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Hey guys, welcome back to Meeple
to Meeple. 

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I want to apologize to all of 
you. 

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I know many of you have been 
following along. 

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I had bronchitis, still kind of 
do, but my voice is back. 

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You will also notice that I am 
not in the Meeple to Meeple 

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studios. 
I am hanging out in Northern 

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Illinois and we're in the 
Tabletop Vibes studio. 

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So thank you to Adam for lending
us his space. 

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And today it's lightning in a 
box. 

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Can Fury of the Elements catch 
fire? 

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That is today's title. 
And with me is Mark Szymanski. 

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Did I say that right? 
Szymanski did Mark Szymanski, 

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who is the designer of Fury of 
the Elements. 

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Mark, thanks for joining. 
Appreciate it for having me. 

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Absolutely no, this is great. 
I'm back in the saddle. 

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So this this feels good to be 
back sharing with my viewers. 

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Mark, why don't you tell us a 
little bit about yourself, how 

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you got into the board game 
hobby in the. 

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Vivid imagination and you want 
to really strike the hearts of 

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everybody, right, right. 
So I'm kind of a perfectionist. 

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So I, I pulled back a little bit
and said, what can I do that I 

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can do mostly on my own and I 
know I can pull a few people in 

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to help when I need it, right? 
I was running in a games our 

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local game store at at the time 
and reel into TCGS and some 

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other card games and that's when
lightning hit. 

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And lightning hit. 
I love that. 

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That's great. 
What was the what was the first 

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board game that you played that 
you were like, I'm hooked, I'm 

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going to be playing this. 
I'm going to be in this forever.

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Man, we've played a lot of 
games. 

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A lot of older games I don't get
to play as much now. 

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Sure, play quite a few, but my 
brother-in-law actually really 

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got me into playing tabletop 
games. 

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So I'd say one of my favorites 
that really is like, yeah, I 

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really want to do this is 
Firefly. 

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Firefly. 
Man, that's a good one. 

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Yes, and I was a big Firefly 
fan, my whole fan, so that was 

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great. 
Yeah, I really liked it. 

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And yeah, you can't beat Cap 
now. 

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No, you're absolutely right. 
So question is about lightning 

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in the box. 
We have lightning in the box 

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right here, guys. 
This is Fury of the Elements. 

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I'm sorry that the microphone is
splitting the box, but you could

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see that here. 
I know most of you are sitting 

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in your cars, not even watching 
the video, but why don't you 

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tell us about Fury of the 
Elements? 

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What kind of game is it? 
What? 

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What's its key mechanics? 
So it's a two player strategy 

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card game. 
Now they're being more called 

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expandable card games, trying to
kind of bring back that whole 

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LCG, you know, the living card 
game environment where they were

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real hot for a while and they've
kind of petered off a bit. 

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I think this is kind of there's,
you're seeing a lot of games 

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that are in the same realm, but 
they're doing things a little 

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bit different. 
I don't want to say this is in 

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the same realm as an LCG, but it
does have kind of that this 

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game's going to keep going for a
while, you know, and it's it's a

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two player strategy card game. 
You're playing on a grid. 

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You have positional based 
movement when you're playing the

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cards down to attack another 
card. 

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It's very similar to it's 
inspired by triple try it, which

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is a mini game off of Final 
Fantasy search. 

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OK, all right, so for those of 
you watching that no Final 

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Fantasy, you'll you'll know that
game well. 

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I do not know Final Fantasy, so 
I hope you guys do and you enjoy

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that. 
If you want another comparison, 

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just so you kind of know what it
is. 

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While this game is not a trading
card game, not a. 

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Good to know. 
It is still similar in the realm

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of games like Paragon TCG and 
never FTCG kind of in the look 

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of hey, we both we all use 
positional based combat. 

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OK, OK, so we're going to play a
card down. 

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It's got arrows or numbers like 
their games and that dictates 

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the direction that it attacks. 
OK when it goes down. 

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So are you attacking your 
opponent? 

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Are you attacking the cards or 
the Titans? 

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I believe they're called in the 
game. 

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So yeah, there's a bunch of 
different card types, and the 

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cards that are actually being 
played down are from two 

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different decks. 
The decks mirror each other, so 

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the game is completely 100% 
balanced right out-of-the-box. 

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OK. 
Balance is good. 

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Unlike a trading card game and 
some people would argue that 

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balance is boring. 
I beg to differ. 

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And this game has been said to 
have the perfect balance cycle. 

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So nice. 
That was a really big compliment

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that I got on it. 
So, yeah. 

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But so you're not really 
attacking your opponent, OK? 

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What you're trying to do is 
there's two different modes of 

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the game, OK? 
You have Fury, which is a three 

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by three grid, similar to Triple
Triad. 

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And then we extend it. 
And that's kind of like the 

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simple mode gets you the idea of
how combat works, right? 

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Then we extend it to a 5 by 5 
and we throw in some other 

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decks. 
So while the games, while the 

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decks mirror each other and they
they have the same cards in 

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there, the same elements, all 
the same positions, the game is 

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different because you're 
actually unlike a lot of these 

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other games where you're playing
grid based. 

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But when I'm playing across from
my opponent, they're playing 

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their card the same direction 
I'm playing in those games. 

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And I, I, I don't understand 
that or why. 

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So I was real adamant about 
you're on your side of the 

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table. 
You're gonna play your cards 

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face up to you when you play my 
face up to me. 

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So it kind of turns it into like
they're completely different 

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because they're positioned 
differently, right. 

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Yeah. 
So, so yeah, it's, it's a 

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position combat game. 
It is. 

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There's a lot of strategy 
involved and we can get more 

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into that as as we go. 
So you mentioned some other 

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games that it was like we've 
talked before the recording 

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about kind of the the evolution 
of the idea of Fury of the 

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Elements. 
So what was going on? 

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What was your inspiration that 
you like? 

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What did you see in the TCG and 
the LCG world that you didn't 

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like or you did like? 
And you were like, I think I can

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make this better, or I can think
I can, I can do this as well. 

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What was going on at that time 
when you came up with the idea 

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for this game? 
So at that time, I was running 

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our local game store as the 
manager there, Magic, you know, 

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PCG big game, right? 
Every store, right? 

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Pokémon, Yu-gi-oh, those were 
like the big three, right? 

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I was playing a different 
trading card game that was 

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actually really growing and 
blowing up in our store and 

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actually almost worldwide for a 
good solid four years called A 

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Force of Will TCG. 
So that game has some 

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inspiration. 
And this game came from Japan, 

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right? 
It was a Japan DCG, yeah. 

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And horse of Will, I love that. 
It was a really solid game at 

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the time, so it was some of the 
inspiration for this. 

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Obviously I'm really big into 
video games, so playing all the 

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Final Fantasies growing up, 
right? 

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The best thing, Some people are 
gonna hate me for this, but as 

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much as I still like the game, 
the best thing about Final 

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Fantasy 8 was Triple Triad. 
It was the mini game that was 

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actually in the in the game that
hooked me that I spent so many 

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hours running around trying to 
beat everybody, get their cards 

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and build decks and you know, 
and keep going. 

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So it was that feeling of how 
quick that game was to play and 

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seeing how sometimes in TCG's 
when you're playing, you can't 

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even get through one round. 
I played right, tons of 

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tournaments and you sit down, 
you build this deck and like, 

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OK, by turn 7 I can, I can beat 
them with this, this right. 

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And it doesn't always work out 
that way. 

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Sometimes you don't even get 
through the first game in the 

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round, you know, and it affects 
your your whole tournament 

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standing. 
So I was like, what if, you 

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know, we could make a game that 
could play in five to 10 minutes

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with the smaller version of the 
three by three. 

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And if people just wanted to 
play that, or it was a simple 

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version, they could play it over
a cup of coffee, a beer, 

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whatever, because that's all 
they had time for. 

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Because face it, that is all 
people have time for. 

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Sometimes it's true. 
You know. 

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It's very true. 
So I would say Triple Triad and 

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a handful of TCGS, especially 
Force of Will, were inspirations

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trying to fix some things that 
were wrong. 

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Well, I can't can't really say 
wrong. 

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I'd say for trading card games, 
there are persistent problems 

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where you're getting mana 
flooded, mana ramped. 

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I'm using Magic as an example 
for this one. 

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Force of Will was a little bit 
different and it didn't quite 

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work the same, but the idea of 
having to get resources, having 

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to get the cards you need and 
then trying to pull off playing 

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them just to have everything 
cancelled and you might as well 

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get up from the table and walk 
away. 

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Well, you and I talked about 
this, right? 

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We talked about the fact that 
you, you build a theme deck 

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because you're attached to the 
theme. 

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You have a love for the theme, 
right? 

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And I am going to use Magic the 
Gathering just for a moment. 

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My, you know, it's my wife built
a cat deck. 

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She loves cats, right? 
That is a sole reason why she 

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built the deck. 
It wasn't what the cards could 

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do. 
Then we go and play at the local

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game store with if they were 
friends of ours, but they were 

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more seasoned and she got wiped 
out pretty quickly. 

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And I know that's frustrating. 
That was frustrating for me to 

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watch. 
It's also frustrating as a card 

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game player when I design A 
game. 

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And so it sounds like you 
noticed that that was 

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problematic. 
Yeah, I have a kind of a unique 

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experience here with my resume. 
So I literally have been on both

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sides of the counter. 
I've also worked for 

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distributor, OK, so I talked to 
store owners and managers on a 

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regular basis. 
So now that I'm full into design

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mode, I've talked to a lot of 
designers too. 

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So it's taking a lot of 
information that I've gained 

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over the years and combine it 
with information from every 

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different spectrum of the 
community that we're trying to 

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serve and just trying. 
I'm not trying to reinvent the 

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wheel. 
I'm not trying to make the best 

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game in the world. 
I'm trying to make a game that 

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people will enjoy no matter what
they play. 

