called 

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Dilly Dally, the Game of 
Procrastination, and in lieu of 

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that I have procrastinated from 
progressing that game pretty 

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thoroughly. 
Well, then you're you're playing

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the game, right? 
Yeah, yeah, I'm doing great. 

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Yep. 
All time champion, but then 

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prestige kind of got stuck in my
brain during pandemic. 

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I was playing this game, Horizon
0 Dawn and I love this game and 

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as a city designer like I, I 
work with a lot of city planners

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in my job. 
I designed roadways, all that 

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stuff. 
And I was listening to the video

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game designers talk about this 
city and how they planned it 

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out. 
And I won't go into spoilers for

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the video game, but basically 
it's almost like it's in the 

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ancient world and there's this 
big city in the middle of the 

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game called Meridian. 
And I just thought it was the 

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coolest city, most engaging city
I've ever experienced in a video

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game before. 
So I was listening to the 

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designers talk about how they 
thought about how all the 

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different buildings would go 
next to each other, how you 

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design a city in a virtual space
in a world where you don't have 

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things like cars. 
And given that this is not at 

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all the point of Horizon 0 Dawn,
it's about fighting robot 

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dinosaurs. 
But I was just listening to 

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them, like, just put so much 
thought into this. 

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And I just started thinking 
like, oh, yeah, that's really 

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interesting. 
Like, how do you, like, plan on,

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like, building a market in an 
ancient city when you can't have

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roads with trucks delivering all
of your goods? 

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You have to build it next to the
warehouses, and the warehouses 

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need to be next to wherever 
you're making it. 

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And that just started getting 
clicking into my head. 

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And I was just like, oh, this 
could easily be a board game. 

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So I just kind of started 
putting things, putting pen to 

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paper before anything. 
Prestige was a spreadsheet, 

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which I know does not sound like
a super sexy start to a video or

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to a board game, but that's how 
it all started. 

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And I just started like 
balancing things and put all 

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these different buildings from 
the ancient world into the 

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spreadsheet and what they would 
want to be next to. 

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And from there, I just kind of 
tinkered until eventually I made

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it into cards and some folks had
thought it was interesting 

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enough to start pitching it to 
publishers. 

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And from there, the rest is 
history. 

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So you mentioned cards, so to be
clear prestige is more it's like

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a tile, not tile laying but it's
card laying right? 

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So there's no tiles in the game 
if I'm correct? 

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Yeah, that is correct. 
So it is a card laying game, but

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it plays more like a tile laying
game. 

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So I there's very specific 
reasons I didn't use tiles, 

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which is I really wanted 
prestige to be something that 

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you could easily break out. 
And I love some great tile lane 

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games. 
But for prestige in particular, 

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it would be very difficult to 
have all of these different 

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tiles because each card is 
unique. 

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So there's no repeats like you 
might get in other tile lane 

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games. 
So with each unique card, it 

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shuffling and like the amount of
space those tiles would take up 

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was just going to be too much to
be a game that could easily be 

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set up. 
So I went with cards, and I 

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really like the way it came out,
but you're still laying them in 

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a tableau style, so you're still
building out this city as if 

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they were tiles, but their cards
would just make them a little 

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bit easier to manipulate. 
Right. 

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So it's kind of it's a la 
Terraforming Mars, where it's 

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that you're cooperatively 
building one city, but it's 

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whoever contributes the most and
gains the most prestige is that.

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Yeah, walk, walk us through that
a little bit. 

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Yeah, so it's a semi cooperative
game. 

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So you are all working in one 
city and the idea of this is you

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each represent a tribe that has 
come together to build a place 

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where all of their people can 
prosper. 

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However, old rivalries die hard.
These tribes have been at at 

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ends with one another for a long
time, so they all want to be 

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remembered as the founder. 
So in order to do that, you want

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your tribe most represented 
throughout the city. 

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And you can do that by playing 
cards that are inspired by your 

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tribe. 
So each tribe has a deck of 

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buildings and units and units 
are just specialized roles that 

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your people can kind of fill. 
So there's a like fishing tribe 

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and they'll have the docks and 
the fish market, the water 

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temple, but they'll also have 
fishermen, sea merchants, things

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like that. 
And you could play all these 

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into the city, and everybody can
play from each other's tribes, 

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and you're going to have to in 
order to make sure your city 

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survives. 
But you want to be cognizant of 

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incentivizing not just yourself 
to be able to play more from 

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your tribe, but everyone around 
you. 

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So it's this little bit of a 
head puzzle where you're trying 

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to negotiate with the city 
itself to try and make your 

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tribe pop up. 
However, at the same time, you 

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can play a little bit more 
cutthroat at the expense of the 

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city. 
But if you do that too much, the

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city itself will either 
collapse, be abandoned or be 

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invaded. 
So there's a little bit of give 

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and take. 
You can play selfishly, but if 

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everybody plays selfishly and 
everybody plays selfishly too 

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long, then nobody will win. 
So there's a risk you've got to 

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work together just enough. 
Yes, exactly. 

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I love it. 
Tell us about the world that 

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this city 4 prestiges in because
I was surprised 'cause when you 

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reached out to me to be a 
contributing writer, I had a 

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very specific vision and I'm 
like, Oh no, this is not quite 

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right. 
It seems like you use the word 

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ancient, but it's loose. 
It's. 

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Yeah, yeah. 
So I would, I would say that we 

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played a little loosely with the
world, the term ancient world. 

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I'm no historian, but I love 
history, and I know that we span

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a little bit further than what 
most would probably call the 

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ancient world, But the prestige 
itself sits vaguely in the time 

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between, I'd say the ancient 
Mesopotamians to the fall of 

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Rome, if you look at your 
history books. 

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And that's just to kind of put a
picture in people's heads of 

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what this looks like. 
But in general, it doesn't 

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actually exist in any particular
civilization. 

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It's meant to be just the story 
of humanity as they come forward

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and build one of the first 
ancient cities and kind of grow 

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technology and all of the 
developments that you would get 

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through an ancient city. 
So vaguely you have that level 

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of technology that I just 
described from the very ancient 

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to almost the medieval. 
You might see pop up in some of 

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the cards. 
But how you play the game will 

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determine what's in your city. 
So ultimately it's up to you how

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advanced your city could be, I 
suppose. 

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Yeah, go, go ahead. 
Yeah, no, that, that's cool. 

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So I was thinking about, you 
were talking about the tribes 

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and the different tribes and old
rivalries dying and things of 

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that nature. 
Are they asymmetrical? 

