WEBVTT

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PROFESSOR: So let's
talk about the reading,

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which was about randomness
and player choice.

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Everyone has an opinion about
randomness and luck, right?

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It started off the reading
about that kind of thing.

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So just to start
things off, what

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are your opinions
about games with luck?

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Do you like them?

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Do you not like them?

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And what do you like about
games that have a luck element?

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AUDIENCE: I personally love
a mix of skill and luck.

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So my favorite example
would be poker.

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So you could pick up
the game really quick,

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and you could be a novice, and
you could win if you get lucky,

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and it makes you feel good.

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But in the long run, over a
hundred thousand hands or more,

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it's the person
with more skill that

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will end up winning in the end.

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So I like that dynamic of
being easily accessible,

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but also having
the skill element.

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PROFESSOR: OK, so that
accessibility curve,

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that little bit of difficulty
curve going in there as well.

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Yeah?

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AUDIENCE: I would say that a
lack of predictability is good,

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and luck isn't, but but
luck is necessary to achieve

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unpredictability sometimes.

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PROFESSOR: OK, how do you mean?

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AUDIENCE: So basically,
you need luck

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that the game won't go the same
way every time, not because you

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actually--

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the randomness-- on portions,
it has to be random,

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but that's the only way to make
sure that different games take

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different paths.

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PROFESSOR: OK.

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Yeah?

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AUDIENCE: I like the
unknowability aspect of it.

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I agree with [? John ?] that
I like a balance between luck

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and skill.

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And what I was thinking of
was something like Catan,

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where you have this
whole plan that you're

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trying to work out--

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OK, I'm building my city,
and all I need is an ore,

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and I just need a [INAUDIBLE],
and then I can build my city

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and do all this stuff.

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But you just have to wait for
it and plan around, OK, what

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if I don't get what I need?

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Things like that.

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PROFESSOR: Yeah.

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Yeah.

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AUDIENCE: I also think this
is incredibly subjective.

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PROFESSOR: Absolutely.

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AUDIENCE: So
[? John ?] mentioned

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that he really likes poker.

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He likes [INAUDIBLE].

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Personally, I like games with
a lot less luck than poker,

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but that still
have a little bit.

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But then again, I know tons
of people who are like, oh,

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my favorite game is pokeno.

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Sorry, which is all
luck, essentially.

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And you feel like
you're doing stuff,

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you do have decisions
about which piece to move.

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But in the end, it's
essentially 90% luck.

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AUDIENCE: Could I comment?

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PROFESSOR: Please.

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AUDIENCE: Can I go on
what you're saying, Ben?

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AUDIENCE: Yeah.

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AUDIENCE: Even if you take a
classic, 100% skill-based game

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like chess, for instance,
in a professional tournament

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setting, there's still luck.

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There's a luck element
to who you're playing,

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or whether you get
white and black,

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or whether they're having
a good day or a bad day.

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I think there's
always luck in games,

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even if it's 100% skill-based.

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PROFESSOR: Does anybody know
how white's determined when

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you start a chess tournament?

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AUDIENCE: Usually
based on your rating.

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And they also, in a fair
tournament, will play a match

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where each player plays three
games of white and three

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games of black.

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PROFESSOR: Yeah.

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So they're trying
to work as much

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of that luck out of the system.

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But you're right-- there
is some, a little bit.

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And there's reasons
for doing that.

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AUDIENCE: I would say chess is--

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I mean, chess [INAUDIBLE]
is sort of more predictable

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than other games [INAUDIBLE].

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AUDIENCE: [INAUDIBLE] always
going to be [INAUDIBLE].

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AUDIENCE: Yeah, chess
is more predictable.

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I mean, I don't think
what I'm [INAUDIBLE]

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AUDIENCE: So it's like, for
example, think of round robin

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tournament play, where the
person you go up against

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depends on, to a
large extent, how

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you've done in a tournament.

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But that person who
you go up against

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is basically chosen
from a pool of people

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who have scored pretty well.

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So there could be a
grandmaster in that pool that

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gets selected, or there could
be a weaker expert player.

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AUDIENCE: A lot it depends
on what you consider

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part of the game, also.

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PROFESSOR: Yeah, exactly right.

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AUDIENCE: You could say
the selection process.

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You could also say,
oh, I got lucky

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that my opponent didn't
sleep last night.

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Is that really part
of the game, or is

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it just that your opponent was
a weaker player on that day?

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PROFESSOR: You have
some more, [? John? ?]

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AUDIENCE: [INAUDIBLE]
what I wanted to say

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is, was that, back
to the question,

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with [INAUDIBLE]
in terms of games,

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I prefer games which have
skill at certain game elements,

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but it's not so much
that they don't have luck

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as you don't have to deal
with the luck instantaneously.

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Like, for example, the board
setup at the beginning Catan.

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Or when you have, say, a deck
where the top three cards are

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the cards you're
choosing out of,

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or something, where
it's randomized.

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And so every time, it's
going to be different,

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which is the good part.

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And yeah, it might favor
one person over another,

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because of luck,
which is that part.

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But on the other
hand, you still have

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time to deal with it
with your own strategy.

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PROFESSOR: I'd say that probably
colors into that chess, too.

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The setup of the board
is a lot like the framing

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of a tournament, or the context
the tournament is played in,

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the context of the players.

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AUDIENCE: So I would
say that whether or not

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a game based on luck on chance--

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it's also dependent on what my
purpose for playing that game

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is.

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PROFESSOR: Absolutely.

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AUDIENCE: So I
really like sometimes

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playing chance-based games,
and I've gone home for break,

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and I'm going to see my brother.

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And I haven't
talked to him, and I

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haven't been with him in
months, so we can play games.

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It's not really about the game.

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The game is just to do
something while we talk

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about what we've been up to.

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Whereas once I'm home
for a really long time,

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we'll play a skill-based game.

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And it's really
all about the two

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of us competing at
the game [INAUDIBLE].

00:06:19.292 --> 00:06:21.390 align:middle line:84%
So it's also not
necessarily subjective

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by person, but by situation.

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PROFESSOR: Yeah, absolutely.

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Yeah?

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AUDIENCE: So in
the game Dominion,

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there are basic [INAUDIBLE]
cards all the time.

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And then there's a bunch of
special sets of 10 cards,

00:06:40.460 --> 00:06:42.786 align:middle line:90%
which [INAUDIBLE] game.

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The strategy [INAUDIBLE]
the special 10 cards,

00:06:46.350 --> 00:06:49.120 align:middle line:84%
and just buy-- and to do the
optimal strategy on the stuff

00:06:49.120 --> 00:06:55.740 align:middle line:84%
that's in every game, often you
can win 30% to 40% of the time

00:06:55.740 --> 00:06:58.810 align:middle line:84%
against the best possible
strategy with [INAUDIBLE],

00:06:58.810 --> 00:07:03.450 align:middle line:84%
even if you're using another
set of cards, which is why--

00:07:03.450 --> 00:07:04.680 align:middle line:90%
which shows that--

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But they're [INAUDIBLE],
but at the same time,

00:07:07.120 --> 00:07:11.285 align:middle line:84%
the game has a lot of strategy
involved, despite the fact

00:07:11.285 --> 00:07:12.964 align:middle line:90%
that it comes down to luck.

00:07:12.964 --> 00:07:14.880 align:middle line:84%
And so when people are
like, oh, this strategy

00:07:14.880 --> 00:07:17.380 align:middle line:84%
is better than this
strategy, because when

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we simulate 1,000 games, it
wins 60%, 70% of the time.

00:07:21.542 --> 00:07:26.844 align:middle line:84%
As opposed to actually playing
the game and showing one game

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won.

00:07:27.644 --> 00:07:28.310 align:middle line:90%
PROFESSOR: Yeah.

00:07:28.310 --> 00:07:30.420 align:middle line:84%
Well, that's a huge thing,
too, of how many times are you

00:07:30.420 --> 00:07:32.050 align:middle line:84%
going to play this game,
especially the games

00:07:32.050 --> 00:07:33.675 align:middle line:84%
that you're making
in your assignments?

00:07:33.675 --> 00:07:35.250 align:middle line:84%
How often are
these games played?

00:07:35.250 --> 00:07:37.000 align:middle line:84%
Hopefully, you're
testing as best you can,

00:07:37.000 --> 00:07:38.370 align:middle line:90%
as much as you can.

00:07:38.370 --> 00:07:40.578 align:middle line:84%
But I don't think you're
going to get 1,000 plays out

00:07:40.578 --> 00:07:41.370 align:middle line:90%
of them, right?

00:07:41.370 --> 00:07:43.250 align:middle line:84%
Unless you're going to
throw it through a computer.

00:07:43.250 --> 00:07:44.000 align:middle line:90%
You don't have to.

00:07:44.000 --> 00:07:45.810 align:middle line:90%
Please don't.

00:07:45.810 --> 00:07:49.147 align:middle line:84%
Getting real people to play
it is a huge component of it.

00:07:49.147 --> 00:07:50.730 align:middle line:84%
Because there's
something about luck--

00:07:50.730 --> 00:07:54.060 align:middle line:84%
I don't think we've
talked about yet--

00:07:54.060 --> 00:07:56.280 align:middle line:84%
the ritual aspects and
the performative aspects

00:07:56.280 --> 00:07:58.490 align:middle line:90%
of luck and chance.

00:07:58.490 --> 00:08:00.540 align:middle line:84%
Can anybody think
of a game where

00:08:00.540 --> 00:08:03.810 align:middle line:84%
there's something
very particular to how

00:08:03.810 --> 00:08:06.491 align:middle line:90%
luck feels there?

00:08:06.491 --> 00:08:08.240 align:middle line:84%
Maybe you can take
luck out of the system,

00:08:08.240 --> 00:08:09.448 align:middle line:90%
but why you wouldn't want to?

00:08:09.448 --> 00:08:14.610 align:middle line:90%


00:08:14.610 --> 00:08:17.130 align:middle line:84%
So I actually think about,
in that kind of context--

00:08:17.130 --> 00:08:18.940 align:middle line:84%
but where you're
talking about craps,

00:08:18.940 --> 00:08:20.440 align:middle line:84%
you're talking about
gambling games,

00:08:20.440 --> 00:08:22.590 align:middle line:84%
the rituals that go
around gambling games--

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blowing on dice, rolling dice.

00:08:24.790 --> 00:08:26.820 align:middle line:84%
What's craps if
you remove the dice

00:08:26.820 --> 00:08:28.860 align:middle line:84%
and replace it with
some other kind of--

00:08:28.860 --> 00:08:32.490 align:middle line:84%
technically, getting to the
exact same probability system,

00:08:32.490 --> 00:08:33.940 align:middle line:90%
but different materials?

00:08:33.940 --> 00:08:36.696 align:middle line:84%
Is that going to be a
different game or not?

00:08:36.696 --> 00:08:39.434 align:middle line:84%
AUDIENCE: Could you replace
it with a spinner [INAUDIBLE]?

00:08:39.434 --> 00:08:40.100 align:middle line:90%
PROFESSOR: Yeah.

00:08:40.100 --> 00:08:41.618 align:middle line:84%
Is the probability
curve the same?

00:08:41.618 --> 00:08:42.159 align:middle line:90%
AUDIENCE: No.

00:08:42.159 --> 00:08:44.286 align:middle line:84%
PROFESSOR: No, but
you probably could.

00:08:44.286 --> 00:08:46.285 align:middle line:84%
AUDIENCE: Yeah, you could
probably break it down

00:08:46.285 --> 00:08:47.368 align:middle line:90%
into [INAUDIBLE] the same.

00:08:47.368 --> 00:08:49.434 align:middle line:90%
PROFESSOR: Yeah.

00:08:49.434 --> 00:08:52.188 align:middle line:84%
AUDIENCE: I'm thinking from
a pro aspect, where not

00:08:52.188 --> 00:08:55.279 align:middle line:84%
exactly like craps, where you're
playing against the house,

00:08:55.279 --> 00:08:57.070 align:middle line:84%
the house is always
going to have the edge.

00:08:57.070 --> 00:08:58.070 align:middle line:84%
But the poker
aspect, where you're

00:08:58.070 --> 00:08:59.153 align:middle line:90%
playing against one other.

00:08:59.153 --> 00:09:03.215 align:middle line:84%
And yeah, [INAUDIBLE] if
you're that much better

00:09:03.215 --> 00:09:05.580 align:middle line:84%
than everyone else,
then you can play

00:09:05.580 --> 00:09:07.989 align:middle line:90%
professionally [INAUDIBLE].

00:09:07.989 --> 00:09:10.530 align:middle line:84%
In which case, you wouldn't want
to take the luck element out

00:09:10.530 --> 00:09:13.680 align:middle line:90%
of it, because your customers--

00:09:13.680 --> 00:09:15.811 align:middle line:84%
that is, the people
you're playing against--

00:09:15.811 --> 00:09:17.810 align:middle line:84%
aren't going to want to
play against you if they

00:09:17.810 --> 00:09:19.910 align:middle line:90%
realize that they're so bad.

00:09:19.910 --> 00:09:21.500 align:middle line:84%
But if they win every
once in a while,

00:09:21.500 --> 00:09:27.470 align:middle line:84%
and they feel like they're
winning often, but not a lot--

00:09:27.470 --> 00:09:33.484 align:middle line:84%
yeah, [INAUDIBLE] You wouldn't
want that [INAUDIBLE].

00:09:33.484 --> 00:09:34.150 align:middle line:90%
PROFESSOR: Yeah.

00:09:34.150 --> 00:09:38.520 align:middle line:84%
AUDIENCE: [INAUDIBLE] typically
a large percentage of people

00:09:38.520 --> 00:09:43.800 align:middle line:84%
that actually play poker now
make money, even when include--

00:09:43.800 --> 00:09:45.932 align:middle line:84%
I believe it's somewhere
between 1/5 and 1/2

00:09:45.932 --> 00:09:50.420 align:middle line:84%
of people will make
money playing poker even

00:09:50.420 --> 00:09:52.182 align:middle line:90%
without [INAUDIBLE].

00:09:52.182 --> 00:09:54.437 align:middle line:84%
AUDIENCE: I think it's
a lot lower than that.

00:09:54.437 --> 00:09:57.144 align:middle line:84%
It depends on how
good the table is.

00:09:57.144 --> 00:09:59.060 align:middle line:84%
PROFESSOR: Are both these
cases you're talking

00:09:59.060 --> 00:10:00.860 align:middle line:90%
about in casino play?

00:10:00.860 --> 00:10:03.278 align:middle line:84%
AUDIENCE: I'm talking about
[INAUDIBLE] poker table

00:10:03.278 --> 00:10:04.730 align:middle line:90%
at [INAUDIBLE].

00:10:04.730 --> 00:10:06.440 align:middle line:84%
And that's including
[INAUDIBLE].

00:10:06.440 --> 00:10:10.450 align:middle line:90%


00:10:10.450 --> 00:10:12.825 align:middle line:84%
AUDIENCE: Well, I'm not sure
if you mean in that session,

00:10:12.825 --> 00:10:13.890 align:middle line:90%
or over the long term.

