WEBVTT

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<v Speaker 1>Out of the street corners. They scream. You knew it

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<v Speaker 1>was coming. You've been waiting for this for months, rumor

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<v Speaker 1>hardened into fear, and now they scream at you, the sirens,

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<v Speaker 1>their hysterical wail, tearing through the white noise of the city,

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<v Speaker 1>and you run. You run to pick up those things

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<v Speaker 1>that can never be replaced, a picture of them in

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<v Speaker 1>the days when they still loved you, your mother's wedding ring.

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<v Speaker 1>And then you turn to your shelf of games. You

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<v Speaker 1>only have room for five. Five Games for Doomsday. Five

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<v Speaker 1>Games for Doomsday is a show in which board game

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<v Speaker 1>personalities are thrust into a cabin in the woods to

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<v Speaker 1>outrun an oncoming disaster, but can only take five of

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<v Speaker 1>their games with them. But which will they choose. My

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<v Speaker 1>guest this week is one half of the most original

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<v Speaker 1>publisher in hobby gaming in real life. He's a graduate

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<v Speaker 1>in cryptography and a business owner working in deep tech

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<v Speaker 1>in games. He designs and publishes under Splotter, Spell and

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<v Speaker 1>the hugely original Dutch publisher responsible for Antiquity Indonesia, food Chain, Magnetum,

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<v Speaker 1>and many others. My guest this week is your own Dowman,

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<v Speaker 1>your own Welcome to the cabin.

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<v Speaker 2>Thanks for having me.

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<v Speaker 1>So my first question is is how difficult was it

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<v Speaker 1>for you to pick the five games take to the cabin.

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<v Speaker 2>Well, there's two answers to that question. On the one hand,

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<v Speaker 2>it's very difficult to narrow something down to five games

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<v Speaker 2>and just just pick only five. On the other hand,

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<v Speaker 2>gaming for me is always more about people I gained

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<v Speaker 2>this and having a fun experience together than the actual

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<v Speaker 2>game that's on the table, if you understand what I mean.

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<v Speaker 1>Sure, So let's go back to the beginning. Then, so

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<v Speaker 1>you studied cryptography. How does a person get into cryptography?

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<v Speaker 2>Well, that's that's an excellent question. It's essentially by not

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<v Speaker 2>being able to choose in a way, because cryptography is

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<v Speaker 2>essentially a branch of mathematics that takes whatever font puzzles

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<v Speaker 2>can be had from left and right anywhere in mathematics

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<v Speaker 2>to create a difficult puzzle out of that and build

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<v Speaker 2>a cryptosystem.

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<v Speaker 1>And so what do you do in a cryptography degree.

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<v Speaker 2>Well built, build secure systems, may make sure stuff can

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<v Speaker 2>remain secret or authentic or what have you not.

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<v Speaker 1>And so then that resulted in you working in deep tech,

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<v Speaker 1>and I tried to work out what deep tech actually meant.

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<v Speaker 1>But the problem is your own is I'm not very clever,

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<v Speaker 1>and certainly anything to do with mathematics is an absolute disaster.

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<v Speaker 1>So what is deep tech?

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<v Speaker 2>Dep tech doesn't really have much to do with mathematics

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<v Speaker 2>or with the technology itself. I think it's it's more

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<v Speaker 2>to do with with an investor's horizon, because deep tech

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<v Speaker 2>is something that will take a long time to pay

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<v Speaker 2>off any investment. I think that's a good definition to

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<v Speaker 2>look to.

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<v Speaker 1>But what kind of things does deep tech do? What

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<v Speaker 1>kind of products does it produce?

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<v Speaker 2>There's typically a lot of semiconductors, so computer chips, things

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<v Speaker 2>like that. They often take years to design. Then you

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<v Speaker 2>have to convince people that yours are better than those

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<v Speaker 2>of somebody else, and before you know it, you're five

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<v Speaker 2>to ten years down the road. Well, typical investor will

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<v Speaker 2>want a return on his money in I don't know,

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<v Speaker 2>three years or so. And of course I'm fantasizing slightly

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<v Speaker 2>here because this is not my world. I like I

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<v Speaker 2>like to keep in the technology part of the business

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<v Speaker 2>and be clever and not have too much to do

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<v Speaker 2>with the money side of things unless I have to.

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<v Speaker 1>And you formed your own company, what does it do yees.

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<v Speaker 2>So I did that with a bunch of co founders

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<v Speaker 2>and essentially what we do, and I think the easiest

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<v Speaker 2>way to explain it is we create electronic bar code.

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<v Speaker 2>So any piece of electronics you can stick a unique barcode,

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<v Speaker 2>the thing gets its own unique identity and it can

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<v Speaker 2>prove its own identity. And that that way you can

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<v Speaker 2>keep track of the life cycle of your your electronics

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<v Speaker 2>or the electronic components throughout throughout this whole life, even

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<v Speaker 2>after you refurbish it, and you still you still know

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<v Speaker 2>it's life history in a way year or you have

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<v Speaker 2>a way of tracking that.

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<v Speaker 1>Excellent. So your first game then is unsurprising to me

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<v Speaker 1>as an eighteen xx and this is eighteen thirty three.

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<v Speaker 1>So what is your background with eighteen xx and why

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<v Speaker 1>do the games appeal to you?

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<v Speaker 2>Yeah, They've always appealed to me a lot. And what

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<v Speaker 2>I really wanted to pick an eighteen xx game for

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<v Speaker 2>one of my five games. And I think one of

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<v Speaker 2>the ways it tackles me is that the entanglement it

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<v Speaker 2>creates between players because it's the type of game that

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<v Speaker 2>plays in two levels. As a player, or you're an

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<v Speaker 2>investor in companies, you have no clue yet what those

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<v Speaker 2>companies will do and whoever invested most in a company

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<v Speaker 2>to run it in the operation round and make all

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<v Speaker 2>these decisions. So that game on two levels is fascinating

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<v Speaker 2>to me.

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<v Speaker 1>And then what's special about eighteen thirty three n E.

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<v Speaker 2>Well, in a way, it's a little bit of a

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<v Speaker 2>gamble because I've played prototype a handful of times. The

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<v Speaker 2>game has not been released yet, should hopefully finally be

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<v Speaker 2>out end of this year, and I really like what

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<v Speaker 2>it does. It's kind of the bigger broader to eighteen

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<v Speaker 2>forty six, which is a game that was distilled down

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<v Speaker 2>from the roots of eighteen thirty three and E. And

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<v Speaker 2>so I like what it does, and I hope there's

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<v Speaker 2>it has enough legs for me to spend a lot

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<v Speaker 2>of time in the cabin.

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<v Speaker 1>And so, you know, you look at eighteen xx publishers.

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<v Speaker 1>I interviewed Lonnie Augla recently, and the eighteen xx community

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<v Speaker 1>is its own kind of cult within board gaming. Do

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<v Speaker 1>you do you kind of feel an affinity with what

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<v Speaker 1>you do and what eighteen xx publishers.

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<v Speaker 2>Do partially partially, uh, but but maybe for the eighteen

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<v Speaker 2>xx mostly designers, I would say they're designed and more

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<v Speaker 2>constrained in that you still want to keep to the

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<v Speaker 2>eighteen xx guardrails in the way it's almost always about

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<v Speaker 2>railway companies and owning shares and debt. There's there's a

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<v Speaker 2>few exceptions to that, including our own.

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<v Speaker 1>One of yours, yeah, which I'll which I'll never play again,

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<v Speaker 1>your own because the first time I played it, I won,

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<v Speaker 1>and so I can never play it again because I've

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<v Speaker 1>got one hundred percent record.

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<v Speaker 2>Well, but I hope you liked it at least did

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<v Speaker 2>I love it? Yeah, there's there's a really fun story

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<v Speaker 2>about that part because when we released eighteen thirty BC,

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<v Speaker 2>there was one of the Norwegian stores kept kept buying

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<v Speaker 2>copies from us, and at some point we asked, how

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<v Speaker 2>do you sell this many copies of an eighteen x

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<v Speaker 2>X game? Because they were the only shop that was

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<v Speaker 2>selling so much and and and they were saying, oh,

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<v Speaker 2>your game is fantastic. It's it's it's relatively short, and

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<v Speaker 2>and it teaches more dirty twigs and eighteen thirty has

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<v Speaker 2>it's the perfect preparation for someone to learn how to

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<v Speaker 2>play eighteen thirty or any of the others. That was

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<v Speaker 2>really good to hear.

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<v Speaker 1>So I want to move on there and talk to you,

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<v Speaker 1>talk about you as a gamer rather than a designer.

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<v Speaker 1>So how did you discover board games?

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<v Speaker 2>Well, I I've I've played them from from childhood onwards essentially.

