Episode Transcript
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0:11
Hello, and welcome to the Shutup and
0:13
Sit Down Podcast. The podcast of all of
0:15
our board games board games and the
0:17
people who love board games. And it's a
0:19
new year. It's twenty twenty three,
0:21
and we're still doing this. Can
0:24
you believe
0:25
it? Tom, I'm joined today by my
0:27
Fred Quintin Smith. Who has apparently forgotten
0:29
how to podcast and just wants to interrupt all the time?
0:31
And I'm joined by Tom Brewster. Tom, do
0:33
you still love board games in the year twenty twenty
0:35
three? Yes. I do.
0:38
My love of board games was testing. Pretty
0:40
thoroughly over the festive period
0:43
because my family was sort of collectively,
0:45
you know, what asked me to bring games
0:48
to them. They're like, oh, let's play a game.
0:50
And then the game of choice that they were sort of
0:52
obsessed with over Christmas was BBC's
0:55
or ITV's The Wheel, The Board
0:57
game. Which is as
0:59
far as I can understand it, like a game show where
1:01
Michael McEntire straps celebrities onto
1:04
a giant wheel and spins them around whilst asking
1:06
them trivia
1:06
questions. And how does the board game? Presumably,
1:09
the board game really aces the the trivia
1:11
part of that of that conce conceit.
1:13
It was good. Yeah. No. It really manages
1:15
the trivia. It doesn't quite manage the
1:17
locomotion. I don't know what I
1:19
would give it out of ten. Maybe sort
1:21
of a week four. It
1:25
was baffling that game. It gave me like a
1:27
sort of a new appreciation for
1:29
the amount of work that goes
1:30
into, you know, like, actual board game.
1:32
Design the board games. Yeah. Because because the
1:34
wheel, the board game had a thing in which so you'd answer
1:36
a trivia question. And then if you got that trivia
1:39
question right, you just answer another trivia
1:41
question. And so on so forth until you
1:43
win the game, until you get one
1:44
wrong. And so the second
1:46
team only got about maybe two turns
1:48
in the whole of the game because sounds like
1:50
they dodged a bullet judging from the
1:53
design of this particular game. Do
1:55
you enjoy trivia? Yes.
1:57
But only in areas that I actually like like,
1:59
I think. What areas do you like? Music
2:03
trivia -- Yeah. -- bored games
2:05
trivia. Trivia. Yeah. Okay. 0GD0
2:08
games and trivia. Wow.
2:10
You're living a real full and rich life.
2:13
I played Don't Get Gout
2:15
with my niece and Nephew on Christmas Day. Nice.
2:18
Yep. And I'll tell you what, Tom. It's like
2:20
taking candy from a baby. They just it
2:23
was like, you know, watching, you know,
2:25
like, Mamad Ali eight
2:27
rounds with, you know, a turtle or something.
2:29
It was just a Yeah. Yeah.
2:31
Like, you know, one of my missions was get
2:33
someone to correct your mask. Do you know how
2:35
easy that is with the ten year old? I
2:39
They couldn't wait to correct my mask. The actually,
2:41
honestly, the worst thing about playing dog get got with my
2:43
niece and nephew was the way they would seem genuinely
2:45
stressful and when they got got. But
2:47
but you didn't let that take away from your victory.
2:49
I you. You still sort of like did the sort of
2:51
you went like and like
2:53
flexed on them. But the rule about being
2:55
a cool on call is that you just never
2:58
hold back at any
2:58
point. You treat you treat them like an
3:00
adult. Yeah. And, you know, if that means, like,
3:02
duplexing them onto the sofa because they,
3:04
you know, dead to look at you
3:06
funny, then -- Yeah. That
3:08
means getting them to cry over a board game.
3:11
It's worth it. Yeah.
3:12
No. That's a lesson. They will always if
3:14
you're making me feel bad, I feel like I'm losing
3:16
the using the sympathy
3:18
of the listener. So, Tom, would you like to describe the
3:20
board games we're gonna be talking about on this podcast?
3:23
On this podcast, we're gonna be talking about
3:25
three entire games. We're gonna be
3:27
talking about Ginkgopolis, a
3:29
game so abstract and strange
3:31
that I don't even know how Quinn's is really gonna
3:34
get his teeth into it. We're gonna be talking
3:36
about the wolves, a game about managing
3:38
a rowdy pack of feline.
3:40
They're not feline. What is the wolf? Lupine.
3:43
Lupine Buddies who
3:45
are gonna go around a map and do some area
3:47
control on it, and we're gonna talk about
3:49
the search for lost species. A,
3:52
spiritual successor or just
3:54
the straight up successor to the Search for
3:56
Planet X, which was a game about finding
3:58
a planet, but this one's about finding
4:00
a rat. Tom, I'll tell you right
4:02
now. I'm really excited to talk about that third game
4:04
to search for lost species. Let's just,
4:06
like, speedrun through the rest of the podcast so we can
4:08
get to that. I don't wanna talk about these two
4:10
games. Well,
4:13
Quinn's, you have to. We've made it through
4:15
the sting and we're into the sort of wild
4:17
abandon of our chat about Ginkgopolis.
4:19
This is on the record. You have to muster
4:21
some enthusiasm. You have to get the listener
4:23
on-site. Okay. Here we go.
4:25
Honestly, I like a
4:27
lot and I think Tom You're being mean,
4:29
but I think you liked Ginkgopolis as
4:31
well. Didn't
4:31
you? I I did like I are
4:34
we calling it Ginkgo Polis or Ginkgo Polis?
4:36
It's Ginkgo Polis, isn't
4:37
it? But it's French, so Ginkgopolis.
4:39
Ginkgo Bali? There's
4:42
probably as accurate as you're gonna get. So,
4:44
yeah, this is published by Pearl Games
4:46
and designed by Xavier Georges. Who
4:48
is the designer between a couple
4:50
of shut up and sit down favorites?
4:54
The absolutely terrific now
4:56
getting on a bit in years' nice game, but, you know,
4:58
is still fighting fit for that. And
5:01
then Kainiki, which is a
5:03
more recent release about the American
5:05
man Kanegi. And
5:07
he did some capitalism
5:09
in America, and now you can experience that
5:11
capitalism in a board game. How would you describe
5:13
Carnegie? You played it more than I did? It's kind
5:15
of about building an office. It
5:17
is, isn't it? And then men fall over and get
5:19
really tired in that office. Yes.
5:21
Exactly. You have to sort of cart around
5:24
some sleepy men between floors of an
5:26
office and make them do capitalism. Yeah.
5:28
I quite enjoyed it. It's good.