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They are what I would call like 
subtly asymmetrical, so each 

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tribe has their own deck and 
each deck has unique cards in 

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them. 
However, you don't have like A 

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tribe that has a special power 
or anything like that. 

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The only asymmetry comes from 
the fact that you have a unique 

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deck associated with that tribe,
and each tribe has certain 

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certain strengths and weaknesses
built into them. 

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So you know the warriors will be
better at building up defensive 

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structures, things like that. 
And some of them are intuitive, 

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some of them are a little bit 
more nuanced, but at the end of 

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the day, you're not playing them
as abilities, you're just 

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playing them as they come into 
your hand. 

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And then the asymmetry itself is
isn't something where you have 

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to understand the way that the 
abilities work in order to play 

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the first time. 
But as you play more and more 

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often, you might see some of 
those asymmetrical pieces kind 

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of falling together. 
And you're like, oh, I get why 

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now. 
Like this card does this. 

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So it's not necessarily a 
mechanical asymmetry that really

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like lends itself to strategy, 
though you can do that a little 

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bit. 
It's more of a thematic 

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asymmetry based on the different
tribes. 

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OK, OK, so we each each player 
starts with their own unique 

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deck of cards to pull from, is 
that correct? 

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Not quite it. 
It is true that it all everyone 

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has their own deck, but the 
decks get mixed together. 

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So they're all one big draw pile
that you're pulling from and it 

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actually gets divided into 3. 
Two of them are face down, so 

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all you know is what tribe 
they're coming from because of 

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the back of the the card. 
And then one is face up. 

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00:12:38,880 --> 00:12:44,640
So you get to see exactly what 
you're drawing, and then you get

227
00:12:44,640 --> 00:12:46,120
to decide which deck you're 
pulling from. 

228
00:12:46,120 --> 00:12:50,160
So as you draw up more cards, 
you'll get to choose which 

229
00:12:50,160 --> 00:12:51,760
tribes you're pulling into your 
hand. 

230
00:12:51,760 --> 00:12:53,840
And ideally you'll want to pull 
from your own, but you might not

231
00:12:53,840 --> 00:12:56,960
always have that option, right? 
So it's a little bit of a deck 

232
00:12:56,960 --> 00:13:00,000
building mechanic baked in there
as well, it seems like. 

233
00:13:00,680 --> 00:13:02,880
I would say that there's like a 
spirit of deck building. 

234
00:13:02,880 --> 00:13:06,120
There's not the mechanic itself 
because you're you have one deck

235
00:13:06,120 --> 00:13:10,960
that's constantly being gone 
through, but the idea of the 

236
00:13:10,960 --> 00:13:17,160
deck building at very loose 
terms might might be there I 

237
00:13:17,160 --> 00:13:20,640
suppose. 
So what about the resources to 

238
00:13:20,680 --> 00:13:23,080
playing cards? 
You just play them like how does

239
00:13:23,240 --> 00:13:27,440
how does that work in the game? 
If I'm, if I'm at the table, I'm

240
00:13:27,440 --> 00:13:30,320
playing, I want to play a card, 
what do I have to do? 

241
00:13:30,480 --> 00:13:32,560
Can you take us through like a 
Can you take us through like a 

242
00:13:32,560 --> 00:13:34,600
turn or a round? 
Yeah, definitely. 

243
00:13:35,120 --> 00:13:40,360
So in in prestige there are five
resources and all of them are 

244
00:13:40,360 --> 00:13:41,880
shared between all of the 
players. 

245
00:13:42,080 --> 00:13:45,120
So you have prestige, which just
how well known your city is, 

246
00:13:45,680 --> 00:13:49,160
defense, which is how well you 
can defend your city from 

247
00:13:50,280 --> 00:13:55,160
threats, real or imagined. 
There is happiness, which is how

248
00:13:55,160 --> 00:14:00,080
much your city dwellers 
appreciate you as the ruler. 

249
00:14:00,680 --> 00:14:02,840
There's populace, which is just 
how many people are in your 

250
00:14:02,840 --> 00:14:05,320
city. 
And I think I'm missing 1:00, 

251
00:14:05,320 --> 00:14:09,440
but you get the the drift that 
they're these vague resources. 

252
00:14:09,640 --> 00:14:12,200
And then there's coins. 
So everybody shares the same pot

253
00:14:12,200 --> 00:14:15,120
of coins. 
So you'll have in your hand 4 

254
00:14:15,120 --> 00:14:17,360
cards. 
You keep a deck or a hand of 

255
00:14:17,360 --> 00:14:21,800
four at all times. 
And you can play cards into the 

256
00:14:21,800 --> 00:14:25,120
shared city, which is just one 
big tableau. 

257
00:14:25,440 --> 00:14:28,480
And there are two situations you
have to resolve. 

258
00:14:28,480 --> 00:14:30,160
First there's the cost of the 
card. 

259
00:14:30,440 --> 00:14:32,520
So some cards cost money, some 
don't. 

260
00:14:33,080 --> 00:14:35,320
You have to have that money 
before you can play into the 

261
00:14:35,320 --> 00:14:37,640
city. 
And then there's a need. 

262
00:14:37,720 --> 00:14:43,600
And these are situations in your
city that you need to have 

263
00:14:43,600 --> 00:14:48,600
before you can play it. 
So for instance, a center square

264
00:14:48,600 --> 00:14:52,520
might need two Rd. cards in your
city already before you can play

265
00:14:52,520 --> 00:14:54,520
that card. 
So those are the two things you 

266
00:14:54,520 --> 00:14:59,720
need to check like a check box 
before you play into the city. 

267
00:15:00,080 --> 00:15:02,840
And then from that point, you 
get to decide where that card 

268
00:15:02,840 --> 00:15:08,280
goes, and where that card goes 
determines the adjacency 

269
00:15:08,280 --> 00:15:10,840
effects. 
So almost all of the cards have 

270
00:15:10,840 --> 00:15:14,800
an adjacency effect, where if 
you place one card next to the 

271
00:15:14,800 --> 00:15:18,280
other, it might have a certain 
effect, but if you place it next

272
00:15:18,360 --> 00:15:21,040
to a different card, it'll have 
a totally different effect. 

273
00:15:21,920 --> 00:15:26,280
The easiest way to explain this 
is like an example, and my 

274
00:15:26,280 --> 00:15:28,920
favorite example is the fish 
market, which was the first one 

275
00:15:28,920 --> 00:15:31,320
I ever developed. 
If you put the fish market next 

276
00:15:31,320 --> 00:15:35,800
to a water card, you'll gain 
extra coins because there's just

277
00:15:35,800 --> 00:15:38,280
a lot of fish in the water. 
But if you put it next to a 

278
00:15:38,280 --> 00:15:42,320
residential card or a home card,
you'll lose happiness because 

279
00:15:42,320 --> 00:15:46,200
nobody likes to live next to the
fishy fish or the stinky fish 

280
00:15:46,200 --> 00:15:48,600
market. 
Nope, nobody. 