00:10:13.890 --> 00:10:15.981 align:middle line:90%
But I think [INAUDIBLE].

00:10:15.981 --> 00:10:17.889 align:middle line:90%
AUDIENCE: Even on [INAUDIBLE]?

00:10:17.889 --> 00:10:22.380 align:middle line:84%
AUDIENCE: I think in long-term,
probably 10% [INAUDIBLE].

00:10:22.380 --> 00:10:24.330 align:middle line:84%
AUDIENCE: 98% of
poker players are

00:10:24.330 --> 00:10:27.460 align:middle line:90%
long-term losers, [INAUDIBLE].

00:10:27.460 --> 00:10:29.600 align:middle line:90%
[LAUGHING]

00:10:29.600 --> 00:10:30.660 align:middle line:90%
PROFESSOR: What website?

00:10:30.660 --> 00:10:31.618 align:middle line:90%
AUDIENCE: I don't know.

00:10:31.618 --> 00:10:33.290 align:middle line:90%
TexasHoldEm-Poker.com.

00:10:33.290 --> 00:10:35.240 align:middle line:84%
PROFESSOR: Sounds
incredibly authentic.

00:10:35.240 --> 00:10:36.127 align:middle line:90%
AUDIENCE: No, yeah.

00:10:36.127 --> 00:10:36.626 align:middle line:90%
[LAUGHING]

00:10:36.626 --> 00:10:37.484 align:middle line:90%
PROFESSOR: Go ahead.

00:10:37.484 --> 00:10:39.650 align:middle line:84%
AUDIENCE: So to your question
about craps, my first,

00:10:39.650 --> 00:10:42.050 align:middle line:90%
I guess, response--

00:10:42.050 --> 00:10:45.980 align:middle line:84%
my thought was that if you
change the dice to a spinner,

00:10:45.980 --> 00:10:49.100 align:middle line:84%
even if it has the same
exact distribution,

00:10:49.100 --> 00:10:50.510 align:middle line:90%
it seems like a different game.

00:10:50.510 --> 00:10:52.370 align:middle line:84%
So I started thinking
about it, and if you

00:10:52.370 --> 00:10:55.425 align:middle line:84%
have a game like online craps,
that's kind of what you did,

00:10:55.425 --> 00:10:57.700 align:middle line:84%
except you just show
them a picture of dice.

00:10:57.700 --> 00:10:59.510 align:middle line:84%
And that feels
like it's the same.

00:10:59.510 --> 00:11:01.640 align:middle line:90%
So I guess I'm not sure.

00:11:01.640 --> 00:11:02.515 align:middle line:90%
PROFESSOR: Yeah.

00:11:02.515 --> 00:11:04.973 align:middle line:84%
AUDIENCE: Maybe new rituals
would come up with the spinner.

00:11:04.973 --> 00:11:06.621 align:middle line:84%
Like maybe if you're
blowing on dice,

00:11:06.621 --> 00:11:07.954 align:middle line:90%
you rub your hands or something.

00:11:07.954 --> 00:11:09.212 align:middle line:90%
[INAUDIBLE]

00:11:09.212 --> 00:11:12.120 align:middle line:84%
AUDIENCE: And the question
of mechanic versus aesthetic.

00:11:12.120 --> 00:11:14.080 align:middle line:84%
It's the exact same
mechanic, right?

00:11:14.080 --> 00:11:15.580 align:middle line:84%
You have the random
number generator

00:11:15.580 --> 00:11:18.710 align:middle line:84%
that somehow gets you
money or loses you money,

00:11:18.710 --> 00:11:21.390 align:middle line:84%
with very specific
rules on how it works.

00:11:21.390 --> 00:11:26.860 align:middle line:84%
Whether it's the die, or
the spinner, or a computer,

00:11:26.860 --> 00:11:29.540 align:middle line:84%
that's what the
user's experiencing.

00:11:29.540 --> 00:11:32.160 align:middle line:84%
But at the end of
the day, it's just

00:11:32.160 --> 00:11:33.784 align:middle line:84%
like Monopoly-- at
the end of the day,

00:11:33.784 --> 00:11:35.200 align:middle line:84%
you have a random
number generator

00:11:35.200 --> 00:11:37.140 align:middle line:84%
that's moving you around the
board, and you collect stuff.

00:11:37.140 --> 00:11:39.385 align:middle line:84%
How they skin Monopoly
doesn't really matter--

00:11:39.385 --> 00:11:40.650 align:middle line:90%
it's still Monopoly.

00:11:40.650 --> 00:11:41.441 align:middle line:90%
PROFESSOR: Exactly.

00:11:41.441 --> 00:11:43.812 align:middle line:90%
And they showed it.

00:11:43.812 --> 00:11:46.630 align:middle line:84%
AUDIENCE: I guess going off
of the feel, and the fact

00:11:46.630 --> 00:11:50.320 align:middle line:84%
that with dice,
some people believe

00:11:50.320 --> 00:11:54.790 align:middle line:90%
it takes some type of skill.

00:11:54.790 --> 00:11:58.260 align:middle line:84%
They feel like they can
roll 6's more often if they,

00:11:58.260 --> 00:11:58.990 align:middle line:90%
I don't know--

00:11:58.990 --> 00:12:00.990 align:middle line:84%
PROFESSOR: There's a lot
more tactility to dice.

00:12:00.990 --> 00:12:04.000 align:middle line:84%
Like maybe if I'm just cupping
it the right way, maybe

00:12:04.000 --> 00:12:06.346 align:middle line:84%
if I put the die facing
the right side up

00:12:06.346 --> 00:12:08.470 align:middle line:84%
on the palm of my
hand when I roll it,

00:12:08.470 --> 00:12:10.319 align:middle line:84%
maybe there's going
to be something there.

00:12:10.319 --> 00:12:11.610 align:middle line:90%
Maybe I've got the skill there.

00:12:11.610 --> 00:12:13.359 align:middle line:84%
Maybe it's just for
the back of the house.

00:12:13.359 --> 00:12:16.420 align:middle line:84%
Maybe it's for the
casino sites-- who knows.

00:12:16.420 --> 00:12:19.690 align:middle line:84%
But yeah, you're
tricked into feeling

00:12:19.690 --> 00:12:22.540 align:middle line:84%
like there's some choice
that you're able to make

00:12:22.540 --> 00:12:25.540 align:middle line:90%
to change the outcome.

00:12:25.540 --> 00:12:28.180 align:middle line:84%
AUDIENCE: So to build off
of [? Damon's ?] point,

00:12:28.180 --> 00:12:29.960 align:middle line:84%
that helps clarify
my idea on it.

00:12:29.960 --> 00:12:31.960 align:middle line:84%
Because I think
part of craps, then,

00:12:31.960 --> 00:12:34.700 align:middle line:90%
is the aesthetic experience.

00:12:34.700 --> 00:12:37.390 align:middle line:84%
And to me, it feels like
the dice, or at least

00:12:37.390 --> 00:12:39.619 align:middle line:84%
the idea of dice, is
fundamental to craps.

00:12:39.619 --> 00:12:41.160 align:middle line:84%
If you don't have
it, then it ends up

00:12:41.160 --> 00:12:45.607 align:middle line:84%
being a different game, because
it's a different aesthetic.

00:12:45.607 --> 00:12:48.190 align:middle line:84%
PROFESSOR: So going back towards
the beginning of the reading,

00:12:48.190 --> 00:12:51.020 align:middle line:84%
one aspect of this aspect the
reading is framing itself in

00:12:51.020 --> 00:12:52.390 align:middle line:90%
is target audience.

00:12:52.390 --> 00:12:55.390 align:middle line:84%
Who is the target audience
for the game you're making?

00:12:55.390 --> 00:12:57.630 align:middle line:84%
And it starts off
with Candyland.

00:12:57.630 --> 00:13:02.140 align:middle line:84%
Candyland, the most random,
the least predictable,

00:13:02.140 --> 00:13:06.370 align:middle line:84%
the least amount of player
choice that there is in a game.

00:13:06.370 --> 00:13:10.570 align:middle line:84%
But because of the audience
that it's being designed for,

00:13:10.570 --> 00:13:11.280 align:middle line:90%
that's OK.

00:13:11.280 --> 00:13:16.180 align:middle line:84%
That's actually beneficial
in the examples they gave.

00:13:16.180 --> 00:13:18.250 align:middle line:84%
So have you thought
about the target audience

00:13:18.250 --> 00:13:19.630 align:middle line:90%
for your own games right now?

00:13:19.630 --> 00:13:22.460 align:middle line:84%
Do you have a clue about
what that might be?

00:13:22.460 --> 00:13:23.960 align:middle line:84%
Or the context that
you were saying,

00:13:23.960 --> 00:13:25.510 align:middle line:90%
the framing you might think--

00:13:25.510 --> 00:13:27.807 align:middle line:84%
I know with your game,
at least, there's

00:13:27.807 --> 00:13:29.390 align:middle line:84%
some kind of party
atmosphere going on

00:13:29.390 --> 00:13:33.400 align:middle line:84%
in it because of the
physicality involved, right?

00:13:33.400 --> 00:13:35.930 align:middle line:90%
Any others?

00:13:35.930 --> 00:13:38.560 align:middle line:84%
OK, because one thing to think
about, especially when you're

00:13:38.560 --> 00:13:40.970 align:middle line:84%
coming to this from a
designer [INAUDIBLE]

00:13:40.970 --> 00:13:42.880 align:middle line:84%
and know the
assumptions you have,

00:13:42.880 --> 00:13:45.936 align:middle line:84%
and the personal likes and
dislikes that you have.

00:13:45.936 --> 00:13:47.310 align:middle line:84%
And you're going
to be on a team,

00:13:47.310 --> 00:13:48.810 align:middle line:84%
you're on a team
of multiple people.

00:13:48.810 --> 00:13:51.300 align:middle line:84%
You're all going to have
different likes and dislikes.

00:13:51.300 --> 00:13:52.950 align:middle line:84%
One thing to try to
really figure out

00:13:52.950 --> 00:13:55.540 align:middle line:84%
early on is who is the
person playing the game,

00:13:55.540 --> 00:13:58.486 align:middle line:84%
and what is their dislikes,
and what are their likes?

00:13:58.486 --> 00:13:59.610 align:middle line:90%
At this point, just assume.

00:13:59.610 --> 00:14:02.120 align:middle line:84%
Just come up with a random
target audience person,

00:14:02.120 --> 00:14:04.620 align:middle line:84%
and just make that assumption
about what they may or may not

00:14:04.620 --> 00:14:05.340 align:middle line:90%
like.

00:14:05.340 --> 00:14:08.940 align:middle line:84%
Because I know you're
going to have discussions,

00:14:08.940 --> 00:14:10.860 align:middle line:84%
arguments over which
one is best or not.

00:14:10.860 --> 00:14:13.557 align:middle line:84%
How much randomness are we going
to include in this game or not?

00:14:13.557 --> 00:14:15.890 align:middle line:84%
Are we going to include this
mechanic over this mechanic

00:14:15.890 --> 00:14:16.422 align:middle line:90%
or not?

00:14:16.422 --> 00:14:18.630 align:middle line:84%
Rather than making it about
what you personally like,

00:14:18.630 --> 00:14:21.037 align:middle line:84%
maybe try taking it to
what another person is

00:14:21.037 --> 00:14:21.620 align:middle line:90%
going to like.

00:14:21.620 --> 00:14:23.172 align:middle line:84%
How it's actually
going to played.

00:14:23.172 --> 00:14:25.380 align:middle line:84%
And you might not find that
out until you're actually

00:14:25.380 --> 00:14:27.505 align:middle line:84%
in the middle of play
testing and you're getting it

00:14:27.505 --> 00:14:30.040 align:middle line:90%
in front of other people.

00:14:30.040 --> 00:14:30.870 align:middle line:90%
[SNEEZES]

00:14:30.870 --> 00:14:31.790 align:middle line:90%
AUDIENCE: Bless you.

00:14:31.790 --> 00:14:32.520 align:middle line:90%
PROFESSOR: Cool.

00:14:32.520 --> 00:14:34.940 align:middle line:84%
So I want to talk about
randomness some more later on.

00:14:34.940 --> 00:14:38.790 align:middle line:90%
But first, let's spend about--

00:14:38.790 --> 00:14:41.340 align:middle line:84%
I think some of these games
can be played in about an hour

00:14:41.340 --> 00:14:43.540 align:middle line:90%
and a half, an hour?

00:14:43.540 --> 00:14:46.710 align:middle line:84%
So we'll play some of these
games until about 2:30

00:14:46.710 --> 00:14:48.120 align:middle line:84%
and talk a little
bit after them.

00:14:48.120 --> 00:14:50.411 align:middle line:84%
What we want to talk about
as you're playing the game--

00:14:50.411 --> 00:14:52.710 align:middle line:84%
pay attention to how
randomness is used in the game

00:14:52.710 --> 00:14:55.050 align:middle line:84%
and how player choice
is used in the game.

00:14:55.050 --> 00:14:59.129 align:middle line:84%
They're all going to be
pretty similar to each other,

00:14:59.129 --> 00:15:01.170 align:middle line:84%
but with a different mix
and a different balance.

00:15:01.170 --> 00:15:04.168 align:middle line:84%
But similar types of mechanics
are in each of these games,

00:15:04.168 --> 00:15:06.930 align:middle line:90%
if I remember this correctly.

00:15:06.930 --> 00:15:10.200 align:middle line:84%
So [? John, ?] you
want to describe

00:15:10.200 --> 00:15:11.470 align:middle line:90%
the games that you learned?

00:15:11.470 --> 00:15:14.746 align:middle line:84%
AUDIENCE: So I checked
out Race for the Galaxy.

00:15:14.746 --> 00:15:16.740 align:middle line:84%
How many people have
played this game?

00:15:16.740 --> 00:15:19.780 align:middle line:84%
PROFESSOR: How many
have played San Juan?

00:15:19.780 --> 00:15:21.376 align:middle line:90%
OK.

00:15:21.376 --> 00:15:28.124 align:middle line:84%
AUDIENCE: So I listened to
the rules online a few times,

00:15:28.124 --> 00:15:32.462 align:middle line:84%
but I didn't actually get
a chance to play this game.

00:15:32.462 --> 00:15:37.182 align:middle line:84%
But it's a game where you're
trying to get victory points.

00:15:37.182 --> 00:15:39.780 align:middle line:84%
And the main mechanic--
actually, there's

00:15:39.780 --> 00:15:42.678 align:middle line:84%
really cool artwork, so
I'd like to pass it around.

00:15:42.678 --> 00:15:52.418 align:middle line:90%


00:15:52.418 --> 00:15:54.590 align:middle line:84%
PROFESSOR: [INAUDIBLE]
think of the pieces

00:15:54.590 --> 00:15:56.030 align:middle line:90%
in the game [INAUDIBLE].

00:15:56.030 --> 00:15:59.350 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:15:59.350 --> 00:16:02.870 align:middle line:84%
AUDIENCE: But I think the
unique part about this game

00:16:02.870 --> 00:16:07.500 align:middle line:84%
is that there are phases, and
each player selects what phase

00:16:07.500 --> 00:16:08.774 align:middle line:90%
their setup phase is.