5:31
Okay. But Ginkgo Pattice, Ginkgo Pattice, or
5:33
Ginkgopolis, however you'd like to
5:35
to have a stab at pronouncing it. It's a
5:37
two thousand twelve game that's been out of print for
5:39
a long time, and now Pearl Games
5:41
has brought it back. Which is good
5:43
news for everybody because this board game
5:45
is is a good little game, but
5:47
as we've hinted at earlier with this podcast,
5:49
it's also pretty abstract. So
5:51
Here's what you're doing. Ginkgopolis, you
5:53
and your enemies are building
5:56
together a city of the future and
5:59
it's all the art depicts it as like,
6:01
you know, lush and it's kind of solar punk.
6:03
You know, you're building -- Yeah. -- in in coordination
6:05
with like a tree. Everything looks
6:07
like it's made out of some kind of space age material that
6:09
is probably good for the environment, but frankly, it looks
6:11
a lot like plastic. So
6:14
in Ginkgopolis, you've got this grid of tiles
6:16
is the city in the middle of the table that everyone's building.
6:18
And to begin with, this is just a three by three
6:20
grid. So you it's it's a city three long and
6:22
three tall. Then
6:24
on your turn, you everybody will receive
6:26
a hand of cards showing different
6:28
sort of It's
6:30
tricky. Every building in the game is a card
6:32
and then every direction that you
6:34
can sprawl in is also a
6:36
card. So just
6:39
if you Google it, it's way easier than me.
6:41
Hampistically trying to explain how
6:43
this is. Yeah. If you're driving somewhere, just
6:46
get your phone out It's
6:48
fine. Put that steering wheel
6:50
between your knees. Don't you? Especially
6:52
not for a board game because you would be dying
6:54
in the worst. Possible way. With
6:56
it, no one wants to die with ABGG
6:58
page open on their phone in the car for
7:00
the the cops to fish out and look at
7:02
the lake. Wow. This guy was a real doobie. Okay.
7:05
So, yes, in Ginkgo, let's see.
7:07
I had a car to show, like, buildings and directions to
7:09
export it, and you've got three choices you can
7:11
do on your turn. Also, I should stress, It's a
7:13
Bureau game. You're trying to get victory points. So
7:15
your three choices are. You can take a
7:17
card that you don't want other
7:19
players to have and throw it away. You just remove
7:21
it from the game, goes into the discard file. You
7:23
burn that card and you get resources depending
7:25
on what card you throw away. But you don't
7:27
really wanna do that because that's not gonna get your points. The
7:29
things that'll get your points are the two other things you could
7:31
choose to do in your turn. Is taking one of the sort
7:33
of directions that he can draw in. And
7:36
then playing that card and then taking a
7:38
tile from behind your screen, a new building
7:40
and then building in that direction. So if you take
7:42
the a card which sprawls in the a direction,
7:44
honestly, like, really can't stress this enough
7:46
because Google image sets this game to
7:48
play what the hell I'm talking about. And then
7:50
you expand the city in that direction, which gives
7:52
you some resources because it causes all the
7:55
buildings you're building adjacent to give you resources. But
7:57
the Corolla game is playing
7:59
a building card on
8:01
your turn and then placing a tile to build
8:03
vertically on top of that build because
8:06
is a three-dimensional game, everybody.
8:10
When was the last time you played a game in a third dimension?
8:13
I thought that already happened on Star Trek.
8:15
No. Now you can do it, Ginkgopolis. So
8:17
if there's like the red number
8:19
seven building, you could play the red number
8:21
seven card and then play it with the
8:24
twelve blue tile and then you take the twelve
8:26
blue building and place that on top of the red seven.
8:28
The red seven is removed from the game And
8:30
in fact, you take that red seven card
8:32
that no one can access because you've plowed it into the
8:34
firmament of the building you're building on top
8:36
of. And you take that card and it goes in front of you and
8:38
it builds up your engine because as you play
8:40
as you build on top of other buildings, those
8:42
building cards go in front of you and
8:44
will make the other actions more powerful. For
8:46
example, a card might
8:48
say like that red whatever
8:50
number I said, seven. No. That
8:52
red seven building card you've got might say,
8:54
okay, great. Now whenever you
8:57
build vertically on top of another building, get
8:59
a little benefit. You'll get a resource or a time
9:01
or something like that. So
9:03
this this is kind of the game for
9:05
its first third, I would say. It's
9:07
just this funky little engine builder where you're
9:09
building a city together with your friends and really you're trying
9:11
to shrewdly gather as many
9:13
resources in your turn as possible or
9:15
spend those resources to build up your engine
9:17
so that when you ditch cards or spray the sizzie or
9:19
build vertically, you're getting even more benefits.
9:22
And so you'll get, you know, 789 cards in
9:24
front of you, all of which are giving you more
9:26
resources than time do anything very fun, very
9:28
satisfying. But the
9:30
longer the game of Ginkgopolis,
9:33
Ginkgo Polish Ginkgo Polish goes on
9:35
for The more the game
9:37
transforms, and Tom, you and I really quite
9:39
enjoyed the sort of like and trope like
9:41
transformation this game very slowly
9:43
goes through. Oh, yes. Because One
9:45
of the resources you collect is Victory Points, you
9:47
know. So as you're building, you might be getting little
9:49
bits of Victory Points here and there. But
9:51
a big source of Victory Points in this
9:53
game it comes from the fact that at the end
9:55
of the game when you've used all the tiles or
9:57
run out of little resource tokens, you
10:00
look at the board from above and every
10:02
contiguous, what's called a neighborhood. So that's
10:04
big group of contiguous yellow buildings
10:06
or every touching group of red buildings or
10:08
blue buildings. Is gonna be
10:10
giving a ton of victory points to
10:12
whoever has the most whoever built the
10:14
most of it. And buildings
10:16
are worth more, the higher up they go. So, like,
10:18
if you're building third floor because there's two
10:20
buildings below your tile. That's gonna be worth
10:22
three points in terms of your ownership
10:24
of that neighborhood. So
10:27
what starts as a game about generating resources
10:29
and building up your engine slowly becomes
10:32
an area control game. the
10:34
turns get slower because Tom, you and I
10:36
would just play this two players, but we were, by
10:38
the end, really stressing about every
10:40
turn. Like, we would we had not
10:42
even AP, but just long
10:44
bouts of calculation where Because, of
10:46
course, you're not just trying to take control of
10:48
these neighborhoods. By, you know, turning
10:50
a one yellow building and a big yellow district
10:52
into a red building, maybe you've cut the
10:54
neighborhood in half and in doing so also
10:57
expanded the red neighborhood to the right.