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If you're a championship Magic 
player you'll probably still 

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going to enjoy this because it 
can be just as competitive, but 

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it's more skill based. 
OK. 

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So, OK, yeah, the skill is there
while there's luck because it's 

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a card game. 
You got to draw cards. 

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Sure you have that look I have 
extensively gone through to try 

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and make everything balanced in 
those decks. 

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So your two power card decks in 
there are one for each player. 

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There's 60 cards and there's 
four elements in those decks. 

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It took a while to get this math
right combinations, but when we 

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finally landed on the magic 
number per element, everything 

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clicked and it's 15 cards per 
element because that gives me 

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with numbers 123 and four for 
the power levels of these cards.

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It gives me every combination 
that the arrows could be in 

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period, every combination one 
through 4. 

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So on the fours you have or 
sorry, on the fours, there's 

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only four number four cards in 
the deck, one of each element 

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because you can only have those 
fours and one those arrows in 

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one position, right? 
And then for the threes, there's

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different combinations of where 
those where the three arrows 

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would be with one open spot. 
Say that with the twos twos have

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there's six of those and then 
there's 4 ones. 

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It's the same thing, right? 
Twos are kind of unique because 

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you can do the up and down, left
and right as well as right, you 

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know, so, so it took a while to 
figure out like, OK, the game 

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evolved from what we were 
originally doing and, and things

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just kind of fell into place 
once we got that Magic. 

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No, right. 
We're like, oh, let's keep these

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single colors. 
Let's put all four colors in the

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deck and we have 60 cars. 
Wow. 

226
00:10:53,800 --> 00:10:56,080
People who play Magic are going 
to feel right at home with that.

227
00:10:56,600 --> 00:10:58,320
Yeah, right. 
That's that's in the wheel. 

228
00:10:58,520 --> 00:11:02,000
So let me ask you a question 
because so for for my viewers, I

229
00:11:02,000 --> 00:11:06,040
have not played this game. 
Only tangent tangentially was 

230
00:11:06,040 --> 00:11:08,680
looking through the contents 
before recording. 

231
00:11:08,680 --> 00:11:13,760
I noticed that there's dice. 
Can you tell me what role the 

232
00:11:13,760 --> 00:11:16,080
dice play in the game? 
Yeah, sure. 

233
00:11:16,360 --> 00:11:18,680
Right now they play a very small
role. 

234
00:11:18,680 --> 00:11:21,600
OK, you'll notice that if you 
saw them, there are six colors. 

235
00:11:21,640 --> 00:11:23,000
Yeah. 
So we have 6 elements in the 

236
00:11:23,000 --> 00:11:25,320
game. 
OK, so we've got fire, water, 

237
00:11:25,320 --> 00:11:28,520
earth, air, and then we've got 
what's called void and balance. 

238
00:11:28,720 --> 00:11:31,600
Oh, OK, So you have your four 
normal elements, and then you've

239
00:11:31,600 --> 00:11:33,520
got these two. 
Like, what the heck are these? 

240
00:11:33,520 --> 00:11:35,760
Well, they're kind of the 
storytellers of the game. 

241
00:11:36,000 --> 00:11:38,920
Everything revolves around these
two elements and the other ones 

242
00:11:38,920 --> 00:11:40,840
are kind of along for the ride. 
OK. 

243
00:11:40,880 --> 00:11:45,440
So yeah, so basically with with 
those, with those elements, 

244
00:11:45,800 --> 00:11:48,000
there's so many different 
combinations you can do. 

245
00:11:48,280 --> 00:11:51,240
And we consider make cards and 
keep going, right, combining 

246
00:11:51,240 --> 00:11:53,280
them. 
And we probably won't get to 

247
00:11:53,280 --> 00:11:57,000
that at some point, but yeah. 
So do you foresee because you 

248
00:11:57,000 --> 00:12:00,400
talked about it is you see it as
an LCG living card game? 

249
00:12:00,720 --> 00:12:07,080
Do you see it as like big box 
expansions or like just booster 

250
00:12:07,080 --> 00:12:09,720
blister pack types of 
expansions? 

251
00:12:09,840 --> 00:12:11,520
How do you how do? 
How are you envisioning that 

252
00:12:11,920 --> 00:12:13,720
going forward? 
Well, the the. 

253
00:12:14,080 --> 00:12:16,040
If I'm allowed to ask that 
question, OK. 

254
00:12:16,040 --> 00:12:19,320
It's actually it's one of our 
key, key selling points for the 

255
00:12:19,320 --> 00:12:21,360
game really. 
We've developed what's called a 

256
00:12:21,360 --> 00:12:24,040
modular deck system. 
Modular deck system? 

257
00:12:24,040 --> 00:12:24,680
Yeah. 
How? 

258
00:12:24,680 --> 00:12:27,760
How does that work? 
So how this works is you've got 

259
00:12:27,760 --> 00:12:29,360
the two power decks that have 
the elements in it. 

260
00:12:29,360 --> 00:12:32,040
Those are the cards that the 
players are generally playing on

261
00:12:32,120 --> 00:12:35,720
on the field to battle. 
OK, we've thrown in some spells,

262
00:12:35,720 --> 00:12:38,080
we've thrown in some void cards,
we've thrown in some Titans 

263
00:12:38,080 --> 00:12:40,760
we'll get into those later, but 
those are all different decks as

264
00:12:40,760 --> 00:12:43,280
well. 
OK, they all have server purpose

265
00:12:43,320 --> 00:12:46,360
and how you get those out on the
field and what you do is all 

266
00:12:46,480 --> 00:12:49,080
it's all trigger based. 
It's it's different every time 

267
00:12:49,080 --> 00:12:52,680
you play, right? 
So to get these decks using the 

268
00:12:52,680 --> 00:12:57,960
modular deck system, if this box
in here is the Kickstarter 

269
00:12:57,960 --> 00:13:02,160
exclusive box, this has the same
stuff inside that the retail 

270
00:13:02,400 --> 00:13:05,560
version we'll have If we wanted 
to take one of those void decks,

271
00:13:05,560 --> 00:13:10,600
which consists of 25 cards and 
say we make an expansion down 

272
00:13:10,600 --> 00:13:13,840
the line and we want to do 
something small or like, hey, 

273
00:13:13,840 --> 00:13:17,800
this is a really cool idea just 
for the void cards, which we 

274
00:13:17,800 --> 00:13:22,000
actually did backwards. 
It's kind of interesting. 

275
00:13:22,200 --> 00:13:25,120
Thank you Gencon. 
So basically all you have to do 

276
00:13:25,120 --> 00:13:28,520
is just when you set up the 
game, you take that void deck 

277
00:13:28,520 --> 00:13:31,320
out and you put the other one in
and your play experience is 

278
00:13:31,320 --> 00:13:34,160
completely different. 
And it's like that for the spell

279
00:13:34,160 --> 00:13:35,680
decks. 
It's like that for the Titans as

280
00:13:35,680 --> 00:13:37,680
well. 
So talk about the reverse 

281
00:13:37,800 --> 00:13:41,160
engineering of that, right. 
So I don't let that fall tell us

282
00:13:41,160 --> 00:13:44,000
about that. 
Reverse is actually a term of 

283
00:13:44,000 --> 00:13:45,400
ours. 
OK, reverse. 

284
00:13:45,400 --> 00:13:49,360
Yeah, so the game goes beyond 
just using the elements in a 

285
00:13:49,360 --> 00:13:53,600
normal hierarchy, right? 
OK, what happened at Gen. con? 

286
00:13:53,600 --> 00:13:55,880
So just stay on the topic of the
void cards. 

287
00:13:55,960 --> 00:13:58,800
The game was a little more 
complex for the full version of 

288
00:13:58,800 --> 00:14:00,640
the 5 by 5 the Titan's fury 
mode. 

289
00:14:00,800 --> 00:14:04,560
OK, OK, so when we're explaining
it, people, everybody caught on 

290
00:14:04,560 --> 00:14:08,000
everything quick. 
But the void mechanic was a 

291
00:14:08,000 --> 00:14:11,720
little extensive. 
It was a little too much. 

292
00:14:11,720 --> 00:14:14,880
Just a little too much to 
swallow when you're trying to 

293
00:14:14,880 --> 00:14:16,480
learn again without reading the 
rulebook. 

294
00:14:16,720 --> 00:14:18,520
Okay. 
And ask explain to you really 

295
00:14:18,520 --> 00:14:20,560
quickly because we're trying to 
Gen. 

296
00:14:20,560 --> 00:14:23,600
Con and people are coming up and
you're trying to get them seated

297
00:14:23,600 --> 00:14:26,640
and get the plane right. 
Okay, so they can test it out. 

298
00:14:26,640 --> 00:14:30,800
So we had arrows like we have on
the power cards positions, 

299
00:14:30,800 --> 00:14:33,440
right? 
Well, we have a grid on our our 

300
00:14:33,440 --> 00:14:36,520
playmat, it's 5 by 5. 
And there's designations on the 

301
00:14:36,520 --> 00:14:40,040
void cards of where those go. 
How they come out doesn't really

302
00:14:40,040 --> 00:14:42,240
matter right now, but they have 
a spot. 

303
00:14:42,360 --> 00:14:44,120
OK. 
So originally the original 

304
00:14:44,120 --> 00:14:47,280
design had arrows on those as 
well and they were different for

305
00:14:47,280 --> 00:14:48,920
each spot that they were on, 
they pointed different 

306
00:14:48,920 --> 00:14:52,240
directions. 
So when a void card came out, it

307
00:14:52,240 --> 00:14:55,160
interacted with not just a card 
in its space, but wherever it 

308
00:14:55,160 --> 00:14:57,720
was pointing as well. 
It's a really cool mechanic and 

309
00:14:57,720 --> 00:14:59,600
it gets a little more extensive 
from that. 