00:16:08.774 --> 00:16:10.190 align:middle line:84%
And they each do
different things.

00:16:10.190 --> 00:16:13.630 align:middle line:84%
One phase lets you gain
cards, another phase

00:16:13.630 --> 00:16:14.900 align:middle line:90%
lets you bet cards.

00:16:14.900 --> 00:16:18.495 align:middle line:84%
You can consume items, which
gets you victory points.

00:16:18.495 --> 00:16:21.860 align:middle line:84%
You can score
planets, et cetera.

00:16:21.860 --> 00:16:24.994 align:middle line:84%
And each person selects the
phase that they want to play,

00:16:24.994 --> 00:16:27.670 align:middle line:84%
and I think they get
bonus for doing so.

00:16:27.670 --> 00:16:30.200 align:middle line:84%
Everyone simultaneously plays
the phase that they want,

00:16:30.200 --> 00:16:36.810 align:middle line:84%
and everyone can take
part in that phase.

00:16:36.810 --> 00:16:42.247 align:middle line:84%
So seems like a
really neat game.

00:16:42.247 --> 00:16:45.760 align:middle line:84%
Maybe [INAUDIBLE]
more granular aspects,

00:16:45.760 --> 00:16:49.315 align:middle line:90%
and you can play around.

00:16:49.315 --> 00:16:57.430 align:middle line:84%
Agricola-- I had the opportunity
to play a few times, actually.

00:16:57.430 --> 00:16:58.850 align:middle line:90%
And it's really fun.

00:16:58.850 --> 00:17:00.400 align:middle line:84%
So check out the
[INAUDIBLE] here.

00:17:00.400 --> 00:17:02.220 align:middle line:84%
There's a lot
going on, actually.

00:17:02.220 --> 00:17:06.281 align:middle line:84%
There's a little-- what would
you call this-- player board?

00:17:06.281 --> 00:17:07.614 align:middle line:90%
PROFESSOR: Yeah, a player board.

00:17:07.614 --> 00:17:07.890 align:middle line:90%
AUDIENCE: Player board.

00:17:07.890 --> 00:17:09.609 align:middle line:90%
Everyone gets one of these.

00:17:09.609 --> 00:17:11.839 align:middle line:84%
And then there's a
common area as well.

00:17:11.839 --> 00:17:14.950 align:middle line:90%


00:17:14.950 --> 00:17:18.169 align:middle line:90%
Multiple things, actually.

00:17:18.169 --> 00:17:19.856 align:middle line:84%
PROFESSOR: Are you
going to [INAUDIBLE]?

00:17:19.856 --> 00:17:20.480 align:middle line:90%
AUDIENCE: Yeah.

00:17:20.480 --> 00:17:23.750 align:middle line:84%
So there are these
major improvements,

00:17:23.750 --> 00:17:26.047 align:middle line:84%
which you can invest
in, get victory points,

00:17:26.047 --> 00:17:29.570 align:middle line:90%
and get power-ups eventually.

00:17:29.570 --> 00:17:31.620 align:middle line:84%
There are different
rounds to the game,

00:17:31.620 --> 00:17:33.180 align:middle line:84%
and it's a worker
placement game.

00:17:33.180 --> 00:17:36.823 align:middle line:84%
So you start with a couple
of workers, you're a family,

00:17:36.823 --> 00:17:40.325 align:middle line:84%
and you're farming
stuff, roughly.

00:17:40.325 --> 00:17:42.590 align:middle line:84%
And you want to
expand your farm.

00:17:42.590 --> 00:17:46.730 align:middle line:84%
You can either build up your
house, you could get livestock,

00:17:46.730 --> 00:17:50.190 align:middle line:90%
or you can plow your fields.

00:17:50.190 --> 00:17:54.280 align:middle line:84%
And there's different rounds,
a finite amount of rounds.

00:17:54.280 --> 00:17:58.460 align:middle line:84%
And resources respawn into
this board every round,

00:17:58.460 --> 00:18:00.611 align:middle line:84%
so it's actually
quite cumbersome

00:18:00.611 --> 00:18:03.607 align:middle line:84%
to re-up the
resources every time.

00:18:03.607 --> 00:18:05.690 align:middle line:84%
And the whole point about
this game that I thought

00:18:05.690 --> 00:18:09.129 align:middle line:84%
was really unique--
oh, you also get

00:18:09.129 --> 00:18:10.670 align:middle line:84%
a limited amount of
profession cards,

00:18:10.670 --> 00:18:12.062 align:middle line:90%
and also minor improvements.

00:18:12.062 --> 00:18:13.940 align:middle line:84%
And those are
different every game.

00:18:13.940 --> 00:18:16.950 align:middle line:84%
There's a pretty big
stack of these profession

00:18:16.950 --> 00:18:19.290 align:middle line:84%
and minor improvement cards,
but you only get seven.

00:18:19.290 --> 00:18:21.640 align:middle line:84%
So that's the hand that
you have to deal with,

00:18:21.640 --> 00:18:25.336 align:middle line:90%
and you don't ever get any more.

00:18:25.336 --> 00:18:26.987 align:middle line:84%
Yeah, so there's
different rounds.

00:18:26.987 --> 00:18:28.570 align:middle line:84%
And you only have a
couple of workers.

00:18:28.570 --> 00:18:32.150 align:middle line:84%
And the only way you can
expand your family over time--

00:18:32.150 --> 00:18:34.955 align:middle line:84%
you have to pick and choose what
your strategy is going to be.

00:18:34.955 --> 00:18:36.496 align:middle line:84%
You don't have time
to do everything,

00:18:36.496 --> 00:18:39.780 align:middle line:84%
because the rounds
come really quick.

00:18:39.780 --> 00:18:42.820 align:middle line:84%
There's also a harvest
phase, which is essentially--

00:18:42.820 --> 00:18:45.960 align:middle line:84%
so during the other rounds,
you're amassing resources.

00:18:45.960 --> 00:18:48.810 align:middle line:84%
And a harvest phase, where
you cull the resources out

00:18:48.810 --> 00:18:50.124 align:middle line:90%
from your farm.

00:18:50.124 --> 00:18:52.290 align:middle line:84%
And you definitely don't
have time to do everything.

00:18:52.290 --> 00:18:55.340 align:middle line:84%
But at the same time, the
scoring, the points at the end,

00:18:55.340 --> 00:18:58.437 align:middle line:90%
rewards you for that respawning.

00:18:58.437 --> 00:19:00.520 align:middle line:84%
Another thing that I noticed
with that-- the cards

00:19:00.520 --> 00:19:03.980 align:middle line:84%
that you get dealt, some of
them have early game benefits.

00:19:03.980 --> 00:19:06.030 align:middle line:84%
For instance, if
you play this game,

00:19:06.030 --> 00:19:08.170 align:middle line:84%
wood is super awesome at
the beginning of the game,

00:19:08.170 --> 00:19:10.030 align:middle line:84%
so get the wood
thing every time.

00:19:10.030 --> 00:19:13.120 align:middle line:84%
But as you go on in the
game, wood [INAUDIBLE].

00:19:13.120 --> 00:19:15.745 align:middle line:84%
So it was a fun dynamic that
I was able to experience.

00:19:15.745 --> 00:19:17.620 align:middle line:84%
PROFESSOR: Did it come
with beginner's rules,

00:19:17.620 --> 00:19:19.434 align:middle line:90%
or first-time rules?

00:19:19.434 --> 00:19:20.850 align:middle line:84%
AUDIENCE: I think
it's recommended

00:19:20.850 --> 00:19:21.765 align:middle line:90%
for younger players.

00:19:21.765 --> 00:19:23.640 align:middle line:84%
PROFESSOR: Yeah, I'd
recommend playing those.

00:19:23.640 --> 00:19:26.250 align:middle line:84%
You'll get the same
feel, and you'll probably

00:19:26.250 --> 00:19:27.650 align:middle line:90%
get a full play--

00:19:27.650 --> 00:19:28.685 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:19:28.685 --> 00:19:30.810 align:middle line:84%
PROFESSOR: You'll still
get a full play experience,

00:19:30.810 --> 00:19:32.290 align:middle line:84%
and you can play
multiple games a day.

00:19:32.290 --> 00:19:33.250 align:middle line:90%
AUDIENCE: There's lots of bits.

00:19:33.250 --> 00:19:35.370 align:middle line:84%
If I had one criticism,
there are so many bits,

00:19:35.370 --> 00:19:38.882 align:middle line:84%
and it's really tedious to
re-spawn all the resources.

00:19:38.882 --> 00:19:40.590 align:middle line:84%
PROFESSOR: And the
colors aren't all that

00:19:40.590 --> 00:19:42.006 align:middle line:84%
different from
each other, either.

00:19:42.006 --> 00:19:45.540 align:middle line:84%
AUDIENCE: I saw some online
where actually, the pigs are--

00:19:45.540 --> 00:19:47.830 align:middle line:84%
they just had
little pink piggies,

00:19:47.830 --> 00:19:51.484 align:middle line:84%
and that box would
have been cool.

00:19:51.484 --> 00:19:53.150 align:middle line:84%
There's also a bunch
of different decks,

00:19:53.150 --> 00:19:54.600 align:middle line:84%
so I think there's
tons of replayability.

00:19:54.600 --> 00:19:56.610 align:middle line:84%
And I actually kind of
want to buy this game,

00:19:56.610 --> 00:19:58.810 align:middle line:84%
because at first,
there's tons of cards.

00:19:58.810 --> 00:20:02.265 align:middle line:84%
Really, the whole deck,
it's basically all over.

00:20:02.265 --> 00:20:04.676 align:middle line:84%
And reading every line
is kind of overwhelming.

00:20:04.676 --> 00:20:06.050 align:middle line:84%
But after playing
it a few times,

00:20:06.050 --> 00:20:12.305 align:middle line:84%
I really got the hang of it,
and it was a fun experience.

00:20:12.305 --> 00:20:16.504 align:middle line:84%
AUDIENCE: Every time I
play this game, I also play

00:20:16.504 --> 00:20:17.670 align:middle line:90%
[INAUDIBLE] with my friends.

00:20:17.670 --> 00:20:19.200 align:middle line:84%
And every time,
someone pulls out

00:20:19.200 --> 00:20:20.750 align:middle line:84%
some interesting
combination combo

00:20:20.750 --> 00:20:23.630 align:middle line:84%
that we haven't seen before,
and it's like, oh, well.

00:20:23.630 --> 00:20:26.370 align:middle line:84%
AUDIENCE: So let me ask how you
do drafting, because online, I

00:20:26.370 --> 00:20:29.660 align:middle line:84%
heard there's rituals
around the drafting process.

00:20:29.660 --> 00:20:31.244 align:middle line:90%
Did you have house rules?

00:20:31.244 --> 00:20:33.410 align:middle line:84%
AUDIENCE: Usually, you do
observation first and then

00:20:33.410 --> 00:20:33.910 align:middle line:90%
[INAUDIBLE].

00:20:33.910 --> 00:20:36.510 align:middle line:84%
You deal everyone
seven, they take one,

00:20:36.510 --> 00:20:38.017 align:middle line:90%
pass the rest to the left.

00:20:38.017 --> 00:20:41.230 align:middle line:84%
AUDIENCE: OK, and it's a
public sort of process?

00:20:41.230 --> 00:20:43.340 align:middle line:84%
AUDIENCE: No, you only see
the card that you have,

00:20:43.340 --> 00:20:44.548 align:middle line:90%
until you can pass.

00:20:44.548 --> 00:20:45.450 align:middle line:84%
AUDIENCE: Oh, so you
get passed the same,

00:20:45.450 --> 00:20:46.529 align:middle line:90%
you pick one, and then--

00:20:46.529 --> 00:20:47.820 align:middle line:90%
AUDIENCE: You start with seven.

00:20:47.820 --> 00:20:49.253 align:middle line:90%
Everyone has seven in hand.

00:20:49.253 --> 00:20:50.990 align:middle line:84%
Everyone picks one
from their hand

00:20:50.990 --> 00:20:53.046 align:middle line:84%
and passes the remaining
six [INAUDIBLE].

00:20:53.046 --> 00:20:55.467 align:middle line:84%
And that person
looks at that six.

00:20:55.467 --> 00:20:58.285 align:middle line:84%
[INAUDIBLE] know all
seven cards or not.

00:20:58.285 --> 00:20:59.910 align:middle line:84%
AUDIENCE: Maybe that
was just something

00:20:59.910 --> 00:21:02.635 align:middle line:84%
that came up through the
community in the ritual

00:21:02.635 --> 00:21:03.510 align:middle line:90%
of playing this game.

00:21:03.510 --> 00:21:05.584 align:middle line:84%
Or maybe it's written
in the rules, but I--

00:21:05.584 --> 00:21:07.917 align:middle line:84%
PROFESSOR: Both are played
professionally and for money.

00:21:07.917 --> 00:21:08.625 align:middle line:90%
AUDIENCE: Oh, OK.

00:21:08.625 --> 00:21:12.150 align:middle line:84%
PROFESSOR: And that's where a
lot of the decks came out of.

00:21:12.150 --> 00:21:13.910 align:middle line:84%
You'll see people--
just like Magic

00:21:13.910 --> 00:21:15.535 align:middle line:84%
the Gathering-- the
new decks come out,

00:21:15.535 --> 00:21:17.790 align:middle line:84%
you'll get new
tournaments going on.

00:21:17.790 --> 00:21:19.842 align:middle line:84%
Really popular in
Europe and Germany.

00:21:19.842 --> 00:21:21.300 align:middle line:84%
AUDIENCE: So the
drafting process--

00:21:21.300 --> 00:21:23.675 align:middle line:84%
is that something
that spawned--?

00:21:23.675 --> 00:21:25.830 align:middle line:84%
PROFESSOR: It probably
came from a pro play.

00:21:25.830 --> 00:21:27.795 align:middle line:84%
AUDIENCE: Because we just
distribute the cards.

00:21:27.795 --> 00:21:29.670 align:middle line:84%
PROFESSOR: Which I think
is one of the things

00:21:29.670 --> 00:21:31.387 align:middle line:84%
you can do to sometimes
balance skill.

00:21:31.387 --> 00:21:32.220 align:middle line:90%
Doesn't always work.

00:21:32.220 --> 00:21:33.600 align:middle line:84%
You're still going
to have people

00:21:33.600 --> 00:21:34.900 align:middle line:84%
who are really
skilled at drafting

00:21:34.900 --> 00:21:37.380 align:middle line:84%
and really skilled at reading
the table, based on the cards

00:21:37.380 --> 00:21:40.352 align:middle line:84%
and having a good memory of
what cards came before them.

00:21:40.352 --> 00:21:41.560 align:middle line:90%
AUDIENCE: OK, I can see that.

00:21:41.560 --> 00:21:42.934 align:middle line:90%
So it's a fun game.

00:21:42.934 --> 00:21:44.559 align:middle line:84%
Definitely check it
out if you haven't.