10:59
So that's a rough teach
11:01
of Ginkgopolis. Tom, what do
11:03
you think? III
11:05
really like this game. I think it is
11:07
very good. It is very robust. It is
11:09
very abstract and it's very strange. But
11:11
you're completely right that it just transforms
11:13
in such a wonderful way. Where
11:15
early on you're just sort of like gently building
11:17
up a neighborhood, trying to get some footholds
11:19
in the area control, but you're mainly worrying
11:21
about your own personal engine and getting resources
11:24
on a by term basis. But by the
11:26
end, it is just this like,
11:28
it's about trying to
11:30
secure sort of points or like
11:32
footholds in the, like, city that
11:34
you're building where you can't be contested
11:36
because something we didn't mention is that you can
11:38
build over the top of other players'
11:40
buildings and take control of
11:42
that space. But often doing so is gonna
11:44
cost you quite a few resources unless you have
11:46
exactly the right tile for the exact
11:48
right moment. So it's about not
11:50
only are you trying to work out how you can get enough
11:52
resources to pay for an extension, not
11:54
only are you thinking about where you're gonna place
11:56
that extension, but you're also thinking about where
11:58
you can take control from your opponent or where they
12:00
can take control of your
12:02
stuff as well. Yeah. And and
12:04
maybe maybe you because
12:06
you always have that option and you turn to burn a card
12:08
for a resource, you always do have that option. You rather
12:10
than fighting your opponent for something, you
12:13
can just throw away a card they need, oh, because
12:15
that's something we haven't mentioned. This is actually a
12:17
drafting game. Yes. So
12:19
when you receive your hand of cards on Ginkop on
12:21
a turn of Ginkopolis, like think you always
12:23
have four cards to choose from. Mhmm.
12:26
You when you
12:28
spend one of cards, one of one of those cards will
12:30
destroy it for resources, You then take that hand and
12:32
pass it clockwise. And then once you once every
12:34
player who's received the hand from the player on their
12:36
right, they draw one new card into
12:38
their hand. So you are playing a game
12:40
of of card denial where maybe
12:42
you don't wanna get into a huge fight with
12:44
someone, but you will definitely throw away the
12:46
cards so they can't choose to get into a fight
12:48
with you. I really love
12:50
them that, like, sort of, like, filtered
12:52
draft where you're getting, like, one just
12:54
one card is big. Yeah. It's interesting,
12:56
isn't it? I was very excited to see what
12:58
card I would add to each hand each time -- Right. --
13:00
because it transforms that hand. And
13:02
it's unusual as well. Like, I'm so used to
13:04
drafting games being that you get a massive hand
13:06
of like ten cards and you're passing that back
13:08
and forth and it's on you to try and remember
13:10
exactly what's in that hand. But with just four
13:12
cards. You know, it's pretty easy to keep
13:14
track of the cards that people are and
13:16
aren't spending at any given time, or at least
13:18
I'm sure it would be easy on your third
13:20
or fourth game. In our first game,
13:23
simply there is a big hurdle in trying to
13:25
understand what you are meant to do on turn
13:27
one of this game. It's funny. It's
13:29
it's III So getting
13:31
ahead of myself here, but what you're describing
13:33
here of like this is an abstract game and I
13:35
don't quite know what to
13:37
do. Like, you know, in games that are
13:39
genre pieces like, you know, Roland Reits
13:41
or Deck builders. We've played enough of those that
13:43
generally, you know, the shape of the strategy that
13:45
is quite good. For, I don't know, if you're playing
13:47
a worker placement game, you generally know that
13:49
getting more workers is pretty good. So
13:51
when you get faced with a game that's abstract,
13:54
sometimes you can just be like, I don't know how
13:56
I'm supposed to play. You're
13:58
describing that now, having that with the
14:01
next game we're about to discuss the wolves.
14:03
I had it so bad.
14:05
I I could not play the
14:08
wolves at all, and you you
14:10
whipped the whipped the bejesus out of
14:12
me. But you're saying that so did you
14:14
actually find quite tricky to
14:16
to to to sort of understand?
14:18
Yeah. I just think on that on that first
14:21
few sort of on those first few turns when
14:23
you have in your hand a
14:25
bunch of cards that represent tiles,
14:27
but those tiles don't like
14:30
those are the places you're gonna place your
14:32
tiles from behind your screen. And when you
14:34
place a tile onto the board. It's
14:36
gonna bring in a new card into a deck,
14:38
which is gonna get reshuffled and filtered back
14:40
into your hand and like what interacts
14:42
with what at what stage and what even crucially
14:44
is gonna earn you any points.
14:46
Yes. It it's quite soupy to
14:48
start with. It is. I mean, just the fact
14:50
that the three buildings that are giving
14:52
you resources as you build to them.
14:54
Red buildings will give you resources,
14:56
which let essentially construct stuff.
14:58
Blue buildings will give
15:00
you tiles, which are essentially on what you can
15:02
choose to construct, so blueprints essentially.
15:05
But then yellow buildings give you victory
15:07
points and it's it's a
15:09
little funky to be playing a game where
15:11
from turn one, it's like, do you wanna build
15:13
or do you wanna vape? And vape is how you
15:15
win. So that is kind of a
15:17
teasing weird. Like, when I
15:19
mean, always, yeah, victory points are
15:21
good. And just facing players with that decision
15:23
of like, do you want more control about how
15:25
the city gets built? Or do you just want the points that
15:27
win you the game? know -- Yeah.
15:29
-- it's it that that decision
15:31
never gets easier. And it was very
15:33
pleasing that at the end of the game, you'd
15:35
gone fully down that route and I'd gone fully down
15:37
the city route. At the end of the game, it
15:39
was like, oh, how many sort of liquid
15:41
points do you have? How many points do you have on you? And
15:43
I was like, I've got four points and you were like,
15:45
I've got forty two. Yeah. I just kept
15:47
triggering those yellow buildings and kept collecting points, but
15:49
I only just scraped a win over you.
15:51
Mhmm. Yeah. Because I was completely
15:53
laser focused on how can I take over
15:55
your territory? How can I manipulate? You know,
15:57
because you want to build it to the city at
15:59
some point because it gets you more cards.
16:01
Which, you know, improve your engine so that you could do
16:03
some more points. But, necessarily, by
16:05
building into the city, you increase the
16:08
possibility of these like big pools
16:10
of points that people can try and
16:12
capture. It's really engaging. I I think
16:14
it's I think it's honestly really
16:16
good. It's really good. I don't know if we're gonna do
16:18
a video review of it because I don't know if we
16:20
have that much to say about it. It's an abstract Euro
16:22
game that's a bit old and it's just fantastic.