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<v Speaker 2>So when I was in high school, I played actually

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<v Speaker 2>Allies with with my friends with friends, that was the

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<v Speaker 2>brand new game at the time. I then also discovered

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<v Speaker 2>this this little weird male order shop. There was an

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<v Speaker 2>efvert in a newspaper or magazine somewhere which was nine

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<v Speaker 2>and nine games, and and one of the games the

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<v Speaker 2>advertise for Civilization. I was like, well, this sounds fun.

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<v Speaker 2>I'll take a chance and I'll order a copy. It arrived.

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<v Speaker 2>I never at that point really played it that much

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<v Speaker 2>because I didn't have the group for it, and the

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<v Speaker 2>group wasn't big enough. But it was a wonderful game

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<v Speaker 2>to own and and play. When I went to university

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<v Speaker 2>I met more people to play with and to play

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<v Speaker 2>lots of other games with as well.

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<v Speaker 1>And so what kinds of player are you? Are you

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<v Speaker 1>a quiet, thoughtful game or are you someone who Are

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<v Speaker 1>you someone who plans a million turns ahead? Or are

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<v Speaker 1>you more sort of shooting from the hip, shouting at

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<v Speaker 1>people across the table? I mean like me.

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<v Speaker 2>I'm I'm much more quiet's soulful player. I'll probably plan

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<v Speaker 2>a million terms ahead, including for you. I also remember

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<v Speaker 2>about what was visit game club here in Ainthoven. We

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<v Speaker 2>were playing Game of Titan and and and people. Uh.

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<v Speaker 2>For people who don't know the game, it's it's a

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<v Speaker 2>fantasy combat game. You have hit, you have hidden armies.

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<v Speaker 2>You show a little bit of information if you get

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<v Speaker 2>a new fantasy creature into your army, uh, and and

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<v Speaker 2>and how you got it there, and then for the

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<v Speaker 2>rest of it is hidden you you move your armies around,

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<v Speaker 2>so you don't quite know what's what a miss the

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<v Speaker 2>other people have. But at some point everyone was just

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<v Speaker 2>asking me what's in this army of mine? And I

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<v Speaker 2>was correct ninety percent of the time or so, and so.

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<v Speaker 1>When did you think, oh, I like these things, maybe

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<v Speaker 1>I'd like to make them too.

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<v Speaker 2>So that's that was really at the start of university

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<v Speaker 2>and near the near the start of splot of as well,

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<v Speaker 2>even though I didn't join as a partner all the

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<v Speaker 2>way at the start, because we we were playing lots

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<v Speaker 2>of lots of different different games, there were far fewer

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<v Speaker 2>different games than than there are now. And I think, actually,

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<v Speaker 2>well I had met your yours as well, and and

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<v Speaker 2>other people we.

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<v Speaker 1>So did you meet him at university?

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<v Speaker 2>Yes, So we founded a gaming society together to play

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<v Speaker 2>board games with with a lot of people. And at

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<v Speaker 2>some point we also had like, well there's too few games,

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<v Speaker 2>let's create, let's create some of our own. So we

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<v Speaker 2>had evenings or or days where we would design a

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<v Speaker 2>little game of our own. And one one of the

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<v Speaker 2>other things is I also played a lot of computer games.

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<v Speaker 2>I still play quite a few. One of the games

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<v Speaker 2>that I enjoyed was low so that Settlers. You you

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<v Speaker 2>may have heard of it, And if if you did

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<v Speaker 2>some arcade things to your computer hooked up to miles,

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<v Speaker 2>et cetera, you could play the split screen with two players.

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<v Speaker 2>And I played it a few times videos and then

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<v Speaker 2>we both enjoyed that and we were like, but can

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<v Speaker 2>can we also do this in board game for him?

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<v Speaker 2>So that's how Roads and Boats was born. And that's

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<v Speaker 2>that's actually the first game that that we started working on,

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<v Speaker 2>even if it's not the first published game from Slaughter.

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<v Speaker 1>So your next game then is Age of Craft. Why

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<v Speaker 1>are you taking this one to the cabin?

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<v Speaker 2>I But one of the reasons I wanted to have

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<v Speaker 2>a diverse set of games. Each age of Craft is

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<v Speaker 2>wonderful for me because it's a it's it's a dice

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<v Speaker 2>drafting game, and it's relatively quick and you're building new building,

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<v Speaker 2>new buildings, uh with with the dice that you collect,

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<v Speaker 2>some building if you'll produce dice, et cetera. So in

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<v Speaker 2>a in a way, it's what resource building game or

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<v Speaker 2>what's what's the current name for the sayings a cube,

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<v Speaker 2>cube turner, cute pusher, Yeah, and but it's it's it's

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<v Speaker 2>a wonderful little quirky little thing. And well I also

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<v Speaker 2>I also very much nowadays and enjoy Japanese games because

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<v Speaker 2>they often well they're often relatively small, not not and

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<v Speaker 2>not too big, but they can contain it one wonderful

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<v Speaker 2>little ideas. They're still down to the core because not

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<v Speaker 2>more fits in the box, and so.

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<v Speaker 1>More and more over the last decade, Asian games have

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<v Speaker 1>been becoming a thing, I think culminating really with Bombusters

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<v Speaker 1>winning Spielder Sharas last year. But is there anything unique

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<v Speaker 1>about the games coming out of Asia, do you think?

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<v Speaker 2>But in it in in a way it's it's a

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<v Speaker 2>different scene. There's not as many big publishers. I think

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<v Speaker 2>though the big Western publishers are now also scouting a

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<v Speaker 2>lot for for Japanese designs. So there's much more culture

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<v Speaker 2>of the miners producing five to fifty copies of their

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<v Speaker 2>own game, and they are very happy with every with

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<v Speaker 2>every sale and everyone who plays their game, and if

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<v Speaker 2>it doesn't sell, then they're making you. They're make a

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<v Speaker 2>new one.

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<v Speaker 1>So I want to talk now about more about you

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<v Speaker 1>and your your your start in design. So the first

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<v Speaker 1>game you published, which I which I played the other day, interestingly,

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<v Speaker 1>was Web and I was playing it with someone and

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<v Speaker 1>they were saying, I see the origins of Splotter in

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<v Speaker 1>this game. What what does Web share with the games

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<v Speaker 1>you subsequently designed.

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<v Speaker 2>Uh, that's that's that's a hard question. I would say

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<v Speaker 2>one of the things that shares is is roudbuilding, because

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<v Speaker 2>a lot, if not almost all of our games involves

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<v Speaker 2>some form of network or routbuilding, and that that is

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<v Speaker 2>the core of Web. You're you're building a route from

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<v Speaker 2>the start or from a start to point two point

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<v Speaker 2>scoring locations, and a little bit in there is also

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<v Speaker 2>distilling down what you actually do in a turn, because

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<v Speaker 2>in Web, you get if you get a few action

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<v Speaker 2>points depending on the towel you play, and you and

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<v Speaker 2>you can spend those on a on a few different options.

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<v Speaker 2>We actually played it, uh two months back or so

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<v Speaker 2>again and we and we were also both seeing yours

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00:16:41.000 --> 00:16:44.960
<v Speaker 2>was in the same game. We were both thinking along

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<v Speaker 2>similar lines, it's like this, this really still is a

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<v Speaker 2>blotter game. And we were also both like, if we

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<v Speaker 2>would design this now and nowadays, we would do so

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<v Speaker 2>much different.

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<v Speaker 1>And so then when did you decide to form the

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<v Speaker 1>company and why did you end up calling it splotter spelling?

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<v Speaker 2>Forming the company was what was Tomara Harmon and yours

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<v Speaker 2>started it basically because we we we had a bunch

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<v Speaker 2>of games that we that we we all enjoyed ourselves,

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<v Speaker 2>and we had shopped them around to a few bigger

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<v Speaker 2>publishers and they they all very politely but very firmly

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<v Speaker 2>said no, we don't, we don't want to publish this.

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<v Speaker 2>And then at some point we or I should say,

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<v Speaker 2>Tomara Hammond and simply decided, hey, we know a few

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<v Speaker 2>other Dutch designers Kraley and side On, why don't we

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<v Speaker 2>just rent the boots in Essen and make a few

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<v Speaker 2>handcrafted games and sell them there. So that's really what

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<v Speaker 2>what the start of Splotter was. So Web was one

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<v Speaker 2>of the first games that was was in the mix

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<v Speaker 2>for the first year. I didn't join as a partner

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<v Speaker 2>until a few years later. And the name came from

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<v Speaker 2>Tomorrow and actually from the logo because Tomara had drawn

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<v Speaker 2>the logo first. And it's a shortening of spell and

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<v Speaker 2>otter because the logo is a little otter, so it's

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<v Speaker 2>really game otter.