310
00:14:59,800 --> 00:15:02,560
So we felt like, you know what, 
it's really good and people 

311
00:15:02,560 --> 00:15:05,400
really like it, right? 
But it's a little too much to 

312
00:15:05,600 --> 00:15:09,000
bite on right now. 
So we want to keep this game 

313
00:15:09,000 --> 00:15:11,040
streamlined. 
You can't make a game for 

314
00:15:11,040 --> 00:15:15,880
everybody, but we are trying to 
make it where as many people can

315
00:15:15,880 --> 00:15:18,400
play it as possible, where they 
don't feel overwhelmed. 

316
00:15:18,600 --> 00:15:20,320
Sure, that's different age 
ranges. 

317
00:15:20,320 --> 00:15:22,960
We had so many different age 
ranges playing this. 

318
00:15:22,960 --> 00:15:25,600
It was great. 
But So what we did was we rolled

319
00:15:25,600 --> 00:15:28,920
back the void mechanic panic a 
little bit and we simply took 

320
00:15:28,920 --> 00:15:31,560
the arrows off and put that 
mechanic on hold. 

321
00:15:31,560 --> 00:15:34,840
So now the only interaction is 
when the boy card comes out, it 

322
00:15:34,840 --> 00:15:36,920
interacts with the card in its 
space. 

323
00:15:37,160 --> 00:15:37,880
Okay. 
That's it. 

324
00:15:37,880 --> 00:15:41,920
So all this came out in a four 
day play. 

325
00:15:42,360 --> 00:15:45,280
Play testing Play testing at Jen
Con. 

326
00:15:45,360 --> 00:15:47,120
Yeah, three day for us. 
Yeah, three day. 

327
00:15:47,160 --> 00:15:48,720
We took off to actually try and 
enjoy the. 

328
00:15:49,120 --> 00:15:51,120
Good for you. 
Flew back home to California. 

329
00:15:51,240 --> 00:15:53,400
Good for you. 
People tend to forget, like if 

330
00:15:53,400 --> 00:15:55,800
you're a designer and or you're 
working the con, you need to 

331
00:15:55,800 --> 00:15:58,080
take a day for yourself. 
It was a lot of work. 

332
00:15:58,080 --> 00:16:02,080
So I want to ask you, this has 
been a, you know, if everyone 

333
00:16:02,080 --> 00:16:06,240
has been listening, this theme 
about emotions, vulnerability 

334
00:16:06,240 --> 00:16:09,360
and community, right? 
This has been the theme of my 

335
00:16:09,360 --> 00:16:12,360
episode for so long. 
And I want to talk about, I want

336
00:16:12,360 --> 00:16:14,680
to ask you about the play 
testing, right? 

337
00:16:14,920 --> 00:16:17,440
I guess it's a twofold question.
I guess my first, the first part

338
00:16:17,440 --> 00:16:22,520
of the question is how easy was 
it for you to be vulnerable, to 

339
00:16:22,520 --> 00:16:26,360
open yourself up to all the 
possible opinions during this 

340
00:16:26,600 --> 00:16:29,960
three day play testing? 
And then second of all, how did 

341
00:16:30,080 --> 00:16:32,240
that go? 
How successful were you and how 

342
00:16:32,240 --> 00:16:34,560
successful did you get? 
Talk to me about that. 

343
00:16:34,720 --> 00:16:36,800
All right. 
So we've got a lot of management

344
00:16:36,800 --> 00:16:39,320
experience and you've always got
higher ups trying to tell you 

345
00:16:39,480 --> 00:16:40,800
how to do this. 
I did that right? 

346
00:16:40,840 --> 00:16:44,640
I'm pretty resistant. 
I'm kind of the kind of guy that

347
00:16:44,640 --> 00:16:46,160
pushes back a little. 
Bit right? 

348
00:16:46,240 --> 00:16:52,320
OK, especially if I'm proven 
myself time and time again, then

349
00:16:52,400 --> 00:16:54,120
I'm kind of the the resistant 
one. 

350
00:16:54,120 --> 00:17:00,120
But it took a little bit for me 
to figure out how exactly to do 

351
00:17:00,120 --> 00:17:02,360
this. 
And one of the master classes I 

352
00:17:02,360 --> 00:17:06,079
was in of Justin Garry's, he 
talked about, you know, you've 

353
00:17:06,079 --> 00:17:08,160
got to be vulnerable. 
You've got to be able to take 

354
00:17:08,480 --> 00:17:11,640
criticism, positive, negative 
and and and run with it. 

355
00:17:11,640 --> 00:17:15,520
So because of going and this 
Gen. 

356
00:17:15,520 --> 00:17:19,040
Con 2023 was the first public 
outing for the game. 

357
00:17:19,560 --> 00:17:22,640
We actually introduced it to the
world over three days. 

358
00:17:22,640 --> 00:17:28,800
We had well over 8586 people OK 
play test it just at Gen. 

359
00:17:28,800 --> 00:17:32,440
Con. 
So preparing for that just I had

360
00:17:32,440 --> 00:17:37,240
to steel myself and say no 
matter what they say, take the 

361
00:17:37,240 --> 00:17:41,240
feedback, listen to it and even 
if I don't agree with it, try 

362
00:17:41,240 --> 00:17:44,360
and find the value in it. 
That's not an easy task. 

363
00:17:44,360 --> 00:17:48,280
No, that's very difficult. 
So whether whether it's all 

364
00:17:48,280 --> 00:17:51,040
feedback is valuable and and you
might get something that's just 

365
00:17:51,040 --> 00:17:54,280
like, well, that was, you know, 
OK, whatever, didn't see that 

366
00:17:54,280 --> 00:17:56,120
coming order. 
And nine times that 10. 

367
00:17:56,120 --> 00:17:57,520
I'll be completely transparent 
here. 

368
00:17:57,760 --> 00:18:00,440
When you're a designer and 
you've gone through one of the 

369
00:18:00,440 --> 00:18:04,200
secret sauces of game design, 
which is iteration, most likely,

370
00:18:04,200 --> 00:18:07,480
I've already come up with what 
anything anybody else is going 

371
00:18:07,480 --> 00:18:10,160
to come up with, right? 
But you never know. 

372
00:18:10,160 --> 00:18:13,400
And there might just be some 
little thing pops up. 

373
00:18:13,440 --> 00:18:15,600
And there was, oh, there was 
this. 

374
00:18:15,680 --> 00:18:18,760
Oh, it was perfect. 
So this young gentleman came up 

375
00:18:18,760 --> 00:18:20,720
and played on the Thursday. 
OK. 

376
00:18:21,040 --> 00:18:23,480
And he said, man, I asked him. 
It's like I asked. 

377
00:18:23,480 --> 00:18:25,640
Everybody said, hey, did you win
or lose? 

378
00:18:25,680 --> 00:18:27,640
I lost. 
OK, let me ask you this. 

379
00:18:27,640 --> 00:18:29,240
Did you have fun? 
Yes. 

380
00:18:29,320 --> 00:18:31,040
Good question. 
I did my job then. 

381
00:18:31,240 --> 00:18:34,320
If you have fun losing that 
should be a decent game. 

382
00:18:34,560 --> 00:18:37,480
I agree, right. 
So he gave us one piece of 

383
00:18:37,480 --> 00:18:38,640
feedback. 
He's like, there's just one 

384
00:18:38,640 --> 00:18:41,800
thing that nags at me with this 
and he's like your spell cards. 

385
00:18:41,880 --> 00:18:44,280
I love what they do when I can 
use them. 

386
00:18:45,440 --> 00:18:49,320
I was like, OK, he's like, I 
just I can't use them because 

387
00:18:49,320 --> 00:18:52,960
basically you get us the spell 
cards on are on what's called a 

388
00:18:52,960 --> 00:18:55,960
clash deck. 
OK Clash spell deck and the top.

389
00:18:55,960 --> 00:18:59,000
That's one of the two decks. 
One of those decks, OK, it's one

390
00:18:59,000 --> 00:19:01,880
of those other decks that I was 
talking about, the 25 card deck 

391
00:19:02,200 --> 00:19:04,600
and the top card is is is is 
face up. 

392
00:19:04,920 --> 00:19:09,880
OK, so and this is kind of odd 
because most people would expect

393
00:19:09,880 --> 00:19:11,760
to be face down and they're just
gonna draw it. 

394
00:19:12,160 --> 00:19:14,480
I agree. 
But there's a method to this 

395
00:19:14,480 --> 00:19:17,120
madness, and we've play tested 
multiple times, every way you 

396
00:19:17,120 --> 00:19:19,120
can think of. 
This is what we settled on 

397
00:19:19,120 --> 00:19:23,280
because it was the highest 
stakes because now you know what

398
00:19:23,280 --> 00:19:25,800
you're playing for, you know 
what you're fighting for. 

399
00:19:25,800 --> 00:19:28,520
So what you're trying to do is 
that spell deck is a community 

400
00:19:28,520 --> 00:19:31,600
deck. 
So when OK, you're when you do a

401
00:19:31,600 --> 00:19:34,680
certain mechanic, it unlocks the
ability for you to get one of 

402
00:19:34,680 --> 00:19:36,440
those spells and then the next 
one flips over. 

403
00:19:36,440 --> 00:19:39,800
Some of them have field effects 
that affect everything instantly

404
00:19:40,000 --> 00:19:43,120
until somebody gets it right. 
And then some of them are cards 

405
00:19:43,120 --> 00:19:46,320
that you use when you want to, 
not instant speed. 

406
00:19:46,320 --> 00:19:50,080
It's not like a trading card 
game where you can react and 

407
00:19:50,120 --> 00:19:51,800
dump your hand or anything like 
that. 

