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Welcome to Meeple to Meeple, 
uniting players around the 

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world. 
A 30 minute exploration of TJ 

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and Gareth's four-game 
experiences from across both 

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sides of the Atlantic. 
Each episode they share their 

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thoughts and opinions on the 
world of four games, including 

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

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Hey gang, and welcome to episode
99. 

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We're one episode away from the 
big 100, if you can believe it. 

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Today we're going to raise the 
realm. 

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That's right, you heard me 
right. 

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We're going to raise the realm. 
We're going to talk about a 

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game. 
It's called a state Raise the 

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realm. 
If you followed us on Instagram,

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you've seen some of my posts. 
If you've heard Gareth and I 

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talk about it, this is going to 
be a great episode. 

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And as always, I remain PJ. 
And I am still Gareth. 

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One week I'm going to change and
just be somebody else, surprise 

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or I just got on holiday again 
and then it'd be somebody else 

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in my place. 
That's how it works I. 

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Expected you to be someone else 
when you got back from holiday 

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and you didn't. 
But so that was. 

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Still me, fortunately. 
So there we are. 

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That's OK. 
So we are fortunate enough to 

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have with us Catherine Hawn from
Grodd Games, one of the 

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designers, Co designers of the 
game Estate Rays the Realm. 

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Catherine, how are you? 
I'm doing fantastic getting 

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ready for our big launch day 
coming up in just over two 

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weeks. 
So hanging in there, but super 

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excited to be on and to talk to 
you both. 

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And yeah, tell folks about the 
game. 

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The game's really come a long 
way. 

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So how I first was introduced to
a state was just this past 

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summer at Origins. 
You and Devin were there. 

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We were talking just before the 
recording is that I have not met

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you. 
I have. 

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I met Devin at Origins and I let
him know, hey, we got this 

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podcast, we're really 
interested. 

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My wife was with me and we were 
really impressed by the game. 

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You sent us a prototype copy. 
You were gracious enough to stay

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in constant communication and 
field questions as we went 

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along, which was pretty great. 
And here we are, we've finally 

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made it. 
You're 2 weeks out from the 

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launch, right? 
Yep, big day is October 15th and

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yeah, I'm sad to have missed you
Origins, but Origins was super 

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busy. 
I was our first big con and we 

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were very excited to talk to so 
many people about the game and 

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have everyone so interested. 
And so it's 15th of October on 

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Kickstarter. 
How long ago did the design 

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process start? 
Just over four years ago. 

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Okay, so it was a little 
pandemic project. 

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Is that how it started? 
We found ourselves at home like 

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many people and had gone through
our collection of games and 

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started ideating on like, what 
do we love about certain games? 

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And you know, Devin had always 
had this idea of creating a game

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himself. 
And I got on the bandwagon and 

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the first version of a state 
looked very, very different, had

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a plethora of mechanics that 
aren't in the game today, some 

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territory control kind of stuff 
that, you know, we love. 

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We love games like Scythe, but 
we kind of pulled that back a 

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bit because our vision was to 
really make a game that had an 

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immersive back story and and 
players can really get immersed 

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in, but was kind of an intro 
game or gateway game for Euro 

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style games for players. 
So it has those core mechanics 

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like resource management, worker
placement, and kind of like the 

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strategy and tableau building of
like how do you optimize your 

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build? 
But we tried to make it lighter 

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so that, you know, some folks 
who maybe have never done a Euro

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game or have friends who love 
your games but don't want to 

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spend the three to four hours 
playing it can can really get it

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on the table and have a good 
time. 

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But it's kind of short and 
sweet. 

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So it's about 20 to 25 minutes 
per player. 

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Yeah, I certainly found that for
the prototype you sent us, which

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was it is quick to table, quick 
to set up and quick to play. 

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So so for those listening, what 
is the style a game, What's the 

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theme and how does it play? 
Yeah. 

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So thematically, a state raised 
the realm is a worker placement 

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tableau building game. 
And thematically, in the world 

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of a state, a Great War has just
ended and you're taking on the 

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role of one of our noble leaders
who's been given an estate to 

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rebuild from the ground up. 
You start off with a couple 

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cards in play already per 
leader. 

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Those are all unique as well as 
four workers that you use 

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throughout the game to take 
different worker actions. 

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Playing cards in your state is 
that engine of growth aspect. 

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So as you play more cards, your 
worker actions are going to 

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become more powerful. 
And then the game ends at the 

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end of Era 5. 
So it's it's kind of a time 

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boxed game. 
You're really trying to maximize

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out of state build and each 
character you play with is is 

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unique. 
So each one has a different 

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tableau track that you're 
building out. 

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Each one has a special ability 
that you get to use once per 

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era, and we really felt like 
that was kind of one of those 

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unique aspects to build into the
game of creating it. 

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So it's it's unique every time 
you play it. 

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There's a couple other 
replayability factors that we 

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can get into later on in the 
conversation. 

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But yeah, like we, we felt like 
we wanted to have it be kind of 

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like every time you play it is 
is kind of a new adventure in 

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the world of a state. 
I certainly found the the 

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character, the character cards 
and how what character borders 

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they are being unique enough 
that it did feel different every

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game I played it. 
So that was really good. 

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PJ, what do you think? 
Yeah, I really enjoy the 

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asymmetrical aspect of the 
different states that you're 

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playing. 
And for the record, so we played

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it multiple times at two 
players, my wife and I, we 

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played it once at 4:00 and then 
we played it once at 5:00. 

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And that's when the resources 
get really tight and you're 

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like, I don't have any wood. 
Well, you know, So yeah, it was 

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really interesting. 
I thought it was. 

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What I found interesting was 
some of the characters managing 

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the states, the leaders. 
They're a little sinister in 

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their back story, right, 'cause 
it's like this war is over, but 

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it's not all, you know, roses 
and feathers there's. 

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Tell us, tell us a little bit 
about the different estate 

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leaders because it's the back 
story. 

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As you said, it's like after a 
war. 

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Yeah, So thematically, again, 
the war has ended and you're all

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trying to rebuild and each 
leader has a little bit of a 

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like a tailored way of 
rebuilding. 

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So if you take on the Agrarian 
Lord, for instance, you're going

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to start with a form and a 
quarry in your estate. 

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And that's definitely an estate 
where you're trying to build out

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your production track and really
get that engine going of playing

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a bunch of cards that when you 
take production action, you get 

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to do a bunch of things with one
worker action. 

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Another estate, you know, way 
you can play is with the Trade 

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Queen. 
So the Trade Queen is still also

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a production track, but they 
have a card called the Merchant 

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and that Merchant actually lets 
you copy someone else's 

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production. 
So that's going to be a little 

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bit more tailored towards those 
bigger player games, like four 

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or five player. 
And that gets you access to all 

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the other estates essentially. 
So you're kind of trading with 

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these other estates in a way. 
We have another leader that is 

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the Pious 1, and they are a 
little bit more of an advanced 

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player card where you start off 
with a card called the Place of 

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Worship and that lets you draw 
another card, a couple other 

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cards, and then you play one of 
those cards immediately. 

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So that's going to give you a 
unique start every game you play

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with the Pious 1. 
And that one is a little bit 

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more of a, you get to draw a 
bunch of cards because there's 

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special ability lets you draw 
more cards. 

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And we have over 50 unique cards
in the deck. 

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So there's quite a lot of 
variety. 

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And that's part of the game is 
you want to try to get the rate 

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cards for your player. 
And so the Pious 1's going to be

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1 where you know, you're going 
to be able to see a lot more 

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cards than other players and be 
able to maybe play some of those

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more powerful, higher VP value 
cards. 

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The asymmetry. 
You had mentioned Scythe 

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earlier, which is known for its 
asymmetrical play style, but is 

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the concept of asymmetry, is 
that a or was that a key tenant 

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of your game design overall? 
Or can you tell us a little bit 

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more about the design? 
Yeah, that definitely was a key 

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tenant for us. 
We love playing games again and 

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again, like some of our 
favorites are Agricola, 

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Everdell, Wingspan, etcetera. 
But I think what scratches that 

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edge with Scythe is that like it
does have that asymmetric aspect

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of, you know, you have a lot of 
variety. 

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Like every time you play, like 
sure, in Evendale, like based on

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the cards you get drawn, like it
changes a little bit, but you 

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kind of like know like the track
you want to try to do 

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potentially there. 
We wanted to build a game that 

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had a lot of that replayability 
factor. 

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So like with six different 
leaders and we might have some 

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more depending on how well, how 
well the stretch goes, stretch 

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goals. 
But with those different leaders

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you can play with, that's going 
to be the different game every 

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time you play it. 
Plus there's things called era 

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events in the game, which an era
is around in a state, and each 

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era we reveal a different event.
There's positive and negative 

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ones and they all sort of 
introduce an objective which 

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gets you VP if you win those. 
And there's 10 right now. 

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And those are all variable in 
terms of the game setup. 

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So again, like you might be a 
leader that does a great 

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production track, but if you get
the error event that decreases 

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production for everyone like 
that might really mess you up 

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and you might have to try to 
take a different route with with

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your game that time. 
I certainly enjoyed the errors 

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in terms of those because I 
think it's three good and two 

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bad. 
That's the right mix. 