281
00:15:48,800 --> 00:15:51,200
Nobody. 
So I did have a question, but 

282
00:15:51,200 --> 00:15:53,680
now I've got another one. 
You were talking about defense 

283
00:15:53,920 --> 00:15:57,680
and you said threats, real and 
imagined. 

284
00:15:58,120 --> 00:16:01,560
OK, what is going on? 
Imagined threats in the game. 

285
00:16:02,040 --> 00:16:05,360
Yeah. 
So there are three different 

286
00:16:05,360 --> 00:16:07,920
types of event cards, as you 
know, as one of our guest 

287
00:16:07,920 --> 00:16:10,520
writers. 
One of them is the Invader deck.

288
00:16:10,600 --> 00:16:16,360
And this is supposed to be 
outside forces that are taking 

289
00:16:16,360 --> 00:16:23,160
advantage of areas that you may 
have neglected, whether it's you

290
00:16:23,160 --> 00:16:26,240
don't have enough defense 
structures or you're just being 

291
00:16:26,240 --> 00:16:30,320
too lackadaisical, particularly 
with discarding cards that 

292
00:16:30,320 --> 00:16:35,080
invites invaders to come in. 
And so the stories behind each 

293
00:16:35,080 --> 00:16:39,800
of these event cards kind of 
weave this tapestry of what's 

294
00:16:39,800 --> 00:16:42,840
going on in your city. 
So some of them are very real, 

295
00:16:42,840 --> 00:16:45,720
such as like an army can be 
approaching. 

296
00:16:46,080 --> 00:16:52,440
Others might just be the fear of
your citizens kind of growing 

297
00:16:52,480 --> 00:16:55,840
within themselves. 
Not necessarily a justified 

298
00:16:55,840 --> 00:16:59,400
fear, but it's just something 
that catches on in the minds of 

299
00:16:59,400 --> 00:17:03,560
your citizens to the point where
it's become a detriment to your 

300
00:17:03,560 --> 00:17:07,160
society. 
So one of them is, I forget what

301
00:17:07,160 --> 00:17:09,599
we've called this card. 
It's gone back and forth, but 

302
00:17:09,599 --> 00:17:13,720
basically the idea is your 
citizens are seeing ghosts in 

303
00:17:13,720 --> 00:17:19,520
the streets. 
And you, you don't know why, but

304
00:17:19,599 --> 00:17:22,359
for some reason they seem to 
believe that they're seeing 

305
00:17:22,359 --> 00:17:26,640
ghosts because the ghosts are 
unhappy with your rule. 

306
00:17:26,960 --> 00:17:32,280
Now, the card specifically 
doesn't like acknowledge whether

307
00:17:32,280 --> 00:17:34,880
or not this is real. 
And I actually like this idea as

308
00:17:34,880 --> 00:17:38,440
like the mass hysteria effect. 
It was what we were kind of 

309
00:17:38,440 --> 00:17:41,920
leaning into with this card 
particularly. 

310
00:17:41,920 --> 00:17:44,840
I was just listening to this 
podcast a couple days ago that 

311
00:17:44,840 --> 00:17:48,680
was talking about this instance 
where people believe that they 

312
00:17:48,680 --> 00:17:51,760
are being gassed during the 
Civil War or during the Cold 

313
00:17:51,760 --> 00:17:55,880
War, and there's no evidence 
that anybody actually was. 

314
00:17:55,880 --> 00:17:58,600
But because people started 
believing it, people started 

315
00:17:58,600 --> 00:18:02,080
smelling it, and people just all
of a sudden everywhere started 

316
00:18:02,080 --> 00:18:04,320
believing it. 
And that's kind of what we were 

317
00:18:04,320 --> 00:18:06,840
leaning into with this 
particular card was that like, 

318
00:18:06,840 --> 00:18:09,280
oh, maybe the ghosts are there, 
maybe they aren't. 

319
00:18:09,280 --> 00:18:14,120
Maybe it's just that everybody 
is feeling the same way and it's

320
00:18:14,120 --> 00:18:15,600
kind of spreading like a 
disease. 

321
00:18:16,320 --> 00:18:18,520
So that's kind of what I mean by
real or imagined. 

322
00:18:19,200 --> 00:18:20,120
OK. 
All right. 

323
00:18:20,360 --> 00:18:22,600
That makes more sense. 
It gives me more some context, 

324
00:18:22,600 --> 00:18:23,720
right? 
Yeah. 

325
00:18:24,280 --> 00:18:28,080
So which brings me to How I Met 
you and how I became a 

326
00:18:28,080 --> 00:18:32,920
contributing writer. 
You had an interesting story or 

327
00:18:32,920 --> 00:18:35,440
not a story. 
You had an interesting mission 

328
00:18:35,440 --> 00:18:39,320
statement, right. 
If I recall, it was like you 

329
00:18:39,320 --> 00:18:44,280
wanted to create a game that was
like made by Americans in 

330
00:18:44,280 --> 00:18:46,160
America. 
There was there was something 

331
00:18:46,760 --> 00:18:50,320
about that. 
Can you talk more about that? 

332
00:18:50,880 --> 00:18:53,200
Sure. 
So this was actually something 

333
00:18:53,200 --> 00:18:56,480
that was established by a 
previous publisher, which we'll 

334
00:18:56,480 --> 00:19:00,760
go into in other parts, like we 
can go into later. 

335
00:19:01,920 --> 00:19:06,720
But to speak to that original 
goal, the idea was to create 

336
00:19:06,720 --> 00:19:10,120
something as a publisher. 
They wanted to create games that

337
00:19:10,120 --> 00:19:18,400
were all designed, illustrated, 
painted and then actually 

338
00:19:18,400 --> 00:19:23,520
manufactured within America. 
And for them that was not 

339
00:19:23,520 --> 00:19:26,640
necessarily like, oh, people 
outside of America are bad. 

340
00:19:26,640 --> 00:19:29,760
It was more just that they 
wanted to build up American 

341
00:19:29,760 --> 00:19:32,760
manufacturing and they saw this 
as an Ave. that they could do it

342
00:19:32,760 --> 00:19:36,320
in. 
I thought that was interesting. 

343
00:19:36,560 --> 00:19:39,040
You don't see that I I just 
thought it was, it was a really 

344
00:19:39,040 --> 00:19:46,000
compelling approach to producing
board game content and board 

345
00:19:46,000 --> 00:19:48,560
games. 
And that was one of the appeals.