408
00:19:51,800 --> 00:19:53,760
You can't. 
It's very specific. 

409
00:19:53,840 --> 00:19:56,960
Everybody gets to play and 
that's again another reason why 

410
00:19:56,960 --> 00:19:59,040
it's so balanced. 
It's very quick. 

411
00:19:59,200 --> 00:20:00,880
I'm playing a card, you're 
playing a card. 

412
00:20:00,920 --> 00:20:02,360
OK, cool. 
I'm going to do another 

413
00:20:02,360 --> 00:20:04,600
interaction now. 
I'm going to lean to before I 

414
00:20:04,600 --> 00:20:07,120
play card out of my hand, I'm 
going to play this spell card 

415
00:20:07,120 --> 00:20:11,200
that I won earlier, which goes 
in one of two spell slots for 

416
00:20:11,200 --> 00:20:14,120
you to save spell slots. 
And there's reason. 

417
00:20:14,120 --> 00:20:16,400
There's two. 
There's a reason. 

418
00:20:16,520 --> 00:20:18,160
We'll talk about that reason 
another time. 

419
00:20:18,160 --> 00:20:23,440
All right, two slots. 
And you can save those spells 

420
00:20:23,440 --> 00:20:24,600
for later for when you need 
them. 

421
00:20:24,840 --> 00:20:27,960
So a piece of feedback we got 
was, is there a way I can use 

422
00:20:27,960 --> 00:20:31,600
this later or is there some 
other thing we could do with the

423
00:20:31,600 --> 00:20:33,680
spell to make it useful all the 
time? 

424
00:20:33,680 --> 00:20:37,040
The game is very situational 
based, meaning that because you 

425
00:20:37,040 --> 00:20:39,840
still have RNG from all these 
decks, including your own decks,

426
00:20:39,880 --> 00:20:42,480
and they're, they're still 
balanced, meaning you can always

427
00:20:42,480 --> 00:20:45,040
play something. 
It doesn't always mean that the 

428
00:20:45,040 --> 00:20:48,760
effect that a Titan has or the 
the effect that a spell has is 

429
00:20:48,760 --> 00:20:51,360
going to be what's needed right 
at the moment. 

430
00:20:51,360 --> 00:20:55,600
And that's OK, because that's 
part of the charm of the game. 

431
00:20:55,640 --> 00:20:59,520
If you had every tool in your 
arsenal at every given moment 

432
00:20:59,520 --> 00:21:02,080
and could do everything, then it
wouldn't really be fun, right? 

433
00:21:02,080 --> 00:21:03,800
There's got to be some 
restriction. 

434
00:21:04,960 --> 00:21:09,560
So the he asked us that and we 
went back that night to the 

435
00:21:09,560 --> 00:21:12,480
hotel room. 
My Co designer Omar and I and 

436
00:21:12,480 --> 00:21:15,680
our friend Zach who was helping 
at the con, we talked about it 

437
00:21:15,960 --> 00:21:18,920
and we're like you know what? 
Let's for the rest of the con 

438
00:21:18,920 --> 00:21:21,400
put a static ability. 
We'll just tell everybody, hey, 

439
00:21:21,400 --> 00:21:23,680
there's a hidden ability on the 
card that isn't there. 

440
00:21:23,840 --> 00:21:25,560
It's because it's a piece of 
feedback we got. 

441
00:21:25,760 --> 00:21:28,640
We want to try it out. 
It's play testing, so go for it.

442
00:21:28,880 --> 00:21:31,760
So what we did was we said that 
all these spells have their own 

443
00:21:31,760 --> 00:21:33,840
effects. 
We gave a static effect across 

444
00:21:33,840 --> 00:21:38,000
the deck that says draw 2 cards 
and put back any two you don't 

445
00:21:38,000 --> 00:21:40,160
want at the bottom. 
Everybody that plays card games,

446
00:21:40,160 --> 00:21:42,760
especially trading card games, 
loves deck filtering. 

447
00:21:43,280 --> 00:21:48,960
So it was that I was so happy 
with that piece of feedback and 

448
00:21:48,960 --> 00:21:51,840
then being able to come up with 
a resolution so quickly. 

449
00:21:52,520 --> 00:21:54,840
And it stuck. 
The second we did that, he came 

450
00:21:54,840 --> 00:21:58,440
back on Saturday and I told him 
he was just like, perfect. 

451
00:21:58,480 --> 00:22:00,520
That that was what he was. 
Looking for perfect. 

452
00:22:00,680 --> 00:22:03,000
Nice. 
So, yeah, so it kind of got me 

453
00:22:03,000 --> 00:22:04,280
right here, you know? 
Yeah. 

454
00:22:04,280 --> 00:22:07,080
And I imagine that that 
motivated you beyond Gen. 

455
00:22:07,080 --> 00:22:09,880
Con when you got home, right? 
Oh yeah, so he's not the only 

456
00:22:09,880 --> 00:22:12,080
one to give us feedback. 
We took feedback sheets. 

457
00:22:12,200 --> 00:22:15,200
Yep, We we did a little just 
real quick for them. 

458
00:22:15,400 --> 00:22:17,640
Didn't take any personal 
information, which might have 

459
00:22:17,640 --> 00:22:20,320
been a mistake, but I was trying
to respect people's privacy, you

460
00:22:20,320 --> 00:22:22,600
know? 
But we took all this feedback 

461
00:22:22,680 --> 00:22:24,360
that they gave us and I went 
through most of it and I was 

462
00:22:24,360 --> 00:22:28,720
like, OK, most of this, it's 
good feedback, but it's stuff 

463
00:22:28,720 --> 00:22:31,200
we've already tried or stuff 
that's not going to work. 

464
00:22:31,640 --> 00:22:33,840
Some of this stuff will work 
later and we've already got 

465
00:22:33,840 --> 00:22:35,600
plans for that. 
So hopefully they'll stick 

466
00:22:35,600 --> 00:22:38,920
around and they'll see that, 
hey, we did listen and we were 

467
00:22:38,920 --> 00:22:41,360
thinking on the same page as 
them, just not for the base 

468
00:22:41,360 --> 00:22:43,560
game. 
So yeah, I was, I was really 

469
00:22:43,560 --> 00:22:45,560
happy with that outcome. 
I was real happy with. 

470
00:22:45,560 --> 00:22:49,360
It was there any during those, 
during that three days, was 

471
00:22:49,360 --> 00:22:53,720
there a moment where the 
feedback was either the feedback

472
00:22:53,720 --> 00:22:57,000
was difficult or the person 
giving it was difficult? 

473
00:22:57,160 --> 00:22:58,360
I mean, we're all human, right? 
Yeah. 

474
00:22:58,600 --> 00:23:00,520
So. 
So you told me a good story. 

475
00:23:00,520 --> 00:23:04,000
Was there an opposite story? 
And if so, how did you deal with

476
00:23:04,000 --> 00:23:06,080
that? 
This is going to blow your mind.

477
00:23:06,080 --> 00:23:07,560
You're. 
Going to tell me there wasn't. 

478
00:23:07,560 --> 00:23:09,640
And this is. 
Anything negative to say? 

479
00:23:10,520 --> 00:23:12,720
It's not that they didn't have 
anything negative to say because

480
00:23:12,720 --> 00:23:15,280
I wrote down everything, went 
through everybody's survey and 

481
00:23:15,280 --> 00:23:18,600
there was a little bit of 
negativity, but it wasn't what I

482
00:23:18,600 --> 00:23:20,880
expected. 
I expected people straight up 

483
00:23:20,880 --> 00:23:23,680
say this game's trash, I don't 
like it, get off the table, 

484
00:23:23,920 --> 00:23:25,840
don't even think about it, you 
know, whatever. 

485
00:23:26,120 --> 00:23:30,000
None of that, Absolutely none. 
The most negative thing we got 

486
00:23:30,160 --> 00:23:34,200
was the spell card right issue, 
and the void was too complicated

487
00:23:34,280 --> 00:23:35,920
and there was just too much to 
swallow. 

488
00:23:37,000 --> 00:23:39,600
And then there were a few 
situations that just came up 

489
00:23:39,600 --> 00:23:42,360
with cards being played a 
certain way that we hadn't fully

490
00:23:42,360 --> 00:23:44,400
realized like that could be 
done. 

491
00:23:44,440 --> 00:23:47,160
Didn't see that one coming. 
We thought we saw all the 

492
00:23:47,160 --> 00:23:49,320
situations. 
There's a few we didn't see. 

493
00:23:49,400 --> 00:23:52,880
That was it out of like 86 
people, right? 

494
00:23:53,080 --> 00:23:55,960
That was it. 
So that right there told me that

495
00:23:55,960 --> 00:23:57,520
okay. 
You've got a good product. 

496
00:23:57,520 --> 00:23:59,560
We're on the right track right 
now. 

497
00:23:59,560 --> 00:24:03,000
Let's go back and give them all 
the visual stuff that they want 

498
00:24:03,000 --> 00:24:04,400
to see. 
They want to see more stuff on 

499
00:24:04,400 --> 00:24:06,720
the cards to differentiate them 
between each other. 

500
00:24:06,720 --> 00:24:11,120
So one power deck is purple, 
it's got it's it's accented with

501
00:24:11,120 --> 00:24:14,680
purple on the back and the 
front, and then the other one is

502
00:24:14,680 --> 00:24:16,400
yellow. 
There's a reason for this. 

503
00:24:16,800 --> 00:24:19,960
I saw the, saw the yellow cards.
I'll get to the reason in a 

504
00:24:19,960 --> 00:24:23,440
second, but they wanted just a 
little bit more visibility to 

505
00:24:23,440 --> 00:24:25,360
just make them a little more 
distinct. 