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I think it's those first two 
rounds, if they come out in the 

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wrong order, it can all he gets 
really tough. 

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So yes, he's never quite sure 
you know whether you're going to

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be screwed over or not. 
So there they worked really 

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well. 
The other thing I really enjoyed

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was on the cards you've got your
production icon and moving, 

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moving your marker across the 
tracks, trying to make sure I 

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guess you build up the optimal 
player board, I guess. 

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So that worked really well as 
well. 

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Yeah, for those, each estate has
a different or yeah, we have 

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three different tracks in each 
estate. 

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So production draw cards or the 
noble track and then the 

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progress track, which gets you 
access to extra, more powerful 

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spots on that center game board.
And yeah, my favorite, one of my

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favorite mechanics is like when 
you play a card, you add a cube 

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to those tracks and just seeing 
the tracks get bigger and bigger

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is is just like a fun tactical 
thing as a player that I like. 

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Was that an early design 
feature? 

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Which bits have been in the game
the longest? 

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The cards themselves, I would 
say in the characters, OK, those

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were something that we kind of 
had a really big design session 

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in winter 2022. 
My partner and I, Devin, we 

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actually got on a road trip that
year and spent like the month in

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Maine and thought we'd do all 
these outdoor activities, but it

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was. 
Really cool. 

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Stayed inside, yeah. 
So we stayed inside, we just 

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hashed out all the different 
cards. 

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And so yeah, I think the cards 
themselves, obviously we've been

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tweaking them, you know, making 
sure that they're not too 

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powerful and really balanced. 
But I think that the mechanic of

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the player mats is one of the 
more like unique newer pieces of

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the game. 
So we were actually at a 

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convention in Long Island called
Long Island Tabletop, really 

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great, like smaller convention 
in that area. 

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And they have an kind of 
unpublished room or like, you 

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know, play testing area. 
And we had brought a copy of the

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game. 
And at that point the player 

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mats had actually been a little 
bit more like the wingspan size.

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So like bigger boards where you 
could like sure, a spot for each

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card to put out, right? 
The tables in the playtest room 

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were super small. 
So we had to quickly pivot and 

226
00:11:46,200 --> 00:11:49,000
decide how are we going to 
actually like get the game on 

227
00:11:49,000 --> 00:11:50,760
the table. 
And that's actually, you know, I

228
00:11:50,760 --> 00:11:53,520
find, like, the best innovations
come from constraints. 

229
00:11:54,040 --> 00:11:57,160
And that's when we decided, oh, 
OK, like maybe we actually have 

230
00:11:57,160 --> 00:11:59,840
a track or an indicator for how 
many cards you've played for 

231
00:11:59,840 --> 00:12:02,200
each category instead of the 
cards themselves. 

232
00:12:02,200 --> 00:12:06,160
And that's kind of what led to 
the current version of OK, you 

233
00:12:06,200 --> 00:12:08,480
know, you play a card and you 
add a cube to a section to 

234
00:12:08,480 --> 00:12:10,880
indicate it. 
That is much better you've 

235
00:12:10,880 --> 00:12:12,120
that's a good. 
Change. 

236
00:12:13,480 --> 00:12:17,800
How you mentioned design 
testing, how much, how many 

237
00:12:17,800 --> 00:12:20,240
processes has it been through in
terms of play testing? 

238
00:12:20,760 --> 00:12:23,040
Is it local groups or have you 
tested it everywhere? 

239
00:12:24,560 --> 00:12:27,280
We definitely have done it like 
locally with friends, family and

240
00:12:27,280 --> 00:12:31,240
then a big Ave. we've taken 
advantage of and utilized is the

241
00:12:31,240 --> 00:12:34,360
unpub rooms at conventions. 
So big shout out to that group. 

242
00:12:34,360 --> 00:12:38,720
That's fantastic opportunity to 
have just a plethora of players 

243
00:12:38,720 --> 00:12:40,960
available willing to play test 
your game. 

244
00:12:41,240 --> 00:12:43,680
You know, the best feedback 
comes from people like, you 

245
00:12:43,680 --> 00:12:47,480
know, live humans and people. 
And so we've been in the Unpub 

246
00:12:47,480 --> 00:12:50,280
room at PAX Unplugged, which is 
our kind of local convention 

247
00:12:50,280 --> 00:12:51,600
dev. 
And I grew up in the New Jersey 

248
00:12:51,600 --> 00:12:52,920
area. 
So we've been there for many, 

249
00:12:52,920 --> 00:12:55,520
many years. 
It's been there for like 4 or 

250
00:12:55,520 --> 00:12:59,480
five years in Unpub room. 
And then this year we've kind of

251
00:12:59,480 --> 00:13:03,160
expanded our convention network 
going to Unpub Prime actually 

252
00:13:03,160 --> 00:13:06,840
has like a, or Unpub has a 
specific convention for 

253
00:13:06,840 --> 00:13:08,680
unpublished games called Unpub 
Prime. 

254
00:13:09,600 --> 00:13:12,160
Lots of great feedback this past
spring from them there. 

255
00:13:12,160 --> 00:13:16,080
And then we were at Origins with
the booth and lots of feedback 

256
00:13:16,080 --> 00:13:18,160
still from players. 
That's actually where we got 

257
00:13:18,160 --> 00:13:20,120
some of the questions about 
player count. 

258
00:13:20,120 --> 00:13:24,040
So before Origins we had been a 
two to four player game and one 

259
00:13:24,040 --> 00:13:26,080
of the number one questions we 
kept getting was like, hey, does

260
00:13:26,080 --> 00:13:28,640
it play up to five or could it 
play up to five? 

261
00:13:28,800 --> 00:13:32,640
And also, is there a solo mode? 
Because a lot of players like 

262
00:13:32,640 --> 00:13:36,000
that solar mode. 
So we did work on expanding the 

263
00:13:36,000 --> 00:13:39,720
game and the solo mode rules 
will be published pretty soon. 

264
00:13:39,720 --> 00:13:42,920
We've been working hard on that.
And then Origins was great to 

265
00:13:42,920 --> 00:13:45,600
have a couple groups play five 
players and we've been doing a 

266
00:13:45,600 --> 00:13:48,280
bunch of five players since then
and it's been working really 

267
00:13:48,280 --> 00:13:51,400
well so. 
You and I had some conversations

268
00:13:51,400 --> 00:13:55,160
around that when I first got a 
copy of your prototype sent to 

269
00:13:55,160 --> 00:13:57,480
me. 
And you had recommended that we 

270
00:13:57,480 --> 00:14:01,640
use just 1/5 colored cubes that 
we had lying around. 

271
00:14:01,960 --> 00:14:09,440
So my wife, she grabbed we had 
an extra cubes and markers from 

272
00:14:09,440 --> 00:14:11,360
Dinosaur Island or Dinosaur 
World. 

273
00:14:11,520 --> 00:14:14,360
So her workers were not 
meatballs, but they were in fact

274
00:14:14,360 --> 00:14:18,760
dinosaurs. 
So yeah, so that was that was 

275
00:14:18,760 --> 00:14:20,760
pretty fantastic. 
And she enjoyed that. 

276
00:14:21,960 --> 00:14:26,200
One of the things that stood out
was the art. 

277
00:14:27,280 --> 00:14:30,960
The art really is amazing. 
My wife really commented about 

278
00:14:30,960 --> 00:14:34,400
how just it was so rich. 
Can you tell us a little bit 

279
00:14:34,400 --> 00:14:38,000
about who the artist was, what 
your inspiration behind the art 

280
00:14:38,000 --> 00:14:40,200
was, and talk about that? 
Yeah. 

281
00:14:40,200 --> 00:14:43,360
So I, I, the art itself in the 
current prototype actually that 

282
00:14:43,360 --> 00:14:46,680
you got PJ and Gareth is still 
our prototype art, which we did 

283
00:14:46,680 --> 00:14:50,560
use an AI art generator on. 
We totally use it as a tool. 

284
00:14:50,560 --> 00:14:53,320
And I actually listened to your 
recent podcasts with, I forget 

285
00:14:53,320 --> 00:14:56,080
who that guest was, but that 
really resonated with kind of 

286
00:14:56,080 --> 00:14:59,160
how we thought about it. 
We're a first time publisher. 

287
00:14:59,160 --> 00:15:01,680
We didn't, we don't have a lot 
of funds to put into the 

288
00:15:01,680 --> 00:15:06,440
prototyping process. 
And so we did spend, I was the 

289
00:15:06,440 --> 00:15:08,120
one who did all prompt 
engineering on that. 

290
00:15:08,120 --> 00:15:12,800
So did spend a lot to try to get
like the vibe of how we want the

291
00:15:12,800 --> 00:15:15,560
game to look. 
But then this past June, we 

292
00:15:15,560 --> 00:15:19,520
actually found an artist. 
His name is James Owen and we've

293
00:15:19,520 --> 00:15:22,160
just recently published some of 
the art on our Instagram. 