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<v Speaker 1>So so the Dutch word for otter is otter. Yes, yes,

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<v Speaker 1>I know a Dutch word. Now, I'm sure you know

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<v Speaker 1>more than one. You know web well? Also also I

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<v Speaker 1>know web. Yeah, so I'm getting on to that. So

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<v Speaker 1>your first big game then was Boss. How did Buss

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<v Speaker 1>come about?

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<v Speaker 2>I would argue that Roads and Boats was really the

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<v Speaker 2>first big game, both because we started designing that earlier

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<v Speaker 2>and I think it released a year before Bus. Okay actually,

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<v Speaker 2>but but Bus really really came out of one of

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<v Speaker 2>the design sessions where we were fooling around and trying

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<v Speaker 2>and trying trying to make a game about moving about

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00:19:24.319 --> 00:19:29.119
<v Speaker 2>delivering passengers to where they want to go, and it

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00:19:29.200 --> 00:19:31.440
<v Speaker 2>grew from there. End my memory on it is very

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<v Speaker 2>hazy at the moment.

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<v Speaker 1>It's been a while, And so Buss is a game

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<v Speaker 1>I first played when the Capstone version came out, and

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<v Speaker 1>I recently had a gaming weekend and Bus was the

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<v Speaker 1>first game that was played at the weekend. So it's

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<v Speaker 1>a game that came out in nineteen ninety nine and

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<v Speaker 1>people are still buying it, people are still playing it.

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<v Speaker 1>Does that surprise you.

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<v Speaker 2>In a way? Yes, that it's it's fair to be honest,

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<v Speaker 2>and an old design, but it's the design still still

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00:20:07.119 --> 00:20:10.960
<v Speaker 2>holds up quite well, and I think I think it's

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<v Speaker 2>still a good game. I still chuckle a little bit

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00:20:16.559 --> 00:20:19.279
<v Speaker 2>because you can. It's it's a game you can play

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00:20:19.359 --> 00:20:23.160
<v Speaker 2>in two very different ways. And when we designed it,

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00:20:23.200 --> 00:20:26.920
<v Speaker 2>we mainly played it in the as mean as possible game.

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00:20:27.000 --> 00:20:31.000
<v Speaker 2>So that's why why we put duration of two to

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00:20:31.079 --> 00:20:35.440
<v Speaker 2>three hours on the box. And and we had a

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00:20:35.440 --> 00:20:38.160
<v Speaker 2>little joke in that we put the score track up

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00:20:38.200 --> 00:20:42.160
<v Speaker 2>to I forget thirty points or so. Well, high score

306
00:20:42.200 --> 00:20:45.720
<v Speaker 2>we had seen was more around seven points, but hey,

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00:20:45.759 --> 00:20:50.160
<v Speaker 2>we we had this wonderful game board all this. All

308
00:20:50.200 --> 00:20:53.640
<v Speaker 2>the score islands were named after island games, and we

309
00:20:53.680 --> 00:20:58.079
<v Speaker 2>came up with thirty or so of them. But but

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<v Speaker 2>then we also got comments like why do you put

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<v Speaker 2>two to three hours on the game. We finished this

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00:21:03.720 --> 00:21:06.720
<v Speaker 2>in thirty to forty five minutes, and the score treg

313
00:21:06.839 --> 00:21:12.519
<v Speaker 2>is too short. If you play it extremely friendly, don't

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00:21:12.519 --> 00:21:15.519
<v Speaker 2>block anyone, Yeah, then you score a lot of points.

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00:21:15.519 --> 00:21:18.119
<v Speaker 1>I have never played a game of Bus where the

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00:21:18.119 --> 00:21:19.799
<v Speaker 1>winner has scored more than eight points.

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00:21:19.799 --> 00:21:23.400
<v Speaker 2>I think it's shame. But that's not the only way

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00:21:23.440 --> 00:21:24.079
<v Speaker 2>to play the game.

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00:21:24.720 --> 00:21:27.720
<v Speaker 1>Well, I mean, I mean, I know, in this modern

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00:21:27.759 --> 00:21:30.680
<v Speaker 1>world your own that we should be we should be

321
00:21:30.799 --> 00:21:34.319
<v Speaker 1>nice and open to other people's points of view. But frankly,

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00:21:34.440 --> 00:21:35.920
<v Speaker 1>that is playing bus role.

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00:21:38.400 --> 00:21:41.160
<v Speaker 2>I agree. It's also not the way I play Bus.

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<v Speaker 1>But so your next game then is something I never

325
00:21:45.640 --> 00:21:47.680
<v Speaker 1>knew existed until you sent me the list, and this

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00:21:47.759 --> 00:21:51.839
<v Speaker 1>is Babylon five Walls. But before we get to the game,

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00:21:52.400 --> 00:21:54.559
<v Speaker 1>this is one of those TV shows that I've never

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00:21:54.599 --> 00:21:57.839
<v Speaker 1>seen that everyone always says to me, Oh, you have

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<v Speaker 1>to see Babylon five. Of those nice anti sci fi shows,

330
00:22:01.039 --> 00:22:03.759
<v Speaker 1>it's by far the best. Why is the TV show

331
00:22:03.839 --> 00:22:04.680
<v Speaker 1>so good?

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<v Speaker 2>I will join the chorus and say, it's it's really

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00:22:09.000 --> 00:22:12.640
<v Speaker 2>a wonderful sci fi show. You you you should, you

334
00:22:12.640 --> 00:22:16.480
<v Speaker 2>should really watch it. And I think, apart from the

335
00:22:16.519 --> 00:22:19.799
<v Speaker 2>c g I effects. It's it still holds up extremely

336
00:22:19.880 --> 00:22:25.119
<v Speaker 2>well even even now. And for me, it's the TV

337
00:22:25.200 --> 00:22:27.880
<v Speaker 2>show is so good because it's essentially it's a it's

338
00:22:27.880 --> 00:22:32.759
<v Speaker 2>a Greek tragedy. It's it's one big story. It's it's

339
00:22:32.799 --> 00:22:40.119
<v Speaker 2>it's not episodical. It's almost actually entirely from the first episode,

340
00:22:41.480 --> 00:22:44.160
<v Speaker 2>it's already leading into the end of the show. And

341
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<v Speaker 2>that that shows and the writing is phenomenal, phenomenal for me.

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<v Speaker 1>And so how well does the game evoke the show?

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<v Speaker 2>It's it evokes the show pretty nicely because the game,

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<v Speaker 2>because the game has a gazillion different spaceships that that

345
00:23:06.559 --> 00:23:11.000
<v Speaker 2>you can use to fight with, and most of at

346
00:23:11.119 --> 00:23:15.160
<v Speaker 2>least the earlier ones appear on the show, and then

347
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<v Speaker 2>later you get to ships that are only mentioned on

348
00:23:17.160 --> 00:23:19.359
<v Speaker 2>the show, and then all the way to fantasy ships

349
00:23:19.400 --> 00:23:24.559
<v Speaker 2>that somebody made up at some point. But it's if

350
00:23:24.720 --> 00:23:29.119
<v Speaker 2>if you look at there are let's say, four main

351
00:23:29.559 --> 00:23:34.759
<v Speaker 2>alien races, including humans, and two more powerful races, and

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00:23:35.119 --> 00:23:39.920
<v Speaker 2>those are have very different philosophies, both in the writing

353
00:23:40.000 --> 00:23:43.920
<v Speaker 2>on the show how they're acted, and that that comes

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00:23:43.920 --> 00:23:48.240
<v Speaker 2>true in in the spaceships as well. So that's real

355
00:23:48.440 --> 00:23:52.000
<v Speaker 2>that's really fun to see, and it's it's also a

356
00:23:52.039 --> 00:23:54.799
<v Speaker 2>game that I played a lot with my girlfriend, so

357
00:23:54.839 --> 00:23:59.839
<v Speaker 2>it's it has emotional connections for me. They are two

358
00:24:00.680 --> 00:24:04.279
<v Speaker 2>and it's it's it's a fun dice chugger. You wore

359
00:24:04.319 --> 00:24:06.440
<v Speaker 2>a ton of dice to see if if you should

360
00:24:07.119 --> 00:24:10.640
<v Speaker 2>if you hit each other, yes or no. It's it's

361
00:24:10.720 --> 00:24:15.160
<v Speaker 2>essentially more or less starfreet Battles Clone. That's a little

362
00:24:15.640 --> 00:24:19.240
<v Speaker 2>a little bit easier rules wise, but it's great fun.

