WEBVTT

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PROFESSOR: OK, thanks
for showing up on time.

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I really appreciate it.

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It's kind of weird at this.

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And I never see this front
row completely empty,

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but this will be [INAUDIBLE].

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Thank you.

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That really makes
me feel better.

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So, today's
structure of class is

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going to be very
similar to what we

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did last time, which
was we're going

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to talk a little bit about a
reading, play a bunch of games.

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[INAUDIBLE] the
reading [INAUDIBLE]

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end of class probably
with more time for you

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to work through your prototype.

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Just as a reminder,
Rick and I are here

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to do any play testing
that you might want.

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And we'll give you feedback.

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Along with the feedback, we
also put all the grades up.

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Thanks to Rick for getting them
all down for assignment two.

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And all the-- if you look at
the comments that we've sent,

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there are two sections.

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One is a section that is just
about your individual write-up

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which only you see.

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And then there is a chunk
that is the comments

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will be geared to every single
one of the team members, which

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was basically based on
your product itself.

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Do take those in mind.

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Do keep in mind because there's
a lot of stuff there that--

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a lot of feedback that we're
giving you in the hopes

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that you will be able to put
that feedback to good use

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for assignment three.

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And Did you have
a general comment?

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RICK: Yeah, in particular,
rules, rules, rules.

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Proofread your rules.

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Test your rules.

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The presentation and
expression of your rules

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is just as important,
if not more important,

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than the design of your game.

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That's why we have you play
games you haven't played before

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and read the rules you
haven't seen before

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to see how bad the
professionals get it done.

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Try to be better than that.

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The main things
we're looking for--

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coherence, clarity,
organization, figures,

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and illustrations.

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So, for assignment
three, please try

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to put in illustrated--
at least, bare minimum,

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illustrate what it looks like
when your game is set up.

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Illustrate what it looks
like when a major state

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change happens in the game.

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Give us a basic section
that just says here's

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kind of goal, how
you play the game.

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Here's how you
actually play the game.

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Here's some examples for how
various things within the game

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happen.

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There is general guidelines
on the [INAUDIBLE]

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materials [INAUDIBLE]
readings we've given you.

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Really pay attention to
that for assignment three.

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Basically, in each assignment
we get a little bit more

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tougher when we're
grading the rules section.

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PROFESSOR: Because you've
have two rounds of feedback

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already on rules.

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And hopefully, the third
time around, you know what--

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you get into the idea of
what we're looking for.

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Also, use illustrations in your
rules to get your point across.

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You know, that's something
that we typically find

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under-used where you spend
a lot of words trying

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to explain some things
which [INAUDIBLE] is far

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easier to understand
where [INAUDIBLE]

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a simple, [? minor ?] drawing.

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Even just like a cell phone
camera, like a sketch,

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would probably have
been more informative

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than paragraphs and paragraphs.

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RICK: Actually, I have
a [INAUDIBLE] working

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for me on a board game.

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And she did something amazing
what I've actually never

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thought about doing for rules.

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She made it basically
in PowerPoint.

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It's really, really
long, a lot of pages.

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So I'm really not
sure how well it's

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going to work that
way when we're

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going to be testing with it.

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But it's very illustrative
and very diagrammy--

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lots of big words, very
little written out.

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Very little written out, like
, long paragraphs of language.

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I'm going to get the
latest version of that

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and share it with the class
so you can kind of see

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what that looks like, if that's
useful for your game or not.

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PROFESSOR: I personally have had
a lot of luck with Google Docs

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built-in drawing tools.

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So you, for the
word processing doc,

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just bring up the drawing
[? in it. ?] And just, like,

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drawing things like cards
that overlap each other

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with text in them--

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like, Google Docs has all
the tools you need for that.

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Drawing arrows
that arc in curves

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with one arrowhead
and two arrowheads

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and everything that you need
there is already [INAUDIBLE].

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So if you don't have
a drawing program,

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that's a lot built
into Microsoft Word

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and in Google Docs that
you can take advantage of.

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They don't have to look
great, but they could often

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get across the point a
lot easier than text.

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So, do try to use those.

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STUDENT: The next
playtest is March 7.

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Is that right?

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PROFESSOR: I believe
that's right.

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I don't--

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STUDENT: May 7.

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[INAUDIBLE]

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PROFESSOR: May.

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STUDENT: [INAUDIBLE]

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RICK: So, I highly,
highly recommend

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bringing a draft of
your rules in and having

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that as part of the playtest.

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You'll get feedback from
[? Phil and myself. ?]

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You'll also get feedback
from our guest lecturers.

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PROFESSOR: Every time
somebody asks you

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for rule verification in class
or when you're playtesting

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with your dorm mate
or whatever, that's

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a good opportunity
for you to think

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of how you could reword your
rules or reformat your rules.

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That is clearly
a situation where

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this could be a question
that's going to come up again

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when we play the game.

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Or it could be a situation like
they just didn't understand

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the rules as written right now.

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So you've got to
rephrase it somehow.

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Use the bullet points,
examples, and make

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sure they're visually distinct
when someone is [INAUDIBLE].

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RICK: Game designer
I follow on Twitter

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is a very, very well spoken
[INAUDIBLE] just posted.

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There's a difference between a
broken rule and a broken rules

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presentation.

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The problem could be in either
[INAUDIBLE] both those places.

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Without testing, you're
just not going to find it.

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PROFESSOR: If the only way that
people are playing your game

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is that you are
explaining it to them,

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then you're not
getting the feedback

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that you need on your rules.

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So, make sure that
for assignment three,

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your rules have been tested too.

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The rulesheet has been tested
as well as [INAUDIBLE].

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Also, one tip for people who
are doing personal write ups--

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people are getting
better at sort

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of identifying things
that went well,

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things that didn't go
so well in the project.

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And that's good, in general
if you did a decent write up,

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you probably got a extra half
grade on top of your grade.

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So if you got like a B minus--

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if you got a B plus,
your write up alone

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could push you to an
A minus, for instance.

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But what some people
don't [? necessarily ?]

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do is just say next time,
I'm going to do this,

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or next time, I'm going
to be sure not to do this.

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Just like, little simple
little things like,

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what are you going to take all
of this for future projects?

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So right now,
[? we are seeing ?]

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a good analysis of your previous
project, but usually write

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ups will also [INAUDIBLE]
what the take-away is.

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This is what I've wanted to make
sure I'm going to try to do.

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Or maybe you're not sure.