294
00:15:22,160 --> 00:15:24,560
And our Kickstarter story will 
have all of like the final art 

295
00:15:24,560 --> 00:15:27,960
from him as well for like the a 
portion of the art that we were 

296
00:15:27,960 --> 00:15:30,720
able to do with him. 
And then part of the funds from 

297
00:15:30,720 --> 00:15:34,120
the game, like from Kickstarter 
will be used to fund like, you 

298
00:15:34,120 --> 00:15:35,720
know, having him finalize the 
art. 

299
00:15:35,720 --> 00:15:38,880
But he's been fantastic. 
And you know, some of the stuff 

300
00:15:38,880 --> 00:15:42,160
with the AI is, you know, you 
can get some vibes and 

301
00:15:42,160 --> 00:15:43,720
everything of like how you want 
it to look. 

302
00:15:43,720 --> 00:15:46,360
But some of those details, like 
if you look at some like, you 

303
00:15:46,360 --> 00:15:48,440
notice some of this looks kind 
of weird. 

304
00:15:48,880 --> 00:15:51,600
And James has been great about 
helping us also pull in some 

305
00:15:51,600 --> 00:15:55,240
more historical context of like 
we have a plague card and he 

306
00:15:55,240 --> 00:15:59,200
helped us pull in like, like, 
just like aspects of how do they

307
00:15:59,200 --> 00:16:02,040
actually wrap the dead bodies in
the play in the cart? 

308
00:16:02,040 --> 00:16:05,000
So I he's been great to work 
with. 

309
00:16:05,000 --> 00:16:07,280
And I do want to kind of call 
that out that like the current 

310
00:16:07,280 --> 00:16:09,800
prototype, we did use AI. 
We'll have a disclaimer in our 

311
00:16:09,800 --> 00:16:13,680
Kickstarter, but you know, it 
was a tool in our toolkit as 

312
00:16:13,680 --> 00:16:16,920
first time publishers to help us
get a game that excites people 

313
00:16:16,920 --> 00:16:19,240
and and want to be interested in
it. 

314
00:16:19,400 --> 00:16:21,040
I mean, that really compliments 
the conversation we had. 

315
00:16:21,040 --> 00:16:23,840
Was it last week? 
No, two weeks, 2 weeks ago. 

316
00:16:23,840 --> 00:16:28,000
Two episodes ago, because now 
you say it there, there was 

317
00:16:28,000 --> 00:16:30,800
something about the colours I 
hadn't couldn't quite work out. 

318
00:16:30,800 --> 00:16:33,240
But it's the AI element. 
We were saying that before, that

319
00:16:33,240 --> 00:16:36,360
it's that look and feel, but I 
hadn't, I hadn't clicked. 

320
00:16:36,960 --> 00:16:40,560
So yeah, it's really good. 
Do you want to call out our 

321
00:16:40,720 --> 00:16:43,840
designer? 
Her name is Maria and her firm 

322
00:16:43,840 --> 00:16:47,360
merit has been awesome as well. 
It's their first time doing a 

323
00:16:47,360 --> 00:16:51,520
game, but they're fantastic and 
she's the one who helped us with

324
00:16:51,520 --> 00:16:55,120
the whole like card template 
itself and like the player mats 

325
00:16:55,120 --> 00:16:58,480
and the branding for the game. 
So big kudos and shout out to 

326
00:16:58,480 --> 00:17:01,280
her and her team. 
Is anything else to do? 

327
00:17:01,440 --> 00:17:04,760
I mean, is it finished? 
Are you happy with where it's 

328
00:17:04,760 --> 00:17:06,920
got, or is any tweaking that 
anyone's going to do? 

329
00:17:07,440 --> 00:17:09,480
We're very happy with where it's
at, OK? 

330
00:17:09,560 --> 00:17:11,920
It's never done right. 
No, it's never done. 

331
00:17:12,040 --> 00:17:12,800
Yeah. 
Yeah. 

332
00:17:12,800 --> 00:17:15,119
I would say if I had to put a 
percent on it, we're like 90% 

333
00:17:15,119 --> 00:17:17,400
there. 
I think that we're still kind of

334
00:17:17,440 --> 00:17:20,440
playing with some of those 
expansion stretch goal items. 

335
00:17:20,440 --> 00:17:23,119
So we have an interactive deck 
that'll be coming out as a 

336
00:17:23,119 --> 00:17:27,920
stretch goal, which is extra 
cards to add in and then helps 

337
00:17:28,119 --> 00:17:29,600
players interact more with each 
other. 

338
00:17:29,600 --> 00:17:33,440
So things like you produce on a 
card and it triggers someone 

339
00:17:33,440 --> 00:17:36,920
elses production card. 
So just things like that, that 

340
00:17:36,920 --> 00:17:39,360
like some people love games that
have more of that player 

341
00:17:39,440 --> 00:17:43,840
interactivity, right. 
And then like, I think really 

342
00:17:43,840 --> 00:17:47,120
the the, the player mats or like
the leaders and like the core 

343
00:17:47,120 --> 00:17:49,080
cards, those are, are very, very
done. 

344
00:17:49,080 --> 00:17:52,520
Like we're still working on some
wording on some, but you know, 

345
00:17:52,520 --> 00:17:56,080
the mechanics of how they 
operate and everything is pretty

346
00:17:56,080 --> 00:17:59,600
locked in. 
What about the castle? 

347
00:18:00,880 --> 00:18:03,480
Yeah. 
Talk about the castle and where 

348
00:18:03,480 --> 00:18:06,720
are you in that? 
Is that finalized as well? 

349
00:18:06,720 --> 00:18:09,440
Because that's an impressive 
piece of the game that we 

350
00:18:09,440 --> 00:18:11,080
haven't even talked about yet. 
Yeah. 

351
00:18:11,080 --> 00:18:15,400
So to let folks know what that 
is, the castle's a 3D castle 

352
00:18:15,400 --> 00:18:17,200
tower that we have with the 
game. 

353
00:18:17,200 --> 00:18:19,640
If everyone's played Eberdell, 
it's it's very similar to that 

354
00:18:19,640 --> 00:18:22,840
kind of element of giving it a 
little bit more table presents. 

355
00:18:22,840 --> 00:18:26,560
And what the purpose of the 
castle is, it's really to store 

356
00:18:26,560 --> 00:18:28,880
your extra workers. 
So everyone starts off with 

357
00:18:28,880 --> 00:18:31,920
four, but you can expand your 
estate to five to six workers. 

358
00:18:32,000 --> 00:18:34,760
So those extra ones hang out 
there on the top of the castle. 

359
00:18:35,280 --> 00:18:37,240
And then it also stores the deck
underneath. 

360
00:18:37,240 --> 00:18:41,800
And so the prototype copy that 
you both played with was we we 

361
00:18:41,800 --> 00:18:45,720
actually, that was the first 
time like we had printed to like

362
00:18:45,760 --> 00:18:47,480
a real castle. 
Like we'd had some like 

363
00:18:47,480 --> 00:18:50,840
cardboard ones we'd made. 
But a couple of things that we 

364
00:18:50,840 --> 00:18:53,800
learned is that it needs to be a
little bit bigger underneath the

365
00:18:53,800 --> 00:18:56,600
arch because I'm you guys 
probably had this with the deck 

366
00:18:56,840 --> 00:18:58,080
barely fits. 
Yeah, yeah. 

367
00:18:58,440 --> 00:19:00,960
And we also want to make sure 
that, you know, if people sleep 

368
00:19:00,960 --> 00:19:02,800
their cards, it can fit 
underneath there too. 

369
00:19:02,800 --> 00:19:06,040
So we'll be making that a little
bit, you know, bigger of an arch

370
00:19:06,040 --> 00:19:07,840
thing. 
And then we're thinking about 

371
00:19:07,840 --> 00:19:10,280
adding maybe like an estate 
brand on the top of the castle 

372
00:19:10,280 --> 00:19:12,880
just to kind of give it some 
more thematic game, you know, 

373
00:19:12,880 --> 00:19:15,360
branding. 
Very cool, very cool. 

374
00:19:15,560 --> 00:19:19,080
And that will be in both copies,
both base and deluxe. 

375
00:19:19,080 --> 00:19:21,960
That's one of those things where
we didn't want to like just gate

376
00:19:21,960 --> 00:19:25,200
it, you know, So it will be in 
the standard game as well, just.

377
00:19:25,360 --> 00:19:27,840
To say. 
What's the difference between 

378
00:19:27,840 --> 00:19:30,080
standard and deluxe? 
Yeah. 

379
00:19:30,080 --> 00:19:33,520
So again, we really felt 
strongly that the game should be

380
00:19:33,520 --> 00:19:36,200
very similar, like it shouldn't 
be that like the deluxe has all 

381
00:19:36,200 --> 00:19:39,080
these extra pells and whistles. 
So like all the cards will 

382
00:19:39,080 --> 00:19:41,120
really be the same. 
The player mats and leaders will

383
00:19:41,120 --> 00:19:43,080
be the same. 
The biggest differences are 

384
00:19:43,080 --> 00:19:46,640
going to be upgraded components.
So you're going to have wooden 

385
00:19:47,080 --> 00:19:50,440
resources instead of like the 
cardboard ones, metal coins, 

386
00:19:50,440 --> 00:19:54,040
which are my favorite games. 
And then our meeples are going 

387
00:19:54,040 --> 00:19:56,240
to actually be a unique shape 
per liter. 