363
00:24:20.960 --> 00:24:23.720
<v Speaker 1>So now I want to talk more about Splotter. So

364
00:24:24.519 --> 00:24:28.720
<v Speaker 1>the the thing about Splotter is they they're a cult

365
00:24:28.720 --> 00:24:32.279
<v Speaker 1>publisher and they that the people who are devoted to

366
00:24:32.319 --> 00:24:36.440
<v Speaker 1>Splotter are crazy devoted to Splotter. When did you start

367
00:24:36.480 --> 00:24:38.880
<v Speaker 1>to realize that you were developing a following?

368
00:24:43.880 --> 00:24:48.599
<v Speaker 2>Probably after after Indonesia or so, so that that was

369
00:24:48.640 --> 00:24:54.359
<v Speaker 2>really the dessert big game, and there was that was

370
00:24:54.440 --> 00:24:57.799
<v Speaker 2>also around what a few years after Board Game Gig

371
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<v Speaker 2>really started, and of course Red Games Board was was

372
00:25:01.960 --> 00:25:08.720
<v Speaker 2>already quite entigesticals also about our games. But I don't

373
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<v Speaker 2>know when when it was really a following or when

374
00:25:15.359 --> 00:25:17.799
<v Speaker 2>that when it became a following, I don't know.

375
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<v Speaker 1>And so then if you had to boil it down.

376
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<v Speaker 1>I've had this conversation a lot with people in my

377
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<v Speaker 1>game group. What would you say is the character of

378
00:25:32.319 --> 00:25:33.279
<v Speaker 1>a Splotter game?

379
00:25:36.000 --> 00:25:40.960
<v Speaker 2>I would say the character? And at least that's how

380
00:25:41.039 --> 00:25:45.319
<v Speaker 2>we try to design new games, is that there's at

381
00:25:45.359 --> 00:25:50.799
<v Speaker 2>least one new and unique mechanism in there. And it's

382
00:25:50.880 --> 00:25:55.119
<v Speaker 2>also a game that's boiled down to it, to its essence,

383
00:25:55.799 --> 00:25:57.799
<v Speaker 2>there's no superfluous parts.

384
00:25:59.599 --> 00:26:01.920
<v Speaker 1>And so then so then when you when you're designing

385
00:26:01.920 --> 00:26:05.640
<v Speaker 1>a game, how the duties split between you and yours?

386
00:26:05.759 --> 00:26:09.319
<v Speaker 1>Do you have regular things that you excel at? Or

387
00:26:09.440 --> 00:26:11.039
<v Speaker 1>is that all mixed up?

388
00:26:11.720 --> 00:26:16.960
<v Speaker 2>It's it's it's it's very it's very mixed up. I'm

389
00:26:17.599 --> 00:26:21.400
<v Speaker 2>sometimes a bit more analytical, and I I play more

390
00:26:21.759 --> 00:26:26.359
<v Speaker 2>different board games from other publishers. Yours almost or only

391
00:26:26.400 --> 00:26:31.119
<v Speaker 2>plays our prototypes nowadays. So sometimes Yours comes up with

392
00:26:31.200 --> 00:26:34.759
<v Speaker 2>a great vis a, great idea, like what what what

393
00:26:34.839 --> 00:26:39.319
<v Speaker 2>if you use this type of mechanism, And then I'm like, oh, yes, yes, yes,

394
00:26:39.319 --> 00:26:42.200
<v Speaker 2>that's a great mechanism that's exactly in this game already.

395
00:26:42.839 --> 00:26:44.920
<v Speaker 2>So then we have to steer steer away from that

396
00:26:45.559 --> 00:26:52.200
<v Speaker 2>a little bit. And yours is great in let's say

397
00:26:52.240 --> 00:26:54.480
<v Speaker 2>a bit a bit more of the abstract few and

398
00:26:54.240 --> 00:27:00.680
<v Speaker 2>and making sure that there is meaningful player interaction and

399
00:27:00.920 --> 00:27:07.000
<v Speaker 2>player entanglement for to call it like that. And I'm

400
00:27:07.680 --> 00:27:11.000
<v Speaker 2>often more analytical, and I'm like, if if you do

401
00:27:11.079 --> 00:27:13.559
<v Speaker 2>the rules like this, if this and this happens, the

402
00:27:13.599 --> 00:27:19.680
<v Speaker 2>game breaks. I'm quite good at break at breaking game prototypes,

403
00:27:20.319 --> 00:27:21.359
<v Speaker 2>if I say so myself.

404
00:27:22.720 --> 00:27:26.279
<v Speaker 1>And so the one thing about splotter, because the advantage

405
00:27:26.279 --> 00:27:29.160
<v Speaker 1>you have of it not being your profession is that

406
00:27:29.200 --> 00:27:35.240
<v Speaker 1>you're under no pressure to release games. So your release

407
00:27:35.240 --> 00:27:39.839
<v Speaker 1>schedule is fairly irregular. What prompts you to start a game?

408
00:27:39.920 --> 00:27:41.920
<v Speaker 1>Or are you always in the process of.

409
00:27:41.920 --> 00:27:47.359
<v Speaker 2>Designing We're actually, we're we're always in the process of

410
00:27:47.400 --> 00:27:53.799
<v Speaker 2>designing a new game. And uh, before this interview, actually

411
00:27:53.839 --> 00:27:57.799
<v Speaker 2>I actually looked looked up and release schedule is is

412
00:27:57.880 --> 00:28:02.039
<v Speaker 2>even it's relatively regular, or that we we slow down

413
00:28:02.079 --> 00:28:04.920
<v Speaker 2>a lot because both you and myself have gotten busy

414
00:28:05.039 --> 00:28:09.079
<v Speaker 2>or with our professional lives, and we no longer live

415
00:28:09.119 --> 00:28:11.599
<v Speaker 2>in the same city so it's harder to see each other.

416
00:28:12.559 --> 00:28:15.440
<v Speaker 2>But we but we've released a new game about every

417
00:28:15.440 --> 00:28:21.240
<v Speaker 2>three years over the past decade or so. And sometimes

418
00:28:21.240 --> 00:28:24.759
<v Speaker 2>we also had projects that we've worked on for a

419
00:28:24.880 --> 00:28:29.519
<v Speaker 2>year or two years, and then and then we said, hey,

420
00:28:29.680 --> 00:28:33.559
<v Speaker 2>we've developed this game or this game idea as as

421
00:28:33.559 --> 00:28:36.400
<v Speaker 2>far as it's as it goes, we've distilled down the

422
00:28:36.480 --> 00:28:40.799
<v Speaker 2>essence and there's no fun anymore. This is this is

423
00:28:40.839 --> 00:28:43.279
<v Speaker 2>not a fun game. And then we discarded that and

424
00:28:43.400 --> 00:28:47.000
<v Speaker 2>started with a new idea, and parts of it have

425
00:28:47.079 --> 00:28:49.839
<v Speaker 2>appeared in other games, so that that often happens. But

426
00:28:50.960 --> 00:28:55.039
<v Speaker 2>so for us, the design process often is we start

427
00:28:55.160 --> 00:29:00.000
<v Speaker 2>with this a big thing, this, this is a big idea,

428
00:29:00.240 --> 00:29:04.799
<v Speaker 2>and we chop chop away at it and could sometimes

429
00:29:04.839 --> 00:29:08.519
<v Speaker 2>we cut away half of the game and that's extremely painful,

430
00:29:09.480 --> 00:29:11.960
<v Speaker 2>sometimes more for me than for yours, and sometimes the

431
00:29:12.039 --> 00:29:15.640
<v Speaker 2>other way around. But then we always say, hey, let's

432
00:29:15.759 --> 00:29:18.039
<v Speaker 2>chop off this half of the game, play it once

433
00:29:18.079 --> 00:29:22.519
<v Speaker 2>and see what remains. And sometimes it's it's a bad idea,

434
00:29:22.559 --> 00:29:24.920
<v Speaker 2>and often it's like, hey, if we do that, the

435
00:29:24.960 --> 00:29:30.960
<v Speaker 2>game improves a lot. For let me let it. Let

436
00:29:31.039 --> 00:29:35.279
<v Speaker 2>me give give an example for the for the Great

437
00:29:35.319 --> 00:29:41.720
<v Speaker 2>Zimbabwe that originally was was about colonizing an alien planet

438
00:29:42.599 --> 00:29:46.319
<v Speaker 2>and there and there were three types of aliens that

439
00:29:46.319 --> 00:29:48.279
<v Speaker 2>that would grow on the planet. You would have to

440
00:29:48.279 --> 00:29:51.720
<v Speaker 2>defend yourself and your buildings against them. There were laser

441
00:29:51.799 --> 00:29:55.000
<v Speaker 2>towers and all the stuff that you could build, and

442
00:29:56.440 --> 00:30:00.160
<v Speaker 2>it was it was great fun. But it all so

443
00:30:00.160 --> 00:30:02.839
<v Speaker 2>I added well more than double the game at the

444
00:30:02.880 --> 00:30:07.119
<v Speaker 2>gameplay time because each turn those aliens had to grow.