346
00:19:48,560 --> 00:19:53,600
It was our friend Chris Magic 
Maples on Instagram who who told

347
00:19:53,600 --> 00:19:56,320
me about your project. 
I think she connected us 

348
00:19:56,320 --> 00:19:58,680
together. 
And I started, you know, 

349
00:19:58,800 --> 00:20:04,200
submitting event cards thinking 
that this game was about ancient

350
00:20:04,200 --> 00:20:07,680
Rome, to be fair. 
OK, That is what I envisioned. 

351
00:20:07,680 --> 00:20:11,880
And and Fritz had to deal with 
me and rein me in because I've 

352
00:20:11,880 --> 00:20:13,760
got a master's degree in Roman 
history. 

353
00:20:13,760 --> 00:20:16,400
So I'm trying to turn his game 
into ancient Rome. 

354
00:20:16,400 --> 00:20:19,400
And he's like, no. 
You were very gracious. 

355
00:20:20,080 --> 00:20:26,880
So I do appreciate that you let 
me keep 11 specific reference to

356
00:20:26,880 --> 00:20:29,600
ancient Rome and city building. 
But so that was pretty 

357
00:20:29,600 --> 00:20:32,120
interesting. 
So you also mentioned that was a

358
00:20:32,120 --> 00:20:33,960
previous publisher. 
So then you would move to 

359
00:20:33,960 --> 00:20:38,080
another publisher who you're 
with now, right, that you're 

360
00:20:38,080 --> 00:20:40,400
going to launch. 
So tell us about that, that 

361
00:20:40,400 --> 00:20:44,480
journey, that relationship, and 
what's moving forward to the 

362
00:20:44,480 --> 00:20:45,600
launch? 
Sure. 

363
00:20:46,000 --> 00:20:50,440
So essentially with the old 
publisher, it just, it didn't 

364
00:20:50,440 --> 00:20:52,800
work out. 
There was a lot more challenges 

365
00:20:52,800 --> 00:20:56,160
with bringing prestige to life 
through their means and methods 

366
00:20:56,400 --> 00:21:01,520
than originally anticipated. 
However, upon this realization, 

367
00:21:02,080 --> 00:21:04,880
I have a friend, his name is 
Jack Dunbar. 

368
00:21:04,880 --> 00:21:08,960
He's the designer of New 
Kingdom's Gardeners and he's the

369
00:21:08,960 --> 00:21:12,480
president of New Kingdom Gaming.
And what he was looking to do at

370
00:21:12,480 --> 00:21:17,640
the time was expand his company 
with a subsidiary company called

371
00:21:17,640 --> 00:21:20,760
Kingdoms of the Earth. 
And the idea of Kingdoms of the 

372
00:21:20,760 --> 00:21:24,120
Earth is that it's going to be 
the very similar to New Kingdoms

373
00:21:24,120 --> 00:21:26,760
Gaming. 
He's still the president of it. 

374
00:21:27,000 --> 00:21:31,920
However, this is a company built
upon the idea of building up 

375
00:21:31,920 --> 00:21:35,120
designers. 
So there's a little bit of a 

376
00:21:36,960 --> 00:21:40,600
like discipleship that goes with
this. 

377
00:21:42,080 --> 00:21:44,760
So I got to learn the ropes 
through him, which was great. 

378
00:21:45,440 --> 00:21:48,760
And then also he wants Kingdoms 
of the Earth Games to be a force

379
00:21:48,760 --> 00:21:53,440
for good in the world. 
So every game has at least 10% 

380
00:21:53,440 --> 00:21:58,560
of the profits will be donated 
to a charity or a nonprofit of 

381
00:21:58,560 --> 00:22:03,200
the designer's choice. 
So yeah, it's great. 

382
00:22:03,760 --> 00:22:08,440
Jack's an amazing guy, amazing 
businessman, and really gracious

383
00:22:08,440 --> 00:22:11,800
person. 
I'm really grateful to have him 

384
00:22:11,800 --> 00:22:14,160
have taken up the mantle of 
Prestige. 

385
00:22:14,200 --> 00:22:18,240
But essentially, when the old 
publisher wasn't able to do it, 

386
00:22:19,000 --> 00:22:22,920
he bought the rights from 
Prestige from them, and we've 

387
00:22:22,920 --> 00:22:25,000
been pushing the project along 
ever since. 

388
00:22:25,880 --> 00:22:32,800
How, how quick and easy, 
seamless was that transition 

389
00:22:32,800 --> 00:22:36,960
from one publisher to another 
for you as the designer and the 

390
00:22:36,960 --> 00:22:41,560
overall experience? 
For me as the designer, it it 

391
00:22:41,560 --> 00:22:46,800
wasn't, it was fairly seamless. 
I wasn't very involved at all. 

392
00:22:47,720 --> 00:22:52,680
Jack like it was important for 
Jack that the project maintains 

393
00:22:52,680 --> 00:22:54,960
what it was envisioned in my 
head. 

394
00:22:54,960 --> 00:22:59,520
So I was very involved with what
the end product should be, which

395
00:22:59,520 --> 00:23:02,400
is great. 
There's, you know, I think 

396
00:23:02,400 --> 00:23:04,920
that's a fear that a lot of 
designers have, which is if you 

397
00:23:04,920 --> 00:23:08,320
sell a game to a publisher, they
will just turn it into something

398
00:23:08,320 --> 00:23:11,520
that you don't want it to be. 
I don't actually know too many 

399
00:23:11,520 --> 00:23:15,280
experiences where that has 
happened off the top of my head.

400
00:23:15,280 --> 00:23:18,800
I'm sure they probably has. 
But I've been lucky enough that 

401
00:23:18,800 --> 00:23:23,480
with, with Jack especially, he's
been so in tune with making sure

402
00:23:23,480 --> 00:23:25,960
that it's the final product. 
I envisioned it to be that it, 

403
00:23:26,200 --> 00:23:29,040
it went smoothly. 
And then he handled all the 

404
00:23:29,040 --> 00:23:32,280
paperwork, all of the 
negotiations, all of that stuff,

405
00:23:33,200 --> 00:23:36,600
the overall experience. 
It does turn out that it's a 

406
00:23:36,600 --> 00:23:40,960
little tricky with like file 
sharing and passing off things 

407
00:23:40,960 --> 00:23:44,560
like that and figuring out, 
'cause you know, we all have 

408
00:23:44,560 --> 00:23:47,920
things in our head and then 
ideally we have it all on paper 

409
00:23:47,920 --> 00:23:51,160
and all that stuff is organized.
But when you have to completely 

410
00:23:51,160 --> 00:23:54,280
transfer things over, especially
things that are a work in 

411
00:23:54,280 --> 00:23:56,640
progress, things start to get 
lost along the way. 