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But this is something that
you're going to try to do.

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The next time you
make a game, this

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is what we're going
to try and do.

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That can help a lot.

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RICK: First time is free.

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If it's the last
game you'll ever

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make, then what are you going
to [INAUDIBLE] for a project?

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What are you going to do
on another team project,

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another design project?

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Think about the future.

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PROFESSOR: It doesn't
have to be a design thing.

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It can be, maybe
next time, if I work

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on a team on a
creative project, I

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am going to make sure that I
communicate with them this way

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or make sure that
you understand blah.

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Just something
like that will be--

00:08:07.950 --> 00:08:09.700 align:middle line:84%
some sort of lesson
that you're taking out

00:08:09.700 --> 00:08:12.244 align:middle line:84%
from the previous
assignment [INAUDIBLE].

00:08:12.244 --> 00:08:15.988 align:middle line:90%


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Any questions about the
assignment, assignment two?

00:08:19.411 --> 00:08:19.910 align:middle line:90%
Grades?

00:08:19.910 --> 00:08:22.580 align:middle line:90%


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By the way, did you get
an email from something

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from [? Stella ?] that tells
you grades have been posted?

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STUDENT: No.

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RICK: Because I think
with other classes,

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[? they post ?] a more grades
like p-sets and other stuff.

00:08:32.792 --> 00:08:34.480 align:middle line:90%
So it would be kind of annoying.

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Like, four classes posting
a p-set every week,

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or once a week.

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PROFESSOR: That makes sense.

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OK, well, OK, then.

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It's a good thing that
we haven't [INAUDIBLE].

00:08:43.516 --> 00:08:48.409 align:middle line:84%
Today's reading is
mostly about [INAUDIBLE].

00:08:48.409 --> 00:08:49.950 align:middle line:84%
It's actually a bit
of a post-mortem.

00:08:49.950 --> 00:08:54.450 align:middle line:84%
It's written in the sort of
same style as the flavor text

00:08:54.450 --> 00:08:57.380 align:middle line:90%
of [INAUDIBLE].

00:08:57.380 --> 00:09:02.500 align:middle line:84%
And I thought it might help
to actually open up the box,

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give you an idea of
what it looks inside.

00:09:04.452 --> 00:09:17.100 align:middle line:84%
It might [INAUDIBLE] write up
for-- actually, [INAUDIBLE]

00:09:17.100 --> 00:09:18.100 align:middle line:90%
RICK: I've seen this.

00:09:18.100 --> 00:09:19.350 align:middle line:90%
I've watched people play this.

00:09:19.350 --> 00:09:20.760 align:middle line:90%
This is the latest edition.

00:09:20.760 --> 00:09:23.290 align:middle line:84%
You might have seen the
[INAUDIBLE] edition.

00:09:23.290 --> 00:09:27.700 align:middle line:84%
PROFESSOR: And
[INAUDIBLE] before that.

00:09:27.700 --> 00:09:31.130 align:middle line:84%
[INAUDIBLE] bigger
than [INAUDIBLE].

00:09:31.130 --> 00:09:33.637 align:middle line:84%
RICK: There's the special
power that [INAUDIBLE].

00:09:33.637 --> 00:09:34.220 align:middle line:90%
PROFESSOR: Ah.

00:09:34.220 --> 00:09:43.090 align:middle line:84%
[INAUDIBLE] So you get a bunch
of planets, different colors,

00:09:43.090 --> 00:09:45.427 align:middle line:84%
and I believe the
colors correspond

00:09:45.427 --> 00:09:46.301 align:middle line:90%
to different players.

00:09:46.301 --> 00:09:50.630 align:middle line:90%
[INAUDIBLE]

00:09:50.630 --> 00:09:53.790 align:middle line:84%
Got your tokens, some of
which are used, some of which

00:09:53.790 --> 00:09:57.739 align:middle line:84%
are not used depending on
the assortment of character

00:09:57.739 --> 00:10:00.040 align:middle line:90%
that you've got in your game.

00:10:00.040 --> 00:10:03.491 align:middle line:84%
[INAUDIBLE] particular
[INAUDIBLE].

00:10:03.491 --> 00:10:07.928 align:middle line:90%
Or you may not use that either.

00:10:07.928 --> 00:10:09.407 align:middle line:90%
This is the counter.

00:10:09.407 --> 00:10:15.430 align:middle line:84%
You can see you can
put [INAUDIBLE] a race.

00:10:15.430 --> 00:10:22.460 align:middle line:90%
[INAUDIBLE]

00:10:22.460 --> 00:10:24.280 align:middle line:90%
STUDENT: [INAUDIBLE]

00:10:24.280 --> 00:10:26.020 align:middle line:84%
PROFESSOR: Yeah, so
you can track them.

00:10:26.020 --> 00:10:28.478 align:middle line:84%
And [INAUDIBLE] how each player
keeps track of [INAUDIBLE].

00:10:28.478 --> 00:10:29.721 align:middle line:90%
So, here's the yellow player.

00:10:29.721 --> 00:10:31.130 align:middle line:90%
Here's the green player.

00:10:31.130 --> 00:10:32.712 align:middle line:84%
And say both of
them are at three.

00:10:32.712 --> 00:10:35.160 align:middle line:90%
So [INAUDIBLE] that.

00:10:35.160 --> 00:10:37.800 align:middle line:84%
[INAUDIBLE] not able
to [INAUDIBLE] but it's

00:10:37.800 --> 00:10:41.880 align:middle line:84%
just a way to keep
track of [INAUDIBLE]

00:10:41.880 --> 00:10:44.280 align:middle line:90%
for any one [INAUDIBLE].

00:10:44.280 --> 00:10:47.360 align:middle line:84%
And a whole tight pile of
cards of two different sizes.

00:10:47.360 --> 00:10:54.220 align:middle line:90%


00:10:54.220 --> 00:10:59.120 align:middle line:84%
It's a really bad [INAUDIBLE]
Some of these cards,

00:10:59.120 --> 00:11:01.150 align:middle line:84%
I'm not entirely
sure what they do.

00:11:01.150 --> 00:11:04.024 align:middle line:84%
But the cards that I do know
what they do are the cards

00:11:04.024 --> 00:11:08.370 align:middle line:84%
[INAUDIBLE], [? Oh my god, ?]
[? it's a mess. ?] [INAUDIBLE]

00:11:08.370 --> 00:11:10.370 align:middle line:90%
separate [INAUDIBLE] cards.