388
00:19:56,400 --> 00:19:58,720
So they're going to be like a 
little bit more custom shape. 

389
00:19:59,400 --> 00:20:01,920
We're going to have a screen 
print on the first player token.

390
00:20:01,920 --> 00:20:05,840
And then there will be 1 
exclusive component which is. 

391
00:20:06,600 --> 00:20:10,400
It's called the Ancient Ruin 
Deck, and so that is a unique 

392
00:20:10,400 --> 00:20:14,560
worker action spot for a state. 
It'll be a card, and you as a 

393
00:20:14,560 --> 00:20:17,960
player can choose to unruin it 
to gain access to that worker 

394
00:20:17,960 --> 00:20:19,720
spot in the. 
Future cool and. 

395
00:20:20,600 --> 00:20:22,520
That will. 
Be exclusive to Deluxe so you 

396
00:20:22,520 --> 00:20:23,880
won't be able to get it any 
other way. 

397
00:20:24,840 --> 00:20:27,520
OK. 
I like that. 

398
00:20:28,320 --> 00:20:31,600
One of the things that we were 
wondering about is would one of 

399
00:20:31,600 --> 00:20:35,520
the leaders of the factions have
access to an additional worker? 

400
00:20:35,520 --> 00:20:38,760
You said that you start with 
four, you can hire two more for 

401
00:20:38,760 --> 00:20:42,360
six. 
But is there a possibility that 

402
00:20:42,400 --> 00:20:45,480
a faction that you've already 
created or you're thinking about

403
00:20:45,480 --> 00:20:49,360
creating would give you an 
access to say a 7th or just a 

404
00:20:49,400 --> 00:20:53,720
temporary one that you know what
I'm saying, to give you an extra

405
00:20:54,040 --> 00:20:56,040
worker? 
Not that we've thought through 

406
00:20:56,280 --> 00:20:59,280
on that side. 
Like part of what to keep the 

407
00:20:59,280 --> 00:21:03,000
game tight is we wanted to kind 
of keep the number of actions 

408
00:21:03,000 --> 00:21:07,120
you can do constrained as well 
as, you know, the game ends at 

409
00:21:07,120 --> 00:21:10,960
the end of era 5. 
But I, you know, players have 

410
00:21:10,960 --> 00:21:14,960
always been like, oh, I wish 
there was one more So, but 

411
00:21:15,000 --> 00:21:16,120
that's. 
What you want though, isn't it? 

412
00:21:16,200 --> 00:21:17,080
You want to. 
Oh. 

413
00:21:17,440 --> 00:21:18,720
There's one more leaf. 
Yeah. 

414
00:21:19,400 --> 00:21:22,480
So, yeah, I mean, we've talked 
about maybe there could be like 

415
00:21:22,480 --> 00:21:24,800
a variant where you play a six 
there, you know, if you want to 

416
00:21:24,800 --> 00:21:26,600
have a longer game or something 
like that. 

417
00:21:26,600 --> 00:21:30,000
But, you know, keeping it 
constrained to the workers was 

418
00:21:30,000 --> 00:21:31,480
part of our game design. 
And what? 

419
00:21:31,480 --> 00:21:35,680
What's been have all of the all 
the process from designing it 

420
00:21:35,680 --> 00:21:37,320
through to I guess you're 
launching, what's been your 

421
00:21:37,320 --> 00:21:41,120
favorite part of the process? 
My favorite part has been just 

422
00:21:41,120 --> 00:21:44,520
playing with with different 
people and seeing how everyone's

423
00:21:44,520 --> 00:21:48,200
brains work differently. 
So you know, like I'm obviously 

424
00:21:48,200 --> 00:21:50,920
in the weeds with everything on 
like what the cards do, but 

425
00:21:51,280 --> 00:21:54,360
someone you know, might have an 
idea for making like a slight 

426
00:21:54,360 --> 00:21:56,720
tweak to make things better. 
And like, it's just the 

427
00:21:56,720 --> 00:21:59,680
collaborative process. 
Like, yes, I'm one of the core 

428
00:21:59,680 --> 00:22:03,000
designers, but everyone who's 
play tested the game is, has 

429
00:22:03,000 --> 00:22:04,480
been a part of the design 
process. 

430
00:22:04,480 --> 00:22:07,760
And I just think that like that 
piece has been really cool. 

431
00:22:07,760 --> 00:22:11,400
It's, it's just hearing people's
feedback and, and you know, ways

432
00:22:11,400 --> 00:22:13,360
to improve the game to make it 
better and better. 

433
00:22:13,720 --> 00:22:17,880
Has there been any memorable 
like Eureka moments or that's 

434
00:22:17,880 --> 00:22:20,480
such a good idea that stood out 
from a design change? 

435
00:22:20,680 --> 00:22:23,840
I would say someone, and we 
haven't incorporated this into 

436
00:22:23,840 --> 00:22:26,720
design just yet, but it will be 
in the final copy is on the air 

437
00:22:26,720 --> 00:22:30,400
events making the positive and 
negative stand out more. 

438
00:22:30,400 --> 00:22:33,800
So we're going to change the 
banners on those cards to be 

439
00:22:34,200 --> 00:22:38,000
like red for negative and you 
know, like a more positive color

440
00:22:38,800 --> 00:22:40,920
just because it's like if when 
you're around the table and 

441
00:22:40,920 --> 00:22:43,320
you're looking, when you flip it
over, like that immediate 

442
00:22:43,320 --> 00:22:46,600
reaction of knowing, oh, this is
a positive positive one or oh, 

443
00:22:46,600 --> 00:22:49,880
this is a -1 that's a great. 
One and is there any thoughts on

444
00:22:49,880 --> 00:22:51,920
expansions or is that too far 
away? 

445
00:22:51,920 --> 00:22:56,200
Is there enough content you've 
already created that in the 

446
00:22:56,200 --> 00:22:58,560
distant future or did near 
distant future? 

447
00:22:59,280 --> 00:23:01,280
Yeah. 
So we actually maybe have a 

448
00:23:01,280 --> 00:23:05,040
more, I don't know if it's 
unique, but like our opinion 

449
00:23:05,040 --> 00:23:09,600
about expansion games is we like
them, but we kind of like having

450
00:23:10,240 --> 00:23:12,840
set games. 
And so as a publishing company, 

451
00:23:12,840 --> 00:23:15,640
what we're, our vision is, is 
that we're going to build a 

452
00:23:15,640 --> 00:23:17,440
trilogy of games in this 
universe. 

453
00:23:17,440 --> 00:23:19,880
So. 
Unique standalone games, but 

454
00:23:19,880 --> 00:23:21,760
still within the universe of a 
state. 

455
00:23:22,640 --> 00:23:25,080
So really the game that we're 
bringing into market right now 

456
00:23:25,080 --> 00:23:28,360
is going to be Game 1. 
And so that'll be this worker 

457
00:23:28,360 --> 00:23:31,760
placement engine building game. 
And I kind of has those vibes of

458
00:23:31,760 --> 00:23:35,960
Everdale, Riccola, Wingspan. 
Game 2, if we make it that far, 

459
00:23:36,320 --> 00:23:41,400
is going to be a little bit more
akin to if you guys played Seven

460
00:23:41,400 --> 00:23:43,760
Wonders where like everyone's 
going at the same time. 

461
00:23:44,520 --> 00:23:47,280
So still kind of like that 
you're playing as one of our 

462
00:23:47,280 --> 00:23:51,440
core leaders, but everyone gets 
to play their action at the same

463
00:23:51,440 --> 00:23:53,360
time. 
And instead of you choosing one 

464
00:23:53,360 --> 00:23:56,240
of those four worker actions, 
there's going to be the game is 

465
00:23:56,240 --> 00:23:58,560
like telling you. 
So it's like, OK, everyone gets 

466
00:23:58,560 --> 00:24:00,720
to produce this round and like 
you do that action. 

467
00:24:00,720 --> 00:24:04,920
And that's still very much in 
game designer infancy, but 

468
00:24:05,760 --> 00:24:09,240
that's Game 2. 
And then Game 3 is going to be 

469
00:24:09,240 --> 00:24:13,120
like like a building an 
adventure on the game board. 

470
00:24:13,120 --> 00:24:17,800
It's kind of like house on how 
to tell arbitrary on where like 

471
00:24:17,800 --> 00:24:21,360
tiles get flipped over. 
And that one is Game 3 for a 

472
00:24:21,360 --> 00:24:23,360
reason because it's going to be 
a little bit more complex. 

473
00:24:23,360 --> 00:24:26,000
But we think that like, still it
would fit nicely in the 

474
00:24:26,000 --> 00:24:29,640
narrative of like the universe 
of a state and the characters we

475
00:24:29,640 --> 00:24:32,840
felt. 
And then Devin does have an eye,

476
00:24:32,880 --> 00:24:36,680
like he wants to kind of write a
book about that back story of a 

477
00:24:36,720 --> 00:24:39,480
state of like everything there. 
So he's been working on that on 

478
00:24:39,480 --> 00:24:42,800
the side. 
And yeah, more to come on that. 