412
00:23:57,000 --> 00:24:00,240
And so there's a little bit of 
back and forth with that. 

413
00:24:00,520 --> 00:24:06,000
But luckily I have been spared 
from all of those headaches and 

414
00:24:06,040 --> 00:24:07,640
other people have taken them on 
for me. 

415
00:24:08,880 --> 00:24:11,480
Well, that's, that's exciting 
and thank you. 

416
00:24:11,560 --> 00:24:14,080
Thanks for sharing that. 
Yeah, of course, we've had 

417
00:24:14,080 --> 00:24:17,440
different types of stories from 
different designers and they've 

418
00:24:17,760 --> 00:24:19,000
they've shared just a little 
bit. 

419
00:24:19,000 --> 00:24:24,120
So I guess my next question is 
if someone's thinking about 

420
00:24:24,120 --> 00:24:26,760
designing a game or they're in 
the process, but they they 

421
00:24:26,760 --> 00:24:30,080
haven't gone to a publisher yet,
They're still, you know, I 

422
00:24:30,080 --> 00:24:32,560
don't, I don't know what 
designers call it when it's 

423
00:24:32,560 --> 00:24:35,240
still all yours and it hasn't 
been. 

424
00:24:35,520 --> 00:24:37,520
I don't, you know, but you know 
what I'm talking about. 

425
00:24:38,200 --> 00:24:41,840
What did what one piece of 
advice what take away from your 

426
00:24:41,840 --> 00:24:45,360
experience would you share with 
other game designers or maybe 

427
00:24:45,360 --> 00:24:47,360
even just gamers that would help
them enhance their. 

428
00:24:47,360 --> 00:24:49,560
Experience. 
That's great. 

429
00:24:49,760 --> 00:24:52,520
Great question. 
I think for. 

430
00:24:52,640 --> 00:24:54,360
You. 
I was going to ask one. 

431
00:24:58,480 --> 00:25:02,080
I think for for new designers 
especially, the most important 

432
00:25:02,080 --> 00:25:07,320
thing for your game experience 
is to get the game out there, 

433
00:25:07,320 --> 00:25:09,800
have people play, test it. 
I think there's a fear that a 

434
00:25:09,800 --> 00:25:13,800
lot of new designers have, which
is, oh, if I like talk too much 

435
00:25:13,800 --> 00:25:17,400
about the game publicly, 
somebody will steal my idea. 

436
00:25:17,680 --> 00:25:20,480
And there have been cases where 
that's happened. 

437
00:25:20,480 --> 00:25:23,240
But for the most part, the 
design community is really close

438
00:25:23,240 --> 00:25:25,760
knit. 
And it, it actually benefits you

439
00:25:25,760 --> 00:25:28,760
to have your design out there 
because then once if somebody 

440
00:25:28,760 --> 00:25:32,160
does try to steal your design, 
everybody can be like, well, 

441
00:25:32,160 --> 00:25:34,880
hang on a second. 
That's I know that Jimmy 

442
00:25:34,920 --> 00:25:38,040
designed that last year. 
Like why are you publishing it? 

443
00:25:38,080 --> 00:25:40,960
And I know that he had it 
because here's all the Facebook 

444
00:25:40,960 --> 00:25:46,000
posts that he did in the design 
Lab Facebook group and things 

445
00:25:46,000 --> 00:25:48,440
like that. 
So definitely get your design 

446
00:25:48,440 --> 00:25:50,760
out there. 
Don't be worried about people 

447
00:25:50,760 --> 00:25:53,360
taking your idea. 
I think the community in general

448
00:25:53,360 --> 00:25:58,520
will have your back. 
And it's better to kind of get a

449
00:25:58,520 --> 00:26:01,360
bunch of ideas from all 
different types of people and 

450
00:26:01,360 --> 00:26:06,640
designers, particularly through 
play testing, because then it'll

451
00:26:06,640 --> 00:26:07,840
just make your game so much 
better. 

452
00:26:07,840 --> 00:26:12,920
Because I've had prestige 
largely was the same mechanics 

453
00:26:12,920 --> 00:26:15,840
all throughout, but it wouldn't 
have been as fun of a game as it

454
00:26:16,160 --> 00:26:20,400
is now thanks to the many people
who have played it and offered 

455
00:26:20,400 --> 00:26:22,800
me advice. 
So that's my biggest advice for 

456
00:26:22,800 --> 00:26:25,760
a new designer. 
But if you're particularly 

457
00:26:25,760 --> 00:26:30,160
looking to find a publisher, I 
think that's great. 

458
00:26:30,560 --> 00:26:34,000
I think you know, the 
self-publishing route is a 

459
00:26:34,000 --> 00:26:38,480
really strong one if you have 
the desire to do that. 

460
00:26:38,480 --> 00:26:43,280
But I think people shy away from
publishers because it, it's like

461
00:26:43,280 --> 00:26:45,680
scary to put your, yourself out 
there for that. 

462
00:26:46,360 --> 00:26:50,320
But I, I think if you just find 
a publisher that shares your 

463
00:26:50,320 --> 00:26:55,480
values and shares kind of the, 
the market that you're looking 

464
00:26:55,480 --> 00:26:58,280
to get into, whether it's the 
type of game you have or the 

465
00:26:58,280 --> 00:27:02,720
theme or, you know, maybe 
there's something really niche 

466
00:27:02,720 --> 00:27:06,080
about your game that is unique 
to it. 

467
00:27:06,080 --> 00:27:10,080
Find a publisher that already 
has their hands in that market 

468
00:27:10,080 --> 00:27:11,760
and then values your game for 
it. 

469
00:27:12,840 --> 00:27:17,320
Awesome, awesome. 
So how many, how many people, 

470
00:27:17,800 --> 00:27:21,040
how many contributors total did 
you work with for this game? 

471
00:27:21,240 --> 00:27:26,520
And what was that experience 
like as the designer, having 

472
00:27:26,520 --> 00:27:29,920
people contributing content 
right, like myself and other 

473
00:27:29,920 --> 00:27:32,120
writers like? 
How was that experience for you?

474
00:27:33,440 --> 00:27:36,760
So the guest writers in 
particular, which has been an 

475
00:27:36,760 --> 00:27:41,400
amazing experience. 
We have 5 for those listening. 