445
00:30:07.200 --> 00:30:09.640
<v Speaker 2>They each had their own rules for growing. And if

446
00:30:10.119 --> 00:30:12.000
<v Speaker 2>I was in the game, it was no problem because

447
00:30:12.000 --> 00:30:15.640
<v Speaker 2>I could do it relatively quickly. But we couldn't beg it.

448
00:30:15.680 --> 00:30:19.880
<v Speaker 2>You run into every game box. So then we cut

449
00:30:19.920 --> 00:30:23.519
<v Speaker 2>that out and we were like, hey, the building buildings

450
00:30:23.519 --> 00:30:27.559
<v Speaker 2>center primary and secondary producer change, building up your building

451
00:30:27.599 --> 00:30:31.480
<v Speaker 2>up monuments is really the essence of this game, and

452
00:30:31.519 --> 00:30:36.920
<v Speaker 2>we should keep that and just remove the combat combating

453
00:30:36.960 --> 00:30:43.119
<v Speaker 2>aliens parts. And then we also transplanted it into Africa.

454
00:30:43.519 --> 00:30:47.160
<v Speaker 1>And so when I think of Splotter games, so I

455
00:30:47.599 --> 00:30:50.720
<v Speaker 1>played a game of Antiquity once and I forgot to

456
00:30:50.799 --> 00:30:54.319
<v Speaker 1>build wood in the first turn, and so I was

457
00:30:54.359 --> 00:30:56.640
<v Speaker 1>never out of the game, but I could never do anything,

458
00:30:56.680 --> 00:30:58.960
<v Speaker 1>And so I had sort of three hours of being

459
00:30:59.039 --> 00:31:01.640
<v Speaker 1>kicked in the nuts. Space claim and and and your

460
00:31:01.759 --> 00:31:06.640
<v Speaker 1>your games can be punishing and in the in the

461
00:31:06.880 --> 00:31:09.160
<v Speaker 1>in the bio you sent to me, I can't remember

462
00:31:09.160 --> 00:31:12.200
<v Speaker 1>exactly how they phrased it, but it was something like

463
00:31:12.839 --> 00:31:17.640
<v Speaker 1>games that reward planning and punish complacency, something like this

464
00:31:18.839 --> 00:31:22.519
<v Speaker 1>is the punishing nature of your game's coincidence or is

465
00:31:22.559 --> 00:31:23.359
<v Speaker 1>that deliberate?

466
00:31:26.160 --> 00:31:31.480
<v Speaker 2>It's it's not completely deliberate, but I think there's also

467
00:31:31.880 --> 00:31:36.680
<v Speaker 2>a famous quote of your this saying that if if

468
00:31:36.720 --> 00:31:39.559
<v Speaker 2>the first turn of the game doesn't doesn't matter, but

469
00:31:40.079 --> 00:31:42.640
<v Speaker 2>why have that first turn? And why not when you

470
00:31:42.720 --> 00:31:45.960
<v Speaker 2>start the second turn? And it's really a consequence of

471
00:31:46.000 --> 00:31:51.559
<v Speaker 2>that design philosophy because if there is nothing meaningful to

472
00:31:51.599 --> 00:31:54.240
<v Speaker 2>do in the first turn, we often just could could

473
00:31:54.240 --> 00:31:57.160
<v Speaker 2>await it first turn and have you started a little

474
00:31:57.160 --> 00:32:01.400
<v Speaker 2>bit later where you can very very actually matter. But

475
00:32:01.599 --> 00:32:04.680
<v Speaker 2>that also means that you can make a bad mistake

476
00:32:04.799 --> 00:32:07.839
<v Speaker 2>and put yourself out of the game. So the quote

477
00:32:07.920 --> 00:32:16.160
<v Speaker 2>is often misinterpreted because it's definitely true that you can

478
00:32:16.279 --> 00:32:18.559
<v Speaker 2>be out of a Splotter game in the first turn

479
00:32:18.680 --> 00:32:21.920
<v Speaker 2>for a lot of our games, but it then always

480
00:32:22.000 --> 00:32:24.119
<v Speaker 2>is your own fault. It's always a mistake that you

481
00:32:24.160 --> 00:32:29.720
<v Speaker 2>made yourself. It's you. You cannot kick out another player typically,

482
00:32:30.039 --> 00:32:34.279
<v Speaker 2>so that that's something we at least try very hard

483
00:32:34.319 --> 00:32:38.119
<v Speaker 2>to guard against, and so do you.

484
00:32:38.119 --> 00:32:40.559
<v Speaker 1>Have a game of yours that you think is kind

485
00:32:40.599 --> 00:32:44.319
<v Speaker 1>of your your archetypal design that sort of sums up

486
00:32:44.440 --> 00:32:47.920
<v Speaker 1>your and yours' design sensibility the most.

487
00:32:50.720 --> 00:32:56.960
<v Speaker 2>That's that's that's a very difficult question, and probably my

488
00:32:57.039 --> 00:32:59.799
<v Speaker 2>answer to that is the current game that we're working on.

489
00:32:59.839 --> 00:33:03.559
<v Speaker 2>So now I will say, Bailiff of Boscope is that

490
00:33:03.640 --> 00:33:07.680
<v Speaker 2>game if you ask me in a few years time,

491
00:33:07.720 --> 00:33:09.359
<v Speaker 2>it will be the game that we're working on. Then.

492
00:33:12.359 --> 00:33:15.119
<v Speaker 1>So your next game then is you one you've already mentioned,

493
00:33:15.160 --> 00:33:19.160
<v Speaker 1>and it's a biggie and this is Civilization. So you're

494
00:33:19.160 --> 00:33:21.240
<v Speaker 1>an eighteen xx fan and this is a game that

495
00:33:21.359 --> 00:33:23.880
<v Speaker 1>you bought when you were young and you played. How

496
00:33:23.960 --> 00:33:26.759
<v Speaker 1>important do you think is Francis Tresham to the world

497
00:33:26.839 --> 00:33:27.599
<v Speaker 1>of board games?

498
00:33:28.599 --> 00:33:33.920
<v Speaker 2>Oh? I think he's quite He's quite important because he

499
00:33:35.720 --> 00:33:43.000
<v Speaker 2>designed Civilization, which which is a great game. He designed,

500
00:33:43.240 --> 00:33:46.720
<v Speaker 2>designed eighteen twenty nine and started the whole eighteen xx

501
00:33:47.920 --> 00:33:53.319
<v Speaker 2>scene and then partially walked away from it after eighteen

502
00:33:53.359 --> 00:33:57.559
<v Speaker 2>thirty was developed. But he and he never managed to

503
00:33:57.599 --> 00:34:00.160
<v Speaker 2>get horse racing into eighteen thirty year, which was his

504
00:34:00.640 --> 00:34:04.720
<v Speaker 2>original wish. Or so I hear so in in in

505
00:34:04.839 --> 00:34:10.719
<v Speaker 2>that in that sense, for more, more more complicated and

506
00:34:11.039 --> 00:34:15.039
<v Speaker 2>more and more involved games. I think he made two

507
00:34:15.920 --> 00:34:20.599
<v Speaker 2>of the of the real big titles there, so definitely

508
00:34:20.840 --> 00:34:25.519
<v Speaker 2>quite important. And there's there's other things that he that

509
00:34:25.639 --> 00:34:30.679
<v Speaker 2>he did as well that's quite admirable, but a little

510
00:34:30.760 --> 00:34:36.039
<v Speaker 2>less to my own liking, like Revolution and the Judge

511
00:34:36.039 --> 00:34:39.119
<v Speaker 2>and Circuit that that came out after he passed.

512
00:34:40.960 --> 00:34:45.320
<v Speaker 1>So how good is the story that Civilization tells.

513
00:34:48.239 --> 00:34:51.880
<v Speaker 2>For me? For for for me? For me, it's it's

514
00:34:51.960 --> 00:34:56.599
<v Speaker 2>it's quite good. And I have a weakness for for

515
00:34:56.719 --> 00:35:00.920
<v Speaker 2>the original Civilization, though I immediately admit that on Civilization

516
00:35:01.119 --> 00:35:06.000
<v Speaker 2>is better as a game because otherwise when that never

517
00:35:06.079 --> 00:35:10.840
<v Speaker 2>played Egypt and always pray, always play Creed because it's

518
00:35:11.679 --> 00:35:15.800
<v Speaker 2>much much easier to get get certain disasters because they

519
00:35:15.800 --> 00:35:21.719
<v Speaker 2>don't affect you. But there's really these big events, specific

520
00:35:22.199 --> 00:35:26.000
<v Speaker 2>disasters that will will always happen. They will happen to

521
00:35:26.119 --> 00:35:31.280
<v Speaker 2>somebody and that really shape the story and the story

522
00:35:31.320 --> 00:35:33.480
<v Speaker 2>of the game and how that specific game develops.