00:11:10.370 --> 00:11:14.830 align:middle line:84%
[INAUDIBLE] cards which
have these numbers.

00:11:14.830 --> 00:11:17.800 align:middle line:84%
And what are you
basically doing is

00:11:17.800 --> 00:11:23.245 align:middle line:84%
you're using these cards
[INAUDIBLE] identify who is

00:11:23.245 --> 00:11:27.205 align:middle line:90%
going to initiate [INAUDIBLE].

00:11:27.205 --> 00:11:30.670 align:middle line:90%


00:11:30.670 --> 00:11:31.660 align:middle line:90%
Here we go.

00:11:31.660 --> 00:11:35.194 align:middle line:84%
Yeah, so you add-- so
these numbers, depending

00:11:35.194 --> 00:11:36.610 align:middle line:84%
on how many cards
that are played,

00:11:36.610 --> 00:11:39.085 align:middle line:84%
basically give your ships
some sort of attack powers.

00:11:39.085 --> 00:11:41.560 align:middle line:84%
But then you also
have individual ships

00:11:41.560 --> 00:11:44.777 align:middle line:84%
that [INAUDIBLE] move on to
attack [INAUDIBLE] attacking

00:11:44.777 --> 00:11:45.520 align:middle line:90%
a red planet.

00:11:45.520 --> 00:11:47.500 align:middle line:84%
And what I'll do is
I'll point this arrow

00:11:47.500 --> 00:11:48.985 align:middle line:90%
toward the red planet.

00:11:48.985 --> 00:11:51.955 align:middle line:84%
Anybody defending the red planet
puts chips on the red planet.

00:11:51.955 --> 00:11:53.935 align:middle line:84%
Anybody who's attacking
it puts it on this

00:11:53.935 --> 00:12:00.865 align:middle line:84%
[INAUDIBLE] very nice point
[INAUDIBLE] are attacking.

00:12:00.865 --> 00:12:03.340 align:middle line:84%
That whole game
basically largely

00:12:03.340 --> 00:12:06.557 align:middle line:84%
comes down to you trying
to encourage other people

00:12:06.557 --> 00:12:10.824 align:middle line:84%
to contribute either to your
defense [? or the ?] attack.

00:12:10.824 --> 00:12:12.240 align:middle line:90%
Please give me some chips.

00:12:12.240 --> 00:12:16.222 align:middle line:84%
Please give [INAUDIBLE]
and [INAUDIBLE]

00:12:16.222 --> 00:12:23.543 align:middle line:84%
negotiate [INAUDIBLE]
mutual benefit [INAUDIBLE].

00:12:23.543 --> 00:12:25.753 align:middle line:84%
But this is the really
interesting part

00:12:25.753 --> 00:12:28.610 align:middle line:84%
of the game, which is
when you start a game,

00:12:28.610 --> 00:12:30.150 align:middle line:90%
you get one of these cards.

00:12:30.150 --> 00:12:32.102 align:middle line:84%
And this tells you
what race you are.

00:12:32.102 --> 00:12:34.457 align:middle line:84%
And each race
basically has a power

00:12:34.457 --> 00:12:38.390 align:middle line:84%
that lets them break the
rules somewhere in the rules.

00:12:38.390 --> 00:12:43.130 align:middle line:84%
Only you have this ability
to break this power.

00:12:43.130 --> 00:12:48.026 align:middle line:84%
So for instance, this
is the [? hate ?] race.

00:12:48.026 --> 00:12:50.420 align:middle line:90%
And they have the power of rage.

00:12:50.420 --> 00:12:52.740 align:middle line:84%
So at the start of a
turn, you use this power

00:12:52.740 --> 00:12:54.890 align:middle line:84%
to force every player
to either discard

00:12:54.890 --> 00:12:59.430 align:middle line:84%
a card [? on the ?]
ship [INAUDIBLE] discard

00:12:59.430 --> 00:13:00.912 align:middle line:90%
[INAUDIBLE].

00:13:00.912 --> 00:13:03.838 align:middle line:84%
Everybody else must then
discard at the same time.

00:13:03.838 --> 00:13:06.170 align:middle line:84%
So if I put [? down a ?]
[? card, ?] [INAUDIBLE]

00:13:06.170 --> 00:13:10.216 align:middle line:84%
an attack card, everybody has
to discard an attack card.

00:13:10.216 --> 00:13:11.840 align:middle line:84%
All these [INAUDIBLE]
ships [INAUDIBLE]

00:13:11.840 --> 00:13:17.090 align:middle line:84%
they make people
angry with this power.

00:13:17.090 --> 00:13:20.640 align:middle line:84%
The filch is where you steal
cards from other people,

00:13:20.640 --> 00:13:22.256 align:middle line:90%
the power to hack.

00:13:22.256 --> 00:13:26.504 align:middle line:90%


00:13:26.504 --> 00:13:31.030 align:middle line:84%
You can compensation from
other players, basically.

00:13:31.030 --> 00:13:37.368 align:middle line:84%
And so you've got this kind
of like weird almost like CCG,

00:13:37.368 --> 00:13:39.660 align:middle line:84%
Collectible Card Game,
kind of a [INAUDIBLE]

00:13:39.660 --> 00:13:44.514 align:middle line:84%
where depending on what you
start with [? is one way to ?]

00:13:44.514 --> 00:13:48.863 align:middle line:84%
determine the shape of the
rest of the game board.

00:13:48.863 --> 00:13:51.289 align:middle line:84%
And every time
you play the game,

00:13:51.289 --> 00:13:52.830 align:middle line:84%
you can have a
different set of cards

00:13:52.830 --> 00:13:55.679 align:middle line:84%
because each player gets
a different card between--

00:13:55.679 --> 00:13:57.178 align:middle line:84%
it's very, very
likely that you have

00:13:57.178 --> 00:13:59.728 align:middle line:84%
to play two games with even
the same [? set of basis ?]

00:13:59.728 --> 00:14:01.162 align:middle line:90%
at the table.

00:14:01.162 --> 00:14:06.898 align:middle line:90%
[INAUDIBLE]

00:14:06.898 --> 00:14:10.856 align:middle line:84%
And the whole idea of the
games we picked out today

00:14:10.856 --> 00:14:13.652 align:middle line:84%
is that all of them
are kind of like a sort

00:14:13.652 --> 00:14:17.940 align:middle line:84%
of an interesting case
of what it means to have

00:14:17.940 --> 00:14:21.210 align:middle line:90%
changing rules in games.