476
00:27:41,400 --> 00:27:46,640
I just showed 4 fingers, but 
said five, 'cause as an engineer

477
00:27:46,640 --> 00:27:49,560
I can't count. 
But yeah, we had five guest 

478
00:27:49,560 --> 00:27:54,240
writers, and each of each of you
brought something totally new in

479
00:27:54,240 --> 00:27:57,440
terms of like the voice to the 
project, which was really 

480
00:27:57,440 --> 00:28:00,080
important to me when I kind of 
envisioned this guest writer 

481
00:28:00,960 --> 00:28:05,200
program in Prestige. 
Because the whole idea of 

482
00:28:05,200 --> 00:28:07,560
prestige is these many minds 
coming together. 

483
00:28:08,240 --> 00:28:12,760
And it's supposed to be this 
diverse growth that comes of the

484
00:28:12,760 --> 00:28:18,120
storytelling of how a city is 
built, particularly from six 

485
00:28:18,120 --> 00:28:19,920
different cultures. 
So the six tribes that you can 

486
00:28:19,920 --> 00:28:22,600
represent. 
And then I was reading all these

487
00:28:22,600 --> 00:28:25,520
event cards that I wrote, and it
just sounded like they all came 

488
00:28:25,520 --> 00:28:29,480
from me. 
So getting more voices into it 

489
00:28:29,680 --> 00:28:33,720
just kind of introduced a much 
more diverse tapestry of what 

490
00:28:33,720 --> 00:28:36,760
the story of your city could be,
which I thought was really cool.

491
00:28:36,760 --> 00:28:40,600
So we have like your stories, 
which are greatly written and 

492
00:28:40,600 --> 00:28:45,000
really historically based and 
they represent, you know, really

493
00:28:45,000 --> 00:28:48,080
interesting niche parts of 
ancient civilization that you 

494
00:28:48,080 --> 00:28:52,600
might not think of, which adds a
whole nother layer to our game. 

495
00:28:53,120 --> 00:28:55,640
But then you have another guest 
writer who wrote all of his 

496
00:28:55,640 --> 00:29:00,080
guest stories as if he was 
telling them in a pub. 

497
00:29:00,360 --> 00:29:05,200
Like he was just like a a 
storyteller of the ancient 

498
00:29:05,200 --> 00:29:09,640
world, like a merrymaker, which 
it just makes all of the cards 

499
00:29:09,640 --> 00:29:12,840
feel so much different from each
other, which I think reflects 

500
00:29:13,120 --> 00:29:17,040
the fact that you're living in 
this big city all all the 

501
00:29:17,040 --> 00:29:20,920
better. 
How, how difficult was that for 

502
00:29:20,920 --> 00:29:25,240
you personally having all of 
these voices coming into 

503
00:29:25,240 --> 00:29:28,880
something that before, before 
introducing the guest writers 

504
00:29:29,240 --> 00:29:32,520
was a singular voice, right? 
Like, that had to be some 

505
00:29:32,640 --> 00:29:35,120
somewhat challenging. 
I think there was a little bit 

506
00:29:35,120 --> 00:29:38,480
of challenge with it in that I 
had to make sure that we didn't 

507
00:29:38,480 --> 00:29:42,080
go crazy with it. 
So all of the our guest writers,

508
00:29:42,080 --> 00:29:45,720
yourself included, had submitted
a bunch of events, and the 

509
00:29:45,720 --> 00:29:50,600
biggest challenge was parsing 
through them and choosing the 

510
00:29:50,600 --> 00:29:54,520
ones that really fit the 
dynamics of the game. 

511
00:29:55,520 --> 00:29:58,800
However, when when they started 
coming in, I was like giddy, I 

512
00:29:58,800 --> 00:30:03,320
was so excited because it just 
came off so cool that, you know,

513
00:30:03,320 --> 00:30:06,800
it was the same ideas that I had
been portraying, but just in a 

514
00:30:06,800 --> 00:30:10,120
different light. 
So there's no real challenge in 

515
00:30:10,120 --> 00:30:13,760
my mind of like, oh, there's 
this thing that I created is no 

516
00:30:13,760 --> 00:30:17,080
longer my thing. 
I think that was just a a huge 

517
00:30:17,080 --> 00:30:20,200
plus in my mind because now it 
was something that was created 

518
00:30:20,200 --> 00:30:24,640
by a much larger community. 
And is that something that you 

519
00:30:24,640 --> 00:30:29,640
would encourage other designers 
is to reach out and allow a 

520
00:30:29,640 --> 00:30:33,560
diverse voice in their game? 
Do you you think that would work

521
00:30:34,320 --> 00:30:36,560
on a more broad scale, more 
games or? 

522
00:30:36,960 --> 00:30:39,920
Yeah, I think that would be so 
cool if more games started doing

523
00:30:39,920 --> 00:30:43,000
this, particularly with anything
flavor wise, 'cause then you can

524
00:30:43,000 --> 00:30:48,800
just introduce new stories and 
new voices and even mechanic 

525
00:30:48,800 --> 00:30:54,760
wise, like a lot of would I do 
for play testing, I invite other

526
00:30:54,760 --> 00:30:58,000
designers to play test the game 
and offer what they would like 

527
00:30:58,000 --> 00:31:00,760
to see and what they think works
or doesn't work. 

528
00:31:01,040 --> 00:31:04,320
That does come with challenges 
as any designer who's done this 

529
00:31:04,320 --> 00:31:08,520
will tell you, because all 
designers want to make your game

530
00:31:08,520 --> 00:31:11,160
the way they would make it. 
So you have to parse through 

531
00:31:11,160 --> 00:31:13,760
some of that advice and be like,
well that's not the game I'm 

532
00:31:13,760 --> 00:31:17,800
trying to make so I'm going to 
ignore that for now, but I'm 

533
00:31:17,800 --> 00:31:19,720
still going to hear out what 
they have to say because it 

534
00:31:19,720 --> 00:31:22,880
might reveal something. 
So it's a very iterative 

535
00:31:22,880 --> 00:31:25,720
process. 
It's a very time consuming 

536
00:31:25,720 --> 00:31:28,600
process. 
Prestige has taken what is it 

537
00:31:28,600 --> 00:31:34,760
now, four years to develop and 
we've had over 350 play tests of

538
00:31:34,760 --> 00:31:39,000
the game, 200 separate play 
testers, and that's just for 

539
00:31:39,000 --> 00:31:41,600
like the mechanics of it. 
So that's a lot of time that 

540
00:31:41,600 --> 00:31:43,880
goes into it, but I think it 
makes the game all that much 

541
00:31:43,880 --> 00:31:46,120
better to have so many people 
speaking into it. 