16:25
But yeah, I I had so many great
16:27
moments of it, like, you had
16:30
built those cards that you put in front of you so
16:32
that you get generate little bonuses, whatever you
16:34
take certain actions, was Do you remember that pinch
16:36
point about a third of the way into our game where
16:39
you had in front I realized that because
16:41
of how we were choosing to build over the
16:43
the city, we had just happened to
16:45
have built over all the resource all
16:47
the tiles that Jack give you the resources that
16:49
let you built stuff. Mhmm. And I was looking at the
16:51
board, I do I not have resources? How do I get
16:53
them? Oh my god. We've always eliminated all the ways
16:55
I can get them. And I was about to be like, Tom,
16:57
what are we gonna do? And then I realized that the cards
16:59
you put in front of you that give you benefits from
17:01
doing actions would just giving you resources anyway.
17:03
So this was actually a problem only for me.
17:05
And then suddenly, I had to be like, oh, well, I guess
17:07
I have to build an entire new neighborhood.
17:10
Of these titles that I need in terms of Oh, that's why you
17:12
did that. Yeah. Yeah. Because I otherwise,
17:14
I there was no way to do it. I
17:16
also we this is ever
17:19
lots of games do this. Right? But they're they're
17:21
so hot in Ginkgopolis. Ginkopolis
17:23
gives you these two tokens that you can spend
17:25
at any point during the game.
17:27
To discard the entire hand of cards you've just
17:29
been handed from the player to your right -- Mhmm. -- and
17:31
draw four new cards. So if you're fishing for a
17:33
particular building because you're thinking if
17:35
I get this building, I can build over it and take control
17:38
of this neighborhood. That's great. You can
17:40
pull in your hand. But that is
17:42
such a fantastically
17:44
hard decision because you and I did
17:46
that, and then we didn't get the card we wanted. And
17:48
we realized, we'd just drawn four cards that were really
17:50
good for our opponents, and you're about to
17:52
hand them over. It's pure gambling --
17:55
Yeah. -- in a way that's like, you don't have to do it
17:57
because those tokens give you points at the end if you don't
17:59
spend them. But I love a game
18:01
where it's like, you wanna you wanna have a little
18:03
gamble? Yeah? Yeah. You wanna gamble?
18:05
It's it's it's like a gamble for you.
18:07
It's interesting that you're describing this game in these kinds
18:09
of terms because so my sort of like my
18:11
last note on ginkgo playlist, right, was
18:13
that like I really enjoy it.
18:15
I think it's got this really fantastic blend of like strategy and
18:17
tactics, you know, appraising drafts, you know, trying
18:19
to do this on a long term plan. It also also
18:21
being just very pleasing about this kind
18:24
of like three d space that emerges. You have these sort
18:26
of layers of buildings. And I really like the
18:28
fact that the the art for the tiles is just
18:30
this sort of The
18:32
building number one will
18:34
have sort of a little tiny
18:34
house, and then building twenty will be like a
18:37
massive version of that house that's been added
18:39
to in loads of different ways. It's
18:41
cute. But I wonder if it's like
18:43
too abstract. I
18:45
wonder if it lacks a bit of that drama, a
18:48
bit of spice. So
18:50
speaking about it in terms that are very, like,
18:52
excitable and dramatic, but I didn't
18:54
feel that. And I think that I've
18:56
played Ginkgoabbalist twice now. I played it
18:58
once the last last packs
19:01
unplugged, and I played it once with
19:03
you the other day. And each time I've come
19:05
away from it, I feel like I've listened to like a
19:07
really great lounge jazz
19:09
records or like a really good boss in
19:11
over album, like I've been
19:13
pleased for the last forty minutes.
19:15
But I can't exactly pick out the highs and
19:17
the lows of of that
19:18
experience. I can't pick out the sort of the house
19:21
and the whys. I
19:23
enjoyed myself. Look, I feel you. Like,
19:25
that makes sense, but I'm the but you know
19:27
how decadent you sound. It's like, I spent forty minutes
19:29
in this game, please me, and that's not good
19:31
enough. Look. Look. Look.
19:34
I I think cool. I think people
19:36
should check it out. I'm very glad it's back in
19:38
print. But I think this discussion
19:40
the only way I can respond onto question is
19:42
by talking about the next game in Atlas.
19:44
Okay. I think it's time for that. If you if
19:46
you're good to if you would like to introduce
19:48
people to what the game of the
19:51
wolves is, which is another board game we played recently.
19:53
It's pretty decent. I don't think the wolves is as
19:55
good but I had the exact problem
19:57
you're describing. So would you
19:59
like to describe the wolves to the people at
20:01
home? Yeah. Sure. I can
20:03
describe the wolves. This is a ball game
20:05
from Pandasaurus. It's
20:07
about being some wolves, being a pack of
20:09
wolves. It's designed by Ashwin Kamath
20:11
and Clarence Simpson. And basically,
20:13
the way this works is you've got
20:16
this big Hex based
20:18
map in front of you that's like a sort of
20:20
stretch of land that you're gonna try and
20:22
occupy the best with your pack
20:24
of wolves. You've got these little
20:26
wolf, meeples. Weeples.
20:29
Weeples? Sure. Weeples. That you're
20:31
gonna put onto the board in various
20:33
territories. In an effort to try and control them. And the sort of the
20:35
core mechanic of the wolves is
20:37
really interesting. You've got loads of different actions
20:39
you can take on your turn,
20:41
But the core conceit is that to take one of those
20:43
actions, you need to flip these terrain tiles over
20:45
the top of your player board. You've
20:48
got like six, I think, of these
20:50
oblong tiles. represent a different
20:52
kind of terrain that is also
20:54
represented on the board. So you've
20:56
got like a desert tile and you can see on the
20:58
corners, on the other side of the desert tile, there's a
21:00
forest tile. You've got a
21:02
plains tile and you can see in the corners that on the other
21:04
turn of that plains tile, there's a
21:06
tundra tile, for example. do
21:08
anything in the game, you're gonna need to
21:10
flip those tiles from one side
21:12
to the other that will tell you what
21:14
terrain you could act on. So for example,
21:17
I'm playing the wolves, and I want
21:19
to take a movement action, which means I
21:21
need to flip one of my tiles. But then the
21:23
tile that I'm flipping is what
21:25
terrain I'm moving to. So if I flip a
21:27
desert tile, I have to move my wolves that
21:30
turn to desert tiles.
21:32
And that's kind of the core conceit is that you
21:34
have this spread of these turaintiles. And
21:37
normally, you only have to well, not normally, but for
21:39
movement, you only have to flip one. But to do the
21:41
more interesting actions in the game, you have to flip two or
21:43
three or even four citation
21:46
needed, tiles all at once
21:48
to even take that action. So
21:50
for example, you could do something like constructing a
21:52
layer, which is gonna give you sort
21:54
of some presence in an area
21:56
when you score area majority.