479
00:24:43,160 --> 00:24:44,120
One. 
Yeah, Amazing. 

480
00:24:44,600 --> 00:24:48,120
I'm really interested in the war
that's that like the story of 

481
00:24:48,120 --> 00:24:50,600
the war that leads us to a 
state, right? 

482
00:24:50,600 --> 00:24:54,480
Like that's really interesting. 
So you've mentioned a lot of 

483
00:24:54,600 --> 00:24:59,200
different game titles that share
some mechanics similar to A 

484
00:24:59,200 --> 00:25:01,760
State. 
I was wondering though, in to 

485
00:25:01,760 --> 00:25:06,880
your mind, what sets A State 
apart from all of these other 

486
00:25:07,040 --> 00:25:09,240
titles that we've previously 
mentioned? 

487
00:25:10,320 --> 00:25:14,600
Yeah, I think the the speed of 
play is a little bit unique to 

488
00:25:14,600 --> 00:25:16,680
us. 
As I mentioned at the top, it's 

489
00:25:16,680 --> 00:25:18,360
it's about 20 minutes per 
player. 

490
00:25:18,360 --> 00:25:20,520
And if you get a group that 
already knows the game and the 

491
00:25:20,520 --> 00:25:23,400
cards like we've knocked out 
games in about 15 minutes per 

492
00:25:23,400 --> 00:25:26,680
player. 
And I think the fact that you 

493
00:25:26,680 --> 00:25:32,000
are you have all these cards and
like you have a lot of variety 

494
00:25:32,000 --> 00:25:34,240
and like it's it's a resource 
plenty game. 

495
00:25:34,240 --> 00:25:36,120
Like I know you mentioned the 
five player, you get a little 

496
00:25:36,120 --> 00:25:39,120
tight, but yeah, we tried to 
design it like I don't know if 

497
00:25:39,120 --> 00:25:41,880
you've ever played Agricola 
where like you have these plans 

498
00:25:41,880 --> 00:25:44,320
and you're going to build your 
house and expand it and someone 

499
00:25:44,320 --> 00:25:46,600
takes the read, you're totally 
messed up. 

500
00:25:46,600 --> 00:25:49,600
Until the next time. 
And you got to get to read, 

501
00:25:49,600 --> 00:25:51,240
right? 
So like that is just very 

502
00:25:51,240 --> 00:25:54,440
antagonistic between players. 
We wanted to build a game that 

503
00:25:54,720 --> 00:25:58,040
still had a lot of that strategy
and like, OK, you get all these 

504
00:25:58,040 --> 00:26:01,200
cards and you have like the end 
game you're going for, but you 

505
00:26:01,200 --> 00:26:03,440
always have a way to get to do 
what you want to do. 

506
00:26:03,840 --> 00:26:06,240
So like there's a way to dump 
cards to get resources and 

507
00:26:06,240 --> 00:26:07,960
that's open. 
Anyone can take it. 

508
00:26:08,960 --> 00:26:10,840
You know, once you build up your
engine in your state, you're 

509
00:26:10,840 --> 00:26:13,160
really going to be able to get 
resources in different ways. 

510
00:26:13,160 --> 00:26:17,720
And so, yeah, I think that maybe
is what I would consider to be a

511
00:26:17,720 --> 00:26:21,040
unique piece for our game is 
like the speed of gameplay. 

512
00:26:21,040 --> 00:26:23,760
And then the fact that like 
you're really trying to, it's a 

513
00:26:23,760 --> 00:26:26,800
Maximus game, you're trying to 
build the biggest, best estate 

514
00:26:26,800 --> 00:26:29,680
and there's not going to be too 
many constraints outside of like

515
00:26:29,680 --> 00:26:32,080
cards maybe that you haven't 
drawn yet. 

516
00:26:33,040 --> 00:26:35,920
I mean, there's plenty of 
variability in the cards and I 

517
00:26:35,920 --> 00:26:39,240
would agree the speed is is key.
I think that that does make it 

518
00:26:40,560 --> 00:26:43,840
very accessible to the table in 
terms of getting a quick game in

519
00:26:44,200 --> 00:26:46,800
that doesn't, you know, take all
night, but still gives you that 

520
00:26:46,840 --> 00:26:50,640
worker placement card tableau 
building experience. 

521
00:26:51,120 --> 00:26:53,400
Yeah. 
I also thought it was 

522
00:26:53,400 --> 00:26:55,440
interesting. 
So you've got the the you've got

523
00:26:55,440 --> 00:26:58,680
to have 21 cards in front of 
you, 7 of each. 

524
00:26:58,680 --> 00:27:03,880
I can't remember what you call 
that, but if you have, if you 

525
00:27:03,880 --> 00:27:09,320
play an extra card, you have to 
replace with one that's there. 

526
00:27:09,560 --> 00:27:12,920
So it's not like your tableau is
finite. 

527
00:27:13,480 --> 00:27:17,680
You can, you can keep building. 
And I think if I'm not mistaken,

528
00:27:17,680 --> 00:27:22,920
there's rewards if you exceed 7 
cards on each of the three 

529
00:27:22,920 --> 00:27:24,200
tracks. 
Is that, is that correct 

530
00:27:24,200 --> 00:27:24,720
Catherine? 
Is it? 

531
00:27:24,720 --> 00:27:26,680
Am I remembering that right? 
Yep. 

532
00:27:26,680 --> 00:27:29,800
So there's out of the, there's 
like three types of cards and if

533
00:27:29,800 --> 00:27:33,760
you maximize one of those tracks
up to 7, you get 7 extra points.

534
00:27:33,760 --> 00:27:38,120
So it's trying to give players a
reward for getting to that kind 

535
00:27:38,120 --> 00:27:40,680
of fully built engine for each 
of those rows. 

536
00:27:41,280 --> 00:27:45,120
Most players will get to 1. 
You know, some, some players get

537
00:27:45,120 --> 00:27:46,880
to two. 
We've yet to see a player get 

538
00:27:46,880 --> 00:27:50,680
all the way OK including us. 
Challenge accepted. 

539
00:27:51,200 --> 00:27:52,880
Yeah. 
Is it possible? 

540
00:27:53,160 --> 00:27:56,720
It can it be done, but it's. 
I think you have to get, yeah, 

541
00:27:56,720 --> 00:28:00,480
like the perfect amount of like 
cards that chain off to, because

542
00:28:00,720 --> 00:28:04,400
ultimately you have a set number
of worker actions and like you, 

543
00:28:04,400 --> 00:28:06,560
yeah, you have to use one worker
to play one card. 

544
00:28:06,560 --> 00:28:09,000
And like if you play another 
card, like some cards let you 

545
00:28:09,000 --> 00:28:10,720
play other cards. 
And I think you'd have to do 

546
00:28:10,720 --> 00:28:14,720
that like play a necromancer to 
play a sorcerer to draw more 

547
00:28:14,720 --> 00:28:16,480
cards and play one of those to 
maybe play it. 

548
00:28:16,480 --> 00:28:19,360
Well, you know, I've gotten some
of those where you chain 3 cards

549
00:28:19,360 --> 00:28:22,720
through with one worker action. 
But I think you'd have to really

550
00:28:22,720 --> 00:28:26,320
have the perfect build there. 
I don't think we've talked about

551
00:28:26,320 --> 00:28:30,000
the four actions, have we? 
Could you cover the four? 

552
00:28:30,120 --> 00:28:32,080
There's four actions on your 
player board, which you can do. 

553
00:28:32,080 --> 00:28:34,760
Do you want to talk through 
those unique actions? 

554
00:28:35,280 --> 00:28:37,160
Yeah. 
So there's four basic actions 

555
00:28:37,160 --> 00:28:38,960
you can take. 
You can play a card from your 

556
00:28:38,960 --> 00:28:41,840
hand and you do that just by 
paying those resource costs. 

557
00:28:41,840 --> 00:28:45,640
And you when you do that, you 
add a cube to your track, you 

558
00:28:45,640 --> 00:28:48,560
can draw new cards. 
So there's a market that's face 

559
00:28:48,560 --> 00:28:51,200
up that you can draw from or you
can obviously draw from the top 

560
00:28:51,200 --> 00:28:54,000
of the deck. 
There's a center game board. 

561
00:28:54,000 --> 00:28:57,520
So you can one action is like 
taken action from the center 

562
00:28:57,520 --> 00:28:59,960
game board. 
So that's kind of like a one to 

563
00:28:59,960 --> 00:29:03,040
many action spot. 
But those are like, you know, 

564
00:29:03,120 --> 00:29:06,080
getting resources. 
You know, sometimes there's like

565
00:29:06,080 --> 00:29:09,280
a, you know, progress extra 
special spot that's like, oh, 

566
00:29:09,280 --> 00:29:11,720
like you can play a card from 
the market with two less 

567
00:29:11,720 --> 00:29:15,760
resources, those kind of things.
And then the last action is to 

568
00:29:15,760 --> 00:29:18,400
produce on cards. 
So not every card in your estate

569
00:29:18,400 --> 00:29:21,680
is a production card, but the 
ones that are like when you take

570
00:29:21,680 --> 00:29:24,600
that production action, you 
could then activate those cards.