506
00:24:25,400 --> 00:24:27,520
OK, It's one thing, you're 
playing them upside down from 

507
00:24:27,520 --> 00:24:29,160
each other. 
That should be a pretty good 

508
00:24:29,160 --> 00:24:31,080
indicator. 
But sometimes all those colors 

509
00:24:31,080 --> 00:24:33,120
can blend, especially if you're 
color blind. 

510
00:24:33,200 --> 00:24:35,000
Yes, which brings me to my next 
point. 

511
00:24:35,120 --> 00:24:38,000
We designed theory of the 
elements to be accessible to 

512
00:24:38,000 --> 00:24:41,280
color blind, OK? 
That is why we used purple and 

513
00:24:41,280 --> 00:24:42,440
yellow. 
Wow. 

514
00:24:42,520 --> 00:24:45,240
OK, talk. 
So I don't know a lot about 

515
00:24:45,240 --> 00:24:48,160
visual impairments or color 
blindness in particular. 

516
00:24:48,160 --> 00:24:50,240
Talk to me about that. 
So I'm not, I'm not saying that 

517
00:24:50,240 --> 00:24:53,440
it's perfect. 
We we did our best to do some 

518
00:24:53,440 --> 00:24:56,400
research and we have a very 
close friend that's really 

519
00:24:56,400 --> 00:25:00,400
colorblind. 
OK, so we figured we would use 

520
00:25:00,400 --> 00:25:02,800
purple. 
Well, we researched that purple 

521
00:25:02,800 --> 00:25:07,640
and yellow were two really good 
contrasting colors that allow 

522
00:25:07,640 --> 00:25:11,240
them, if they can't still see 
the color, that they are starkly

523
00:25:11,240 --> 00:25:14,680
different, that they stand out. 
OK, see I didn't. 

524
00:25:14,960 --> 00:25:18,560
Know that not only does it fit 
our theme because balance is 

525
00:25:18,560 --> 00:25:21,960
yellow and void is purple, OK, 
there was a underlying reason 

526
00:25:21,960 --> 00:25:23,880
for using them and, and that was
it. 

527
00:25:24,160 --> 00:25:27,560
So in addition to that, outside 
of colour, we made sure that we 

528
00:25:27,560 --> 00:25:31,760
put the elements or any 
important information that 

529
00:25:31,760 --> 00:25:35,560
that's visual where it can 
always be seen whether the cards

530
00:25:35,560 --> 00:25:38,080
in your hand. 
I moved an emblem from the Gen. 

531
00:25:38,080 --> 00:25:41,280
Con version of the element under
the number. 

532
00:25:41,280 --> 00:25:43,160
So when you're holding them in 
your hand, you've got the 

533
00:25:43,160 --> 00:25:45,600
element and the number right. 
So it doesn't matter if you can 

534
00:25:45,600 --> 00:25:47,080
see the colour or not That's 
cool. 

535
00:25:47,080 --> 00:25:49,840
Everything OK, Everything is set
up that way. 

536
00:25:49,880 --> 00:25:51,800
Writing cards, the spell cards, 
everything. 

537
00:25:52,080 --> 00:25:54,800
So there's also an interesting 
component, one of the things 

538
00:25:54,800 --> 00:25:57,000
when I was getting ready for 
this episode, I was reading the 

539
00:25:57,000 --> 00:25:59,120
rules a little bit. 
I noticed like so there's 

540
00:25:59,160 --> 00:26:02,880
there's six elements and you can
I don't know if manipulate the 

541
00:26:02,880 --> 00:26:06,520
right word and I don't know that
this game inspired it, but this 

542
00:26:06,520 --> 00:26:08,960
is what I thought. 
And Please remember, I have not 

543
00:26:08,960 --> 00:26:11,720
played the game yet, so I'm 
going to learn this this 

544
00:26:11,720 --> 00:26:14,040
weekend. 
I got the feeling of like Uno 

545
00:26:14,240 --> 00:26:16,720
right, Whatever your opinion on 
Uno is, But I was thinking of 

546
00:26:16,720 --> 00:26:20,480
hey, because there's there's a 
way where like red beats green, 

547
00:26:20,480 --> 00:26:22,400
but you could somehow reverse 
that. 

548
00:26:22,720 --> 00:26:25,560
OK, now you bring. 
I always said reverse was one of

549
00:26:25,560 --> 00:26:27,320
our. 
Here we go, reverse. 

550
00:26:27,320 --> 00:26:32,080
OK, so Uno was also a, an 
inspiration for it too. 

551
00:26:32,080 --> 00:26:33,960
But when you're talking about 
the game, you're trying to do a 

552
00:26:33,960 --> 00:26:36,560
tagline something real quick, 
you know, 2 sentences. 

553
00:26:36,800 --> 00:26:39,560
You can't say it was inspired by
15 games. 

554
00:26:39,560 --> 00:26:40,840
No, you can't. 
You got to cut it down. 

555
00:26:40,840 --> 00:26:43,160
You got to do something. 
So I, I, I went with triple 

556
00:26:43,160 --> 00:26:45,680
Triad originally was triple 
Triad Magic the Gathering, but 

557
00:26:46,320 --> 00:26:48,680
that's mainly because of the 
spell art and the spell types 

558
00:26:48,680 --> 00:26:51,440
and stuff like that. 
It it's familiar, but reverse. 

559
00:26:51,520 --> 00:26:55,080
So I was looking at Uno deck and
when we first designed Fury, we 

560
00:26:55,080 --> 00:26:58,680
started with 52 cards, an actual
playing card deck. 

561
00:26:58,840 --> 00:27:01,400
OK, OK, because there's four 
suits, right? 

562
00:27:01,520 --> 00:27:03,840
And we wanted four elements on 
the power cards. 

563
00:27:04,160 --> 00:27:06,000
Those are the only ones we were 
worried about at the time, 

564
00:27:06,160 --> 00:27:07,440
right? 
Void and balance word for 

565
00:27:07,440 --> 00:27:09,800
something else. 
So we're like, OK, well, what 

566
00:27:09,800 --> 00:27:11,280
are we doing? 
So originally we actually had 

567
00:27:11,280 --> 00:27:14,320
one through 13 because, well, 
there's 13 cards for six. 

568
00:27:14,360 --> 00:27:16,560
Right. 
Right, but we, you had the void 

569
00:27:16,560 --> 00:27:18,720
cards in your hand. 
We had some cards that were 

570
00:27:18,720 --> 00:27:21,560
called charge cards that did 
kind of like a wild card out in 

571
00:27:21,560 --> 00:27:25,360
the field and it was cool. 
But as we refine it, like I said

572
00:27:25,360 --> 00:27:27,440
earlier, and we got down to that
Magic number and the way 

573
00:27:27,440 --> 00:27:29,600
everything worked, we we 
scrapped that. 

574
00:27:29,760 --> 00:27:31,480
But that was the original 
inspiration. 

575
00:27:31,480 --> 00:27:34,640
Now Uno, it's funny you bring 
that up because yes, I used kind

576
00:27:34,640 --> 00:27:37,160
of the color scheme. 
OK, Why did I use the color 

577
00:27:37,160 --> 00:27:38,680
scheme? 
Well, I mean, they're elements. 

578
00:27:38,680 --> 00:27:41,840
They're going to have that red, 
blue-green, you know, but Uno's 

579
00:27:41,840 --> 00:27:43,080
very familiar with a lot of 
people. 

580
00:27:43,400 --> 00:27:46,560
It is a lot of people. 
So it's very simple. 

581
00:27:46,560 --> 00:27:49,360
You see a color and a number. 
Some of them have symbols, 

582
00:27:49,760 --> 00:27:51,800
that's it. 
If you look at my power cards, 

583
00:27:52,000 --> 00:27:54,400
you have a number, a symbol, and
some arrows. 

584
00:27:54,640 --> 00:27:56,160
The picture on there is just for
flavor. 

585
00:27:56,360 --> 00:27:59,560
The only text on that card is 
the name of the creature that's 

586
00:27:59,560 --> 00:28:00,160
on it. 
That's. 

587
00:28:00,200 --> 00:28:01,240
The point? 
OK. 

588
00:28:01,640 --> 00:28:04,680
It was to keep it simple. 
So using Uno as an inspiration 

589
00:28:04,680 --> 00:28:09,640
for that was actually really, I 
think, good idea because keeping

590
00:28:09,640 --> 00:28:13,760
the base part, the combat simple
in terms of not having to read a

591
00:28:13,760 --> 00:28:16,040
card and just play it speeds up 
the game. 

592
00:28:16,040 --> 00:28:20,640
Keeping the other spells to one 
sentence or so also lends to 

593
00:28:20,640 --> 00:28:22,160
that. 
But reverse. 

594
00:28:22,280 --> 00:28:26,400
We have a special card and it's 
in everyone of our games that 

595
00:28:26,400 --> 00:28:31,080
we've designed and we're trying 
to make sure that mechanic is in

596
00:28:31,240 --> 00:28:33,360
every game. 
We design for the theory of the 

597
00:28:33,360 --> 00:28:36,080
Elements universe, and we have 
other games too, but for that, 

598
00:28:36,080 --> 00:28:38,920
this is our our front runners. 
We have a card that's called an 

599
00:28:38,920 --> 00:28:41,600
elemental reverse card. 
So it's cool when you play 

600
00:28:41,840 --> 00:28:45,480
Pokémon and you've got this big 
hierarchy, this piece, this 

601
00:28:45,480 --> 00:28:47,960
piece, this piece isn't just 
going around a big circle. 

602
00:28:48,240 --> 00:28:50,080
Well, we're like, well, we're 
not going to get into that many 

603
00:28:50,080 --> 00:28:52,200
elements because that's just too
complex for a card game. 

604
00:28:52,200 --> 00:28:54,560
So we'll simplify it. 
We'll use the four. 