00:14:21.210 --> 00:14:25.310 align:middle line:84%
Risk Legacy-- how many of
you played this particular?

00:14:25.310 --> 00:14:29.044 align:middle line:84%
OK, how long have you had
a game going [INAUDIBLE]

00:14:29.044 --> 00:14:29.762 align:middle line:90%
how many rounds?

00:14:29.762 --> 00:14:31.470 align:middle line:84%
STUDENT: I played with
people in my home.

00:14:31.470 --> 00:14:33.922 align:middle line:84%
I played in like three
games and I think

00:14:33.922 --> 00:14:35.590 align:middle line:90%
we played a total of 12 or so--

00:14:35.590 --> 00:14:36.090 align:middle line:90%
12 games.

00:14:36.090 --> 00:14:38.690 align:middle line:84%
PROFESSOR: Every time you play
this game, the game changes.

00:14:38.690 --> 00:14:40.058 align:middle line:90%
STUDENT: [INAUDIBLE]

00:14:40.058 --> 00:14:40.924 align:middle line:90%
PROFESSOR: What?

00:14:40.924 --> 00:14:42.090 align:middle line:90%
STUDENT: I've heard of this.

00:14:42.090 --> 00:14:47.110 align:middle line:84%
PROFESSOR: Yeah, [INAUDIBLE]
changes made [INAUDIBLE].

00:14:47.110 --> 00:14:52.527 align:middle line:84%
When you first buy the game,
four packets, four envelopes

00:14:52.527 --> 00:14:54.937 align:middle line:84%
are actually [INAUDIBLE] the
past [? year, ?] You can see

00:14:54.937 --> 00:14:57.530 align:middle line:84%
we played this a
bit [INAUDIBLE].

00:14:57.530 --> 00:15:01.920 align:middle line:84%
And that gives you new
cards, stickers that you

00:15:01.920 --> 00:15:04.678 align:middle line:90%
can stick on the old cards.

00:15:04.678 --> 00:15:06.973 align:middle line:84%
You can see this card had
a whole bunch of stickers

00:15:06.973 --> 00:15:11.675 align:middle line:84%
added onto it that basically
introduce new rules into games.

00:15:11.675 --> 00:15:14.490 align:middle line:90%
You can change the map.

00:15:14.490 --> 00:15:17.184 align:middle line:84%
And usually, this comes
down to the people

00:15:17.184 --> 00:15:21.864 align:middle line:84%
who won, the people who lost
get certain abilities to make

00:15:21.864 --> 00:15:28.830 align:middle line:84%
changes [INAUDIBLE] areas
[INAUDIBLE] these [INAUDIBLE].

00:15:28.830 --> 00:15:32.420 align:middle line:84%
Certain cities have
been established.

00:15:32.420 --> 00:15:37.687 align:middle line:84%
So for instance, this is
the kingdom of [INAUDIBLE].

00:15:37.687 --> 00:15:39.532 align:middle line:84%
This is the kingdom
of [INAUDIBLE].

00:15:39.532 --> 00:15:40.978 align:middle line:84%
STUDENT: That's
mine, by the way.

00:15:40.978 --> 00:15:41.942 align:middle line:90%
PROFESSOR: That yours?

00:15:41.942 --> 00:15:42.424 align:middle line:90%
STUDENT: Yeah.

00:15:42.424 --> 00:15:42.906 align:middle line:90%
PROFESSOR: OK.

00:15:42.906 --> 00:15:43.870 align:middle line:90%
STUDENT: That's mine.

00:15:43.870 --> 00:15:48.687 align:middle line:84%
PROFESSOR: [INAUDIBLE]
cover here.

00:15:48.687 --> 00:15:54.881 align:middle line:90%
[INAUDIBLE] Here [INAUDIBLE].

00:15:54.881 --> 00:15:55.464 align:middle line:90%
STUDENT: Yeah.

00:15:55.464 --> 00:16:00.360 align:middle line:90%
PROFESSOR: [INAUDIBLE] in Japan.

00:16:00.360 --> 00:16:05.080 align:middle line:84%
So this was interesting
because one way

00:16:05.080 --> 00:16:08.888 align:middle line:84%
to think about it is
it's not the [INAUDIBLE]

00:16:08.888 --> 00:16:10.319 align:middle line:90%
played the game of Risk?

00:16:10.319 --> 00:16:13.605 align:middle line:84%
RICK: Yeah, it starts
off like Risk but closer

00:16:13.605 --> 00:16:16.594 align:middle line:84%
to like Risk
20-something or other.

00:16:16.594 --> 00:16:17.260 align:middle line:90%
PROFESSOR: Yeah.

00:16:17.260 --> 00:16:19.370 align:middle line:84%
RICK: One of the
later editions of risk

00:16:19.370 --> 00:16:23.240 align:middle line:84%
where there's like turn order
cards and some other-- it

00:16:23.240 --> 00:16:27.320 align:middle line:84%
does resources differently
than classic Risk did.

00:16:27.320 --> 00:16:28.540 align:middle line:90%
But basically, it is Risk.

00:16:28.540 --> 00:16:31.050 align:middle line:84%
PROFESSOR: Yes, and you
have stickers that you

00:16:31.050 --> 00:16:34.550 align:middle line:90%
can attach on the [INAUDIBLE].

00:16:34.550 --> 00:16:40.010 align:middle line:84%
And so basically, every
time you play this game,

00:16:40.010 --> 00:16:42.860 align:middle line:84%
you're playing a different
game [INAUDIBLE].

00:16:42.860 --> 00:16:44.443 align:middle line:84%
RICK: The great thing
is, in this one,

00:16:44.443 --> 00:16:45.776 align:middle line:90%
there's a story that goes along.

00:16:45.776 --> 00:16:48.230 align:middle line:84%
As you do things,
the story changes.

00:16:48.230 --> 00:16:51.479 align:middle line:84%
So you're in this
post-apocalyptic hellscape.

00:16:51.479 --> 00:16:53.520 align:middle line:84%
With these factions that
are fighting each other.

00:16:53.520 --> 00:16:57.040 align:middle line:84%
And then all of a sudden, when
a certain condition is reached,

00:16:57.040 --> 00:17:00.800 align:middle line:84%
one of those classes opens up
and new elements to the story

00:17:00.800 --> 00:17:02.090 align:middle line:90%
are discussed.

00:17:02.090 --> 00:17:04.428 align:middle line:84%
And then a new race--
a new faction comes up

00:17:04.428 --> 00:17:05.626 align:middle line:90%
or a new race comes up.