571
00:29:24,600 --> 00:29:28,320
And production cards can be 
simple, like a farm just gets 

572
00:29:28,320 --> 00:29:30,920
you the grain. 
They can also be a little more 

573
00:29:30,920 --> 00:29:34,520
complex, like an assassin let's 
your dungeon or tuck another 

574
00:29:34,520 --> 00:29:37,120
card from your hand and that's 
an extra victory point. 

575
00:29:37,800 --> 00:29:41,000
And then there's sometimes 
extra, you know, era event 

576
00:29:41,000 --> 00:29:43,240
objectives that are like number 
of tucked cards, those kind of 

577
00:29:43,240 --> 00:29:45,400
things. 
So there's a lot of variety in 

578
00:29:45,400 --> 00:29:48,880
the production, like worker 
action, spot on what you can do.

579
00:29:49,840 --> 00:29:53,560
So in the progress, progress 
spaces, the way that they open 

580
00:29:53,560 --> 00:29:56,400
up as you progress along the 
other track, that was a nice 

581
00:29:56,400 --> 00:29:59,600
feature that, you know, you're 
trying to trying to get across 

582
00:29:59,600 --> 00:30:02,800
that track to get get access to 
those, I guess slightly more 

583
00:30:02,800 --> 00:30:06,080
powerful spaces. 
So yeah, there's always a need 

584
00:30:06,080 --> 00:30:08,120
for one. 
See more in terms of those 

585
00:30:08,200 --> 00:30:11,960
worker action spaces. 
Yeah, those were actually some 

586
00:30:11,960 --> 00:30:15,320
of the the action spots that 
we've been tweaking the most 

587
00:30:15,320 --> 00:30:17,640
leading up to the to the became 
finalizing. 

588
00:30:17,640 --> 00:30:21,040
Because what we found was 
actually like originally we 

589
00:30:21,040 --> 00:30:22,800
didn't make those spots good 
enough. 

590
00:30:23,040 --> 00:30:25,800
So like people wouldn't go for 
that progress track. 

591
00:30:26,240 --> 00:30:29,440
Now I think we found that sweet 
spot where like the, I think the

592
00:30:29,440 --> 00:30:33,400
4th worker action is typically 
either you get to dump resources

593
00:30:33,400 --> 00:30:37,000
for gold, which is victory 
points, like that's huge, or you

594
00:30:37,000 --> 00:30:39,880
get to take two worker actions 
when you take that spot, which 

595
00:30:39,880 --> 00:30:43,280
is also nice. 
But yeah, originally, like we 

596
00:30:43,280 --> 00:30:45,720
just know like that's one of 
those things where when you like

597
00:30:45,720 --> 00:30:48,680
play with other people who are 
neutered to the game, you notice

598
00:30:48,680 --> 00:30:50,600
what they're doing and you're 
like, oh, like, why aren't you 

599
00:30:50,600 --> 00:30:52,960
taking these? 
And they're like, oh, I felt 

600
00:30:52,960 --> 00:30:55,320
like my other spots were 
actually more beneficial. 

601
00:30:55,480 --> 00:30:58,840
So we we've been tweaking them. 
And that is why we play test, 

602
00:30:58,840 --> 00:30:59,240
Gary. 
Yeah. 

603
00:31:00,360 --> 00:31:05,520
PJ's a big play test, so I'm a 
less, I'm less, so you'll spend 

604
00:31:05,520 --> 00:31:07,920
a lot. 
So did you play test this PJ 

605
00:31:08,200 --> 00:31:10,720
Origins or was it you met 
Catherine at a stand? 

606
00:31:11,000 --> 00:31:14,560
I got so Devin showed me a demo 
of the game, Yeah. 

607
00:31:15,000 --> 00:31:17,720
And immediately I was like, 
thematically I was like, 

608
00:31:17,880 --> 00:31:19,200
Gareth's going to love this 
game. 

609
00:31:19,920 --> 00:31:22,280
And what were you saying about a
straight on the episode after 

610
00:31:22,280 --> 00:31:23,560
Origins? 
I did, yeah. 

611
00:31:23,760 --> 00:31:26,840
And so then I reached out to 
both Devin and Catherine, and 

612
00:31:26,840 --> 00:31:28,320
Catherine was the primary 
contact. 

613
00:31:28,320 --> 00:31:31,360
And I was like, I need to get a 
copy and play this, this, and 

614
00:31:31,480 --> 00:31:34,560
sure enough, got me a copy. 
And yeah, what's. 

615
00:31:34,560 --> 00:31:37,080
So what's really funny is that 
when I was done and you asked me

616
00:31:37,080 --> 00:31:40,840
to ship it on, we shipped it to 
our good friend Adam. 

617
00:31:41,200 --> 00:31:43,240
Guarantee to you OK? 
Yeah. 

618
00:31:43,480 --> 00:31:46,160
So he handed up and he got to 
play it, so it was just 

619
00:31:46,160 --> 00:31:47,880
exciting. 
So there's a shout out to Adam a

620
00:31:47,880 --> 00:31:48,680
little bit, too. 
Yeah. 

621
00:31:48,760 --> 00:31:49,600
Cool. 
Pretty. 

622
00:31:49,720 --> 00:31:51,440
Yeah. 
So it's a great game. 

623
00:31:51,520 --> 00:31:53,360
Great game. 
Looking forward to it to hit 

624
00:31:53,800 --> 00:31:57,680
Kickstarter. 
So what's the expected once 

625
00:31:57,720 --> 00:32:00,240
you've gone through Kickstarter?
When is it? 

626
00:32:00,400 --> 00:32:02,120
About a year? 
How rough? 

627
00:32:02,320 --> 00:32:03,760
I know it's hard to predict 
about a year. 

628
00:32:03,760 --> 00:32:06,120
It's going to be, our timeline 
right now is about a year and 

629
00:32:06,120 --> 00:32:07,960
that's we've done a lot as first
time publishers. 

630
00:32:07,960 --> 00:32:10,560
It's all new to us, right. 
But we've done a lot of talking 

631
00:32:10,560 --> 00:32:13,520
to other folks and interviewing.
And actually I think that was 

632
00:32:13,520 --> 00:32:16,480
one of our biggest takeaways 
from origins too, of like just 

633
00:32:16,480 --> 00:32:18,960
being able to meet other people 
in the fulfilment and and 

634
00:32:19,960 --> 00:32:22,720
distribution space. 
So we've got some good partners 

635
00:32:22,720 --> 00:32:25,200
that we've talked to and inform 
relationships with and 

636
00:32:25,760 --> 00:32:28,720
everything that they've said is,
you know, you have to budget, 

637
00:32:28,760 --> 00:32:31,880
you know, two months to get the 
freight from from China to the 

638
00:32:32,040 --> 00:32:35,280
US And we've got a good 
understanding of the 

639
00:32:35,280 --> 00:32:38,120
manufacturing process with 
Panda, who's our manufacturing 

640
00:32:38,120 --> 00:32:40,800
partner. 
So really expect it to be about 

641
00:32:40,800 --> 00:32:43,840
one year because we after the 
campaign do need to spend some 

642
00:32:43,840 --> 00:32:47,040
time working with James to 
finalize that game art and get 

643
00:32:47,040 --> 00:32:51,280
all the assets done. 
The Essen Likelihood, 2025. 

644
00:32:52,120 --> 00:32:55,440
That would be a dream, but it. 
Sounds tight in terms. 

645
00:32:55,440 --> 00:32:58,320
Of yeah, it's probably a little 
tight, but we will be at Origins

646
00:32:58,320 --> 00:33:00,720
and I think that's actually 
going to be when our final like 

647
00:33:00,720 --> 00:33:03,280
pledge manager will close. 
So people will still be able to 

648
00:33:03,280 --> 00:33:06,240
potentially buy a copy then. 
And then we're also going to be 

649
00:33:06,240 --> 00:33:09,760
at Gamma for the first time this
year with a, with a small booth.

650
00:33:09,760 --> 00:33:13,400
So excited to be part of that 
organization and yeah, like 

651
00:33:13,400 --> 00:33:17,400
meet, meet a lot of folks there.
How many, how many copies 

652
00:33:17,400 --> 00:33:18,760
prototypes do you have out right
now? 

653
00:33:18,760 --> 00:33:21,280
I know you've, I know you've got
at least one in the US because 

654
00:33:21,440 --> 00:33:23,960
it was at my table. 
I know you have one in England 

655
00:33:23,960 --> 00:33:27,000
because it was on Gareths table.
How many of you have floating 

656
00:33:27,000 --> 00:33:30,000
out? 
How much reach have you had in 

657
00:33:30,000 --> 00:33:34,080
your play testing so far? 
Yeah, we printed 10 copies with 

658
00:33:34,080 --> 00:33:37,880
Panda back in. 
I think it was May or sorry 

659
00:33:38,080 --> 00:33:41,760
April that we got those. 
And then we've kept about 3 

660
00:33:41,760 --> 00:33:45,000
copies with us just because 
we're doing local stuff here in 

661
00:33:45,000 --> 00:33:47,040
the Orlando area, going to cons 
and stuff. 