21:58
And construct a layer, you need to flip two
22:01
tiles at once to a different side and you can put
22:03
a layer in that kind of terrain. And
22:05
then to construct a den, which is like a
22:07
layer, but even better, you're
22:09
gonna need to do three tiles at once or
22:11
to convert the little neutral walls that are on
22:13
the board, you're gonna need to convert three at once.
22:15
I don't even know if that's I think. It's not. It's it's It's
22:17
to to build a den is to the
22:19
small one, is to flip two, to build a lair, the
22:21
big one you flip three, but most importantly, to
22:23
dominate another player's wolf,
22:26
because this is the game of dominating an
22:28
enemy wolf -- Yes. -- slip
22:30
three. And I could not do
22:32
that for Taffy. The reason
22:34
you're doing all this is just for area
22:36
control. So at various points in the game, you
22:38
got these tokens that are on each sort of
22:41
rough boundary area of the board, and
22:43
those tokens are gonna score when you reach certain
22:45
points in the game. They're gonna give points to the person
22:47
who has the most wolves and dens and lairs
22:49
in that area. And
22:51
that's kind of it. Like, that's how the game works.
22:53
You do several rounds of area control scoring
22:55
and at the end of the person who has the most
22:57
points wins. It's a very
23:00
straightforward thing. And
23:02
I I found this quite,
23:04
like, easy to pass, I
23:06
guess. I didn't really struggle with it,
23:08
but you would just you get
23:10
your hands. Not sure what you're gonna do with these terrain tiles,
23:12
with these flipping. Right? Okay. You know
23:14
when you're on like a
23:16
really really bad voice over
23:18
IP call and you say something
23:20
and there's a silence, and then four seconds later, you hear the
23:22
other person, but you're speaking at the same time. That
23:24
that delay in communication. That's
23:27
how my brain fell in trying to to
23:29
play this game, where I would
23:31
III would you would I don't know. Like,
23:33
we would both be fighting for control of
23:36
an area. I'd send my wolves in
23:38
and then I'd be like, oh, I should really try
23:40
and dominate one of Tom's wolves.
23:42
How should I do that? And then I I would
23:44
just hear static sixty seconds. And
23:46
then I would hear you say, yeah, I'm dominating one
23:48
of your wolves then yeah. Yeah. Yeah. That
23:50
makes sense because that's what I was I should
23:52
have done. I couldn't like I
23:54
don't know. I was I was
23:56
one step behind you for
23:58
every turn of this game. Like Yeah.
24:01
And don't know. There's a bit of engine building in the walls as well
24:03
to get us. So one of my notes I have written down
24:05
here is it felt a bit
24:07
woefully but not really very woefully.
24:09
Like I agree. I agree. I like, as these
24:11
wolves are very, like, mathematically
24:13
minded. They want to build up their wolf
24:15
engine and dominate wolf area.
24:18
I mean, controlling areas makes sense. You
24:20
you know -- Yeah. -- wolves want to have territory.
24:22
But, like, the amount of arithmetic in
24:24
this game is, like, I don't
24:26
think wolves are set with, like, abacus is being, like, well, the
24:28
lair adds three. Yes. So two
24:31
dogs are two. Is there something we'll
24:33
be about the fact that you sort
24:35
of have to shift which areas you care about. You
24:37
know what? I'm saying this already. I don't think it's
24:39
very weird. That really I want you to finish
24:41
with your sake. Just finish your game's sake. You care
24:43
about one area on one round and
24:46
then a different area on the
24:48
next, and you have
24:50
to be mobile. Being mobile is Wolffy.
24:53
Moving on to this. I
24:55
did really like okay. There were moments
24:57
in this game that fell very Wolffy. Like,
24:59
we would because you know which areas are be scored one after another,
25:01
which is weird in
25:03
in Wolf terms. But I like
25:05
this. I would you know, you and I both might
25:07
start building some dens in of
25:09
big terrain tiles that is gonna be
25:11
scored next. And then I just would realize I
25:13
probably wasn't gonna win this, so
25:15
I would, you know, spend a movement and
25:17
then run three wolves at that tile because that upgraded my
25:19
movement. And it felt very woefully to be like,
25:21
no. We're gonna let the other pack have
25:23
this. We're gonna go somewhere else -- Yeah.
25:25
-- and do that. That felt
25:27
that felt I guess that
25:30
that sort of like territorial, passive
25:32
aggressive kind of like
25:34
you know, there's a bit of standoffishness about the game.
25:36
Right? Yeah. You'll sort of move your
25:38
your troops, your wolves into
25:41
area, and then it kind of realize you're bested,
25:43
and you're skull off to some other
25:45
place to try and get a foothold in there
25:47
instead. Yeah. There there is
25:49
skulking. There is like if you you
25:51
can if if make it so that I don't know if
25:53
I can't sort of get close enough to your wolves to dominate
25:55
them, and then you end up just looking at each
25:57
other from a cross the tile, which
25:59
feels quite lovely. But
26:01
but but my goodness, there's
26:03
so much calculations. Like, there's so many so
26:05
much calculations of movement points and how
26:07
many points you need to dominate.
26:09
And, like, just just return to what you're gonna
26:11
say at the beginning. I couldn't flip my tiles to
26:13
do any of this. Like, I just couldn't --
26:15
Yes. -- IIIII
26:17
did or another note I had here
26:20
is like, Well, I'll I'll
26:22
read exactly what I've written down because I can't read it and speak
26:24
at the same time. But this game is smart
26:26
and clicky and have teeth.
26:28
And I got properly foxed by this
26:30
game, it feels more like
26:32
foxy cunning than wolves. But I guess,
26:34
you know, it has wolves in the, like,
26:36
air control. It's like it's
26:38
confused as to what animal it feels like. I'll
26:40
say that. But yeah, I just couldn't in
26:42
the same way that you're just going with where
26:44
it's like, enjoy the process of it, but can't
26:46
really connect with the strategy. That's how I was with the
26:48
wolves. I could not figure out what was going
26:50
on, and then it was over, and I
26:52
definitely lost. I did find that,
26:54
like, you're right that those it's
26:56
like passing how far you can move and how
26:58
many points you need to dominate and what you need to
27:00
do this that and the the control is like one
27:02
task. And then you also have to do
27:04
this flipping terrain tile task on top of
27:06
it. And that terrain tile thing because all
27:08
the terrain you know, like, your grassland
27:10
train has a rock straight on the other
27:12
side, you not only have to know what
27:14
you're gonna flip this turn to take
27:16
an action, but you're also planning the next
27:18
turn because you know that you're gonna flip that to a
27:20
rock, which means you can match that with an existing rock
27:22
that somewhere else to do another yada yada
27:24
yada. So you sort of have to
27:26
constantly have like, you're, like, cashing
27:28
two turns in your
27:30
brain at once. Did you know what I mean? Yeah. Yeah. Yeah. Yeah.