00:17:05.626 --> 00:17:11.260 align:middle line:84%
So, spoilers-- there is aliens
right there from alien island.

00:17:11.260 --> 00:17:14.067 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:17:14.067 --> 00:17:16.150 align:middle line:84%
RICK: [INAUDIBLE] becomes
the alien collaborators.

00:17:16.150 --> 00:17:18.955 align:middle line:84%
And that faction from now on
is considered the collaborator.

00:17:18.955 --> 00:17:21.190 align:middle line:84%
It gets special powers
because of the aliens

00:17:21.190 --> 00:17:26.680 align:middle line:90%
but they don't get--

00:17:26.680 --> 00:17:29.880 align:middle line:84%
I think they get
special powers and I

00:17:29.880 --> 00:17:32.494 align:middle line:84%
think they get a
special something that

00:17:32.494 --> 00:17:33.806 align:middle line:90%
goes against them.

00:17:33.806 --> 00:17:38.512 align:middle line:84%
PROFESSOR: This game is actually
probably not best played cold.

00:17:38.512 --> 00:17:40.260 align:middle line:84%
But so what I will
suggest is that folks

00:17:40.260 --> 00:17:42.440 align:middle line:90%
take a look at this box.

00:17:42.440 --> 00:17:45.215 align:middle line:84%
Because just trying to
internalize all of the changes

00:17:45.215 --> 00:17:50.046 align:middle line:84%
that have happened to this
game since [INAUDIBLE] probably

00:17:50.046 --> 00:17:52.491 align:middle line:90%
[INAUDIBLE].

00:17:52.491 --> 00:17:54.959 align:middle line:84%
But it's very, very
[? unique way to ?] take a look

00:17:54.959 --> 00:17:56.980 align:middle line:84%
and see what changes
have been made.

00:17:56.980 --> 00:18:01.226 align:middle line:84%
One way that a designer
is going to [INAUDIBLE].

00:18:01.226 --> 00:18:04.776 align:middle line:84%
A lot of the rules that
you get, a lot of changes

00:18:04.776 --> 00:18:08.020 align:middle line:84%
you can make later in the game
are actually tools for you

00:18:08.020 --> 00:18:10.120 align:middle line:90%
to fix [? the events. ?]

00:18:10.120 --> 00:18:12.290 align:middle line:84%
So there are really,
really powerful changes

00:18:12.290 --> 00:18:13.692 align:middle line:90%
that you can make in the rules.

00:18:13.692 --> 00:18:15.900 align:middle line:84%
But the whole idea is that
after you played something

00:18:15.900 --> 00:18:18.140 align:middle line:84%
like 15 rounds or 10
rounds of the game,

00:18:18.140 --> 00:18:20.181 align:middle line:84%
you kind of know where
the game is going,

00:18:20.181 --> 00:18:25.830 align:middle line:84%
where the board is [INAUDIBLE]
or maybe [INAUDIBLE] how

00:18:25.830 --> 00:18:27.330 align:middle line:90%
[INAUDIBLE].

00:18:27.330 --> 00:18:31.910 align:middle line:84%
And the players now have
the tools to officially fix

00:18:31.910 --> 00:18:33.710 align:middle line:90%
those imbalances to play.

00:18:33.710 --> 00:18:38.416 align:middle line:84%
So in a way, it's [INAUDIBLE]
game design process.

00:18:38.416 --> 00:18:49.186 align:middle line:84%
And [INAUDIBLE] you
have [INAUDIBLE]

00:18:49.186 --> 00:18:53.760 align:middle line:84%
is kind of like a
deck building game

00:18:53.760 --> 00:18:58.940 align:middle line:84%
only your dice and [INAUDIBLE]
part of [INAUDIBLE].

00:18:58.940 --> 00:19:04.180 align:middle line:84%
And I don't have a whole lot
of information about this game.

00:19:04.180 --> 00:19:05.510 align:middle line:90%
STUDENT: Plays like Dominion.

00:19:05.510 --> 00:19:06.135 align:middle line:90%
PROFESSOR: Yes.

00:19:06.135 --> 00:19:08.959 align:middle line:84%
STUDENT: [INAUDIBLE]
the cards are out.

00:19:08.959 --> 00:19:11.000 align:middle line:84%
[? We ?] build your deck
just like it's Dominion.

00:19:11.000 --> 00:19:14.746 align:middle line:84%
And when you do attacks
and certain things,

00:19:14.746 --> 00:19:19.706 align:middle line:84%
you have cards that represent
a thing that you can use

00:19:19.706 --> 00:19:21.205 align:middle line:84%
and then dice that
are reflecting

00:19:21.205 --> 00:19:23.630 align:middle line:90%
the [INAUDIBLE] card.

00:19:23.630 --> 00:19:26.600 align:middle line:84%
PROFESSOR: So, like a lot of
other deck building games,

00:19:26.600 --> 00:19:29.295 align:middle line:90%
you know, [INAUDIBLE] conquer.

00:19:29.295 --> 00:19:31.500 align:middle line:84%
Often, when you're
actually going into a game,

00:19:31.500 --> 00:19:37.040 align:middle line:84%
[? what you're seeing ?] is not
quite what [INAUDIBLE] before

00:19:37.040 --> 00:19:38.757 align:middle line:90%
in previous games.

00:19:38.757 --> 00:19:40.340 align:middle line:84%
So every time, you're
trying to, like,

00:19:40.340 --> 00:19:42.450 align:middle line:84%
figure out what is
[INAUDIBLE] momentum.

00:19:42.450 --> 00:19:44.750 align:middle line:84%
What is the strategy for
this particular round

00:19:44.750 --> 00:19:45.630 align:middle line:90%
that I'm playing?

00:19:45.630 --> 00:19:47.754 align:middle line:84%
[INAUDIBLE] just happens
to be an interesting twist

00:19:47.754 --> 00:19:52.124 align:middle line:90%
on that [INAUDIBLE] cards.

00:19:52.124 --> 00:19:57.060 align:middle line:84%
And Settlers of Catan, it seems
like an odd thing to bring up.