605
00:28:54,680 --> 00:28:57,440
What can we do to spice this up?
I want to do something where we 

606
00:28:57,440 --> 00:29:00,200
can reverse something here like 
I want to change the game state 

607
00:29:00,520 --> 00:29:03,040
right Yep, reverse the elements.
Nice. 

608
00:29:03,120 --> 00:29:07,440
So you have this card and on one
side it has a normal hierarchy 

609
00:29:07,440 --> 00:29:10,280
that you would expect water 
beats fire, fire beats land, 

610
00:29:10,280 --> 00:29:12,000
land beats air, air beats water 
right. 

611
00:29:12,160 --> 00:29:14,440
You gotta have something. 
And in some other games, you 

612
00:29:14,440 --> 00:29:17,520
know that hierarchy changes a 
little bit based on however they

613
00:29:17,520 --> 00:29:20,280
design it. 
So it's it's somewhat different 

614
00:29:20,280 --> 00:29:24,000
in in a few other games, but for
the gist of it, that's a normal 

615
00:29:24,000 --> 00:29:27,400
hierarchy and that's cool. 
Well, it'd be really cool if you

616
00:29:27,400 --> 00:29:30,240
could literally reverse it and 
then make every everything in 

617
00:29:30,240 --> 00:29:31,480
your hand play completely 
different. 

618
00:29:31,960 --> 00:29:33,800
Wow. 
So your 60 card deck just became

619
00:29:33,800 --> 00:29:34,880
120. 
Yeah. 

620
00:29:35,240 --> 00:29:37,480
Because now you can, because 
cards that you were going to 

621
00:29:37,480 --> 00:29:39,880
play that were like maybe a 
filler move, they're like, I'm 

622
00:29:39,880 --> 00:29:43,200
going to play this one because 
it's it's the best play here. 

623
00:29:43,200 --> 00:29:45,200
I don't want to. 
I've got these trump cards in my

624
00:29:45,200 --> 00:29:47,520
hand. 
I don't want to expose these too

625
00:29:47,520 --> 00:29:49,080
early. 
It's not worth playing these to 

626
00:29:49,120 --> 00:29:52,440
capture these cards because I'm 
only going to get one or two. 

627
00:29:52,440 --> 00:29:54,880
I want to try and save it to get
a big pull, right? 

628
00:29:55,000 --> 00:29:57,920
Well, what if you like a problem
in TCG? 

629
00:29:57,960 --> 00:30:00,560
You got a handful of stuff you 
can't use, whether it's land, 

630
00:30:00,560 --> 00:30:02,520
whether it's spells, because you
don't have the land. 

631
00:30:02,520 --> 00:30:04,840
That's a problem, or that is 
definitely a problem. 

632
00:30:05,040 --> 00:30:07,440
So this was another way to kind 
of fix that. 

633
00:30:07,600 --> 00:30:10,360
I like it. 
So no resources, that's no 

634
00:30:10,360 --> 00:30:11,520
resource. 
That's incredible. 

635
00:30:11,520 --> 00:30:18,160
No resources and you'll thank me
later because the game flows so 

636
00:30:18,240 --> 00:30:20,800
smooth it's just so quick. 
It's like chess. 

637
00:30:20,800 --> 00:30:23,640
You want to plan a few moves 
ahead, right And sometimes 

638
00:30:23,640 --> 00:30:25,920
there'll be a little bit of 
analysis paralysis because you 

639
00:30:26,080 --> 00:30:29,480
there are some hidden stuff that
unless you've played the game a 

640
00:30:29,480 --> 00:30:32,560
few times or you just really 
catch on to it real quick and 

641
00:30:32,560 --> 00:30:35,720
you can see it there are some 
amazing combos you can pull The 

642
00:30:35,720 --> 00:30:38,600
whole point is to capture your 
opponent's cards and collect 

643
00:30:38,600 --> 00:30:41,080
them and that becomes your point
total at the end of the game. 

644
00:30:41,080 --> 00:30:44,760
So when you're when you're doing
that, you're trying to play 

645
00:30:44,760 --> 00:30:47,560
these one through 4 cards to 
capture as many at one time as 

646
00:30:47,560 --> 00:30:49,840
you can. 
So the fours are extremely 

647
00:30:49,840 --> 00:30:52,560
powerful in that regard because 
they can tack four ways. 

648
00:30:52,800 --> 00:30:55,480
They can potentially take 4 
cards, but what if you could 

649
00:30:55,480 --> 00:30:59,200
take 12 with one one play? 
I mean, that's, that's kind of a

650
00:30:59,200 --> 00:31:02,240
bold move, yeah. 
So when you combo off with a 

651
00:31:02,240 --> 00:31:05,880
spell, a tighten ability, and 
the power card, you play, and 

652
00:31:05,880 --> 00:31:08,520
then you get to follow up with 
another power card because that 

653
00:31:08,520 --> 00:31:10,080
spell told you to play a power 
card. 

654
00:31:10,320 --> 00:31:13,480
And you still have to play your 
card, your power card per turn, 

655
00:31:13,720 --> 00:31:15,360
and draw back up to your maximum
hand size. 

656
00:31:15,360 --> 00:31:17,880
So it stays even, right? 
Yeah, you can pull off some 

657
00:31:17,880 --> 00:31:21,600
crazy combos. 
So like I said, at the end of 

658
00:31:21,600 --> 00:31:23,400
the day, it's a strategy card 
game. 

659
00:31:23,480 --> 00:31:26,160
It's an expandable card game 
through the modular deck system,

660
00:31:26,880 --> 00:31:30,600
and I love trading card games. 
There's always a place for them.

661
00:31:30,880 --> 00:31:31,960
There's a lot of them coming 
out. 

662
00:31:31,960 --> 00:31:33,320
A lot of really good ones have 
come out. 

663
00:31:33,320 --> 00:31:35,040
It's true. 
I didn't want to compete with 

664
00:31:35,040 --> 00:31:37,040
that. 
It started off being designed as

665
00:31:37,040 --> 00:31:39,880
one, but at the end of the day, 
you should never design your 

666
00:31:39,880 --> 00:31:41,600
first game as a trading card 
game. 

667
00:31:42,960 --> 00:31:45,240
Sound advice. 
Because the resources you need 

668
00:31:45,240 --> 00:31:47,440
to actually pull that off are 
insane. 

669
00:31:47,640 --> 00:31:51,440
So, well, I know some of you at 
home are probably doing just 

670
00:31:51,440 --> 00:31:53,920
that. 
Good luck. 

671
00:31:54,000 --> 00:31:55,720
I wish you the best success in 
that. 

672
00:31:55,880 --> 00:32:00,120
But I would tell you if you 
could put that aside or refine 

673
00:32:00,120 --> 00:32:04,200
it down to a base game like we 
did with this, then lead into 

674
00:32:04,200 --> 00:32:06,640
that or make it a separate game 
in the same universe because you

675
00:32:06,640 --> 00:32:08,480
like the theme. 
You want to link them? 

676
00:32:08,640 --> 00:32:11,800
That would be my advice is do 
something like that because 

677
00:32:12,080 --> 00:32:15,360
there's a lot to learn. 
I knew a lot about game design 

678
00:32:15,360 --> 00:32:18,360
like when I joined Justin Gary's
master class, everyone was 

679
00:32:18,360 --> 00:32:21,080
looking at the game like is this
game done like already? 

680
00:32:21,080 --> 00:32:23,920
Cuz the art like one of the 
biggest compliments we get 

681
00:32:24,160 --> 00:32:25,000
especially at Gen. 
Con. 

682
00:32:25,240 --> 00:32:26,880
The art, the art, the art, the 
art. 

683
00:32:27,000 --> 00:32:30,320
The art work is amazing. 
And art from a visual standpoint

684
00:32:30,320 --> 00:32:32,320
sells games, so we wanted to 
have good artwork. 

685
00:32:32,400 --> 00:32:34,800
Absolutely. 
Selling a game and keeping a 

686
00:32:34,800 --> 00:32:37,200
customer for life because the 
game's good, right? 

687
00:32:37,320 --> 00:32:40,280
Yeah, that that's a big one. 
So we've talked about all this 

688
00:32:40,280 --> 00:32:42,880
play testing back in Gen. 
Con 2023. 

689
00:32:42,880 --> 00:32:48,440
Here we two years later, what is
the current status of Fury of 

690
00:32:48,440 --> 00:32:49,800
the Elements? 
The game was supposed to 

691
00:32:49,800 --> 00:32:53,000
originally launch last March. 
It was done. 

692
00:32:53,200 --> 00:32:54,360
Yeah. 
I took all that feedback from 

693
00:32:54,360 --> 00:32:54,800
Gen. 
Con. 

694
00:32:54,800 --> 00:32:57,800
I had it done in the airport on 
the way home from Gen. 

695
00:32:57,800 --> 00:32:59,640
Con. 
I've been a graphic designer for

696
00:32:59,640 --> 00:33:04,800
25 years, so that landed me the 
ability to actually create the 

697
00:33:04,800 --> 00:33:07,520
game from the design point. 
I didn't have to wait on a 

698
00:33:07,520 --> 00:33:09,440
graphic designer. 
I didn't have to shell out the 

699
00:33:09,440 --> 00:33:12,520
money for that. 
I've spent thousands of hours, 

700
00:33:12,600 --> 00:33:14,680
yeah, thousands, right, doing 
this. 

701
00:33:14,960 --> 00:33:18,040
Thousands of hours, folks. 
So that's a challenge, but. 