662
00:33:47,040 --> 00:33:50,720
And then the rest are out in the
wild as I like to say with with 

663
00:33:50,760 --> 00:33:53,240
folks. 
And so we have a copy in Canada,

664
00:33:53,240 --> 00:33:55,720
copy in the UK. 
We actually just sent a copy to 

665
00:33:55,720 --> 00:33:59,840
Europe to to Germany and had 
some issues with customs there, 

666
00:33:59,840 --> 00:34:03,320
but I think it got got there and
then and a couple copies in the 

667
00:34:03,480 --> 00:34:04,560
US. 
Cool. 

668
00:34:04,680 --> 00:34:06,680
OK. 
So you've got you've, you've 

669
00:34:06,680 --> 00:34:10,679
established quite a bit of reach
so far just before launching on 

670
00:34:10,679 --> 00:34:11,880
Kickstarter. 
So that's pretty exciting. 

671
00:34:12,360 --> 00:34:15,600
Yeah, we're still again, like 
new to the process, but a lot of

672
00:34:15,600 --> 00:34:21,040
folks that we talked to back in 
in the early 2024 where they 

673
00:34:21,040 --> 00:34:23,560
were like, hey, like try to get 
your game in the hands of folks 

674
00:34:23,560 --> 00:34:27,679
because, you know, that's part 
of the just collaboration with 

675
00:34:27,679 --> 00:34:30,560
everyone is like getting, 
getting people's opinions. 

676
00:34:30,560 --> 00:34:33,560
And and, you know, you can only 
talk to so many people at a 

677
00:34:33,560 --> 00:34:35,480
convention. 
And so getting the chance to 

678
00:34:35,480 --> 00:34:38,560
have it, you know, being out in 
the mail and, and in the wild 

679
00:34:38,719 --> 00:34:42,960
is, is nice. 
And so Kickstarter is Tuesday, 

680
00:34:43,159 --> 00:34:46,360
October the 15th. 
Yep. 

681
00:34:46,360 --> 00:34:47,360
What? 
What time is it? 

682
00:34:47,560 --> 00:34:48,719
I haven't picked the launch 
time. 

683
00:34:48,719 --> 00:34:54,520
Oh, OK. 
But open his suggestions again. 

684
00:34:54,560 --> 00:34:56,719
Like we're, we're kind of still 
learning everything. 

685
00:34:56,719 --> 00:34:59,080
But we do know Tuesdays are very
popular. 

686
00:34:59,080 --> 00:35:00,040
Tuesday. 
That's what I spent on. 

687
00:35:00,320 --> 00:35:03,360
Yeah, yeah. 
On Tuesday and did take the day 

688
00:35:03,360 --> 00:35:06,240
off from my day job to kind of 
like be manning the Kickstarter 

689
00:35:06,240 --> 00:35:09,760
page and and yeah, all hands on 
deck. 

690
00:35:10,560 --> 00:35:13,080
And how much work goes into 
preparing the Kickstarter page? 

691
00:35:13,200 --> 00:35:15,200
How much is that finished or you
still got? 

692
00:35:15,200 --> 00:35:17,760
Is there still work to do? 
We got two weeks, 2 weeks to go.

693
00:35:18,280 --> 00:35:21,400
Yeah, it's all, it's a good 
amount of work and a huge shout 

694
00:35:21,400 --> 00:35:24,880
out to, to Maria and Merit and 
her team because they really 

695
00:35:24,880 --> 00:35:29,920
helped put the Polish on it, 
right of, of what it's going to 

696
00:35:29,920 --> 00:35:31,840
look like on there. 
And I actually just spent a 

697
00:35:31,840 --> 00:35:35,280
couple hours before we hopped on
putting in like the design 

698
00:35:35,280 --> 00:35:38,000
assets. 
And so we will be sharing a 

699
00:35:38,000 --> 00:35:41,120
floating link of that like 
preview of the story campaign 

700
00:35:41,120 --> 00:35:42,960
with some folks. 
So I, I'm happy to share it with

701
00:35:42,960 --> 00:35:45,920
you guys after to let to see if 
you guys have any feedback for 

702
00:35:45,920 --> 00:35:47,680
us. 
But yeah, it's it's pretty 

703
00:35:47,680 --> 00:35:51,080
close, about 90% there. 
Amazing. 

704
00:35:51,080 --> 00:35:53,360
Is there anything else PJ you 
want to cover? 

705
00:35:53,720 --> 00:35:56,280
I wanted to, I just wanted to 
ask about the Kickstarter 

706
00:35:56,280 --> 00:35:59,120
launch. 
So when you set up the time for 

707
00:35:59,120 --> 00:36:02,320
the launch, and I apologize if 
you've already answered this 

708
00:36:02,320 --> 00:36:05,560
because I don't know, can you 
set it for your local time or 

709
00:36:05,560 --> 00:36:07,400
can you set it for a different 
time? 

710
00:36:07,600 --> 00:36:11,520
It seems like it would be best 
to drop, say in the morning in 

711
00:36:11,520 --> 00:36:14,680
Europe and then let the time 
kind of cascade. 

712
00:36:15,680 --> 00:36:18,600
Do you have that option? 
I don't think you do, but that 

713
00:36:18,600 --> 00:36:22,280
would be a really cool feature 
because part of what everything 

714
00:36:22,280 --> 00:36:24,840
I've learned and also observed 
as you know, someone who backs 

715
00:36:24,840 --> 00:36:28,000
games is right that momentum 
right when you launch is really 

716
00:36:28,000 --> 00:36:30,160
important. 
And so we're we're likely going 

717
00:36:30,160 --> 00:36:32,240
to do a time that's like East 
Coast friendly US. 

718
00:36:32,240 --> 00:36:36,040
Yes, we are based in the East 
Coast, but that's an interesting

719
00:36:36,040 --> 00:36:38,760
topic or like thought. 
So like think about, you know, 

720
00:36:39,000 --> 00:36:44,200
folks in the EU and Europe time 
frame like that'll be midday for

721
00:36:44,240 --> 00:36:46,560
you guys. 
So like will you be focused on 

722
00:36:46,560 --> 00:36:48,760
it or would it be better? 
I mean, maybe you can answer 

723
00:36:48,760 --> 00:36:49,800
that, Gary. 
Like what time? 

724
00:36:49,800 --> 00:36:51,440
I think it's usually 4:00 or 
5:00. 

725
00:36:52,040 --> 00:36:55,200
Is it? 
11 till 5I seem to think is the 

726
00:36:55,200 --> 00:36:58,640
most common and that must be 
because of the of the US side 

727
00:36:58,640 --> 00:37:03,200
yeah it's very it's very rare 
it's our morning it's usually 

728
00:37:03,440 --> 00:37:08,360
mid afternoon OK usually when my
if I'm if I'm following a 

729
00:37:08,360 --> 00:37:13,200
Kickstarter a ping and then I'm 
at work and I'll just I know I'm

730
00:37:13,200 --> 00:37:15,680
tracking it so I'll deal with it
once I finish work yeah because 

731
00:37:16,800 --> 00:37:18,920
I. 
Feel, I feel like you could, you

732
00:37:18,920 --> 00:37:22,240
could bake in like a first and 
2nd wave, right? 

733
00:37:22,520 --> 00:37:25,800
If it's in the morning in 
Europe, in the UK, there's that 

734
00:37:25,800 --> 00:37:29,120
first wave and then once it gets
to the morning in the US, 

735
00:37:29,120 --> 00:37:32,800
there's your second wave. 
I feel like you could carry 

736
00:37:32,800 --> 00:37:36,800
momentum further right, make the
time zones work for you. 

737
00:37:37,680 --> 00:37:39,640
That's a great suggestion for 
Kickstarter. 

738
00:37:39,640 --> 00:37:41,960
I feel like they've been doing a
lot of improvements to the 

739
00:37:41,960 --> 00:37:45,080
platform like something that 
recently that came out was like 

740
00:37:45,080 --> 00:37:48,600
the preview page got a lot more 
detailed. 

741
00:37:48,600 --> 00:37:51,320
So like, is it Yeah, when we 
yeah, when we first put our pre 

742
00:37:51,320 --> 00:37:53,800
launch page up in the spring, 
all you could do is like, you 

743
00:37:53,800 --> 00:37:57,400
know, you're 250 character blurb
about what the game was in the 

744
00:37:57,400 --> 00:38:00,360
picture. 
Now you can essentially like add

745
00:38:00,680 --> 00:38:04,520
anything you want, like videos 
and add links and all that. 

746
00:38:04,520 --> 00:38:08,680
So that's been huge for us as a,
you know, publisher being able 

747
00:38:08,680 --> 00:38:12,080
to educate people on what the 
game is and not have them have 

748
00:38:12,080 --> 00:38:14,480
to like find our website and the
Kickstarter page. 