523
00:35:34.920 --> 00:35:38.719
<v Speaker 1>And Antiquity feels like a sief game to me. Was

524
00:35:38.800 --> 00:35:41.199
<v Speaker 1>it inspired by Civilization at all?

525
00:35:44.159 --> 00:35:50.960
<v Speaker 2>Not so much, I think, because to me, Civilization is

526
00:35:51.920 --> 00:35:54.440
<v Speaker 2>is really a trading game. It's it's it's all about

527
00:35:54.480 --> 00:35:58.079
<v Speaker 2>the trading and getting the resources, and the game board

528
00:35:59.760 --> 00:36:04.800
<v Speaker 2>is secondary, is secondary to that. So so in that sense,

529
00:36:04.880 --> 00:36:10.639
<v Speaker 2>and and Antiquity isn't inspired by by that. And Antiquity

530
00:36:10.960 --> 00:36:20.639
<v Speaker 2>was really also inspired by by and that. That's why

531
00:36:20.760 --> 00:36:23.440
<v Speaker 2>it's even though it's set in the Middle Ages. That's

532
00:36:23.440 --> 00:36:29.199
<v Speaker 2>why it's vice called antiguity, uh, but by finiteness of

533
00:36:29.320 --> 00:36:33.599
<v Speaker 2>resources in the cities around you, because people whould build

534
00:36:33.679 --> 00:36:35.920
<v Speaker 2>up their cities and they were like, hey, we need

535
00:36:36.000 --> 00:36:38.679
<v Speaker 2>to build new houses or new buildings, we need more woods.

536
00:36:38.760 --> 00:36:40.960
<v Speaker 2>So hey, we go to the forest, we get more wood,

537
00:36:41.079 --> 00:36:43.360
<v Speaker 2>and then all of a sudden the wood is gone

538
00:36:44.679 --> 00:36:48.400
<v Speaker 2>and it's harder to build new buildings. And that whole

539
00:36:51.199 --> 00:36:54.000
<v Speaker 2>spirit of the game is what we tried to capture

540
00:36:54.039 --> 00:36:55.679
<v Speaker 2>and I think we did.

541
00:36:57.400 --> 00:36:59.039
<v Speaker 1>So I want to talk now about the future. So

542
00:36:59.159 --> 00:37:01.000
<v Speaker 1>first of all, how.

543
00:37:01.519 --> 00:37:05.079
<v Speaker 2>Did he maybe maybe also one more thing about Civilization,

544
00:37:05.199 --> 00:37:09.239
<v Speaker 2>because there's an extra reason why I picked it, and

545
00:37:09.360 --> 00:37:14.039
<v Speaker 2>that's because a little less so for for current titles,

546
00:37:14.119 --> 00:37:19.159
<v Speaker 2>but almost all of the earlier Splot heavier Splot Splotted titles,

547
00:37:19.239 --> 00:37:24.519
<v Speaker 2>we play tested and created the civilization pieces. So if

548
00:37:24.599 --> 00:37:26.800
<v Speaker 2>I have a copy of Civilization, I can design a

549
00:37:26.880 --> 00:37:30.800
<v Speaker 2>lot of of extra games that will help.

550
00:37:32.800 --> 00:37:35.119
<v Speaker 1>So I want to talk now about the future. So

551
00:37:37.000 --> 00:37:39.239
<v Speaker 1>whenever a Splotter game comes out. I got one friend

552
00:37:39.280 --> 00:37:42.960
<v Speaker 1>in particular, and you know, I say to him, you

553
00:37:43.079 --> 00:37:45.960
<v Speaker 1>could go to the Lunar Box and he would he

554
00:37:46.000 --> 00:37:48.519
<v Speaker 1>would buy it instantly on pre order because anything with

555
00:37:48.599 --> 00:37:51.519
<v Speaker 1>your name on it he absolutely adores. And when Bailiff

556
00:37:51.559 --> 00:37:54.840
<v Speaker 1>of Boss Coop came out, he was absolutely cocker Hoop.

557
00:37:55.239 --> 00:37:58.800
<v Speaker 1>So so what was the inspiration for the game?

558
00:38:00.880 --> 00:38:04.639
<v Speaker 2>What there was inspiration for that one? What was twofold

559
00:38:05.199 --> 00:38:09.599
<v Speaker 2>we we we We posted this a teaser social media

560
00:38:09.639 --> 00:38:12.679
<v Speaker 2>social media image as well, because one of the things

561
00:38:12.840 --> 00:38:17.840
<v Speaker 2>was really water management in or in in Holland in

562
00:38:18.960 --> 00:38:23.159
<v Speaker 2>early early Middle Ages, because it started out as a

563
00:38:23.239 --> 00:38:27.159
<v Speaker 2>swamp and it need it needed to be drained to

564
00:38:27.440 --> 00:38:29.800
<v Speaker 2>to be used forul land and really all the the

565
00:38:29.920 --> 00:38:35.039
<v Speaker 2>p digging there there and then it turned into a

566
00:38:35.079 --> 00:38:38.480
<v Speaker 2>lot of water and when there was a storm, all

567
00:38:38.519 --> 00:38:41.480
<v Speaker 2>the all the dykes and all the roads which would

568
00:38:41.519 --> 00:38:45.960
<v Speaker 2>flood over and be destroyed and that would need to

569
00:38:46.000 --> 00:38:49.800
<v Speaker 2>be managed, et cetera. So that whole history of water

570
00:38:49.960 --> 00:38:55.440
<v Speaker 2>management was what what was an inspiration? And also in

571
00:38:55.519 --> 00:38:59.079
<v Speaker 2>the game. I mean we uh, we made the bike

572
00:38:59.199 --> 00:39:02.559
<v Speaker 2>tours through the area and we visited one of the

573
00:39:03.360 --> 00:39:08.440
<v Speaker 2>quite deep lakes and that is there now, which started

574
00:39:08.519 --> 00:39:11.519
<v Speaker 2>out well as long so Pete Pete was dug there.

575
00:39:11.639 --> 00:39:14.360
<v Speaker 2>So then then then it was a lake and water

576
00:39:14.559 --> 00:39:18.079
<v Speaker 2>and that turned into problems, so it was turned into

577
00:39:18.159 --> 00:39:21.039
<v Speaker 2>land again and then it was then it was dug

578
00:39:21.480 --> 00:39:24.599
<v Speaker 2>down again, and so it really changed from water to

579
00:39:24.719 --> 00:39:27.880
<v Speaker 2>land to water a few times, and that that was

580
00:39:28.079 --> 00:39:32.559
<v Speaker 2>that was fascinating. So that that was one of the pillars,

581
00:39:32.639 --> 00:39:37.239
<v Speaker 2>and then the the other one was the judicial system

582
00:39:38.119 --> 00:39:43.079
<v Speaker 2>in that time, because uh, if even if at the

583
00:39:44.159 --> 00:39:49.320
<v Speaker 2>same spot you committed to two different crimes, you would

584
00:39:49.440 --> 00:39:53.519
<v Speaker 2>you would go to different judges because there there was

585
00:39:53.599 --> 00:39:55.719
<v Speaker 2>a judge for low crimes and there was a judge

586
00:39:55.719 --> 00:40:00.360
<v Speaker 2>for high crimes. And then and then if if there

587
00:40:00.400 --> 00:40:03.119
<v Speaker 2>were water issues there and there there was a dike

588
00:40:03.639 --> 00:40:11.599
<v Speaker 2>a digree for that. So that whole idea was also

589
00:40:11.679 --> 00:40:13.800
<v Speaker 2>really fun, and we also wanted to capture that in

590
00:40:13.880 --> 00:40:17.920
<v Speaker 2>the game. So both of those combined are actually in

591
00:40:18.000 --> 00:40:22.599
<v Speaker 2>the game now and good fun, I must add.

592
00:40:24.199 --> 00:40:27.719
<v Speaker 1>So what are your hopes for the game? And I

593
00:40:27.800 --> 00:40:30.840
<v Speaker 1>think it's interesting because if I were to speak to

594
00:40:31.239 --> 00:40:33.320
<v Speaker 1>someone whose job it is to be a game designer,

595
00:40:33.840 --> 00:40:36.800
<v Speaker 1>a job it is to be a publisher, that they

596
00:40:37.039 --> 00:40:40.440
<v Speaker 1>hope they would I assume they would respond, well, they

597
00:40:40.440 --> 00:40:42.199
<v Speaker 1>would lie and say I hope people love it. What

598
00:40:42.320 --> 00:40:44.639
<v Speaker 1>they mean is is I hope it sells a million

599
00:40:44.679 --> 00:40:47.920
<v Speaker 1>copies and makes me rabulously wealthy. But this isn't your job.