00:21:44.559 --> 00:21:45.590 align:middle line:90%
PROFESSOR: Cool.

00:21:45.590 --> 00:21:49.010 align:middle line:84%
Got another more simplified
worker placement game called

00:21:49.010 --> 00:21:52.540 align:middle line:90%
[INAUDIBLE] by--

00:21:52.540 --> 00:21:54.040 align:middle line:90%
I don't know the name.

00:21:54.040 --> 00:21:58.350 align:middle line:90%


00:21:58.350 --> 00:22:01.710 align:middle line:84%
And what this has is a
lot of the randomness

00:22:01.710 --> 00:22:06.900 align:middle line:84%
in this one coming
from not knowing

00:22:06.900 --> 00:22:08.940 align:middle line:90%
what's coming up in the tiles.

00:22:08.940 --> 00:22:11.580 align:middle line:84%
So you're kind of
uncovering this forest area,

00:22:11.580 --> 00:22:16.560 align:middle line:84%
discovering new things, placing
your workers in these tiles

00:22:16.560 --> 00:22:19.820 align:middle line:90%
to basically get victory points.

00:22:19.820 --> 00:22:26.200 align:middle line:84%
The victory points are
traps around the board.

00:22:26.200 --> 00:22:27.930 align:middle line:84%
So you'll see,
actually, this conceit

00:22:27.930 --> 00:22:29.640 align:middle line:84%
used a lot in these
kind of games,

00:22:29.640 --> 00:22:32.135 align:middle line:84%
where the victory
points are like a race,

00:22:32.135 --> 00:22:33.510 align:middle line:84%
the [INAUDIBLE]
at the right does

00:22:33.510 --> 00:22:38.820 align:middle line:84%
this on a number of
things [INAUDIBLE].

00:22:38.820 --> 00:22:42.280 align:middle line:84%
Very basic shapes
for the pieces.

00:22:42.280 --> 00:22:45.870 align:middle line:84%
Simple color,
natural wood colors.

00:22:45.870 --> 00:22:50.950 align:middle line:84%
And I think you can
tell the difference--

00:22:50.950 --> 00:22:54.090 align:middle line:84%
I'm not sure if they do a
colorblind test on this,

00:22:54.090 --> 00:22:57.520 align:middle line:84%
but I assume that
colorblind folks can

00:22:57.520 --> 00:22:59.265 align:middle line:90%
see the different [INAUDIBLE].

00:22:59.265 --> 00:23:02.650 align:middle line:90%


00:23:02.650 --> 00:23:07.390 align:middle line:84%
Puerto Rico is kind of the
board game version of, a simpler

00:23:07.390 --> 00:23:09.380 align:middle line:90%
version of Race for the Galaxy.

00:23:09.380 --> 00:23:11.145 align:middle line:90%
A resource-generation game.

00:23:11.145 --> 00:23:14.160 align:middle line:90%


00:23:14.160 --> 00:23:16.170 align:middle line:90%
Again, played around rounds.

00:23:16.170 --> 00:23:18.790 align:middle line:84%
Each person has
their own plantation

00:23:18.790 --> 00:23:20.530 align:middle line:84%
that you're basically
building up.

00:23:20.530 --> 00:23:23.443 align:middle line:84%
And the big thing with
this series of games,

00:23:23.443 --> 00:23:25.692 align:middle line:84%
and Race for the Galaxy does
this as well, I believe--

00:23:25.692 --> 00:23:28.770 align:middle line:90%


00:23:28.770 --> 00:23:35.160 align:middle line:84%
so if you're the
person who chooses what

00:23:35.160 --> 00:23:36.902 align:middle line:90%
happens in a round or a phase--

00:23:36.902 --> 00:23:38.360 align:middle line:84%
I forget exactly
what it's called--

00:23:38.360 --> 00:23:39.500 align:middle line:84%
then the person
who chose it gets

00:23:39.500 --> 00:23:41.916 align:middle line:84%
a privilege that they can do
something a little bit extra.

00:23:41.916 --> 00:23:44.640 align:middle line:84%
So part of the play
is choosing the role

00:23:44.640 --> 00:23:46.920 align:middle line:84%
based on both whether it's
going to be good for you,

00:23:46.920 --> 00:23:49.836 align:middle line:84%
or whether it's going to hurt
the other people around you.

00:23:49.836 --> 00:23:53.250 align:middle line:84%
Basically denying privilege and
making something in the game

00:23:53.250 --> 00:23:57.980 align:middle line:84%
happen before somebody else
might have wanted it to happen.

00:23:57.980 --> 00:24:03.550 align:middle line:84%
Dominion, classic Magic-based
card drafting game.

00:24:03.550 --> 00:24:07.420 align:middle line:90%


00:24:07.420 --> 00:24:12.910 align:middle line:84%
Lots of different types of
cards of multiple number.

00:24:12.910 --> 00:24:15.960 align:middle line:84%
And again, you're playing
for victory points.

00:24:15.960 --> 00:24:18.310 align:middle line:84%
If you have played
Dominion before,

00:24:18.310 --> 00:24:20.802 align:middle line:84%
I recommend playing
one of the other games.

00:24:20.802 --> 00:24:23.550 align:middle line:84%
If you haven't played
Dominion before,

00:24:23.550 --> 00:24:25.100 align:middle line:84%
it's really easy
and really fast.

00:24:25.100 --> 00:24:26.160 align:middle line:90%
So it's 30 minutes.

00:24:26.160 --> 00:24:28.510 align:middle line:84%
Your first playthrough
will probably be about 45.

00:24:28.510 --> 00:24:29.977 align:middle line:90%
I have not played this one.

00:24:29.977 --> 00:24:32.560 align:middle line:84%
And I'm going to find out what
it's about when I open the box.

00:24:32.560 --> 00:24:39.790 align:middle line:90%


00:24:39.790 --> 00:24:44.130 align:middle line:90%
It's in multiple languages.

00:24:44.130 --> 00:24:47.524 align:middle line:84%
Again, board with racing
numbers around it,

00:24:47.524 --> 00:24:49.370 align:middle line:90%
much smaller board this time.

00:24:49.370 --> 00:24:53.370 align:middle line:90%
And what are we to be doing?

00:24:53.370 --> 00:24:59.320 align:middle line:90%


00:24:59.320 --> 00:25:00.320 align:middle line:90%
You're archaeologists.

00:25:00.320 --> 00:25:03.590 align:middle line:84%
You're trying to
acquire knowledge

00:25:03.590 --> 00:25:06.470 align:middle line:90%
for an excavation exhibition.

00:25:06.470 --> 00:25:09.575 align:middle line:84%
You're planning
excavations and exhibitions

00:25:09.575 --> 00:25:16.480 align:middle line:84%
and getting victory points
from digging in [INAUDIBLE]

00:25:16.480 --> 00:25:19.220 align:middle line:90%
and finding valuable artifacts.

00:25:19.220 --> 00:25:21.220 align:middle line:84%
So yeah, unfortunately,
I can't exactly tell you

00:25:21.220 --> 00:25:24.220 align:middle line:90%
exactly what this is about.

00:25:24.220 --> 00:25:27.670 align:middle line:84%
But it's likely resource
gathering and a little bit

00:25:27.670 --> 00:25:30.470 align:middle line:90%
of worker placement.

00:25:30.470 --> 00:25:34.190 align:middle line:84%
So those are the 1,
2, 3, 4, 5, 6 games.

00:25:34.190 --> 00:25:36.325 align:middle line:90%
Grab a game, set up a group.

00:25:36.325 --> 00:25:40.397 align:middle line:84%
I'll call time at about
2:30 and see where we're at.

00:25:40.397 --> 00:25:45.240 align:middle line:90%


00:25:45.240 --> 00:25:51.340 align:middle line:90%
So don't put your game away yet.

00:25:51.340 --> 00:25:54.570 align:middle line:90%


00:25:54.570 --> 00:25:57.170 align:middle line:84%
If you guys could come back
over to Race for the Galaxy--

00:25:57.170 --> 00:26:00.294 align:middle line:84%
what I'd like each group,
each game being played,

00:26:00.294 --> 00:26:01.960 align:middle line:84%
tell us a little bit
about-- well first,

00:26:01.960 --> 00:26:03.764 align:middle line:90%
tell us what the game was.

00:26:03.764 --> 00:26:04.555 align:middle line:90%
And tell us about--

00:26:04.555 --> 00:26:07.011 align:middle line:90%


00:26:07.011 --> 00:26:09.010 align:middle line:84%
this is assuming you were
able to get this far--

00:26:09.010 --> 00:26:13.030 align:middle line:84%
how randomness and player
choice entered into the game.

00:26:13.030 --> 00:26:17.500 align:middle line:84%
How was it used in the game,
how did it play through?

00:26:17.500 --> 00:26:20.740 align:middle line:84%
Don't just focus on the
statistics of probability,

00:26:20.740 --> 00:26:22.740 align:middle line:84%
but also talk about
performance, and feel,

00:26:22.740 --> 00:26:27.070 align:middle line:84%
and the tactileness of the
pieces in what you're doing.

00:26:27.070 --> 00:26:29.165 align:middle line:90%
So you guys go first.

00:26:29.165 --> 00:26:32.320 align:middle line:84%
AUDIENCE: All right,
we had Puerto Rico.

00:26:32.320 --> 00:26:38.240 align:middle line:84%
The randomness had to do with,
I guess, right here in the tiles

00:26:38.240 --> 00:26:40.900 align:middle line:84%
that the plantation
tiles that flip up.

00:26:40.900 --> 00:26:44.320 align:middle line:84%
The player's choice
comes in with the role

00:26:44.320 --> 00:26:48.670 align:middle line:84%
that you can use for
that round, and also, I

00:26:48.670 --> 00:26:50.710 align:middle line:84%
guess, whatever
strategy you choose,

00:26:50.710 --> 00:26:53.350 align:middle line:84%
be it building up enough
money to buy stuff,

00:26:53.350 --> 00:26:59.500 align:middle line:84%
or trying to get
enough colonists

00:26:59.500 --> 00:27:03.167 align:middle line:84%
so that every single one
of your tiles is occupied.

00:27:03.167 --> 00:27:04.750 align:middle line:84%
AUDIENCE: So you had
a lot of choices.

00:27:04.750 --> 00:27:08.190 align:middle line:84%
Basically, at the beginning
of the round, you pick a role,

00:27:08.190 --> 00:27:11.040 align:middle line:84%
and each role has a special
privilege that you get.

00:27:11.040 --> 00:27:13.470 align:middle line:84%
And then everybody,
including you,

00:27:13.470 --> 00:27:16.560 align:middle line:84%
perform an action
based on that role.

00:27:16.560 --> 00:27:20.180 align:middle line:84%
And so on your turn, you
pick a role, keeping in mind

00:27:20.180 --> 00:27:21.680 align:middle line:84%
there's a lot of
public information.

00:27:21.680 --> 00:27:23.550 align:middle line:84%
So you can see
what's good for you

00:27:23.550 --> 00:27:27.330 align:middle line:84%
and also perhaps not as
good for everyone else.

00:27:27.330 --> 00:27:30.690 align:middle line:84%
And then each one of
these roles, the actions--

00:27:30.690 --> 00:27:33.500 align:middle line:84%
everybody gets a choice
on how they perform it.

00:27:33.500 --> 00:27:36.450 align:middle line:84%
So for example, he was
saying, these little tiles

00:27:36.450 --> 00:27:37.279 align:middle line:90%
that flip up--

00:27:37.279 --> 00:27:39.570 align:middle line:84%
one of the roles lets you
basically take one and put it

00:27:39.570 --> 00:27:40.365 align:middle line:90%
on your board.

00:27:40.365 --> 00:27:45.002 align:middle line:84%
So there's choice there between
how you compose your board.

00:27:45.002 --> 00:27:47.460 align:middle line:84%
And those lead into getting
different resources and victory

00:27:47.460 --> 00:27:49.360 align:middle line:90%
points and other such things.

00:27:49.360 --> 00:27:51.735 align:middle line:90%
PROFESSOR: How did it feel?

00:27:51.735 --> 00:27:54.770 align:middle line:84%
AUDIENCE: It was really
annoying to set up.

00:27:54.770 --> 00:28:01.450 align:middle line:84%
Tactileness-- nothing
special, I guess.

00:28:01.450 --> 00:28:07.316 align:middle line:84%
It's a lot of tiles,
little bits you use.

00:28:07.316 --> 00:28:09.470 align:middle line:90%
These are goods--

00:28:09.470 --> 00:28:13.830 align:middle line:84%
I think this one
is tobacoo, maybe?

00:28:13.830 --> 00:28:14.330 align:middle line:90%
Corn.

00:28:14.330 --> 00:28:17.190 align:middle line:90%


00:28:17.190 --> 00:28:20.030 align:middle line:84%
Those kinds of
things, you sell, you

00:28:20.030 --> 00:28:23.700 align:middle line:90%
get gold or victory points for.

00:28:23.700 --> 00:28:25.280 align:middle line:90%
Here is a gold.

00:28:25.280 --> 00:28:28.290 align:middle line:90%


00:28:28.290 --> 00:28:30.540 align:middle line:84%
PROFESSOR: You mentioned
earlier about the affordances

00:28:30.540 --> 00:28:34.290 align:middle line:90%
of the pieces to the play mat?

00:28:34.290 --> 00:28:35.176 align:middle line:90%
AUDIENCE: Yeah.

00:28:35.176 --> 00:28:36.730 align:middle line:90%
Is there [INAUDIBLE] play map?

00:28:36.730 --> 00:28:38.172 align:middle line:90%
AUDIENCE: Oh, here.

00:28:38.172 --> 00:28:38.850 align:middle line:90%
AUDIENCE: Yeah.

00:28:38.850 --> 00:28:42.212 align:middle line:84%
So this is what the
play board looks like.

00:28:42.212 --> 00:28:43.670 align:middle line:84%
So you can notice,
basically, there

00:28:43.670 --> 00:28:46.620 align:middle line:90%
are two main types of grid.

00:28:46.620 --> 00:28:48.780 align:middle line:90%
One's little rectangles, 2 x 1.

00:28:48.780 --> 00:28:50.790 align:middle line:90%
And one's a 1 x 1 square.

00:28:50.790 --> 00:28:58.610 align:middle line:84%
And so we have a
couple of different--

00:28:58.610 --> 00:29:01.300 align:middle line:84%
so here is one thing
[INAUDIBLE] clearly 2 x

00:29:01.300 --> 00:29:04.960 align:middle line:84%
1 and fit in that 2 by 1
square, and same with this one.

00:29:04.960 --> 00:29:08.070 align:middle line:84%
And there are also
little 1 x 1 squares.

00:29:08.070 --> 00:29:11.610 align:middle line:84%
And so one of the interesting
things is that with this board,

00:29:11.610 --> 00:29:16.440 align:middle line:84%
you can tell there's clearly
a limited number of things you

00:29:16.440 --> 00:29:18.319 align:middle line:90%
can put on this grid, right?

00:29:18.319 --> 00:29:20.610 align:middle line:84%
I don't think there's a
mechanic for removing something

00:29:20.610 --> 00:29:21.840 align:middle line:90%
once you've placed it.