542
00:31:46,880 --> 00:31:50,120
Well, I, I have to say, I can't 
speak for any of the other the 

543
00:31:50,120 --> 00:31:54,080
writers, but thank you so much. 
You were you, like I said, you 

544
00:31:54,080 --> 00:31:58,320
were very gracious. 
I was super excited, but even I 

545
00:31:58,320 --> 00:32:00,960
had to rein it in too. 
So like I sent you a if I 

546
00:32:00,960 --> 00:32:06,200
recall, I sent you a few, I 
contained myself and I sent you,

547
00:32:06,240 --> 00:32:08,040
I sent you a few of them to get 
a feel. 

548
00:32:08,880 --> 00:32:13,320
And then I realized, Oh, I'm 
being too specific because I 

549
00:32:13,320 --> 00:32:16,320
hadn't, I had envisioned this. 
You're, you're building Rome and

550
00:32:16,480 --> 00:32:19,280
you got building Rome, you're 
building an ancient city. 

551
00:32:19,520 --> 00:32:21,440
Then it's like it, it's not, 
it's a generics. 

552
00:32:21,440 --> 00:32:27,240
I mean, OK, so I started 
restructuring my content to 

553
00:32:27,240 --> 00:32:33,240
still be like a specific event 
or a building or something in 

554
00:32:33,240 --> 00:32:36,840
Rome or even Greece. 
And then I just kind of flavored

555
00:32:36,840 --> 00:32:39,720
it out a little bit. 
So thank you for that. 

556
00:32:39,720 --> 00:32:41,120
Thanks for letting me be a part 
of it. 

557
00:32:41,440 --> 00:32:43,360
That's exciting. 
Thank you for being part of it. 

558
00:32:43,920 --> 00:32:49,640
Yeah, so I have one. 
I have two, two questions. 

559
00:32:49,880 --> 00:32:52,600
These are the most difficult 
questions that I'm going to ask 

560
00:32:52,600 --> 00:32:56,880
you in the entire interview. 
So get your thinking cap on, get

561
00:32:56,880 --> 00:32:59,440
ready. 
You had mentioned at the 

562
00:32:59,440 --> 00:33:02,800
beginning of the show that you'd
been in the board game community

563
00:33:02,800 --> 00:33:06,760
for about seven or eight years. 
So what was the first board game

564
00:33:07,000 --> 00:33:11,000
that got you into the modern 
gaming hobby? 

565
00:33:11,440 --> 00:33:14,920
That's a good question. 
The first game I played that 

566
00:33:14,920 --> 00:33:18,000
you'd probably considered modern
gaming would be Dominion, and I 

567
00:33:18,000 --> 00:33:21,200
still love Dominion. 
However, that was kind of like a

568
00:33:21,200 --> 00:33:23,800
college thing. 
Some friends played and I really

569
00:33:23,800 --> 00:33:27,360
liked it, but then I kind of 
fell out of playing it until 

570
00:33:27,360 --> 00:33:30,080
actually this past year where I 
found all my Dominion cards 

571
00:33:30,480 --> 00:33:33,200
again. 
But I didn't really get into the

572
00:33:33,200 --> 00:33:39,320
game until I had a friend who 
had moved up to this, the same 

573
00:33:39,320 --> 00:33:44,040
area that I live in, and he 
loved board games. 

574
00:33:44,040 --> 00:33:46,640
And up until this point, 
Dominion was the cap like it was

575
00:33:47,120 --> 00:33:49,840
Monopoly. 
Sorry, chess Dominion. 

576
00:33:49,880 --> 00:33:56,040
And that's like board games. 
OK, He had like 200 to 300 games

577
00:33:56,560 --> 00:33:59,600
and I just like walked into his,
his apartment and was like, what

578
00:33:59,600 --> 00:34:03,680
are these? 
And so he he invited me to play 

579
00:34:03,680 --> 00:34:06,640
and I think the first game we 
ever played was last night on 

580
00:34:06,640 --> 00:34:09,480
Earth. 
It's this like one against all 

581
00:34:09,719 --> 00:34:11,679
zombie game. 
It was total fun. 

582
00:34:12,480 --> 00:34:15,120
I haven't played it since, but I
have very fond memories of it 

583
00:34:15,120 --> 00:34:16,600
and I'd love to play again 
someday. 

584
00:34:17,960 --> 00:34:21,600
Wow, that that is that is a 
fantastic story. 

585
00:34:21,600 --> 00:34:24,120
I love that. 
And then that's going to lead me

586
00:34:24,120 --> 00:34:28,520
to my last question. 
What is your current, and I 

587
00:34:28,520 --> 00:34:32,679
think this is important current 
because our I feel like our 

588
00:34:32,679 --> 00:34:36,600
tastes change and evolve over 
time. 

589
00:34:37,159 --> 00:34:41,040
What is your current favorite 
game that you enjoy playing? 

590
00:34:41,600 --> 00:34:43,400
Outside of playing prestige, 
obviously. 

591
00:34:44,600 --> 00:34:48,120
Prestige certainly is the game 
I've played the most, sure, but 

592
00:34:48,120 --> 00:34:51,000
I believe I'll I'll separate it 
out into two. 

593
00:34:51,480 --> 00:34:55,760
My current favorite game is 
Above and Below, which has been 

594
00:34:55,760 --> 00:34:57,720
my favorite for a very long time
now. 

595
00:34:58,480 --> 00:35:02,880
I just love all the different 
dynamics and how they kind of 

596
00:35:02,880 --> 00:35:04,800
weave into each other for that 
game. 

597
00:35:04,800 --> 00:35:07,800
The artwork is really cool. 
It just draws me in every time. 

598
00:35:07,800 --> 00:35:11,640
And I just brought to the table 
again last week and it had been 

599
00:35:11,640 --> 00:35:14,880
a while and I just wanted to try
it out again and it still held 

600
00:35:14,880 --> 00:35:20,040
up, which was awesome. 
But the other side of things I'd

601
00:35:20,040 --> 00:35:23,200
say is on more like a a smaller 
scale. 

602
00:35:23,200 --> 00:35:26,440
The game that I'm most excited 
to keep bringing to the table at

603
00:35:26,440 --> 00:35:28,000
the moment would probably be 
Tapestry. 