00:19:57.060 --> 00:20:01.990 align:middle line:84%
But back when it first came out,
it was kind of neat that it was

00:20:01.990 --> 00:20:05.750 align:middle line:84%
one of the games that definitely
popularized the whole idea that

00:20:05.750 --> 00:20:09.120 align:middle line:84%
every time you played this game,
you had [INAUDIBLE] because you

00:20:09.120 --> 00:20:12.410 align:middle line:84%
have the hexes that are arranged
[? by the water ?] and systems

00:20:12.410 --> 00:20:19.280 align:middle line:84%
to be able to make a random map,
[? into a ?] table no matter

00:20:19.280 --> 00:20:20.960 align:middle line:90%
how it's arranged.

00:20:20.960 --> 00:20:25.285 align:middle line:84%
And you're playing a different
scenario in the game.

00:20:25.285 --> 00:20:26.910 align:middle line:84%
So we also had the
Seafarers expansion.

00:20:26.910 --> 00:20:29.070 align:middle line:84%
That's kind of like
the traditional way

00:20:29.070 --> 00:20:30.636 align:middle line:84%
that publishers
[INAUDIBLE], right?

00:20:30.636 --> 00:20:33.693 align:middle line:84%
They give you all
the parts and maybe

00:20:33.693 --> 00:20:36.610 align:middle line:84%
a new set of rules to be
able to add to an existing

00:20:36.610 --> 00:20:38.483 align:middle line:90%
set of pieces on the board.

00:20:38.483 --> 00:20:41.024 align:middle line:84%
What happens is that the map is
a lot larger, as you can see,

00:20:41.024 --> 00:20:43.484 align:middle line:84%
because you have
additional cards.

00:20:43.484 --> 00:20:45.944 align:middle line:84%
Actually, I don't know
anything [INAUDIBLE].

00:20:45.944 --> 00:20:47.630 align:middle line:90%
But [INAUDIBLE] larger.

00:20:47.630 --> 00:20:49.995 align:middle line:84%
Users [INAUDIBLE]
then the old ones.

00:20:49.995 --> 00:20:52.420 align:middle line:84%
Gives you a few new
pieces, new rules,

00:20:52.420 --> 00:20:54.720 align:middle line:90%
and you're playing [INAUDIBLE].

00:20:54.720 --> 00:20:57.780 align:middle line:84%
So this one might also be-- and
I [? wouldn't ?] suggest just

00:20:57.780 --> 00:20:59.878 align:middle line:84%
playing a straight out
game of Settlers of Catan

00:20:59.878 --> 00:21:01.750 align:middle line:84%
because I know a lot
of you already have.

00:21:01.750 --> 00:21:04.467 align:middle line:84%
But in case you
need it, [INAUDIBLE]

00:21:04.467 --> 00:21:06.800 align:middle line:84%
especially if you haven't
played the Seafarers expansion

00:21:06.800 --> 00:21:09.780 align:middle line:84%
[INAUDIBLE] look through
how they present the rules

00:21:09.780 --> 00:21:12.840 align:middle line:84%
so that knowing how
to play this game, how

00:21:12.840 --> 00:21:14.600 align:middle line:84%
do they introduce
new sets of rules

00:21:14.600 --> 00:21:18.072 align:middle line:84%
to change the way
[INAUDIBLE] played.

00:21:18.072 --> 00:21:20.030 align:middle line:84%
RICK: Big difference for
that one with islands,

00:21:20.030 --> 00:21:22.270 align:middle line:84%
rather than having
rows of settlements,

00:21:22.270 --> 00:21:28.900 align:middle line:84%
you have shipping lanes that
you build that connect ports.

00:21:28.900 --> 00:21:31.010 align:middle line:84%
PROFESSOR: Yep,
and I believe you

00:21:31.010 --> 00:21:33.810 align:middle line:84%
don't know what's on the
island before you get there.

00:21:33.810 --> 00:21:35.190 align:middle line:90%
RICK: Yep.

00:21:35.190 --> 00:21:40.787 align:middle line:84%
PROFESSOR: So you don't
actually know [INAUDIBLE] island

00:21:40.787 --> 00:21:41.995 align:middle line:90%
at the beginning of the game.

00:21:41.995 --> 00:21:45.720 align:middle line:90%


00:21:45.720 --> 00:21:47.580 align:middle line:90%
From the reading that--

00:21:47.580 --> 00:21:51.070 align:middle line:84%
anything strike anyone
from the reading?

00:21:51.070 --> 00:21:52.840 align:middle line:90%
Just wondering if--

00:21:52.840 --> 00:21:55.135 align:middle line:84%
STUDENT: It said that I guess
the unbalance of the game

00:21:55.135 --> 00:21:56.310 align:middle line:90%
was the actual point.

00:21:56.310 --> 00:21:56.976 align:middle line:90%
PROFESSOR: Yeah.

00:21:56.976 --> 00:22:03.140 align:middle line:84%
STUDENT: And that they were
going for the feel of that

00:22:03.140 --> 00:22:06.075 align:middle line:84%
if you find that
something is not fair,

00:22:06.075 --> 00:22:10.010 align:middle line:84%
that you have your own unfair
power to sort of counter that

00:22:10.010 --> 00:22:10.510 align:middle line:90%
unfairness.

00:22:10.510 --> 00:22:13.090 align:middle line:84%
PROFESSOR: Right, everyone
has a win cheat basically,

00:22:13.090 --> 00:22:16.750 align:middle line:84%
but it's officially mandated by
the game and the different ways

00:22:16.750 --> 00:22:17.890 align:middle line:90%
you [INAUDIBLE]

00:22:17.890 --> 00:22:20.080 align:middle line:84%
STUDENT: It's kind of
similar to Diplomacy,

00:22:20.080 --> 00:22:22.170 align:middle line:90%
which is inherently unbalanced.

00:22:22.170 --> 00:22:24.630 align:middle line:84%
Like, [INAUDIBLE] played
several games of Diplomacy,

00:22:24.630 --> 00:22:26.087 align:middle line:90%
[INAUDIBLE] like some of the--

00:22:26.087 --> 00:22:28.170 align:middle line:84%
I don't remember which
countries, but some of them

00:22:28.170 --> 00:22:31.090 align:middle line:84%
are, like, in much stronger
positions and two of them

00:22:31.090 --> 00:22:34.006 align:middle line:84%
together can take out the
entire board if people let them.

00:22:34.006 --> 00:22:37.100 align:middle line:84%
And so in general, more
advanced and experienced players

00:22:37.100 --> 00:22:39.550 align:middle line:84%
will not let that
happen or will all

00:22:39.550 --> 00:22:41.890 align:middle line:84%
gang up and crush the
first one or something

00:22:41.890 --> 00:22:46.330 align:middle line:84%
like that, which kind of makes
an interesting meta game.