702
00:33:18,040 --> 00:33:20,640
You've got it, you've got it, 
you've got a Kickstarter launch 

703
00:33:20,640 --> 00:33:22,960
page right now. 
Yes, there is a pre launch page 

704
00:33:22,960 --> 00:33:25,080
up pre launch. 
The game itself is, it's done, 

705
00:33:25,240 --> 00:33:27,840
it's ready to go. 
Everything you saw on the box 

706
00:33:27,840 --> 00:33:29,760
earlier, there'll be other 
videos where you'll see 

707
00:33:29,760 --> 00:33:32,120
components and whatnot, but 
everything is done. 

708
00:33:32,120 --> 00:33:35,320
Nothing's changing now. 
Mechanic wise, it's good to go. 

709
00:33:35,480 --> 00:33:37,040
We could have launched last 
March. 

710
00:33:37,040 --> 00:33:39,400
There was a series of 
unfortunate events that happened

711
00:33:39,880 --> 00:33:43,400
and hey, life happens, you know?
But it's ready to go. 

712
00:33:43,480 --> 00:33:48,000
I'm trying to get the 
advertising funds to do the next

713
00:33:48,000 --> 00:33:51,400
round of ad testing and hope 
that people gravitate to it. 

714
00:33:51,680 --> 00:33:55,320
Don't confuse it like they did 
last March during the ad testing

715
00:33:55,560 --> 00:33:59,040
as a trading card game. 
Because Paragon and never if TCG

716
00:33:59,040 --> 00:34:02,400
both came out at the same time 
and Battlegrid wasn't far behind

717
00:34:02,400 --> 00:34:04,680
them or just ahead of them. 
So there were games out there 

718
00:34:04,680 --> 00:34:06,920
that looked like mine. 
They were all trading card 

719
00:34:06,920 --> 00:34:09,159
games. 
Fury is not a trading card game.

720
00:34:09,199 --> 00:34:12,239
It's a strategy card game, yes, 
right. 

721
00:34:12,239 --> 00:34:14,760
That's very important. 
You made that clear multiple 

722
00:34:14,760 --> 00:34:15,480
times. 
Right. 

723
00:34:15,560 --> 00:34:18,920
We tried to fix what people 
complain about, about trading 

724
00:34:18,920 --> 00:34:21,120
card games, right? 
We still made it competitive. 

725
00:34:21,120 --> 00:34:23,159
We held a tournament last year 
at a con. 

726
00:34:23,239 --> 00:34:24,679
Yeah, crowned our first 
champion. 

727
00:34:25,120 --> 00:34:27,639
There you go. 
So yeah, there's that. 

728
00:34:27,719 --> 00:34:31,040
But yeah, we tried to fix all 
the problems that we recognize 

729
00:34:31,040 --> 00:34:33,199
with trading card games. 
Complaints that I used to hear 

730
00:34:33,199 --> 00:34:36,400
in the store working or when I 
work for the distributor or 

731
00:34:36,520 --> 00:34:39,639
other managers and owners were 
talking to me like, hey, you can

732
00:34:39,639 --> 00:34:41,880
people complain about this? 
Is there another game that maybe

733
00:34:41,880 --> 00:34:44,159
doesn't have this type of 
mechanic that I could introduce 

734
00:34:44,159 --> 00:34:46,600
to them? 
And that, again, all that stuff,

735
00:34:46,600 --> 00:34:49,920
my entire experience is what 
prompted that, Yeah. 

736
00:34:50,760 --> 00:34:54,080
So pre launch page on 
Kickstarter, anyone can go now 

737
00:34:54,080 --> 00:34:56,639
and follow it. 
So make sure to do that check it

738
00:34:56,639 --> 00:34:57,680
out. 
Fury of the elements. 

739
00:34:57,760 --> 00:35:00,600
So here here's my I think my 
last question for you, right? 

740
00:35:01,280 --> 00:35:03,520
It's pretty much the same 
question I've asked of every 

741
00:35:03,520 --> 00:35:05,320
designer in the last few weeks, 
right? 

742
00:35:05,440 --> 00:35:09,280
We have a trade war going on. 
The tariff situation with China 

743
00:35:09,280 --> 00:35:13,640
is problematic and constantly in
a state of flux, right? 

744
00:35:13,760 --> 00:35:17,080
So what what do you see is your 
biggest obstacle? 

745
00:35:17,280 --> 00:35:20,280
What I'm I'm, you know, what do 
you, what do you think about 

746
00:35:20,280 --> 00:35:23,320
trying to launch this game, 
whether it be in the next month,

747
00:35:23,320 --> 00:35:26,680
this summer, in the midst of all
that, how difficult is that 

748
00:35:26,680 --> 00:35:29,320
going to be and how do you brave
through that? 

749
00:35:29,480 --> 00:35:32,280
It has already put challenges on
us and we haven't even launched 

750
00:35:32,280 --> 00:35:35,800
yet because we know that some 
backers, people that would 

751
00:35:35,800 --> 00:35:37,920
normally back stuff, have backed
off because they don't want to 

752
00:35:37,920 --> 00:35:40,920
spend the extra money. 
And they're not wrong, you know,

753
00:35:41,000 --> 00:35:43,880
they shouldn't have to. 
And I'm doing everything I can 

754
00:35:43,880 --> 00:35:47,760
to absorb what I can. 
The game is mostly, I do have a 

755
00:35:47,760 --> 00:35:49,800
Co designer and I do have a 
friend that helps with the 

756
00:35:49,800 --> 00:35:53,120
marketing and stuff at cons, but
the game's mostly done by me, 

757
00:35:53,200 --> 00:35:55,840
one person. 
So it's outside of our 

758
00:35:55,840 --> 00:35:58,360
commissioned artwork and 
licensed assets, stuff like 

759
00:35:58,360 --> 00:36:01,880
that. 
But it's already a challenge 

760
00:36:01,880 --> 00:36:04,520
enough and now I've got to deal 
with this. 

761
00:36:04,720 --> 00:36:07,440
I'm trying to raise funds so 
that I can do this for the rest 

762
00:36:07,440 --> 00:36:11,240
of my life, because Fury's not 
just a game, it's an entire 

763
00:36:11,240 --> 00:36:12,760
universe. 
I've got two other games that 

764
00:36:12,760 --> 00:36:14,720
are going to be on that 
Kickstarter with it in the same 

765
00:36:14,720 --> 00:36:16,360
universe. 
So you're planning on launching 

766
00:36:16,360 --> 00:36:18,560
them together? 
There was a silver lining to not

767
00:36:18,560 --> 00:36:22,520
launching last March, so the 
game Affinity War and Elemental 

768
00:36:22,520 --> 00:36:26,160
Fury will also be there as 
add-ons and they'll be included.

769
00:36:26,760 --> 00:36:29,680
I think the highest, the highest
tier we have, they'll be 

770
00:36:29,680 --> 00:36:32,200
included in there. 
Some of the stretch goals you're

771
00:36:32,200 --> 00:36:33,600
going to want to follow this 
campaign. 

772
00:36:33,800 --> 00:36:36,840
I will say one of the things 
I've really enjoyed about what 

773
00:36:36,840 --> 00:36:40,200
I've seen from the game has to 
do with, and I noticed this a 

774
00:36:40,200 --> 00:36:43,400
lot with designers is the design
of the box itself. 

775
00:36:43,440 --> 00:36:46,480
One of our friends in England, 
Becky, a Missus, get into games 

776
00:36:46,480 --> 00:36:49,560
and she complaints constantly 
about all the negative space, 

777
00:36:49,560 --> 00:36:53,680
the empty space in a box, right?
You have a little card game and 

778
00:36:53,680 --> 00:36:56,080
it's in this big box and there's
all this cardboard that you get 

779
00:36:56,080 --> 00:36:57,520
rid of. 
That's very frustrating. 

780
00:36:57,640 --> 00:36:59,960
But here's the thing. 
So if you want to, if you 

781
00:36:59,960 --> 00:37:01,720
haven't gone to Kickstarter, 
look at this. 

782
00:37:01,720 --> 00:37:02,880
I'm telling you, this is really 
cool. 

783
00:37:03,040 --> 00:37:06,320
It has a neoprene mat and it 
rolls up and there's a slot 

784
00:37:06,320 --> 00:37:08,160
where it fits. 
And I'm thinking of a couple of 

785
00:37:08,160 --> 00:37:09,560
games recently. 
Well, that's done. 

786
00:37:09,880 --> 00:37:13,240
And I just want to say kudos 
that that right there is a huge 

787
00:37:13,240 --> 00:37:19,520
design element that is just the 
chef's kiss, as someone would 

788
00:37:19,520 --> 00:37:21,360
say. 
Thank you, that was definitely 

789
00:37:21,360 --> 00:37:23,120
one of the things I was adamant 
about. 

790
00:37:23,120 --> 00:37:26,080
Everybody was like, you could 
like Adam's got the prototype 

791
00:37:26,680 --> 00:37:29,560
version and the box is this big.
I've already saw it at Gencon. 

792
00:37:29,640 --> 00:37:31,360
Yep, 200 cards fit and that just
fine. 

793
00:37:31,720 --> 00:37:35,240
But I was going above and beyond
because I believe in value, yes.

794
00:37:35,240 --> 00:37:38,760
So when you get this game, yeah,
you get that neoprene mat. 

795
00:37:38,760 --> 00:37:42,800
So I wanted a box that would fit
the mat and expansions all in 

796
00:37:42,800 --> 00:37:43,920
the box. 
I noticed that. 

797
00:37:43,920 --> 00:37:46,840
I noticed that too. 
So back to the trade war. 

798
00:37:46,840 --> 00:37:49,000
Stuff, right? 
What else have I done? 

799
00:37:49,000 --> 00:37:52,960
So I've opted to not do 
expansions in big boxes like 

800
00:37:52,960 --> 00:37:56,400
this until later on. 
There will be one specific one 

801
00:37:56,400 --> 00:37:58,880
because there was a sister box 
to this that people were 

802
00:37:58,880 --> 00:38:00,880
expecting because they saw the 
artwork for it. 