27:32
Well, like, you were. I wasn't. I
27:34
was looking down at what tiles I had and was
27:36
like, well, I guess I'm doing this bad, dude.
27:38
But like that that notion of
27:40
if if you can do that, And
27:43
and if you count on those two turns in
27:45
your head at once, very, very
27:47
satisfying to be able to be like, I'm gonna do this
27:49
this turn. And that'll roll onto this. And then you have
27:51
to sort of appraise each turn
27:53
sort of one in advance, which
27:55
is really nice. It's very tight and very
27:57
satisfying. But ultimately, I think both of us are in
27:59
the same place with the wolves regardless of how
28:01
much we sort of enjoyed it, which is that I
28:03
don't know if we wanna play it necessarily
28:06
again. Yeah. I I because
28:08
it's not because it's bad. It's it's clearly
28:10
very good and tight and satisfying and
28:12
fun, but like I felt like I
28:14
sort of saw all I needed to see on
28:16
one game. Yeah. I wouldn't say the wolves is very good
28:18
and tight and satisfying. I would say it is good and
28:20
tight and satisfying, but out of the two sort
28:22
of like confusing area control games we've
28:25
got, I would at absolutely recommend. I feel like
28:27
is like, is is very
28:29
strong and the wolves is is merely
28:32
strong. So how
28:34
about that for a statement? Yeah.
28:36
That that was good. That's good. That's very decisive, I
28:38
think. That's very consumer focused. Yeah.
28:40
That will work out. Should we talk about other than the
28:42
final game, which is the one that confused the
28:44
crap out of both of us? goodness. So,
28:46
like, I wanna preface talking about the search
28:48
for lost species by saying that, like, we said
28:50
that the search for planet X felt like an
28:52
exam. I mean, kinda joking. What kind
28:54
of serious? Yeah. The surgical
28:57
matter eggs, is it it it felt like an oh,
28:59
god. Okay. So if the surgical matter eggs
29:01
felt like an exam, the Such
29:03
The Lost Species was an exam that you
29:05
and I both failed in real
29:07
time. It was like the the
29:09
anxiety by the end of our game
29:11
with the for lost species was like
29:13
it was like the two of us looking up from
29:15
our desks at each other and doing that that
29:17
moment of eye contact, like and you'll have to
29:19
beat this time, but of you This
29:21
as well. Yeah. Yeah. Okay. You
29:24
know, the truth? It was the way that, like, it it
29:26
was the way that at the start of the game was like,
29:28
this feels like a test. And by the end, it was
29:30
just complete silence. I was like,
29:32
I felt like the music had stopped at some
29:34
point as well, and it was just us
29:36
heads down, looking at a piece of paper,
29:38
like, quietly screaming. It becomes
29:41
increasingly stressful as well when you're like, oh,
29:43
initially, it's like, oh, this is trickier. That was like, oh, this is
29:45
really hard. And then and the
29:47
silence happened when you and I realized that,
29:49
oh, we both might just
29:51
fail this. Like Yes.
29:53
Okay. So, oh, god. Enough preamble. So
29:55
the surge of planet X was something we did a video
29:57
review on, I think, back in twenty twenty one.
29:59
It was a real surprise from renegade
30:02
games. And and and
30:04
design by. Matthew O'Malley and Ben
30:06
Rossett, a really interesting design. It
30:08
felt very fresh when we played such planet X,
30:10
which is why we chose to do a video review. This
30:12
is a very handsome but slim box
30:14
in which players are going to be doing a
30:16
deduction puzzle together. With not really
30:18
some player interaction, I would say there's like
30:21
marginally more player interaction than there is in a
30:23
Roland. Right? But
30:25
mostly, you are just experiencing this thing
30:27
together. And what the search panics was, was
30:29
you choosing to spend
30:31
time to do bits of research to
30:33
try and map out the cosmos. So
30:35
the game ends when someone finds planet
30:38
x That's gonna be tricky because Panatex appears
30:40
in the cosmos as an empty space.
30:43
So the game has something like
30:45
sixteen segments of Sky depending on whether you play
30:47
it on. Hard or
30:49
harder mode. And so, like,
30:51
you know, there's gonna be like four asteroids and
30:53
two nebula and three gas
30:55
giants or whatever. And only when you kind of
30:57
mapped out the cosmos, will you realize like,
31:00
oh, well, there's there and
31:02
of the there are six
31:05
empty spaces in the sky and then a seventh empty
31:07
space which is secretly where Panax is. So you have to
31:09
kind of deduce where everything
31:11
is in order to finally deduce that, oh,
31:13
Panax must be here because there's
31:15
ten can't be an empty space. It's bizarre and
31:17
tricky and fascinating, and it involves an
31:19
app that gives the drip easier
31:22
information. Really interesting game, but now we have
31:24
a straight up sequel and as Tom
31:26
teased earlier, you found a planet.
31:28
Now can you find a
31:30
snake? So when
31:33
you can't remember what the name of the snake
31:35
was that we were trying to find, but it it
31:37
really made me laugh for something. Oh, I'll I'll I'll
31:39
open the box now and get I feel like
31:41
it was called like the something minute or something
31:43
like that. It had like a or or the digit
31:45
or the nimbus. I don't know what it
31:47
was called. I I drew one of the cars from the
31:49
deck and I thought I was looking at the
31:52
the animals. The animals you're looking for.
31:54
But I drew a car that swamp
31:57
x efforts. It's it's kind of fitting to
31:59
the to imagine you would play this whole game looking for
32:01
someone. It can tell you what the hell is going on.
32:03
Let me get the cards. Tom,
32:05
we've kind of ruined this segment
32:07
by Eric Martining it. Would you like to explain to
32:09
the people I want Eric Martining it?
32:11
Oh, no. Did we do that with this
32:13
game? You did. We we well,
32:16
sometimes, you know, you'll finish the game and and
32:18
you'll just, you know, you'll be a bit tired. As
32:20
we were after playing the search for lost species, we
32:22
were kind of exhausted because we did an exam. And
32:24
and rather than putting away all the pieces nicely,
32:27
you you Eric Martin, of of of
32:29
BGG News fame, where
32:31
you just swipe all of the pieces
32:33
into the box in one big
32:35
motion and let them all tumble in and and now
32:37
Quinn's has to reference the carton and he
32:39
can't find it, but it's taken him and unbelievable time.