604
00:35:28,520 --> 00:35:30,840
I got it a couple years back, 
but it took me a little while to

605
00:35:30,840 --> 00:35:35,280
dive in. 
And it just really, really feeds

606
00:35:35,280 --> 00:35:40,520
that that side of me that wants 
to play like a Civilization 

607
00:35:40,520 --> 00:35:42,800
style game. 
Like the Sid Meier's 

608
00:35:42,840 --> 00:35:47,040
Civilization style games, but 
with the beauty of a Stonemire 

609
00:35:47,680 --> 00:35:51,480
mechanic system behind it. 
So I really love exploring all 

610
00:35:51,480 --> 00:35:54,920
the different options that you 
have with the factions and just 

611
00:35:54,920 --> 00:35:58,480
building out your own little 
ancient empire. 

612
00:35:59,440 --> 00:36:01,800
I love it. 
That is the great and Tapestry 

613
00:36:01,800 --> 00:36:05,680
is just I think it's one of 
Stonemeyer's solid games. 

614
00:36:05,680 --> 00:36:08,000
I don't know anyone who doesn't 
like it, right? 

615
00:36:08,000 --> 00:36:11,960
I mean, like everyone, they love
it in varying degrees of of 

616
00:36:11,960 --> 00:36:14,960
loving it as I wave my hand up 
and down to indicate the 

617
00:36:14,960 --> 00:36:17,680
degradation of love for 
Tapestry. 

618
00:36:17,920 --> 00:36:23,520
So is there a game, obviously, 
aside from Prestige, is there a 

619
00:36:23,520 --> 00:36:25,320
game that's coming out really 
soon? 

620
00:36:25,800 --> 00:36:29,080
It's got a lot of buzz that 
you're really interested in 

621
00:36:29,080 --> 00:36:33,240
getting your hands on. 
Yeah, so there's a game called 

622
00:36:33,240 --> 00:36:35,760
Peaks, which looks really 
exciting. 

623
00:36:35,760 --> 00:36:40,120
It's by Tangerine Games. 
I also know that the the the 

624
00:36:40,280 --> 00:36:46,200
folks behind that company are 
really great designers, so I'm 

625
00:36:46,200 --> 00:36:51,160
excited to see that one. 
And then there's a game that's 

626
00:36:51,520 --> 00:36:54,360
quite a bit far out. 
However, it was just announced 

627
00:36:54,360 --> 00:36:56,960
to be published by my same 
publisher, which I just think is

628
00:36:56,960 --> 00:37:00,600
super cool. 
It's called Folk Tales by Devin 

629
00:37:00,600 --> 00:37:07,400
Matlin, and it has the most 
unique polynomial fighting style

630
00:37:07,400 --> 00:37:11,160
of any game I've ever played. 
And even before it was announced

631
00:37:11,160 --> 00:37:15,560
as part of the my publisher's 
family of games, I had been a 

632
00:37:15,560 --> 00:37:17,800
play tester for it. 
And I was like, this game is 

633
00:37:17,800 --> 00:37:20,800
going to make a huge splash. 
So I was really excited to hear 

634
00:37:20,800 --> 00:37:24,480
that it was sitting right on the
shelf of the same as Prestige, 

635
00:37:24,480 --> 00:37:27,040
in the same family of games that
is. 

636
00:37:27,040 --> 00:37:30,840
Awesome, that is awesome. 
So Prestige is going to launch 

637
00:37:30,840 --> 00:37:33,080
on Kickstarter. 
Backer Kit. 

638
00:37:33,800 --> 00:37:37,080
Backer kit, Backer kit. 
I can always get that wrong. 

639
00:37:37,360 --> 00:37:39,200
That's OK. 
Backer kit, yeah. 

640
00:37:39,560 --> 00:37:43,600
And that's, that's today 
actually, yeah, yeah, today is 

641
00:37:43,600 --> 00:37:46,560
going to launch. 
So though at 9A, is it a 9:00 AM

642
00:37:46,560 --> 00:37:48,480
launch? 
It's usually what, 9 or 9 or 10?

643
00:37:48,600 --> 00:37:51,240
AMI believe my publisher is 
looking at 10:00 AM launch, 

644
00:37:51,240 --> 00:37:52,040
yeah. 
OK. 

645
00:37:52,440 --> 00:37:56,120
And where can everyone find you 
and prestige on the socials? 

646
00:37:56,120 --> 00:37:59,360
And where can they follow 
prestige before the launch and 

647
00:37:59,360 --> 00:38:00,880
all those fun things? 
Sure. 

648
00:38:01,360 --> 00:38:06,440
So I am Fritz Paul on Instagram,
so you can find me on there. 

649
00:38:07,200 --> 00:38:09,520
You can also find us on Board 
Game Geek. 

650
00:38:09,520 --> 00:38:12,040
We've got a page set up and I 
post pretty regularly to the 

651
00:38:12,040 --> 00:38:14,200
forums. 
We have a Facebook group. 

652
00:38:14,200 --> 00:38:17,080
If you're on Facebook, just 
search prestige, the city 

653
00:38:17,080 --> 00:38:20,120
building game and we'll pop up 
there for you. 

654
00:38:20,520 --> 00:38:24,240
And you can also follow our 
publisher, which they use the 

655
00:38:24,880 --> 00:38:28,880
we're part of Kingdoms of the 
Earth, which is the subsidiary 

656
00:38:28,880 --> 00:38:31,720
company where you can find their
socials under New Kingdom 

657
00:38:31,720 --> 00:38:34,240
Gaming. 
Excellent, excellent. 

658
00:38:34,560 --> 00:38:37,680
Well, once again, Fritz, thank 
you for joining me. 

659
00:38:37,920 --> 00:38:41,480
Thanks for letting me be a part 
of Prestige, Prestige's city 

660
00:38:41,480 --> 00:38:44,280
building game launching today on
Backer Kit. 

661
00:38:44,560 --> 00:38:48,200
So get a copy, guys. 
Hey, it's your only chance. 

662
00:38:48,200 --> 00:38:50,840
It might be the only game 
written by a host of Meeble to 

663
00:38:50,840 --> 00:38:51,800
Meeble. 
Who knows? 

664
00:38:52,760 --> 00:38:55,040
Certainly, I hope not. 
I'd like to contribute more, but

665
00:38:55,040 --> 00:38:57,800
that'd be exciting. 
But again, thank you so much. 

666
00:38:57,800 --> 00:39:00,080
We appreciate it, Fritz. 
Yeah, thanks for having me. 

667
00:39:01,120 --> 00:39:04,280
Thanks everyone for listening, 
please subscribe and as always, 

668
00:39:04,280 --> 00:39:08,280
we'd love to hear your thoughts 
and ideas, so make sure to leave

669
00:39:08,280 --> 00:39:12,440
those in the comments and don't 
forget you can also chat with us

670
00:39:12,440 --> 00:39:15,160
both on Instagram at Meeple to 
Meeple.