00:22:46.330 --> 00:22:48.300 align:middle line:84%
PROFESSOR: So you can
spot the patterns.

00:22:48.300 --> 00:22:50.640 align:middle line:84%
But then you also
have a lot of tools

00:22:50.640 --> 00:22:52.570 align:middle line:84%
to try to push back
against that once you

00:22:52.570 --> 00:22:54.618 align:middle line:90%
know that the game [INAUDIBLE].

00:22:54.618 --> 00:22:56.245 align:middle line:84%
STUDENT: I consider
Cosmic Encounter

00:22:56.245 --> 00:22:58.661 align:middle line:84%
to be sort of like the version
of Munchkin in that they're

00:22:58.661 --> 00:23:00.730 align:middle line:84%
both sort of stop the leader
games where it's literally

00:23:00.730 --> 00:23:03.040 align:middle line:84%
everyone-- it's very easy
for almost everyone to get

00:23:03.040 --> 00:23:07.115 align:middle line:84%
[INAUDIBLE] to victory
and it's all about, like,

00:23:07.115 --> 00:23:09.628 align:middle line:84%
how you [INAUDIBLE] people
are [INAUDIBLE] everyone's

00:23:09.628 --> 00:23:12.463 align:middle line:84%
trying to [? stop her. ?] And
when [INAUDIBLE] people run out

00:23:12.463 --> 00:23:14.080 align:middle line:90%
of stuff to stop the winner.

00:23:14.080 --> 00:23:17.820 align:middle line:84%
PROFESSOR: Yep, every
game comes to an end.

00:23:17.820 --> 00:23:20.690 align:middle line:84%
I remember games of
Cosmic Encounter dragging

00:23:20.690 --> 00:23:22.695 align:middle line:84%
on for a really
long amount of time,

00:23:22.695 --> 00:23:25.090 align:middle line:84%
but I'm not entirely
sure that's the case

00:23:25.090 --> 00:23:29.160 align:middle line:84%
of this particular
edition of the game.

00:23:29.160 --> 00:23:31.440 align:middle line:84%
STUDENT: The idea
of finding balance

00:23:31.440 --> 00:23:35.010 align:middle line:84%
for [INAUDIBLE] where sort of
the motto is if it's broken,

00:23:35.010 --> 00:23:37.760 align:middle line:90%
break it until it's fixed.

00:23:37.760 --> 00:23:39.800 align:middle line:84%
PROFESSOR: I haven't
heard that one.

00:23:39.800 --> 00:23:41.810 align:middle line:84%
STUDENT: [INAUDIBLE]
basically, they

00:23:41.810 --> 00:23:44.448 align:middle line:84%
took Super Smash Bros
Brawl and just way

00:23:44.448 --> 00:23:46.406 align:middle line:84%
overpowered a bunch of
different people's moves

00:23:46.406 --> 00:23:48.614 align:middle line:84%
so that you can do ridiculous
things the entire time.

00:23:48.614 --> 00:23:51.150 align:middle line:84%
It actually ended up working
pretty well [INAUDIBLE].

00:23:51.150 --> 00:23:53.940 align:middle line:90%
PROFESSOR: OK, yeah.

00:23:53.940 --> 00:23:57.476 align:middle line:84%
League of Legends,
the ultra-rapid fire

00:23:57.476 --> 00:23:59.810 align:middle line:90%
is kind of that too.

00:23:59.810 --> 00:24:01.655 align:middle line:90%
But I think that's--

00:24:01.655 --> 00:24:03.780 align:middle line:84%
one of the things that I
remember from the readings

00:24:03.780 --> 00:24:07.050 align:middle line:84%
was if you have a game
where it's fun to lose,

00:24:07.050 --> 00:24:11.354 align:middle line:84%
you've got something
really, really good there.

00:24:11.354 --> 00:24:13.770 align:middle line:84%
They were a lot more flippant
about some of the other ways

00:24:13.770 --> 00:24:15.395 align:middle line:84%
that you can tell
you have a good game.

00:24:15.395 --> 00:24:18.100 align:middle line:84%
Like, you lose the
game when you have

00:24:18.100 --> 00:24:21.810 align:middle line:84%
a divorce because your
spouse wanted the game.

00:24:21.810 --> 00:24:25.350 align:middle line:84%
But I'm not sure how
that metric is useful.

00:24:25.350 --> 00:24:29.730 align:middle line:90%


00:24:29.730 --> 00:24:33.346 align:middle line:84%
But some other metrics that
tell whether your game is--

00:24:33.346 --> 00:24:34.970 align:middle line:84%
you've got something
really interesting

00:24:34.970 --> 00:24:36.790 align:middle line:84%
as a game is that one is
the game system is actually

00:24:36.790 --> 00:24:39.081 align:middle line:84%
continually surprising the
people who actually designed

00:24:39.081 --> 00:24:39.920 align:middle line:90%
the game.

00:24:39.920 --> 00:24:42.507 align:middle line:84%
Then just every once
in a while, you just

00:24:42.507 --> 00:24:44.090 align:middle line:84%
see something you've
never seen before

00:24:44.090 --> 00:24:45.423 align:middle line:90%
and you're the ones who made it.

00:24:45.423 --> 00:24:48.110 align:middle line:84%
You know you've got a really
interesting system there.

00:24:48.110 --> 00:24:51.110 align:middle line:84%
And if people have stories
to tell about their game

00:24:51.110 --> 00:24:55.420 align:middle line:84%
after they're done, I
think Munchkin has that.

00:24:55.420 --> 00:24:57.500 align:middle line:84%
Cosmic Encounter
definitely has that.

00:24:57.500 --> 00:25:01.685 align:middle line:84%
They do try to give you the
tone through the writing.

00:25:01.685 --> 00:25:05.057 align:middle line:84%
Both games, Munchkin
and Cosmic Encounter,

00:25:05.057 --> 00:25:06.640 align:middle line:84%
these are very
[INAUDIBLE] games where

00:25:06.640 --> 00:25:13.100 align:middle line:84%
that's a lot of verbal
humor in the text.

00:25:13.100 --> 00:25:16.670 align:middle line:84%
But I feel in the dynamic
of Cosmic Encounter,

00:25:16.670 --> 00:25:22.610 align:middle line:84%
much like [INAUDIBLE]
earlier, that's also

00:25:22.610 --> 00:25:24.250 align:middle line:90%
[? create an origin ?] story.