749
00:38:14,480 --> 00:38:15,840
Like everything's on the 
Kickstarter now. 

750
00:38:16,200 --> 00:38:18,080
Because on game found that's 
been pretty standard. 

751
00:38:18,080 --> 00:38:21,320
It has, you've pretty much got 
the launch page and you're just 

752
00:38:21,320 --> 00:38:23,680
waiting for it to go live. 
So that's yeah, that's a good 

753
00:38:23,680 --> 00:38:24,640
add on. 
I have to have a look at that 

754
00:38:24,640 --> 00:38:28,200
when when you send a link saver.
We've asked this question, or 

755
00:38:28,200 --> 00:38:31,320
rather, I've asked this question
of previous designers that have 

756
00:38:31,320 --> 00:38:35,320
been on the show. 
Why did you choose Kickstarter 

757
00:38:35,320 --> 00:38:39,480
over other crowdfunding 
platforms that exist? 

758
00:38:39,480 --> 00:38:42,000
What was it about Kickstarter 
that stood out for you? 

759
00:38:42,760 --> 00:38:45,760
Yeah, we did some research into 
this and from everything we 

760
00:38:45,760 --> 00:38:49,000
found, like Kickstarter is the 
go to platform, especially for 

761
00:38:49,000 --> 00:38:51,680
first time publishers. 
They have a lot of organic 

762
00:38:51,720 --> 00:38:55,600
audience of you know, people who
like to back games, they go to 

763
00:38:55,600 --> 00:39:01,080
Kickstarter and it's a common 
name like even like and I talked

764
00:39:01,080 --> 00:39:04,000
to my broader family members and
friends and who aren't getting 

765
00:39:04,000 --> 00:39:06,800
born for game people. 
Like they know what Kickstarter 

766
00:39:06,800 --> 00:39:11,240
is, they've heard of it. 
I think that game found and like

767
00:39:11,240 --> 00:39:17,280
backer Kit, like they are more 
like true core board game back, 

768
00:39:17,280 --> 00:39:20,240
you know, like crowdfunding like
that like and like if I've also 

769
00:39:20,240 --> 00:39:23,160
heard like tabletop role-playing
games are like a little bit more

770
00:39:23,160 --> 00:39:26,960
common on maybe game found. 
So I think it's your audience 

771
00:39:27,000 --> 00:39:30,600
and we pick Kickstarter just 
because again, it's seems like 

772
00:39:30,600 --> 00:39:33,800
it'll be the most broad for us 
and be able to help bring some 

773
00:39:33,800 --> 00:39:36,520
organic traffic as well. 
Cool, cool. 

774
00:39:36,560 --> 00:39:37,880
OK. 
Anything else Catherine you'd 

775
00:39:37,880 --> 00:39:41,080
like to share apart from the 
dates 15th October? 

776
00:39:42,960 --> 00:39:46,000
Um, I think just a shout out to 
everyone who's helped us along 

777
00:39:46,000 --> 00:39:47,440
the way. 
Like I think, you know, 

778
00:39:47,720 --> 00:39:50,520
obviously talking to folks like 
you is really huge and helpful 

779
00:39:50,520 --> 00:39:54,440
for us to help spread the word. 
And a lot of the other creators 

780
00:39:54,440 --> 00:39:57,720
we've talked to and I'm Pub 
Network and yeah, it's just a 

781
00:39:57,720 --> 00:40:01,520
very collaborative industry. 
So we're excited to hopefully 

782
00:40:01,720 --> 00:40:05,000
start our own foothold of a 
publishing company here in the 

783
00:40:05,000 --> 00:40:08,600
coming weeks. 
And yeah, we also are trying to 

784
00:40:08,600 --> 00:40:11,720
give back and we have a small 
blog, it's not yet that big on 

785
00:40:11,720 --> 00:40:14,200
our website, but just trying to 
help document like everything 

786
00:40:14,200 --> 00:40:16,680
we've learned and try to give 
back to the community. 

787
00:40:16,680 --> 00:40:18,840
So if anyone's listening to this
and trying to launch a game, 

788
00:40:18,840 --> 00:40:21,840
like I'm all all ears. 
Maybe a little bit busy the next

789
00:40:21,840 --> 00:40:24,040
month, but. 
Feel free to reach out if you 

790
00:40:24,040 --> 00:40:26,280
have any questions. 
There's also been a really 

791
00:40:26,280 --> 00:40:29,720
fantastic Instagram group we've 
been a part of that it's just 

792
00:40:29,720 --> 00:40:32,600
like a whole bunch of other 
creators in the same boat as 

793
00:40:32,800 --> 00:40:35,480
everyone else trying to launch. 
That is the thing, isn't it? 

794
00:40:35,480 --> 00:40:38,400
About about about, I think a lot
of games, even right back to 

795
00:40:38,400 --> 00:40:40,720
when Jamie first started with, 
you know, Stigma Games. 

796
00:40:40,720 --> 00:40:44,960
Stigma Games was all of the the 
collaboration, the amount people

797
00:40:44,960 --> 00:40:48,240
just share and want to help each
other out, whether it's content 

798
00:40:48,240 --> 00:40:50,760
creators like us or with 
designers or artists, they're 

799
00:40:50,760 --> 00:40:52,680
just, it's just a great 
community. 

800
00:40:53,360 --> 00:40:56,320
So it's great to see. 
Well, yeah, we wish you the best

801
00:40:56,320 --> 00:41:01,720
of luck in two weeks time and 
hope to see Game 3 materialize 

802
00:41:01,720 --> 00:41:06,280
in the distant future. 
OK, well, thank you. 

803
00:41:06,280 --> 00:41:09,280
Catherine said we'll wish you 
best luck on the 15th of 

804
00:41:09,280 --> 00:41:11,200
October. 
And thank you, PJ. 

805
00:41:11,800 --> 00:41:15,520
Yeah, thanks again, Catherine, 
for helping Gareth and I carry 

806
00:41:15,520 --> 00:41:19,280
us to the last of the 101st 100 
episodes. 

807
00:41:19,320 --> 00:41:21,760
It was a it was a lot of. 
Pressure. 

808
00:41:22,000 --> 00:41:25,440
It was a lot of pressure. 
So should we give a little bit 

809
00:41:25,440 --> 00:41:28,720
of a preview of what we've got 
in store for? 

810
00:41:28,880 --> 00:41:31,960
Episode 100. 
Episode 100, Gareth Yeah, Why 

811
00:41:32,040 --> 00:41:34,840
don't you tell our listeners a 
little bit so they know what to 

812
00:41:34,840 --> 00:41:37,920
expect? 
We have going to have a super 

813
00:41:37,920 --> 00:41:42,400
special guest and anyone who's 
been listening to the 199 

814
00:41:42,400 --> 00:41:46,280
episodes so far will might have 
a guess of who that might be 

815
00:41:46,280 --> 00:41:51,400
based on the common theme. 
We will be moving to video, so 

816
00:41:51,560 --> 00:41:54,240
we have been practicing video 
for the last three episodes, so 

817
00:41:54,240 --> 00:41:58,960
we've got that down to a tee. 
We've got two other special 

818
00:41:58,960 --> 00:42:02,160
guests, one to help us talk 
about podcasts and what we've 

819
00:42:02,160 --> 00:42:04,840
learned on our journey, and 
another guest who's going to 

820
00:42:04,840 --> 00:42:10,840
help us look forward to episode 
199 and maybe what another 100 

821
00:42:10,840 --> 00:42:13,400
episodes of Meeple to Meeple 
looks like. 

822
00:42:13,400 --> 00:42:18,000
So it's a kind of retrospective 
forward-looking episode and 

823
00:42:18,000 --> 00:42:20,600
video. 
And you can find us on YouTube 

824
00:42:20,600 --> 00:42:22,560
already, but there's it's the 
empty channel. 

825
00:42:23,000 --> 00:42:29,440
But please do go subscribe, like
check me out, subscribe and like

826
00:42:29,520 --> 00:42:33,680
to our YouTube channel, which is
Meeple to Meeple. 

827
00:42:35,000 --> 00:42:36,960
Pretty excited about this one. 
Yeah. 

828
00:42:37,400 --> 00:42:39,280
Episode 100, who would have 
thought? 

829
00:42:41,240 --> 00:42:43,920
OK, right. 
Thank you all for listening. 

830
00:42:44,720 --> 00:42:47,320
You'll be viewing next time I 
talk to you as well as 

831
00:42:47,320 --> 00:42:49,440
listening. 
And thank you, Catherine, again 

832
00:42:49,440 --> 00:42:50,800
for your time today. 
He's been brilliant. 

833
00:42:52,120 --> 00:42:53,600
Awesome. 
Thanks for having me everyone. 

834
00:42:54,320 --> 00:42:57,440
Thanks everyone for listening, 
please subscribe and as always, 

835
00:42:57,440 --> 00:43:01,440
we'd love to hear your thoughts 
and ideas, so make sure to leave

836
00:43:01,440 --> 00:43:05,600
those in the comments and don't 
forget you can also chat with us

837
00:43:05,600 --> 00:43:08,360
both on Instagram at Meatball to
Meatball.