803
00:38:01,000 --> 00:38:03,520
We are saving it though, and 
it's actually a good thing we're

804
00:38:03,520 --> 00:38:06,600
saving it because it's going to 
be so much more special when 

805
00:38:06,600 --> 00:38:09,360
they get that. 
But overall, all of our Bach, 

806
00:38:09,360 --> 00:38:11,040
all of our decks come in tuck 
boxes. 

807
00:38:11,240 --> 00:38:13,760
I noticed that. 
All of the expansions that 

808
00:38:13,880 --> 00:38:16,440
they'll come in tuck boxes, 
unless there's too many cards, 

809
00:38:16,560 --> 00:38:19,840
then we'll make a box, but we 
won't go all out on it like we 

810
00:38:19,840 --> 00:38:22,440
did with this. 
This is a very thick, heavy duty

811
00:38:22,440 --> 00:38:24,360
box. 
It is high gloss right off the 

812
00:38:24,360 --> 00:38:25,520
bat. 
You're not getting that 

813
00:38:25,520 --> 00:38:27,200
printing, you're getting high 
gloss. 

814
00:38:27,200 --> 00:38:29,040
Because I wanted the box to last
longer. 

815
00:38:29,640 --> 00:38:33,640
I wanted to reflect UV light 
some Yep, so it wouldn't be sun 

816
00:38:33,640 --> 00:38:36,000
bleached. 
So yeah, neoprene mat. 

817
00:38:36,120 --> 00:38:38,560
That was by design. 
I was adamant about it. 

818
00:38:38,560 --> 00:38:41,000
Could I have done a smaller box,
made this game cheaper? 

819
00:38:41,040 --> 00:38:43,280
Sure. 
But I found other ways to 

820
00:38:43,280 --> 00:38:46,520
increase the value of it and 
what people are getting and 

821
00:38:46,520 --> 00:38:50,640
fight the trade war in my own 
way by reducing waste and 

822
00:38:50,640 --> 00:38:54,480
reducing what people would 
probably throw out anyway if I'm

823
00:38:54,480 --> 00:38:56,360
making a box like this to hold 
most of the stuff. 

824
00:38:56,400 --> 00:38:59,520
So I have to ask, and I'm sure 
you've already gotten this 

825
00:38:59,520 --> 00:39:01,600
question from feedback from 
folks. 

826
00:39:01,720 --> 00:39:05,520
Will the box be able to 
accommodate all the cards 

827
00:39:05,600 --> 00:39:07,760
sleeved? 
And then the follow up question 

828
00:39:07,760 --> 00:39:10,760
is, are you doing an add on or a
stretch goal where you will have

829
00:39:10,760 --> 00:39:14,640
sleeves of the artwork itself? 
So this is where I've had a 

830
00:39:14,640 --> 00:39:19,520
hard, hard time. 
Sure, I'm nobody in in this 

831
00:39:19,520 --> 00:39:20,480
world right now. 
I'm. 

832
00:39:20,480 --> 00:39:23,360
Nobody right now, OK. 
So it's been very difficult 

833
00:39:23,440 --> 00:39:27,000
partnering with people. 
I've been flat out ghosted, no 

834
00:39:27,000 --> 00:39:30,240
responses for three months, 
multiple emails sent phone 

835
00:39:30,240 --> 00:39:32,000
calls. 
It's been a tough Rd. 

836
00:39:32,240 --> 00:39:34,800
But we did partner with Titan 
Shield. 

837
00:39:35,040 --> 00:39:37,640
To provide. 
Sleeves on our second tier and 

838
00:39:37,640 --> 00:39:40,240
above game comes with sleeves. 
Game comes with sleeves. 

839
00:39:40,240 --> 00:39:43,920
And each tier you get more and 
more because in those tiers 

840
00:39:43,920 --> 00:39:46,440
there's more stuff that's 
included that needs sleeves, 

841
00:39:46,440 --> 00:39:48,320
including the other games. 
Well, there you go. 

842
00:39:48,720 --> 00:39:52,240
So we'll hold sleeves and we'll 
come with sleeves at the 2nd, 

843
00:39:52,520 --> 00:39:56,200
2nd. 2nd tier at the first tier 
I made super accessible to 

844
00:39:56,200 --> 00:39:57,480
people. 
People are going to look at and 

845
00:39:57,480 --> 00:39:59,960
go like, why is this, this 
price? 

846
00:40:00,040 --> 00:40:01,200
Right, right. 
Sure. 

847
00:40:01,280 --> 00:40:03,560
I am kind of taking it in the 
shorts on that one. 

848
00:40:03,640 --> 00:40:07,800
But the my thing isn't so much 
the amount that the Kickstarter 

849
00:40:07,800 --> 00:40:11,320
raises is to a degree of 
transparency there we are trying

850
00:40:11,320 --> 00:40:14,480
to raise money, right? 
But I'd rather have the volume 

851
00:40:14,480 --> 00:40:17,920
and more customers so that all 
the games for the entire 

852
00:40:17,920 --> 00:40:20,680
universe that we've got 10,000 
years of war laid out. 

853
00:40:20,920 --> 00:40:24,120
We're doing games from card 
games to TTRPG. 

854
00:40:24,280 --> 00:40:26,880
We want them to be on board. 
Nice, nice. 

855
00:40:27,120 --> 00:40:28,680
It sounds like you're covering 
all the bases. 

856
00:40:29,640 --> 00:40:30,880
I love it. 
I think it's great. 

857
00:40:30,960 --> 00:40:34,920
So it's Fury of the Elements, a 
strategy card game, not 

858
00:40:36,000 --> 00:40:37,960
collectible or because 
customize. 

859
00:40:37,960 --> 00:40:41,120
Well, I guess no customizable 
card game sounds excite. 

860
00:40:41,120 --> 00:40:44,880
Where can people find you and 
where can they follow you and 

861
00:40:44,880 --> 00:40:48,160
find Fury of the Elements? 
Biggest places to follow us are 

862
00:40:48,160 --> 00:40:51,720
on Instagram OK Fury, CG, 
Facebook. 

863
00:40:51,960 --> 00:40:53,240
Just look up fury of the 
elements. 

864
00:40:53,280 --> 00:40:55,920
Our website isfurycg.com super 
simple. 

865
00:40:56,080 --> 00:40:58,560
Fury, CG dot. 
We are on Board Game Geek as 

866
00:40:58,560 --> 00:41:01,200
well. 
And then our Kickstarter pre 

867
00:41:01,200 --> 00:41:03,720
launch page. 
You can go to the website, you 

868
00:41:03,720 --> 00:41:06,320
can go to our Instagram, we've 
got that thing plastered 

869
00:41:06,320 --> 00:41:08,120
everywhere. 
You can become a VIP if you 

870
00:41:08,120 --> 00:41:09,840
want. 
And I understand the problem 

871
00:41:09,840 --> 00:41:12,560
with that for some people 
putting the dollar down, but 

872
00:41:12,560 --> 00:41:15,840
I've made an out for everybody 
because I'm trying to make sure 

873
00:41:15,840 --> 00:41:17,400
that bases are covered like. 
Right. 

874
00:41:17,720 --> 00:41:18,880
Right. 
If you don't like the dollar 

875
00:41:18,880 --> 00:41:20,960
down, skip it. 
Go right to the There You Go, 

876
00:41:21,200 --> 00:41:22,640
the Kickstarter page and just 
follow. 

877
00:41:23,000 --> 00:41:24,880
Yeah, check it out. 
If it looks good, if it looks 

878
00:41:24,880 --> 00:41:27,240
like something you might want to
back in the future, then, you 

879
00:41:27,240 --> 00:41:29,360
know, go ahead and follow it. 
I know that that a lot of 

880
00:41:29,360 --> 00:41:31,600
designers talk about it's really
important to get the followers 

881
00:41:31,600 --> 00:41:33,680
ahead of time and how that 
translates in the backers. 

882
00:41:33,680 --> 00:41:38,000
So Mark, thank you so much for 
agreeing to come on the show. 

883
00:41:38,000 --> 00:41:41,600
Help me out a little bit to get 
my mojo back after being out for

884
00:41:41,600 --> 00:41:44,040
several weeks. 
And again, thank you to Adam 

885
00:41:44,040 --> 00:41:47,120
from Tabletop Vibes for lending 
us his studio. 

886
00:41:47,120 --> 00:41:50,360
And so when we're done, I think 
we're going to play Fear of the 

887
00:41:50,360 --> 00:41:53,400
Elements and I'm going to learn 
about Titans and Void and 

888
00:41:53,400 --> 00:41:55,960
Balance and see how great these 
games really are. 

889
00:41:55,960 --> 00:41:58,280
So thanks again. 
Appreciate me and thank you, 

890
00:41:58,360 --> 00:42:01,520
Adam for letting us use your 
studio as I flew into California

891
00:42:02,040 --> 00:42:04,640
almost unannounced. 
Almost, but he made it, so we're

892
00:42:04,640 --> 00:42:06,320
happy. 
So thanks again, guys. 

893
00:42:06,320 --> 00:42:09,600
And TuneIn next week, we've got 
a lot more coming up. 

894
00:42:09,600 --> 00:42:12,560
I've got some series as planned.
Gareth and I are talking about 

895
00:42:12,560 --> 00:42:14,400
what's going to happen with the 
future of the podcast. 

896
00:42:14,400 --> 00:42:18,400
So stay tuned and don't forget 
to hit that like and subscribe 

897
00:42:18,400 --> 00:42:20,560
button. 
We are trying to get 100 

898
00:42:20,560 --> 00:42:24,560
subscribers by October, where 
it'll be one year anniversary on

899
00:42:24,560 --> 00:42:25,800
YouTube. 
So thanks again guys.