00:29:21.840 --> 00:29:23.450 align:middle line:90%
So it'll fill up eventually.

00:29:23.450 --> 00:29:25.194 align:middle line:90%
So you have to keep [INAUDIBLE].

00:29:25.194 --> 00:29:27.235 align:middle line:84%
While you do want to build
things quickly and try

00:29:27.235 --> 00:29:29.440 align:middle line:84%
to get more resources at
the beginning of the game,

00:29:29.440 --> 00:29:31.090 align:middle line:84%
you also don't want to just
fill your board with crap

00:29:31.090 --> 00:29:32.798 align:middle line:84%
and then be stuck at
the end of the game.

00:29:32.798 --> 00:29:35.138 align:middle line:84%
So it's kind of similar to
Dominion, in that sense.

00:29:35.138 --> 00:29:37.429 align:middle line:84%
AUDIENCE: And while they do
building [INAUDIBLE] really

00:29:37.429 --> 00:29:39.570 align:middle line:84%
well, because
[INAUDIBLE], maybe they

00:29:39.570 --> 00:29:42.420 align:middle line:84%
could have done the other
bits, where they're roughly

00:29:42.420 --> 00:29:43.640 align:middle line:90%
the same size and shape.

00:29:43.640 --> 00:29:46.364 align:middle line:84%
And it was a little
confusing [INAUDIBLE] square

00:29:46.364 --> 00:29:48.100 align:middle line:90%
at the very beginning.

00:29:48.100 --> 00:29:51.292 align:middle line:84%
PROFESSOR: How did the rules
support those piece sizes?

00:29:51.292 --> 00:29:52.750 align:middle line:84%
You've already got
some affordacnes

00:29:52.750 --> 00:29:53.960 align:middle line:90%
going on with the pieces.

00:29:53.960 --> 00:29:55.710 align:middle line:90%
Do the rules piggyback off that?

00:29:55.710 --> 00:29:57.560 align:middle line:90%
Do they take advantage of it?

00:29:57.560 --> 00:29:58.740 align:middle line:90%
AUDIENCE: Not really.

00:29:58.740 --> 00:30:00.970 align:middle line:84%
AUDIENCE: There were some
diagrams that were pretty.

00:30:00.970 --> 00:30:05.277 align:middle line:84%
AUDIENCE: Some of them, but they
also didn't explain very well.

00:30:05.277 --> 00:30:07.110 align:middle line:84%
They didn't diagram the
player board at all,

00:30:07.110 --> 00:30:09.960 align:middle line:84%
so basically,
there's nothing here.

00:30:09.960 --> 00:30:13.920 align:middle line:84%
This is just
buildings and plants,

00:30:13.920 --> 00:30:15.393 align:middle line:90%
and these are plantations.

00:30:15.393 --> 00:30:18.682 align:middle line:84%
I think you just kind of figured
it out, like I guess we did.

00:30:18.682 --> 00:30:20.140 align:middle line:84%
AUDIENCE: [INAUDIBLE]
down, though.

00:30:20.140 --> 00:30:21.098 align:middle line:90%
AUDIENCE: Yeah, it did.

00:30:21.098 --> 00:30:22.560 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:30:22.560 --> 00:30:23.984 align:middle line:90%


00:30:23.984 --> 00:30:25.650 align:middle line:84%
AUDIENCE: We're only
on our second round

00:30:25.650 --> 00:30:28.820 align:middle line:84%
right now, like our
second full, going around.

00:30:28.820 --> 00:30:30.404 align:middle line:84%
Because the setup--
first of all, just

00:30:30.404 --> 00:30:32.694 align:middle line:84%
sorting all this stuff out,
it's kind of like Dominion,

00:30:32.694 --> 00:30:34.425 align:middle line:84%
where it's a pain in
the butt to sort out

00:30:34.425 --> 00:30:36.420 align:middle line:84%
all the tiles, and the
cards, and whatever.

00:30:36.420 --> 00:30:39.000 align:middle line:84%
But also just trying to
figure out what we're doing,

00:30:39.000 --> 00:30:41.525 align:middle line:84%
and what's going on for the
first round was really slow.

00:30:41.525 --> 00:30:42.900 align:middle line:84%
AUDIENCE: I mean,
I guess there's

00:30:42.900 --> 00:30:45.720 align:middle line:84%
a little picture of buildings,
and a little picture of palm

00:30:45.720 --> 00:30:47.120 align:middle line:90%
trees, so--

00:30:47.120 --> 00:30:48.640 align:middle line:84%
PROFESSOR: It gives
a lot of space

00:30:48.640 --> 00:30:51.660 align:middle line:84%
on the map to describing
these things that are already

00:30:51.660 --> 00:30:53.710 align:middle line:90%
described on the card elsewhere.

00:30:53.710 --> 00:30:55.130 align:middle line:90%
AUDIENCE: Kind of.

00:30:55.130 --> 00:30:55.950 align:middle line:90%
So these roles--

00:30:55.950 --> 00:30:57.042 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:30:57.042 --> 00:30:58.000 align:middle line:90%
PROFESSOR: That's true.

00:30:58.000 --> 00:31:00.510 align:middle line:84%
AUDIENCE: This is
a very skimmed down

00:31:00.510 --> 00:31:03.387 align:middle line:90%
what's going on, basically.

00:31:03.387 --> 00:31:04.220 align:middle line:90%
[INTERPOSING VOICES]

00:31:04.220 --> 00:31:06.178 align:middle line:84%
AUDIENCE: --actually a
little more information,

00:31:06.178 --> 00:31:08.376 align:middle line:84%
and the rulebook is
the full information.

00:31:08.376 --> 00:31:09.630 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:31:09.630 --> 00:31:12.000 align:middle line:84%
AUDIENCE: Yeah, but
I don't know how much

00:31:12.000 --> 00:31:14.773 align:middle line:84%
I agree with putting
the one-line summary

00:31:14.773 --> 00:31:16.809 align:middle line:90%
on these little role cards.

00:31:16.809 --> 00:31:18.225 align:middle line:84%
Because you could
look at this, it

00:31:18.225 --> 00:31:19.934 align:middle line:84%
says "trader"-- what
does trader do here?

00:31:19.934 --> 00:31:21.349 align:middle line:84%
AUDIENCE: [INAUDIBLE]
information.

00:31:21.349 --> 00:31:22.670 align:middle line:90%
AUDIENCE: Yeah, basically.

00:31:22.670 --> 00:31:24.367 align:middle line:84%
I can understand putting
it on the board instead

00:31:24.367 --> 00:31:25.722 align:middle line:84%
of the rulebook,
because no one want

00:31:25.722 --> 00:31:27.800 align:middle line:84%
to have to look through
the rulebook every time.

00:31:27.800 --> 00:31:31.864 align:middle line:84%
But on here, it's an immediate
I can see the roles, OK, I

00:31:31.864 --> 00:31:32.780 align:middle line:90%
can look at the board.

00:31:32.780 --> 00:31:33.320 align:middle line:84%
AUDIENCE: Do you
think redundancies

00:31:33.320 --> 00:31:34.132 align:middle line:90%
are bad in general?

00:31:34.132 --> 00:31:35.715 align:middle line:84%
PROFESSOR: No,
redundancies are great.

00:31:35.715 --> 00:31:36.650 align:middle line:90%
Redundancies awesome.

00:31:36.650 --> 00:31:38.160 align:middle line:90%
We use them as best we can.

00:31:38.160 --> 00:31:40.746 align:middle line:84%
But you have only
so much spaces,

00:31:40.746 --> 00:31:42.120 align:middle line:84%
in the pieces and
boards that you

00:31:42.120 --> 00:31:44.100 align:middle line:84%
make you've got to
really decide what's

00:31:44.100 --> 00:31:46.296 align:middle line:84%
the most important thing
for the person to know.

00:31:46.296 --> 00:31:47.920 align:middle line:84%
And the most important
thing-- probably

00:31:47.920 --> 00:31:50.040 align:middle line:84%
need to tell them
more than once.

00:31:50.040 --> 00:31:52.630 align:middle line:84%
Through rules, through
the play mats and pieces,

00:31:52.630 --> 00:31:54.870 align:middle line:84%
through the just
natural, this fits here

00:31:54.870 --> 00:31:57.120 align:middle line:84%
and this doesn't fit
there kind of thing.

00:31:57.120 --> 00:31:58.085 align:middle line:90%
But yeah, definitely.

00:31:58.085 --> 00:32:01.850 align:middle line:84%
And then text-- some people
hate it, some people like it.

00:32:01.850 --> 00:32:05.200 align:middle line:84%
I'm in-between, use
it as it's needed.

00:32:05.200 --> 00:32:06.360 align:middle line:90%
Great.

00:32:06.360 --> 00:32:08.734 align:middle line:84%
Race for the Galaxy is kind
of similar to this, isn't it?

00:32:08.734 --> 00:32:09.590 align:middle line:90%
AUDIENCE: Basically.

00:32:09.590 --> 00:32:10.589 align:middle line:90%
PROFESSOR: There you go.

00:32:10.589 --> 00:32:12.150 align:middle line:84%
So tell us about
Race for the Galaxy.

00:32:12.150 --> 00:32:14.880 align:middle line:84%
Randomness, player
choice, and then

00:32:14.880 --> 00:32:16.123 align:middle line:90%
affordances for the pieces.

00:32:16.123 --> 00:32:17.340 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:32:17.340 --> 00:32:17.460 align:middle line:90%
AUDIENCE: Yeah.

00:32:17.460 --> 00:32:18.084 align:middle line:90%
AUDIENCE: Yeah.

00:32:18.084 --> 00:32:20.078 align:middle line:90%
[LAUGHING]

00:32:20.078 --> 00:32:22.357 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:32:22.357 --> 00:32:22.940 align:middle line:90%
AUDIENCE: Huh?

00:32:22.940 --> 00:32:23.565 align:middle line:90%
AUDIENCE: Yeah.

00:32:23.565 --> 00:32:30.260 align:middle line:84%
AUDIENCE: [INAUDIBLE]
game [INAUDIBLE]

00:32:30.260 --> 00:32:32.845 align:middle line:84%
Yeah, [INAUDIBLE]
are really just based

00:32:32.845 --> 00:32:35.330 align:middle line:90%
on what cards you got dealt.

00:32:35.330 --> 00:32:37.459 align:middle line:90%
PROFESSOR: Can you show us how--

00:32:37.459 --> 00:32:40.000 align:middle line:84%
somebody do an example layout
while another person's talking?

00:32:40.000 --> 00:32:44.560 align:middle line:90%


00:32:44.560 --> 00:32:46.999 align:middle line:84%
AUDIENCE: You had
a starting world,

00:32:46.999 --> 00:32:49.040 align:middle line:84%
which was like a starting
hand, which contributes

00:32:49.040 --> 00:32:50.165 align:middle line:90%
a lot of your initial luck.

00:32:50.165 --> 00:32:54.020 align:middle line:84%
And then the card that you
drew earlier particularly for--

00:32:54.020 --> 00:32:58.250 align:middle line:84%
you could say [INAUDIBLE], if
you don't get any useful cards,

00:32:58.250 --> 00:33:03.950 align:middle line:84%
then you're sort of stuck, and
you just have to [INAUDIBLE].

00:33:03.950 --> 00:33:07.610 align:middle line:84%
Whereas if you get good cards,
then you can sort of-- they'll

00:33:07.610 --> 00:33:11.330 align:middle line:90%
allow you to [INAUDIBLE]

00:33:11.330 --> 00:33:13.785 align:middle line:84%
So a wrench in the game is
that the game is designed to--

00:33:13.785 --> 00:33:18.440 align:middle line:84%
it's like there is sort of a way
to have an engine by every turn

00:33:18.440 --> 00:33:20.900 align:middle line:90%
by producing points every turn.

00:33:20.900 --> 00:33:25.734 align:middle line:84%
But by the time you
actually get the engine up

00:33:25.734 --> 00:33:28.391 align:middle line:84%
and running, the game ends
in one or two turns, anyway.

00:33:28.391 --> 00:33:31.244 align:middle line:90%


00:33:31.244 --> 00:33:31.785 align:middle line:90%
I don't know.

00:33:31.785 --> 00:33:32.720 align:middle line:84%
PROFESSOR: Does that feel
like what you guys were

00:33:32.720 --> 00:33:33.470 align:middle line:90%
doing in this one?

00:33:33.470 --> 00:33:35.720 align:middle line:84%
Struggling to build
something that

00:33:35.720 --> 00:33:37.065 align:middle line:90%
would produce stuff in the end?

00:33:37.065 --> 00:33:37.940 align:middle line:90%
AUDIENCE: Yeah, yeah.

00:33:37.940 --> 00:33:39.564 align:middle line:84%
PROFESSOR: And on
the other games, too?

00:33:39.564 --> 00:33:41.920 align:middle line:84%
AUDIENCE: It's producing
immediately, actually.

00:33:41.920 --> 00:33:46.310 align:middle line:84%
After the first full round,
I think every one of us

00:33:46.310 --> 00:33:48.869 align:middle line:84%
got something to sell to
get stuff back, basically.

00:33:48.869 --> 00:33:50.660 align:middle line:84%
AUDIENCE: It's interesting
to me that those

00:33:50.660 --> 00:33:52.780 align:middle line:90%
are the same games, sort of.

00:33:52.780 --> 00:33:56.690 align:middle line:84%
But this has so many bits, and
bobs, and gadgets [INAUDIBLE].

00:33:56.690 --> 00:33:57.520 align:middle line:90%
And [INAUDIBLE]

00:33:57.520 --> 00:34:00.870 align:middle line:90%
PROFESSOR: From a deck of cards.

00:34:00.870 --> 00:34:04.202 align:middle line:84%
What is this doing that
that one is doing, too?

00:34:04.202 --> 00:34:06.352 align:middle line:90%
AUDIENCE: The role selection.

00:34:06.352 --> 00:34:07.810 align:middle line:84%
You choose what
you're going to do,

00:34:07.810 --> 00:34:11.153 align:middle line:84%
but everyone gets to
follow suit with that.

00:34:11.153 --> 00:34:15.742 align:middle line:84%
Then you get a
bonus [INAUDIBLE].

00:34:15.742 --> 00:34:19.179 align:middle line:84%
AUDIENCE: The little bit
there-- they exist here,

00:34:19.179 --> 00:34:22.610 align:middle line:84%
but they're in the form of
cards face down [INAUDIBLE].

00:34:22.610 --> 00:34:26.283 align:middle line:84%
And so it's not apparent
that you have [INAUDIBLE].

00:34:26.283 --> 00:34:28.699 align:middle line:84%
AUDIENCE: Did you have to sort
out those goods beforehand?

00:34:28.699 --> 00:34:29.250 align:middle line:90%
Or is it just--

00:34:29.250 --> 00:34:29.875 align:middle line:90%
AUDIENCE: Nope.