600
00:40:48.119 --> 00:40:51.119
<v Speaker 1>You do this purely for the love of it, And

601
00:40:51.239 --> 00:40:54.280
<v Speaker 1>what are your hopes for the bailiff of Bosco.

602
00:40:54.960 --> 00:40:58.400
<v Speaker 2>Oh, I definitely hope that it sells a million copies

603
00:40:58.480 --> 00:41:03.480
<v Speaker 2>and that people will but not but in all seriousness,

604
00:41:03.679 --> 00:41:06.519
<v Speaker 2>I hope that people will love it and play it

605
00:41:06.639 --> 00:41:11.880
<v Speaker 2>and and keep playing it. Because one of the problem

606
00:41:12.000 --> 00:41:16.280
<v Speaker 2>is a big word, but one one of the hard

607
00:41:16.400 --> 00:41:21.039
<v Speaker 2>things currently is how how do you get somebody to

608
00:41:21.679 --> 00:41:26.119
<v Speaker 2>to play a game twice? How how does it how

609
00:41:26.199 --> 00:41:31.800
<v Speaker 2>does it get to the table that second time? Because

610
00:41:31.880 --> 00:41:36.360
<v Speaker 2>often also our games are quite involved, so you probably

611
00:41:36.440 --> 00:41:38.480
<v Speaker 2>need need a few plays in order to see all

612
00:41:38.519 --> 00:41:42.800
<v Speaker 2>the intricacies, et cetera. But how do you how do

613
00:41:42.920 --> 00:41:47.840
<v Speaker 2>you have people actually give give it that chance before

614
00:41:48.079 --> 00:41:50.199
<v Speaker 2>just discarding the game and say, hey, I have a

615
00:41:50.280 --> 00:41:52.119
<v Speaker 2>million other games that they also want to play.

616
00:41:55.440 --> 00:41:57.960
<v Speaker 1>So then I'm going to ask you, and I'm hoping

617
00:41:58.119 --> 00:42:00.760
<v Speaker 1>for a scoop. I assume I'm not going to get one,

618
00:42:00.880 --> 00:42:04.400
<v Speaker 1>but can't blame me for trying. What's the next game?

619
00:42:06.400 --> 00:42:09.320
<v Speaker 2>Well, you mean after Bailiff of Boss, after Bailiff of Boscope,

620
00:42:10.719 --> 00:42:15.199
<v Speaker 2>I don't know yet. I've I've had a few discussions

621
00:42:15.280 --> 00:42:20.599
<v Speaker 2>videos on on on a few ideas, but we haven't

622
00:42:21.719 --> 00:42:24.360
<v Speaker 2>put we have we haven't put anything to paper yet

623
00:42:24.440 --> 00:42:28.480
<v Speaker 2>and and tried because what we often do in the

624
00:42:28.719 --> 00:42:32.360
<v Speaker 2>very early stages of a game we just well, in

625
00:42:32.440 --> 00:42:35.280
<v Speaker 2>the early earlier days, we would we would take Civilization

626
00:42:35.400 --> 00:42:38.440
<v Speaker 2>and say, hey, b we have we have these pieces,

627
00:42:39.079 --> 00:42:42.639
<v Speaker 2>this is this, and just have a mechanism and try

628
00:42:42.719 --> 00:42:45.320
<v Speaker 2>that out. Just this is this fun? To play this?

629
00:42:45.599 --> 00:42:48.880
<v Speaker 2>We we won't have an ending condition or even scoring,

630
00:42:49.760 --> 00:42:54.519
<v Speaker 2>but really just the mechanism shoving the pieces around. Just

631
00:42:54.760 --> 00:42:57.559
<v Speaker 2>does this work? Can we make a game out of this?

632
00:42:58.800 --> 00:43:01.000
<v Speaker 2>But we're not that far yet, so there is no

633
00:43:01.119 --> 00:43:02.440
<v Speaker 2>scoop to give yet. Sorry.

634
00:43:03.639 --> 00:43:08.280
<v Speaker 1>So, when you think about the work you've done since

635
00:43:08.360 --> 00:43:11.960
<v Speaker 1>you've formed the company, what impact do you think Splotter

636
00:43:12.079 --> 00:43:13.360
<v Speaker 1>has had on the gaming world.

637
00:43:16.760 --> 00:43:22.880
<v Speaker 2>That's that's that's a hard question. I I would hope

638
00:43:22.920 --> 00:43:25.840
<v Speaker 2>that a lot that a lot of people like the designs,

639
00:43:25.960 --> 00:43:29.840
<v Speaker 2>and we've we've also in particular seen some of the

640
00:43:29.960 --> 00:43:34.239
<v Speaker 2>design ideas copied by other designers, which which which is wonderful.

641
00:43:37.320 --> 00:43:41.679
<v Speaker 2>So it's it's really it's really getting out there, getting

642
00:43:41.719 --> 00:43:43.360
<v Speaker 2>played and people are liking it.

643
00:43:45.400 --> 00:43:49.000
<v Speaker 1>And when you see designers I can think of, for instance,

644
00:43:50.119 --> 00:43:55.960
<v Speaker 1>I think Laharva was inspired by roads and boats to

645
00:43:56.000 --> 00:43:58.920
<v Speaker 1>a large degree. When you see someone like Uve Rosenberg,

646
00:43:58.960 --> 00:44:03.519
<v Speaker 1>who's such a nun deniably great design being inspired by

647
00:44:03.559 --> 00:44:04.920
<v Speaker 1>your work, how does that feel?

648
00:44:05.800 --> 00:44:11.679
<v Speaker 2>That's that that that feels great, and it's great, it's

649
00:44:11.840 --> 00:44:14.519
<v Speaker 2>it's great. It's great to see to see those things back.

650
00:44:15.559 --> 00:44:21.599
<v Speaker 2>And I think even in Agricula already it's inspired by

651
00:44:21.760 --> 00:44:26.960
<v Speaker 2>the growing mechanism of farming in antiquity specifically.

652
00:44:29.119 --> 00:44:32.639
<v Speaker 1>So your last game then is dark Packed. Are you

653
00:44:32.719 --> 00:44:34.880
<v Speaker 1>a fan of clever little card games?

654
00:44:35.960 --> 00:44:39.679
<v Speaker 2>Oh? I did? I definitely am man. Darkbacked is a

655
00:44:40.400 --> 00:44:45.360
<v Speaker 2>wonderful deck builder, even though that makes me too, makes

656
00:44:45.400 --> 00:44:49.719
<v Speaker 2>me take two Tom Lemon games to the cabin. And

657
00:44:50.280 --> 00:44:50.840
<v Speaker 2>so then.

658
00:44:53.639 --> 00:44:56.360
<v Speaker 1>How does it so we talked about this, how does

659
00:44:56.400 --> 00:44:59.199
<v Speaker 1>it stack up against other Tom Lemon games?

660
00:45:03.239 --> 00:45:07.639
<v Speaker 2>That that's that's that's that's a hard question because I

661
00:45:08.360 --> 00:45:11.480
<v Speaker 2>would probably trade it for almost any other Tom Lehman game.

662
00:45:14.880 --> 00:45:18.920
<v Speaker 2>I He's he's He's a great guy and and also

663
00:45:18.960 --> 00:45:24.360
<v Speaker 2>a great friend. I've met him often, and I love

664
00:45:24.519 --> 00:45:27.840
<v Speaker 2>his style of of game design and also his analytical

665
00:45:27.920 --> 00:45:33.280
<v Speaker 2>sinking and balancing of of of his games.

666
00:45:34.880 --> 00:45:38.079
<v Speaker 1>And and so what does Dark Pacts do? Because I

667
00:45:38.159 --> 00:45:39.719
<v Speaker 1>think most people listening to this when they think of

668
00:45:39.760 --> 00:45:43.079
<v Speaker 1>Tom Lehman think of Race for the Galaxy. But what

669
00:45:44.000 --> 00:45:46.920
<v Speaker 1>does Dark Pack do that's different? And and and why

670
00:45:47.119 --> 00:45:47.880
<v Speaker 1>is it so special?