32:41
Eric Madden says he saves more time than
32:43
he loses by sweetie because, like, he
32:45
statistically never knows if he's gonna go back to a
32:47
game and play it. Right.
32:49
So the games he goes back to where
32:51
the boxes have mess. Like, he's like, oh
32:53
my god. Yeah. But if that's less
32:55
frequent than anyway, apparently save some time. We're
32:57
discovering it does not save his time. Right.
32:59
Okay. I've got the animals here. The
33:01
you
33:01
oh, yeah. We were looking for a lizard called
33:04
Zug's monitor. That's the what?
33:07
The
33:07
other animals in this game you can look for
33:09
are the CS Scops owl, the
33:11
east septic monkey grasshopper, imagine looking for
33:13
a grasshopper Jesus. The
33:16
WondiWoy tree kangaroo, the Aru
33:18
flying fox, or Attenborough's Long
33:20
Beach Takeda. And you can learn about all these
33:22
animals from the inside of the pirate screen.
33:24
Some Okay. So the
33:27
difference, but the so this is really
33:29
just a straight sequel. So we're not gonna be giving it too much
33:31
coverage. It's it's ninety five
33:33
percent of the rules are the same. So
33:35
in the Search Planet X, you're trying to you've got a kind
33:37
of imagine a whole bunch of
33:39
pie segments. You're trying to figure out what's in each pie
33:41
segment, which is like every angle of the sky.
33:43
Astrologists astrologists don't
33:46
don't write in. We know this is I was
33:48
trying to mess with my
33:48
astronomers. With the neither
33:49
of you write in because You're getting it wrong in so many
33:52
dimensions. Right. Right.
33:54
The search for lost species is different
33:56
because now you've got a hex map. You've
33:58
got an island that you're gonna
34:00
be walking around. And your little pawn on this island has to
34:02
move about. So, like, you've
34:05
got weird new geographic considerations
34:07
of well, first of you've got adjacency rules,
34:10
So it's like you're not, oh, those that, you know, if you find a butterfly, it
34:12
won't be adjacent to a ComeQuad
34:14
or
34:14
whatever. I can't join a blank
34:17
on all animal names. Oh,
34:19
it's a it's a shot. It's like a shot. Up.
34:22
So as you but but now, basically,
34:24
you've got a little pawn who's gonna be walking around the
34:26
island. So
34:28
it takes time to walk around the island. You can take
34:30
a boat around the coast and look for animals
34:32
on the coast, but then you necessarily do
34:36
a huge sweeper coast, so that's complicated. Or you can whoof it. You
34:39
can walk into the island to look for
34:41
a, you know, a camcaught on a mountain
34:43
or something, but that takes more
34:46
time. But there's a pleasant geography where, like, if
34:48
I see Thomas hanging around on the North
34:50
Coast a lot, in one of the game's
34:52
phases where you will have to publish research
34:55
just of what think might be in certain segments, which
34:58
is just as it was in the search of punnet,
35:00
absolutely hilarious that you you show
35:02
up late to this like academic convention and
35:04
they're like, oh, you've been mapping the island
35:06
and you're like, yeah. No. I know where everything
35:08
is. Definitely. Because you get points
35:10
from publishing research, but you don't
35:12
know if If it's right Yeah. Yeah. But if you see someone hanging if
35:14
I see Tom Hanger out of the north side of the island, probably
35:16
his research as to what animals are there
35:18
is gonna be correct, and I don't know.
35:21
It's harder.
35:24
You thought finding a planet was hard. Holy
35:26
crap. Looking for Zug's monitor almost
35:29
killed us. Tom, how did what
35:31
was your experience of playing the set for lost
35:34
species? I I genuinely this is gonna be a really
35:36
rough podcast discussion because I I
35:38
just feel like my brain
35:40
hurts trying to remember what happened
35:42
in our game of the search for a species. It's
35:44
like the way that you have to work it
35:46
out where you're sort of your animal in question Zug's
35:48
monitor is is by working out where everything else
35:50
is, and everything else has a really irritating
35:52
special little rule. And and,
35:54
like, there's nothing here. Should I should
35:56
I read them? Yeah. Tell me about the rules. Tell me about
35:58
them. If you if you find a Python when
36:01
you're looking around, you know that's
36:03
not adjacent to Acoustis. Yep.
36:06
But the Ciscus are
36:08
gonna be near the other Ciscus.
36:11
Yes. Toads are gonna be
36:13
adjacent to an empty area. And we both
36:15
like the lorries. The lorries, which is a kind of bird, is like the
36:17
only crumb of generosity the game gives
36:19
you. Because the lorries are
36:21
all adjacent in
36:24
two by two x to kind of Yes. Great.
36:26
So once you find if you find one Laurie, then you
36:28
know that you you will be able to draw a shape of
36:30
Laurie's quite soon, and that clears up a lot
36:32
territory for you to say. Yeah. And he's and completely infuriating when because
36:35
I spent a lot of my early times of
36:37
the game just sweeping, trying to find
36:39
a single Laurie to
36:41
try and start my my search and failing
36:44
multiple rounds in a row. That's all
36:46
data. That's all data. You know it. Well,
36:48
you'd you'd pick it to
36:50
the data. But there's something very disheartening about being like, are there any
36:52
lorities that the game says, no. And that
36:54
doesn't really give you any information.
36:56
But it kind of well, no. Yeah.
36:58
It's not.
37:00
It doesn't But at the end, not finding animals that you
37:02
look for is kind of even more information
37:04
that I like it can be. It's hard. It's
37:06
like great. It could be one of the other three
37:08
animals or
37:10
m or it could be empty but actually have the thing in that I need
37:12
to be finding. To clarify, we
37:14
we felt overconfident because we
37:17
basically found planet x. Last time we played such
37:19
a planet x. But some we played
37:22
the hard side of the board where the island is
37:24
a weird hourglass shape and
37:26
it's more it's more oh, no. No. The hard side is the island just
37:28
a is like an is a
37:30
circle, which means that everything is
37:32
adjacent to a Yeah.
37:35
Whereas the easy side of the board, the island is more shaped
37:37
like AAA bone, like a cartoon bone, you
37:39
know. Well, I'm so glad we played the hard side
37:41
of the board on this. Well, I was
37:43
I was overconfident. But honestly, the surge fund x, if
37:45
I it's not really a criticism, but that game would
37:48
have more staying power if it was a bit harder.
37:50
And look
37:52
look, honestly, I'm really
37:54
happy that this box came out. I like the set of
37:56
fanatics. I like that there's a sequel now that's
37:58
like a bit more grounded and it's full of animals.