00:25:24.250 --> 00:25:26.250 align:middle line:84%
I was like, this person
betrayed that person.

00:25:26.250 --> 00:25:27.960 align:middle line:90%
I guess Diplomacy does that too.

00:25:27.960 --> 00:25:30.440 align:middle line:84%
But you don't want to tell
stories about Diplomacy

00:25:30.440 --> 00:25:32.360 align:middle line:84%
because there's so many
bad things associated

00:25:32.360 --> 00:25:35.070 align:middle line:84%
with that whereas what
happens in Cosmic Encounter

00:25:35.070 --> 00:25:36.855 align:middle line:90%
is kind of hilarious usually.

00:25:36.855 --> 00:25:37.355 align:middle line:90%
So--

00:25:37.355 --> 00:25:38.780 align:middle line:90%
STUDENT: [INAUDIBLE]

00:25:38.780 --> 00:25:40.900 align:middle line:84%
PROFESSOR: Yeah, and
Munchkin does that too.

00:25:40.900 --> 00:25:42.360 align:middle line:84%
So you can tell
stories about that

00:25:42.360 --> 00:25:44.360 align:middle line:84%
and say, oh, I remember
the time when, you know,

00:25:44.360 --> 00:25:45.950 align:middle line:84%
I was this close
to winning and then

00:25:45.950 --> 00:25:48.677 align:middle line:84%
all of you [? stopped me. ?]
And then I get this power

00:25:48.677 --> 00:25:50.260 align:middle line:84%
and then I managed
to pull myself out.

00:25:50.260 --> 00:25:52.290 align:middle line:84%
And then this person
just came from nowhere

00:25:52.290 --> 00:25:53.910 align:middle line:90%
and won the whole game.

00:25:53.910 --> 00:25:55.910 align:middle line:84%
STUDENT: I used to be
competitive about Munchkin

00:25:55.910 --> 00:25:57.030 align:middle line:84%
and I played like
two or three games.

00:25:57.030 --> 00:25:58.488 align:middle line:84%
And I was like,
this game's a joke.

00:25:58.488 --> 00:25:59.670 align:middle line:90%
Like--

00:25:59.670 --> 00:26:01.910 align:middle line:84%
PROFESSOR: It's one
long running joke, yeah.

00:26:01.910 --> 00:26:04.280 align:middle line:84%
STUDENT: So there's a role
or a class, something like

00:26:04.280 --> 00:26:07.297 align:middle line:84%
[? the Beef, ?] where you
can roll a die-- actually,

00:26:07.297 --> 00:26:08.838 align:middle line:84%
even better is the
one where you just

00:26:08.838 --> 00:26:10.564 align:middle line:90%
take people's shit all day.

00:26:10.564 --> 00:26:12.230 align:middle line:84%
Like, I had a friend
who like literally,

00:26:12.230 --> 00:26:13.771 align:middle line:84%
every time, he was
just like rolled--

00:26:13.771 --> 00:26:15.794 align:middle line:84%
like, keep going downhill
until he was level one

00:26:15.794 --> 00:26:17.210 align:middle line:84%
and just keep
taking people's shit

00:26:17.210 --> 00:26:19.440 align:middle line:90%
and it's just like, OK, man.

00:26:19.440 --> 00:26:20.690 align:middle line:90%
You clearly don't want to win.

00:26:20.690 --> 00:26:22.439 align:middle line:84%
All you're doing is
trolling me right now.

00:26:22.439 --> 00:26:23.900 align:middle line:90%
PROFESSOR: Right, right.

00:26:23.900 --> 00:26:26.685 align:middle line:84%
It's supposed to be a situation
of what a role playing

00:26:26.685 --> 00:26:29.680 align:middle line:84%
group actually does when
they're getting together,

00:26:29.680 --> 00:26:33.270 align:middle line:84%
not how a role playing
game actually works.

00:26:33.270 --> 00:26:41.600 align:middle line:84%
OK, so I think [INAUDIBLE]
with playing these games now,

00:26:41.600 --> 00:26:43.730 align:middle line:84%
I'm going to guess
about an hour.

00:26:43.730 --> 00:26:48.230 align:middle line:84%
Again, I would not suggest this
with Risk Legacy for playing,

00:26:48.230 --> 00:26:50.430 align:middle line:84%
but you are definitely
welcome to take a look at it.

00:26:50.430 --> 00:26:52.013 align:middle line:84%
The rest of the
games, go right ahead.

00:26:52.013 --> 00:26:56.030 align:middle line:84%
And probably,
[INAUDIBLE] hopefully,

00:26:56.030 --> 00:26:58.970 align:middle line:84%
the [INAUDIBLE]
at least one hour,

00:26:58.970 --> 00:27:01.590 align:middle line:84%
possibly 1 and 1/2 hours for
you to work in your teams

00:27:01.590 --> 00:27:03.494 align:middle line:90%
for the second half of class.

00:27:03.494 --> 00:27:03.994 align:middle line:90%
Cool?

00:27:03.994 --> 00:27:04.494 align:middle line:90%
Yeah.

00:27:04.494 --> 00:27:07.227 align:middle line:84%
STUDENT: Are we
[INAUDIBLE] then?

00:27:07.227 --> 00:27:08.810 align:middle line:84%
PROFESSOR: Yes,
[INAUDIBLE] on Monday.

00:27:08.810 --> 00:27:10.780 align:middle line:90%
Sorry, did I say Wednesday?

00:27:10.780 --> 00:27:12.150 align:middle line:90%
STUDENT: I don't remember.

00:27:12.150 --> 00:27:13.580 align:middle line:90%
PROFESSOR: OK, all right.

00:27:13.580 --> 00:27:17.930 align:middle line:84%
Yeah, Monday-- Monday is the
day where we go outside and get

00:27:17.930 --> 00:27:21.217 align:middle line:84%
ready to play Joust, which means
wear comfortable shoes and--

00:27:21.217 --> 00:27:22.300 align:middle line:90%
STUDENT: It's [INAUDIBLE].

00:27:22.300 --> 00:27:24.340 align:middle line:84%
PROFESSOR: And hopefully
it'll get warmer.

00:27:24.340 --> 00:27:31.640 align:middle line:84%
[INAUDIBLE] because outdoors is
usually too noisy [INAUDIBLE].

00:27:31.640 --> 00:27:35.150 align:middle line:90%
All right, so [INAUDIBLE]

00:27:35.150 --> 00:27:48.055 align:middle line:90%