671
00:45:48.760 --> 00:45:52.280
<v Speaker 2>Uh? For for me, the Dark Pact is is a

672
00:45:52.320 --> 00:45:58.840
<v Speaker 2>Deck Builders or sing Sink Dominion, except there are two

673
00:45:59.760 --> 00:46:04.840
<v Speaker 2>big differences and many more. But the first difference is

674
00:46:05.039 --> 00:46:09.679
<v Speaker 2>there's no sets and time where you just count the

675
00:46:09.760 --> 00:46:12.760
<v Speaker 2>points and you see who did the best by seeing

676
00:46:12.800 --> 00:46:16.639
<v Speaker 2>who scored the most points. There are I forget how

677
00:46:16.679 --> 00:46:19.119
<v Speaker 2>many twelve I think twelve Dark packs in the game

678
00:46:20.519 --> 00:46:22.280
<v Speaker 2>that you have to buy, and that gives you your

679
00:46:22.360 --> 00:46:26.239
<v Speaker 2>victory condition. And if you buy two or three, then

680
00:46:26.320 --> 00:46:29.639
<v Speaker 2>you have two or three victory conditions. And those victory

681
00:46:29.679 --> 00:46:37.440
<v Speaker 2>conditions are voldly different. They can be something relatively simple

682
00:46:37.719 --> 00:46:41.079
<v Speaker 2>like have and I'm making up the numbers here because

683
00:46:41.119 --> 00:46:45.039
<v Speaker 2>they don't know them by hard. Have fifty money in

684
00:46:45.119 --> 00:46:49.320
<v Speaker 2>your turn, or have all your cards in play, so

685
00:46:49.639 --> 00:46:52.119
<v Speaker 2>nothing in your hand, nothing in your deck, nothing in

686
00:46:52.159 --> 00:46:59.599
<v Speaker 2>your discard or things like, have twenty actions remaining, all

687
00:47:00.039 --> 00:47:03.719
<v Speaker 2>all that stuff. So the variety in there is great.

688
00:47:03.760 --> 00:47:07.199
<v Speaker 2>And it's also one big deck that that shuffles, so

689
00:47:07.480 --> 00:47:11.400
<v Speaker 2>you never know which victory conditions are gonna show up,

690
00:47:11.559 --> 00:47:14.480
<v Speaker 2>so you you have to be pretty flexible and be

691
00:47:14.559 --> 00:47:18.639
<v Speaker 2>able to adapt. And then the second thing that I

692
00:47:18.800 --> 00:47:23.639
<v Speaker 2>really love and that gives rives to long, long and

693
00:47:23.719 --> 00:47:28.239
<v Speaker 2>complicated combos and sometimes long term so I can I

694
00:47:28.280 --> 00:47:30.960
<v Speaker 2>can see why that why that could put put off

695
00:47:31.039 --> 00:47:35.280
<v Speaker 2>some people is it has these wonderful multiplier cards. So

696
00:47:36.079 --> 00:47:40.159
<v Speaker 2>there's simply a two times card and also a three

697
00:47:40.199 --> 00:47:43.000
<v Speaker 2>times card, and if you play that together with another

698
00:47:43.079 --> 00:47:48.840
<v Speaker 2>card every numeral principle, that card doubles. So you could

699
00:47:48.880 --> 00:47:52.159
<v Speaker 2>have a card that says that says draw one card,

700
00:47:52.320 --> 00:47:54.239
<v Speaker 2>gain one action, and all of a sudden that says

701
00:47:54.320 --> 00:47:58.559
<v Speaker 2>draw two cards and gain two actions. And of course

702
00:47:59.679 --> 00:48:01.960
<v Speaker 2>the the player is a printed number, so if you

703
00:48:02.039 --> 00:48:04.000
<v Speaker 2>play it two times on the two times, it's certainly

704
00:48:04.119 --> 00:48:08.079
<v Speaker 2>four times. That's a key way to get to the

705
00:48:08.119 --> 00:48:10.039
<v Speaker 2>fifty gold goal, et cetera.

706
00:48:12.039 --> 00:48:14.400
<v Speaker 1>But so I've got one more question for you. So

707
00:48:14.480 --> 00:48:18.519
<v Speaker 1>you're heading out of Eindoven to the cabin and go

708
00:48:18.639 --> 00:48:20.039
<v Speaker 1>around you go around a corner.

709
00:48:20.440 --> 00:48:24.880
<v Speaker 2>I'm dreading this question already, and the back door of the.

710
00:48:24.920 --> 00:48:28.719
<v Speaker 1>Car flies open. Four of the games fly out down

711
00:48:28.800 --> 00:48:31.639
<v Speaker 1>a ravine, and I'm sure there are tons of ravines

712
00:48:31.719 --> 00:48:35.079
<v Speaker 1>in the lands into a river, and I swept away

713
00:48:35.159 --> 00:48:37.760
<v Speaker 1>to posterity. Which game do you hope is sitting on

714
00:48:37.800 --> 00:48:38.639
<v Speaker 1>the back seat of the car.

715
00:48:41.199 --> 00:48:44.360
<v Speaker 2>Yeah, that's that's a really cruel question, but I think

716
00:48:44.360 --> 00:48:48.559
<v Speaker 2>you get that feedback a lot. I do. I probably

717
00:48:48.639 --> 00:48:52.639
<v Speaker 2>the eighteen x X game, so eight three. Ay.

718
00:48:54.559 --> 00:48:57.360
<v Speaker 1>So if people want to see what Splotter are up

719
00:48:57.440 --> 00:48:59.679
<v Speaker 1>to and when the next big game comes out, they

720
00:48:59.760 --> 00:49:02.239
<v Speaker 1>can reorder it. How do they go about doing that?

721
00:49:03.840 --> 00:49:07.079
<v Speaker 2>It's, at least, I hope, very easy. You can go

722
00:49:07.199 --> 00:49:10.320
<v Speaker 2>to our website. So just go to splotter dot com

723
00:49:10.480 --> 00:49:15.920
<v Speaker 2>and there's a pre order link there. The game will

724
00:49:16.159 --> 00:49:21.159
<v Speaker 2>likely be available early twenty seven. It's going to be

725
00:49:21.320 --> 00:49:23.559
<v Speaker 2>very tied to get it at the end of this year.

726
00:49:23.760 --> 00:49:28.719
<v Speaker 2>We're trying our best, but first quarter twenty seven is

727
00:49:28.920 --> 00:49:33.800
<v Speaker 2>more likely at this point. There's also yours has been

728
00:49:33.840 --> 00:49:37.679
<v Speaker 2>doing a lot of Facebook posts on the game's design

729
00:49:37.880 --> 00:49:42.719
<v Speaker 2>and autographic design and graphic design choices. It's also available

730
00:49:42.760 --> 00:49:44.960
<v Speaker 2>as a geek list on Board Game Geeks, so you

731
00:49:45.039 --> 00:49:48.000
<v Speaker 2>can follow along their for scoops on the game.

732
00:49:50.239 --> 00:49:54.000
<v Speaker 1>Excellent, well your own dowmon. Thank you very much.

733
00:49:55.119 --> 00:49:55.960
<v Speaker 2>Thank you for having me.

734
00:49:56.440 --> 00:49:58.760
<v Speaker 1>You can support the show in many ways. You can

735
00:49:58.800 --> 00:50:01.480
<v Speaker 1>tell your friends talk about it on social media. You

736
00:50:01.519 --> 00:50:03.679
<v Speaker 1>can talk about it in your own blog, podcast or video.

737
00:50:03.960 --> 00:50:05.960
<v Speaker 1>You can put it directly going to picture on dot com,

738
00:50:06.039 --> 00:50:08.480
<v Speaker 1>forward slash five gfd for a rolling donation or for

739
00:50:08.519 --> 00:50:10.599
<v Speaker 1>a one off donation hitting the PayPal link at the

740
00:50:10.639 --> 00:50:14.280
<v Speaker 1>website fivegfd dot com. It's these donations that keep the

741
00:50:14.320 --> 00:50:16.840
<v Speaker 1>show going. You can join the best discording gaming We're

742
00:50:16.880 --> 00:50:19.960
<v Speaker 1>going to five gfd dot com and clicking the button. Also,

743
00:50:20.000 --> 00:50:21.519
<v Speaker 1>if you want to say something nice about the show,

744
00:50:21.559 --> 00:50:23.199
<v Speaker 1>if you want to see something horrible about the showing,

745
00:50:23.320 --> 00:50:26.920
<v Speaker 1>contact me at five Games for Doomsday at gmail dot com.

746
00:50:27.519 --> 00:50:29.679
<v Speaker 1>And if I've managed to skip away from the blister

747
00:50:29.840 --> 00:50:34.000
<v Speaker 1>and the cat whiskers and the shambling disappointment, I'll see

748
00:50:34.000 --> 00:50:38.280
<v Speaker 1>you in two weeks for another five games for Doomsday