38:00
It's more colorful. I like that it's a
38:02
bit harder. Because it kind of makes me feel like I'm not done with it
38:04
and makes me wanna go
38:06
back. I just I like and I
38:08
like that this game got a sequel because I think the
38:10
such fun is good and
38:12
interesting. Yeah. And I like the
38:14
I will meet people now in
38:16
future who've played one or either of these games.
38:19
I can just look at them. And we don't even need to talk about the game and I'll be
38:21
like, oh, you play the sexual species and they'll be like,
38:23
yep. And then I can just look at the light go
38:25
out in their eyes a little bit and feel
38:28
like, Sucks. It's so hard. It's just really
38:30
hard. I think we've had it too good with these
38:32
Roland writes where, you know, you sit down
38:34
and you don't play you you write down on a piece of
38:36
paper and it's
38:38
all generous. I -- Yeah. -- am very here for the new genre
38:40
of games when you sit down and you write a piece of paper
38:42
and you have a bad time. I like I
38:44
really enjoyed the sort of arc of our
38:46
games being represented by
38:48
how many different colors of pen we
38:50
were using. Oh, man. Yeah.
38:52
There was like a point about halfway through
38:54
where we whipped out a highlighter. And then it
38:56
was like, right. Here we go. And then, like, just because so the point
38:58
we got to that I think is ultimately my only
39:01
mark against this game is that the point that
39:03
we got to at the end neither
39:05
of us could entirely figure out how it
39:07
was possible for because we we
39:09
lost. Right? We just we didn't manage to
39:12
do it. We
39:12
did. We made a a competitive game into
39:14
a cooperative game where you and I were sharing notes and then
39:16
-- Yeah. Exactly. -- it does. It's no game at all
39:18
because we track. But then that was also a very weird
39:20
conversation because both of us had got, like, one
39:23
or two things slightly wrong but
39:25
we're convinced that we'd got them right. To I found that I
39:27
found Zug's monitor at the end. Like,
39:29
after using your notes,
39:32
I was able to
39:34
commencing my notes and
39:36
retries, you eventually pin the
39:38
tail on the dot. Correct. Yeah.
39:42
But yeah, it's a that's maybe the one mark against it was
39:44
that it did that did happen at the end. Right?
39:46
That it maybe was so hard for us
39:49
And I do think we had a
39:51
very unusual, you know, like generation
39:53
of of where things
39:54
were. It was crazy at the
39:57
end. I feel that I worry about, you know,
39:59
putting this out there because we were playing with a
40:01
a non final version of the app. Yeah. So
40:03
it could be that we
40:04
were just part of the playtesting data
40:07
and that
40:07
the app is, you know, like, being refined and
40:09
removing idle generations where it's too high. Right.
40:11
Right. Right. It doesn't really surprise me that that
40:13
maybe having a bit more trouble with the app.
40:15
I think much more complicated technical process to make
40:18
because rather the planet X
40:20
which is sat there being a planet. Each
40:22
of these animals you're looking for has their
40:24
own rules Yeah. Like,
40:26
to help you find them. And
40:28
then the adjacency of the island of the
40:30
island hexes is surely quite complicated. So, yeah, wouldn't
40:32
surprise me a friend of Gator having a
40:35
bit a trouble getting it to a state where
40:37
it's rock solid all the time. Mhmm.
40:39
But, yeah, I would recommend people
40:41
pick up this game or or or
40:43
the Tetra Panax. If they want to experience.
40:45
Just one of the most peculiar
40:48
gaming experiences of reach. Yeah. So
40:50
it's nice. But with the
40:52
caveat that, yes, playing on the hard mode at the
40:54
search for lost species, we don't
40:56
know if that's if that's going to be
40:58
as brutal as it was for us as it will be
41:00
for you. I wonder if it would make
41:02
it quite a good solo game.
41:04
Like, I don't know whether it's true, but even this, there'll
41:06
be definitely something pleasing about the amount of
41:08
different marks and kind of, like,
41:10
deductions you make on your own personal bit
41:12
of paper. You'll lose something
41:14
from the whole, like, publishing theory side of the
41:16
game, but I think it's something that's it's a very pleasing puzzle
41:18
to do solo, which is great because you spend
41:20
a lot of the game doing it solo. I
41:22
think it you could consider the search
41:26
for lost species like one of the
41:28
most fancy and luxurious
41:30
solitaire games of years. I
41:33
do. I think definitely stuff in the manual for some
41:36
facilitator mode. Yeah.
41:41
That's it. For this episode of the Shut Up and Sit Down
41:43
Podcast, we talked about three games. Game
41:45
number one. Good. Game
41:48
number two. Good, but not as
41:50
good. Game number three,
41:52
a good sequel. That's quite well, quite
41:54
positive. That's quite good for us. It's not
41:56
like when we record a podcast and it's
41:58
like we explicit talk about stuff that we think is pretty good. It makes me wish the the
42:00
as I mean, IIII was gonna say
42:02
it makes me wish we could do that all the time, but we
42:04
could we could just kick
42:07
our, you know, standards being endlessly positive. Being
42:09
a few so about everything. I mean,
42:11
we are generally quite quite nice, aren't
42:13
we? We're quite young.
42:16
Yeah. The board gave us a trickier aren't they? Because no one needs to own more
42:18
than, like, I don't know, twenty. There's no
42:20
number you can say, by the way, as
42:23
an answer to that question. That
42:26
doesn't make you sound demented to someone. Like, if I say, no, I
42:28
need to own more than ten board games, then
42:30
people are gonna be like, why would
42:32
you need ten board games? That's performance.
42:35
But but realistically, I've cut my collection off at a hundred
42:38
board games because I think that's enough. I
42:40
think that sounds like the right number. I
42:42
think I'm trying to go into
42:44
this year implementing
42:46
a three star rating system for
42:48
everything. Go
42:50
on. And I think because
42:52
I was thinking so and and and
42:54
I think that we should only cover games
42:57
in a two or three star. Okay.
42:59
Yeah. Unless it's like a
43:02
really flash sequel that everyone's gonna wanna know about and play.
43:04
And if it's bad, then it's like a public service to be
43:06
like My my case for the three star rating
43:10
system is most stuff
43:12
is is realistically is gonna
43:14
be one star realistically --
43:16
Right. -- which is great because it means
43:18
that, you know, everyone lives busy lives what
43:20
do they have time for. You know what I mean? Yeah. So
43:23
you're saying you're like user
43:25
focused. Three star, definitely make
43:27
time for it. Two
43:30
stars get involved if you want. One start, don't go near it.
43:32
Not don't go near it. It's just like
43:34
it's either. It is actively bad
43:36
and and not good, and you don't want
43:38
us to be having it. Or it's
43:40
just not
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