00:34:29.875 --> 00:34:33.589 align:middle line:84%
You literally-- it's
like if you suddenly

00:34:33.589 --> 00:34:35.130 align:middle line:84%
get a mining good
on a mining planet,

00:34:35.130 --> 00:34:36.680 align:middle line:84%
you take the top
card in the deck,

00:34:36.680 --> 00:34:39.639 align:middle line:90%
put it face down under there.

00:34:39.639 --> 00:34:42.790 align:middle line:84%
PROFESSOR: So you're
taking cards out of play

00:34:42.790 --> 00:34:43.803 align:middle line:90%
when you're doing that.

00:34:43.803 --> 00:34:46.469 align:middle line:84%
By generating a resource, you're
reducing the amount of choices.

00:34:46.469 --> 00:34:48.290 align:middle line:84%
Granted, there's a ton
of choices up there.

00:34:48.290 --> 00:34:49.489 align:middle line:90%
The deck is really large.

00:34:49.489 --> 00:34:51.310 align:middle line:84%
So it's not making
a huge effort.

00:34:51.310 --> 00:34:54.580 align:middle line:84%
Is there a card that you
can kind of bury cards

00:34:54.580 --> 00:34:57.376 align:middle line:84%
underneath and just completely
remove from play for this one?

00:34:57.376 --> 00:34:59.276 align:middle line:84%
AUDIENCE: I mean,
[INAUDIBLE] could

00:34:59.276 --> 00:35:01.527 align:middle line:84%
be put [INAUDIBLE]
until you discard

00:35:01.527 --> 00:35:03.004 align:middle line:90%
it and then [INAUDIBLE].

00:35:03.004 --> 00:35:04.420 align:middle line:84%
PROFESSOR: So in
San Juan, there's

00:35:04.420 --> 00:35:08.212 align:middle line:84%
a chapel where every time
you put a card underneath it,

00:35:08.212 --> 00:35:09.920 align:middle line:84%
it creates a victory
point, and that card

00:35:09.920 --> 00:35:12.790 align:middle line:84%
can never be used for the
rest of that play session.

00:35:12.790 --> 00:35:15.130 align:middle line:84%
So a good strategy
in that game is

00:35:15.130 --> 00:35:19.570 align:middle line:84%
to take things like another
high points-giving card

00:35:19.570 --> 00:35:21.930 align:middle line:84%
that maybe you can't to build,
and somebody else could,

00:35:21.930 --> 00:35:23.710 align:middle line:84%
and burying it--
removing it from play.

00:35:23.710 --> 00:35:25.480 align:middle line:84%
AUDIENCE: Yeah, this game,
you just hold it in your hand,

00:35:25.480 --> 00:35:26.064 align:middle line:90%
never play it.

00:35:26.064 --> 00:35:26.730 align:middle line:90%
PROFESSOR: Yeah.

00:35:26.730 --> 00:35:28.280 align:middle line:84%
Can you talk about
the player mats?

00:35:28.280 --> 00:35:31.058 align:middle line:84%
The kind of player
aids it gives you?

00:35:31.058 --> 00:35:33.896 align:middle line:84%
AUDIENCE: A very
expansive cheat sheet.

00:35:33.896 --> 00:35:36.520 align:middle line:84%
AUDIENCE: Yeah, the game uses a
lot of iconography on the card.

00:35:36.520 --> 00:35:39.370 align:middle line:90%


00:35:39.370 --> 00:35:42.959 align:middle line:84%
One team used a lot of
the iconography there.

00:35:42.959 --> 00:35:45.000 align:middle line:84%
PROFESSOR: To somebody
who hasn't played before--

00:35:45.000 --> 00:35:47.584 align:middle line:84%
was the iconography
helpful or hurtful?

00:35:47.584 --> 00:35:49.250 align:middle line:84%
AUDIENCE: It was
certainly very helpful.

00:35:49.250 --> 00:35:52.180 align:middle line:84%
I think just thinking along
the lines of [INAUDIBLE],

00:35:52.180 --> 00:35:53.660 align:middle line:90%
there are very few in this game.

00:35:53.660 --> 00:35:56.910 align:middle line:84%
So even though the
iconography has

00:35:56.910 --> 00:35:59.470 align:middle line:84%
a hand next to a card
with a "2" on it,

00:35:59.470 --> 00:36:02.330 align:middle line:84%
I still had to work to
make sure what that means.

00:36:02.330 --> 00:36:04.260 align:middle line:84%
AUDIENCE: On the
other hand, one thing

00:36:04.260 --> 00:36:08.280 align:middle line:84%
that they did was hexagons
are victory points.

00:36:08.280 --> 00:36:11.250 align:middle line:84%
They have the hexagon victory
points that are actually

00:36:11.250 --> 00:36:12.500 align:middle line:90%
little tiles that you can see.

00:36:12.500 --> 00:36:17.600 align:middle line:84%
But then on the cards, you
can see that on every card,

00:36:17.600 --> 00:36:20.070 align:middle line:84%
there's the victory point
value, and that's in a hexagon.

00:36:20.070 --> 00:36:22.950 align:middle line:84%
And whenever there's a card
that says gain victory points,

00:36:22.950 --> 00:36:25.280 align:middle line:90%
you see it has a hexagon.

00:36:25.280 --> 00:36:25.966 align:middle line:90%
PROFESSOR: Yeah.

00:36:25.966 --> 00:36:28.507 align:middle line:84%
It could have very well just be
shitty fireworks just flowing

00:36:28.507 --> 00:36:30.420 align:middle line:84%
out, like this is
the card to use.

00:36:30.420 --> 00:36:33.320 align:middle line:84%
It's calling it out,
really clearly out.

00:36:33.320 --> 00:36:33.918 align:middle line:90%
That's great.

00:36:33.918 --> 00:36:34.959 align:middle line:90%
AUDIENCE: Or the shapes--

00:36:34.959 --> 00:36:39.310 align:middle line:84%
I don't know, the icons
make use of the card shape.

00:36:39.310 --> 00:36:40.810 align:middle line:90%
They have a little rectangle--

00:36:40.810 --> 00:36:42.240 align:middle line:84%
PROFESSOR: There's
also diamonds,

00:36:42.240 --> 00:36:43.897 align:middle line:84%
and rectangles,
and circles, yeah?

00:36:43.897 --> 00:36:44.811 align:middle line:90%
AUDIENCE: Yeah.

00:36:44.811 --> 00:36:49.020 align:middle line:84%
Diamonds and circles are
for the two types of cards.

00:36:49.020 --> 00:36:52.350 align:middle line:84%
PROFESSOR: Are they in different
places than [INAUDIBLE]?

00:36:52.350 --> 00:36:56.310 align:middle line:84%
AUDIENCE: Yeah, each card has a
hexagon thing that [INAUDIBLE]

00:36:56.310 --> 00:36:58.437 align:middle line:90%
as well as the [INAUDIBLE].

00:36:58.437 --> 00:37:00.270 align:middle line:84%
PROFESSOR: So yeah,
thinking about placement

00:37:00.270 --> 00:37:01.500 align:middle line:84%
of where you're
putting your numbers,

00:37:01.500 --> 00:37:04.079 align:middle line:84%
and where you're putting things
on the card, where your eye

00:37:04.079 --> 00:37:05.370 align:middle line:90%
goes when you look at the card.

00:37:05.370 --> 00:37:09.283 align:middle line:84%
I mean, those are really
complex-looking cards there.

00:37:09.283 --> 00:37:12.092 align:middle line:84%
AUDIENCE: They even
have a little--

00:37:12.092 --> 00:37:15.820 align:middle line:84%
in the upper right, they
have sort of reminder symbols

00:37:15.820 --> 00:37:16.764 align:middle line:90%
on the cards there.

00:37:16.764 --> 00:37:21.040 align:middle line:84%
Because there's [INAUDIBLE]
just to remind you, oh,

00:37:21.040 --> 00:37:22.299 align:middle line:90%
this card is--

00:37:22.299 --> 00:37:24.715 align:middle line:84%
you might forget about this
power, you should remember it.

00:37:24.715 --> 00:37:26.640 align:middle line:90%
PROFESSOR: Yeah.

00:37:26.640 --> 00:37:30.176 align:middle line:84%
That game-- I think all of these
are made by the same company.

00:37:30.176 --> 00:37:30.698 align:middle line:90%
Yeah.

00:37:30.698 --> 00:37:31.198 align:middle line:90%
Rio Grande?

00:37:31.198 --> 00:37:34.070 align:middle line:90%
Oh, no, [INAUDIBLE].

00:37:34.070 --> 00:37:36.810 align:middle line:84%
So you're going to see different
kinds of-- what do you call

00:37:36.810 --> 00:37:37.310 align:middle line:90%
it--

00:37:37.310 --> 00:37:38.960 align:middle line:90%
style guides that they're using.

00:37:38.960 --> 00:37:42.680 align:middle line:84%
The rules for these three
games are very similar.

00:37:42.680 --> 00:37:45.069 align:middle line:84%
I think Race has a little
bit more advanced layout,

00:37:45.069 --> 00:37:46.610 align:middle line:84%
but there's the
basic kind of layout,

00:37:46.610 --> 00:37:49.790 align:middle line:84%
where the rules on one side,
some columns and sidebars

00:37:49.790 --> 00:37:52.940 align:middle line:84%
on the other side, the
occasional diagram.

00:37:52.940 --> 00:37:56.210 align:middle line:84%
But that designer
believed in, everything

00:37:56.210 --> 00:37:59.040 align:middle line:90%
goes on the cards in some form.

00:37:59.040 --> 00:37:59.914 align:middle line:90%
Everything's there.

00:37:59.914 --> 00:38:01.580 align:middle line:84%
You can play the game
without the rules,

00:38:01.580 --> 00:38:03.686 align:middle line:84%
unless you have a
really good memory.

00:38:03.686 --> 00:38:08.056 align:middle line:84%
AUDIENCE: I mean, the thing
is, you need to use expansions.

00:38:08.056 --> 00:38:12.199 align:middle line:84%
And you can
introduce expansions,

00:38:12.199 --> 00:38:14.490 align:middle line:84%
and you don't need to read
the rules in the expansions.

00:38:14.490 --> 00:38:16.560 align:middle line:84%
And they'll introduce a
whole bunch of iconography,

00:38:16.560 --> 00:38:18.096 align:middle line:84%
and you'll look at
it, I'm like, oh, I

00:38:18.096 --> 00:38:19.179 align:middle line:90%
bet this is a [INAUDIBLE].

00:38:19.179 --> 00:38:21.364 align:middle line:84%
And I'll bet that this
is what card means,

00:38:21.364 --> 00:38:22.555 align:middle line:90%
and it's usually right.

00:38:22.555 --> 00:38:23.180 align:middle line:90%
PROFESSOR: Yep.

00:38:23.180 --> 00:38:25.190 align:middle line:84%
Cool, so we're still
doing good on time.

00:38:25.190 --> 00:38:27.010 align:middle line:90%
[INAUDIBLE]

00:38:27.010 --> 00:38:30.460 align:middle line:84%
Randomness, player choice,
and then affordances.

00:38:30.460 --> 00:38:32.540 align:middle line:84%
AUDIENCE: Well, the
randomness came when we first

00:38:32.540 --> 00:38:36.464 align:middle line:84%
dealt out the application cards
and the minor flipping cards.

00:38:36.464 --> 00:38:39.416 align:middle line:90%
There's the [INAUDIBLE].

00:38:39.416 --> 00:38:44.024 align:middle line:84%
[INAUDIBLE] we deal out seven
to eac player, for each.

00:38:44.024 --> 00:38:47.433 align:middle line:84%
So that's sort of where
the randomness comes in.

00:38:47.433 --> 00:38:51.270 align:middle line:84%
AUDIENCE: And it gets amplified,
because these occupations

00:38:51.270 --> 00:38:53.188 align:middle line:84%
and improvements seem
like, you could just

00:38:53.188 --> 00:38:54.396 align:middle line:90%
go creating things with them.

00:38:54.396 --> 00:38:56.804 align:middle line:84%
He got something that
let him [INAUDIBLE]

00:38:56.804 --> 00:38:58.970 align:middle line:84%
throughout the board that
he would continue to play.

00:38:58.970 --> 00:39:00.270 align:middle line:84%
And then he had
another thing that he

00:39:00.270 --> 00:39:02.370 align:middle line:84%
could use that allowed
him to double that amount.

00:39:02.370 --> 00:39:06.220 align:middle line:90%
So it really feels set up for--

00:39:06.220 --> 00:39:09.470 align:middle line:84%
yeah, it seems like
you can just make

00:39:09.470 --> 00:39:11.670 align:middle line:84%
these crazy combinations
that basically give you

00:39:11.670 --> 00:39:14.568 align:middle line:90%
farming superpowers.

00:39:14.568 --> 00:39:18.509 align:middle line:84%
AUDIENCE: I forgot about
that part [INAUDIBLE].

00:39:18.509 --> 00:39:20.050 align:middle line:84%
PROFESSOR: What was
it like choosing?

00:39:20.050 --> 00:39:22.270 align:middle line:84%
How did you decide what
to choose, when to choose?

00:39:22.270 --> 00:39:24.200 align:middle line:90%
Did you get far enough?

00:39:24.200 --> 00:39:25.230 align:middle line:90%
AUDIENCE: Yeah.

00:39:25.230 --> 00:39:28.010 align:middle line:84%
In the beginning, I had no idea
what I was doing and why I won.

00:39:28.010 --> 00:39:30.680 align:middle line:84%
But as we got through, I
started to get a sense of it.

00:39:30.680 --> 00:39:34.332 align:middle line:84%
And now, I'm finding it easier
to think about, OK, I'm going

00:39:34.332 --> 00:39:35.910 align:middle line:90%
to need wood to build a room.

00:39:35.910 --> 00:39:40.180 align:middle line:84%
I'm going to need food, because
the harvest is coming up.

00:39:40.180 --> 00:39:42.097 align:middle line:84%
But at the same
time, I feel like I

00:39:42.097 --> 00:39:44.180 align:middle line:84%
don't have a good enough
sense of what's the deck.

00:39:44.180 --> 00:39:47.106 align:middle line:84%
Because he was just pulling
out things that I had no idea

00:39:47.106 --> 00:39:47.980 align:middle line:90%
it could even happen.

00:39:47.980 --> 00:39:49.480 align:middle line:90%
And then like, oh, wow.

00:39:49.480 --> 00:39:51.325 align:middle line:90%
OK, that changes a lot.

00:39:51.325 --> 00:39:52.950 align:middle line:84%
PROFESSOR: So what's
the choice for him

00:39:52.950 --> 00:39:54.259 align:middle line:90%
is random situation for you.

00:39:54.259 --> 00:39:55.800 align:middle line:84%
You just have no
clue that might even

00:39:55.800 --> 00:39:57.840 align:middle line:84%
pop up, because you don't
have that information, right?

00:39:57.840 --> 00:39:58.465 align:middle line:90%
AUDIENCE: Yeah.

00:39:58.465 --> 00:40:01.090 align:middle line:90%


00:40:01.090 --> 00:40:03.600 align:middle line:84%
So I think it would take a
while to get a good sense

00:40:03.600 --> 00:40:06.590 align:middle line:84%
and fully understand
what's happening.

00:40:06.590 --> 00:40:11.295 align:middle line:84%
But I could already plan what
I'm trying to do on my end.

00:40:11.295 --> 00:40:12.795 align:middle line:84%
PROFESSOR: Can you
talk a little bit

00:40:12.795 --> 00:40:14.149 align:middle line:90%
about the affordances of it?

00:40:14.149 --> 00:40:16.690 align:middle line:84%
Tactile feel, how did it feel
when you were playing the game?

00:40:16.690 --> 00:40:20.690 align:middle line:90%


00:40:20.690 --> 00:40:27.450 align:middle line:84%
AUDIENCE: I like the board setup
[INAUDIBLE] know that either

00:40:27.450 --> 00:40:28.428 align:middle line:90%
[INAUDIBLE].

00:40:28.428 --> 00:40:35.056 align:middle line:90%


00:40:35.056 --> 00:40:38.985 align:middle line:84%
And the [INAUDIBLE],
the [INAUDIBLE] shapes,

00:40:38.985 --> 00:40:40.960 align:middle line:90%
[INAUDIBLE].

00:40:40.960 --> 00:40:42.956 align:middle line:84%
In terms of the
resources, it felt weird,

00:40:42.956 --> 00:40:46.790 align:middle line:84%
because they were all either
little circles or cubes.

00:40:46.790 --> 00:40:50.220 align:middle line:84%
And you just have to remember
what the colors mean.

00:40:50.220 --> 00:40:53.650 align:middle line:84%
But then again, they're
also [INAUDIBLE].

00:40:53.650 --> 00:40:57.080 align:middle line:84%
The little pictures
on the common area

00:40:57.080 --> 00:40:59.550 align:middle line:84%
that tells you what they are
whenever you [INAUDIBLE].

00:40:59.550 --> 00:41:02.690 align:middle line:84%
AUDIENCE: Yeah, and there's
this interesting thing where

00:41:02.690 --> 00:41:06.190 align:middle line:84%
every round, if a resource
hasn't been taken,

00:41:06.190 --> 00:41:08.566 align:middle line:90%
then it increases.

00:41:08.566 --> 00:41:10.690 align:middle line:84%
And now let's say there's
three woods sitting here.

00:41:10.690 --> 00:41:13.590 align:middle line:84%
The next round, there'll be
six, the round after, nine.

00:41:13.590 --> 00:41:15.374 align:middle line:84%
And so on, and it
keeps building.

00:41:15.374 --> 00:41:17.665 align:middle line:84%
And so to make it easy to
remember that, what they have

00:41:17.665 --> 00:41:20.100 align:middle line:84%
you do is they have you put
it on these little squares

00:41:20.100 --> 00:41:23.126 align:middle line:84%
to start out with, so you
can know what you just added.

00:41:23.126 --> 00:41:24.979 align:middle line:84%
And then there's
an arrow pointing

00:41:24.979 --> 00:41:26.520 align:middle line:84%
into this little
bucket, so you know,

00:41:26.520 --> 00:41:29.646 align:middle line:84%
OK, place it here to set up the
round, put it into the bucket

00:41:29.646 --> 00:41:31.430 align:middle line:90%
so that everything's there.

00:41:31.430 --> 00:41:34.430 align:middle line:84%
And I feel like it'd be pretty
easy to lose track, like,

00:41:34.430 --> 00:41:37.040 align:middle line:90%
oh, have we added wood here yet?

00:41:37.040 --> 00:41:40.752 align:middle line:84%
We kept forgetting to
add sheep [INAUDIBLE].

00:41:40.752 --> 00:41:41.960 align:middle line:90%
PROFESSOR: So you're farming.

00:41:41.960 --> 00:41:45.850 align:middle line:84%
There's animals, and there's
other things-- vegetation,

00:41:45.850 --> 00:41:48.190 align:middle line:90%
stone, raw materials.

00:41:48.190 --> 00:41:49.660 align:middle line:90%
It breaks them up, right?

00:41:49.660 --> 00:41:52.684 align:middle line:84%
The squares are things that
are animated-- they're living?

00:41:52.684 --> 00:41:53.350 align:middle line:90%
AUDIENCE: Mm-hm.

00:41:53.350 --> 00:41:55.520 align:middle line:84%
PROFESSOR: Circles are
things that don't animate.

00:41:55.520 --> 00:41:58.300 align:middle line:84%
Is there some kind of
affordance going on there?

00:41:58.300 --> 00:42:00.730 align:middle line:84%
Does that seem useful
to you, why those are

00:42:00.730 --> 00:42:01.960 align:middle line:90%
being distinguished that way?

00:42:01.960 --> 00:42:06.380 align:middle line:84%
AUDIENCE: Yeah, because
animals and resources

00:42:06.380 --> 00:42:07.390 align:middle line:90%
behave very differently.

00:42:07.390 --> 00:42:09.280 align:middle line:84%
Because these resources,
you're usually

00:42:09.280 --> 00:42:13.880 align:middle line:84%
expending to either get
improvement, or build houses,

00:42:13.880 --> 00:42:15.150 align:middle line:90%
things like that.

00:42:15.150 --> 00:42:19.030 align:middle line:84%
Whereas animals, you have
to manage a little bit more

00:42:19.030 --> 00:42:21.380 align:middle line:84%
in terms of OK, I could
kill this animal and eat it,

00:42:21.380 --> 00:42:22.800 align:middle line:90%
or it'll give me points later.

00:42:22.800 --> 00:42:24.394 align:middle line:84%
Or I can breed
them, and I'll have

00:42:24.394 --> 00:42:27.220 align:middle line:84%
to keep track of
spacing them here.

00:42:27.220 --> 00:42:30.160 align:middle line:84%
So there's a nice
separation of what

00:42:30.160 --> 00:42:31.476 align:middle line:90%
you're really doing with them.

00:42:31.476 --> 00:42:33.428 align:middle line:90%
PROFESSOR: Cool.

00:42:33.428 --> 00:42:34.350 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:42:34.350 --> 00:42:35.840 align:middle line:84%
PROFESSOR: No,
he's not in today.

00:42:35.840 --> 00:42:36.370 align:middle line:90%
He'll be in tomorrow.

00:42:36.370 --> 00:42:37.324 align:middle line:90%
AUDIENCE: OK, thank you.

00:42:37.324 --> 00:42:37.949 align:middle line:90%
PROFESSOR: Yep.

00:42:37.949 --> 00:42:40.670 align:middle line:90%


00:42:40.670 --> 00:42:41.210 align:middle line:90%
Great.

00:42:41.210 --> 00:42:43.310 align:middle line:84%
Anything else you have
to say about this one?

00:42:43.310 --> 00:42:44.070 align:middle line:90%
AUDIENCE: It's really fun.

00:42:44.070 --> 00:42:46.445 align:middle line:84%
I'll probably go buy it,
because I want to play it again.

00:42:46.445 --> 00:42:47.939 align:middle line:90%
PROFESSOR: Why is it fun?

00:42:47.939 --> 00:42:49.230 align:middle line:90%
AUDIENCE: Probably the choices.

00:42:49.230 --> 00:42:51.050 align:middle line:84%
There's just so much
going on, and it

00:42:51.050 --> 00:42:54.350 align:middle line:84%
feels like I could really
make my own strategy.

00:42:54.350 --> 00:42:55.100 align:middle line:90%
And I don't know--

00:42:55.100 --> 00:42:57.410 align:middle line:84%
I just had all these
crazy plans of, OK, if he

00:42:57.410 --> 00:42:59.044 align:middle line:84%
[INAUDIBLE] a room,
that means that I

00:42:59.044 --> 00:43:01.085 align:middle line:84%
can, which means I can
build my family next turn,

00:43:01.085 --> 00:43:02.751 align:middle line:84%
which means that I'll
have more actions.

00:43:02.751 --> 00:43:05.690 align:middle line:84%
And now I can do even more
stuff, and get more resources.

00:43:05.690 --> 00:43:08.660 align:middle line:84%
PROFESSOR: So there's this
complicated system going on--

00:43:08.660 --> 00:43:10.940 align:middle line:84%
if I can try to
remember it, understand

00:43:10.940 --> 00:43:13.380 align:middle line:84%
it-- a complex system
going on that you're

00:43:13.380 --> 00:43:14.880 align:middle line:84%
going in the right
direction, do you

00:43:14.880 --> 00:43:16.830 align:middle line:84%
feel like you can
kind of switch?

00:43:16.830 --> 00:43:17.520 align:middle line:90%
AUDIENCE: Yeah.

00:43:17.520 --> 00:43:19.200 align:middle line:84%
PROFESSOR: For people who
played it multiple times,

00:43:19.200 --> 00:43:20.640 align:middle line:90%
did you feel the same way?

00:43:20.640 --> 00:43:23.570 align:middle line:84%
AUDIENCE: Yeah, because
if you and your opponent

00:43:23.570 --> 00:43:26.200 align:middle line:84%
aren't choosing a
choice, it gets juicier

00:43:26.200 --> 00:43:27.275 align:middle line:90%
and juicier every round.

00:43:27.275 --> 00:43:30.376 align:middle line:84%
And so it's this game
of chicken-- like,

00:43:30.376 --> 00:43:31.750 align:middle line:84%
are you going to
go for the wood?

00:43:31.750 --> 00:43:33.208 align:middle line:84%
AUDIENCE: Yeah,
there was one round

00:43:33.208 --> 00:43:34.417 align:middle line:90%
where I kept nine or 10 wood.

00:43:34.417 --> 00:43:35.374 align:middle line:90%
AUDIENCE: I don't know.

00:43:35.374 --> 00:43:36.270 align:middle line:90%
That was fun for me.

00:43:36.270 --> 00:43:36.960 align:middle line:90%
I like that.

00:43:36.960 --> 00:43:39.350 align:middle line:84%
AUDIENCE: Just thinking
back on what he said,

00:43:39.350 --> 00:43:41.440 align:middle line:84%
I actually like this
game a lot, too,

00:43:41.440 --> 00:43:43.610 align:middle line:84%
having a lot to do with
all the different choices.

00:43:43.610 --> 00:43:46.670 align:middle line:84%
And there's a really
complicated system

00:43:46.670 --> 00:43:50.280 align:middle line:84%
that it took a while
to kind of understand.

00:43:50.280 --> 00:43:52.070 align:middle line:84%
And I don't understand
it completely yet,

00:43:52.070 --> 00:43:55.810 align:middle line:84%
but I'm getting a much
better feel for it, you know.

00:43:55.810 --> 00:43:57.840 align:middle line:84%
And I think that's
really appealing,

00:43:57.840 --> 00:44:01.320 align:middle line:84%
not having something so
absurdly complex that nobody

00:44:01.320 --> 00:44:02.960 align:middle line:90%
can actually do it.

00:44:02.960 --> 00:44:06.409 align:middle line:84%
But not having something
really simple, either.

00:44:06.409 --> 00:44:07.950 align:middle line:84%
Just the sheer number
of choices here

00:44:07.950 --> 00:44:09.740 align:middle line:84%
makes it really
interesting to me.

00:44:09.740 --> 00:44:11.634 align:middle line:84%
Because I guess
one of the things

00:44:11.634 --> 00:44:13.175 align:middle line:84%
about having not
that many choices is

00:44:13.175 --> 00:44:15.920 align:middle line:84%
it almost feels like I could
just make a computer play it,

00:44:15.920 --> 00:44:18.600 align:middle line:84%
because there are only
n possible outcomes

00:44:18.600 --> 00:44:20.470 align:middle line:90%
of the eventual game.

00:44:20.470 --> 00:44:24.450 align:middle line:84%
But something like this,
that's just unbeatable, really,

00:44:24.450 --> 00:44:28.834 align:middle line:84%
unless you actually make
it a really smart player.

00:44:28.834 --> 00:44:30.217 align:middle line:90%
PROFESSOR: Great.

00:44:30.217 --> 00:44:31.620 align:middle line:90%
[INAUDIBLE] in the back.

00:44:31.620 --> 00:44:34.020 align:middle line:84%
Randomness, player
choice, affordances based

00:44:34.020 --> 00:44:36.339 align:middle line:90%
on what you got to work with.

00:44:36.339 --> 00:44:38.380 align:middle line:84%
AUDIENCE: So there's
definitely randomness in it,

00:44:38.380 --> 00:44:41.859 align:middle line:84%
because you draw your initial
hand and every subsequent hand.

00:44:41.859 --> 00:44:43.525 align:middle line:84%
And a lot of times,
you can put together

00:44:43.525 --> 00:44:46.200 align:middle line:84%
some ridiculous
combination, [INAUDIBLE]

00:44:46.200 --> 00:44:49.434 align:middle line:84%
would just get market, market,
market, market, smithy.

00:44:49.434 --> 00:44:50.850 align:middle line:84%
PROFESSOR: What
about [INAUDIBLE]?

00:44:50.850 --> 00:44:51.290 align:middle line:90%
AUDIENCE: What?

00:44:51.290 --> 00:44:52.110 align:middle line:84%
PROFESSOR: What
about [INAUDIBLE]?

00:44:52.110 --> 00:44:53.080 align:middle line:90%
Why'd you do that?

00:44:53.080 --> 00:44:55.847 align:middle line:84%
AUDIENCE: Well, so what
he said-- right away,

00:44:55.847 --> 00:44:56.430 align:middle line:90%
you just draw.

00:44:56.430 --> 00:44:58.471 align:middle line:84%
And so what you can do is
buy these action cards.

00:44:58.471 --> 00:45:00.920 align:middle line:84%
And with these action cards,
you can get free moves.

00:45:00.920 --> 00:45:03.395 align:middle line:84%
And the market-- I think it's
the best one, because you

00:45:03.395 --> 00:45:07.355 align:middle line:84%
get an action, a buy, a coin,
and something else, whatever.

00:45:07.355 --> 00:45:09.995 align:middle line:84%
And so what I would do is
I'd play the market one,

00:45:09.995 --> 00:45:10.764 align:middle line:90%
then he'd draw.

00:45:10.764 --> 00:45:12.305 align:middle line:84%
So I'd play the
market one, I'd draw.

00:45:12.305 --> 00:45:13.790 align:middle line:84%
And then I'd draw
market, I'd play market,

00:45:13.790 --> 00:45:15.275 align:middle line:84%
and then I'd draw,
and then draw market.

00:45:15.275 --> 00:45:15.770 align:middle line:90%
And then I'd play market.

00:45:15.770 --> 00:45:16.329 align:middle line:90%
[LAUGHING]

00:45:16.329 --> 00:45:18.245 align:middle line:84%
And then when I'd draw,
I would draw a smithy.

00:45:18.245 --> 00:45:20.169 align:middle line:84%
And then you could
draw two more cards,

00:45:20.169 --> 00:45:21.710 align:middle line:84%
and I would just
draw two more cards.

00:45:21.710 --> 00:45:25.422 align:middle line:84%
And I'd be sitting here
with 15 coins, or 20 coins,

00:45:25.422 --> 00:45:27.650 align:middle line:84%
and I can do literally
whatever I want.

00:45:27.650 --> 00:45:30.130 align:middle line:84%
I can buy it however many
times I want with however

00:45:30.130 --> 00:45:33.772 align:middle line:90%
much money I want, [INAUDIBLE].

00:45:33.772 --> 00:45:35.697 align:middle line:84%
AUDIENCE: So yeah,
there are definitely

00:45:35.697 --> 00:45:37.280 align:middle line:84%
some really powerful
combinations that

00:45:37.280 --> 00:45:38.404 align:middle line:90%
plays with the luck factor.

00:45:38.404 --> 00:45:42.180 align:middle line:84%
But at the same time,
it feels there's

00:45:42.180 --> 00:45:43.660 align:middle line:90%
a lot of skill in the game.

00:45:43.660 --> 00:45:48.480 align:middle line:84%
It does also feel like if
I played it 10, 15 times,

00:45:48.480 --> 00:45:51.910 align:middle line:84%
I would have a very good
sense of what to do,

00:45:51.910 --> 00:45:55.680 align:middle line:84%
and the skill would
start to go away.

00:45:55.680 --> 00:45:59.260 align:middle line:84%
Like if I played it 10 or 15
times, and everyone else did,

00:45:59.260 --> 00:46:02.400 align:middle line:84%
I feel like we would be
always much better at it.

00:46:02.400 --> 00:46:04.710 align:middle line:84%
And there would be a
developed strategy, or maybe

00:46:04.710 --> 00:46:06.610 align:middle line:84%
two strategies, and
counter-strategies,

00:46:06.610 --> 00:46:09.190 align:middle line:90%
something along those lines.

00:46:09.190 --> 00:46:11.812 align:middle line:84%
So they were saying it feels
like infinite possibilities,

00:46:11.812 --> 00:46:13.980 align:middle line:84%
only it didn't feel like
infinite possibility.

00:46:13.980 --> 00:46:15.285 align:middle line:84%
PROFESSOR: So there are
affordances in the game that

00:46:15.285 --> 00:46:16.384 align:middle line:90%
can avoid that.

00:46:16.384 --> 00:46:17.508 align:middle line:90%
What do you think they are?

00:46:17.508 --> 00:46:23.280 align:middle line:84%
AUDIENCE: [INAUDIBLE]
There are a million cards.

00:46:23.280 --> 00:46:25.510 align:middle line:84%
PROFESSOR: Yeah, so
that's the basic set.

00:46:25.510 --> 00:46:28.138 align:middle line:84%
How many cards were
in the basic set?

00:46:28.138 --> 00:46:29.340 align:middle line:90%
AUDIENCE: 500, [INAUDIBLE].

00:46:29.340 --> 00:46:32.380 align:middle line:84%
Although I don't know how
many [INAUDIBLE] that actually

00:46:32.380 --> 00:46:39.380 align:middle line:84%
change [INAUDIBLE] 1, 2, 3, 4,
5, 6, 7, 8, 9, 10, 11, 12, 13,

00:46:39.380 --> 00:46:41.273 align:middle line:90%
14, 15, 16, 17-- lots.

00:46:41.273 --> 00:46:42.540 align:middle line:90%
PROFESSOR: Lots, yeah.

00:46:42.540 --> 00:46:43.185 align:middle line:90%
[LAUGHING]

00:46:43.185 --> 00:46:45.030 align:middle line:84%
AUDIENCE: OK, so that should
change it up, I guess.

00:46:45.030 --> 00:46:45.410 align:middle line:90%
PROFESSOR: Possibly.

00:46:45.410 --> 00:46:47.400 align:middle line:84%
I mean, still, your
inexperienced players

00:46:47.400 --> 00:46:48.674 align:middle line:90%
will say that exact same.

00:46:48.674 --> 00:46:51.090 align:middle line:84%
And maybe those expansions--
you can bring an expansion in

00:46:51.090 --> 00:46:52.948 align:middle line:90%
and change some things up.

00:46:52.948 --> 00:46:55.710 align:middle line:90%


00:46:55.710 --> 00:46:56.820 align:middle line:90%
I don't know.

00:46:56.820 --> 00:46:58.685 align:middle line:84%
Anybody else who's
played Dominion a lot--

00:46:58.685 --> 00:47:01.580 align:middle line:84%
have there been strategies
that you've seen come and go,

00:47:01.580 --> 00:47:02.630 align:middle line:90%
like there is in Magic?

00:47:02.630 --> 00:47:04.214 align:middle line:84%
AUDIENCE: I mean,
it entirely depends

00:47:04.214 --> 00:47:05.690 align:middle line:90%
what's out on the board.

00:47:05.690 --> 00:47:07.620 align:middle line:90%
PROFESSOR: Yeah, exactly.

00:47:07.620 --> 00:47:10.906 align:middle line:84%
AUDIENCE: Is there
[INAUDIBLE] engine and still

00:47:10.906 --> 00:47:12.690 align:middle line:90%
have the money to buy things?

00:47:12.690 --> 00:47:16.504 align:middle line:84%
Or is there just really
interesting action,

00:47:16.504 --> 00:47:19.260 align:middle line:84%
or the other cards
[INAUDIBLE] tiny deck.

00:47:19.260 --> 00:47:21.232 align:middle line:84%
Or are there no
specific [INAUDIBLE]?

00:47:21.232 --> 00:47:23.550 align:middle line:84%
And that changes
each time you play

00:47:23.550 --> 00:47:25.377 align:middle line:90%
depending on how you set it up.

00:47:25.377 --> 00:47:28.080 align:middle line:84%
AUDIENCE: So there's a
related game called Ascension,

00:47:28.080 --> 00:47:30.409 align:middle line:84%
wish I pretty much prefer
more, but probably just

00:47:30.409 --> 00:47:32.700 align:middle line:84%
because I've played it more,
and that was my first one.

00:47:32.700 --> 00:47:34.366 align:middle line:84%
It's really interesting,
because instead

00:47:34.366 --> 00:47:36.910 align:middle line:84%
of at the beginning,
of Dominion,

00:47:36.910 --> 00:47:41.661 align:middle line:84%
you randomly select a couple
different tiles, basically.

00:47:41.661 --> 00:47:45.090 align:middle line:84%
In Ascension, you actually just
have a really, really big deck,

00:47:45.090 --> 00:47:46.135 align:middle line:90%
and you shuffle that.

00:47:46.135 --> 00:47:50.170 align:middle line:84%
And you deal out just
hold 'em style, just stick

00:47:50.170 --> 00:47:51.970 align:middle line:90%
cards across the board.

00:47:51.970 --> 00:47:53.710 align:middle line:84%
And then you take
turns just being

00:47:53.710 --> 00:47:55.740 align:middle line:84%
able to grab something
from the middle

00:47:55.740 --> 00:47:58.620 align:middle line:84%
and then replace
that [INAUDIBLE].

00:47:58.620 --> 00:48:01.140 align:middle line:84%
So I feel like it makes
it a lot more interesting,

00:48:01.140 --> 00:48:05.580 align:middle line:84%
because it's much
less predictable.

00:48:05.580 --> 00:48:08.460 align:middle line:84%
At any point in the game,
something amazing or something

00:48:08.460 --> 00:48:09.750 align:middle line:90%
crappy could flip.

00:48:09.750 --> 00:48:12.280 align:middle line:84%
Rather than you know that you
will always be able to buy,

00:48:12.280 --> 00:48:15.930 align:middle line:84%
until the pile runs
out of a different kind

00:48:15.930 --> 00:48:18.466 align:middle line:90%
of card or something like that.

00:48:18.466 --> 00:48:20.257 align:middle line:90%
So that's something interesting.

00:48:20.257 --> 00:48:21.840 align:middle line:84%
PROFESSOR: Anything
else you guys want

00:48:21.840 --> 00:48:23.048 align:middle line:90%
to say about the affordances?

00:48:23.048 --> 00:48:25.690 align:middle line:84%
Like the rules or how
the cards are laid out?

00:48:25.690 --> 00:48:28.800 align:middle line:84%
Anything that you
got out of that?

00:48:28.800 --> 00:48:31.000 align:middle line:84%
AUDIENCE: I guess it's
kind of a bigger game.

00:48:31.000 --> 00:48:34.390 align:middle line:84%
So the rules were incredibly
complicated at parts.

00:48:34.390 --> 00:48:36.396 align:middle line:84%
But that being said,
we did figure out,

00:48:36.396 --> 00:48:38.020 align:middle line:84%
I had to ask him a
couple of questions.

00:48:38.020 --> 00:48:40.937 align:middle line:84%
But after that got
settled, I think we all

00:48:40.937 --> 00:48:42.020 align:middle line:90%
understood it pretty well.

00:48:42.020 --> 00:48:43.990 align:middle line:84%
PROFESSOR: That one's
a great example of look

00:48:43.990 --> 00:48:45.841 align:middle line:84%
at all these rules,
oh wait, the game's

00:48:45.841 --> 00:48:47.340 align:middle line:84%
actually [INAUDIBLE]
simple to play.

00:48:47.340 --> 00:48:48.884 align:middle line:84%
AUDIENCE: Yeah,
if we had someone

00:48:48.884 --> 00:48:50.300 align:middle line:84%
who knew how to
play sitting here,

00:48:50.300 --> 00:48:52.350 align:middle line:84%
we could have probably
started 10 minutes earlier.

00:48:52.350 --> 00:48:52.680 align:middle line:84%
PROFESSOR: Could
they have come up

00:48:52.680 --> 00:48:54.554 align:middle line:84%
with a different way of
writing those things,

00:48:54.554 --> 00:48:57.357 align:middle line:84%
or laying them out, or
presenting them in a way that

00:48:57.357 --> 00:48:58.440 align:middle line:90%
might have helped you out?

00:48:58.440 --> 00:49:00.240 align:middle line:90%
I don't know.

00:49:00.240 --> 00:49:00.970 align:middle line:90%
I bet.

00:49:00.970 --> 00:49:04.246 align:middle line:90%


00:49:04.246 --> 00:49:05.740 align:middle line:84%
Wait, [INAUDIBLE]
question there?

00:49:05.740 --> 00:49:07.354 align:middle line:84%
Oh, one of the
questions for you guys,

00:49:07.354 --> 00:49:08.770 align:middle line:84%
why do you think
that was included

00:49:08.770 --> 00:49:11.130 align:middle line:84%
in the list of
these other games?

00:49:11.130 --> 00:49:13.630 align:middle line:84%
What about that game is similar
to some of these other games

00:49:13.630 --> 00:49:14.255 align:middle line:90%
that you heard?

00:49:14.255 --> 00:49:17.692 align:middle line:90%


00:49:17.692 --> 00:49:20.020 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:49:20.020 --> 00:49:21.870 align:middle line:84%
PROFESSOR: No, but
that's an interesting--

00:49:21.870 --> 00:49:22.830 align:middle line:90%
I just noticed that coming out.

00:49:22.830 --> 00:49:24.496 align:middle line:84%
That's why I wanted
to talk about rules.

00:49:24.496 --> 00:49:25.020 align:middle line:90%
That's all.

00:49:25.020 --> 00:49:28.275 align:middle line:84%
AUDIENCE: Definitely the
"luck versus skill" dynamic,

00:49:28.275 --> 00:49:31.830 align:middle line:84%
I think, is pretty key in
terms of, like you said,

00:49:31.830 --> 00:49:33.294 align:middle line:90%
there's strings of luck.

00:49:33.294 --> 00:49:35.734 align:middle line:84%
But I chose [INAUDIBLE]
markets, right?

00:49:35.734 --> 00:49:37.686 align:middle line:84%
So I was putting
[INAUDIBLE] together,

00:49:37.686 --> 00:49:39.150 align:middle line:90%
and that's definitely skill.

00:49:39.150 --> 00:49:42.005 align:middle line:84%
So I think the mix is
exactly [INAUDIBLE].

00:49:42.005 --> 00:49:45.070 align:middle line:84%
PROFESSOR: There's a depletion
mechanic in that one, right?

00:49:45.070 --> 00:49:46.725 align:middle line:84%
Did you read how
you end the game?

00:49:46.725 --> 00:49:47.350 align:middle line:90%
AUDIENCE: Yeah.

00:49:47.350 --> 00:49:49.264 align:middle line:84%
So we did run out of
market-- we never-- we

00:49:49.264 --> 00:49:49.635 align:middle line:90%
didn't have time to finish.

00:49:49.635 --> 00:49:50.914 align:middle line:90%
We did run out of market.

00:49:50.914 --> 00:49:51.580 align:middle line:90%
PROFESSOR: Yeah.

00:49:51.580 --> 00:49:53.190 align:middle line:84%
And I think it's
once you run out

00:49:53.190 --> 00:49:55.764 align:middle line:84%
of a couple of different kinds
of cards, then it ends, right?

00:49:55.764 --> 00:50:01.550 align:middle line:84%
AUDIENCE: Re-tile before
the [INAUDIBLE] card.

00:50:01.550 --> 00:50:02.640 align:middle line:90%
[INAUDIBLE]

00:50:02.640 --> 00:50:04.806 align:middle line:84%
PROFESSOR: So you have to
always have some kind of--

00:50:04.806 --> 00:50:06.530 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:50:06.530 --> 00:50:08.000 align:middle line:90%
AUDIENCE: No, [INAUDIBLE].

00:50:08.000 --> 00:50:08.980 align:middle line:90%
That's not true.

00:50:08.980 --> 00:50:10.075 align:middle line:90%
That's [INAUDIBLE].

00:50:10.075 --> 00:50:10.950 align:middle line:90%
AUDIENCE: Oh, really?

00:50:10.950 --> 00:50:11.575 align:middle line:90%
AUDIENCE: Yeah.

00:50:11.575 --> 00:50:13.584 align:middle line:90%


00:50:13.584 --> 00:50:15.000 align:middle line:84%
PROFESSOR: So all
these games have

00:50:15.000 --> 00:50:17.250 align:middle line:84%
some kind of
Solitaire-ness to them,

00:50:17.250 --> 00:50:19.260 align:middle line:84%
where you can be
playing on your own.

00:50:19.260 --> 00:50:22.020 align:middle line:84%
But even if there's like a
Solitaire-like work replacement

00:50:22.020 --> 00:50:23.850 align:middle line:84%
style game, there's
something that you're

00:50:23.850 --> 00:50:25.620 align:middle line:84%
doing is interacting
with the other player

00:50:25.620 --> 00:50:30.190 align:middle line:84%
and preventing them
from moving ahead.

00:50:30.190 --> 00:50:32.640 align:middle line:90%
OK, so it is almost 3 o'clock.

00:50:32.640 --> 00:50:34.890 align:middle line:84%
You can either continue
playing your game

00:50:34.890 --> 00:50:38.760 align:middle line:84%
or break into your teams
and work on your projects.

00:50:38.760 --> 00:50:39.730 align:middle line:90%
It's your choice.

00:50:39.730 --> 00:50:43.740 align:middle line:84%
I'm going to go
grab all the kits.

00:50:43.740 --> 00:50:45.858 align:middle line:84%
We've got one person--
are you one a team?

00:50:45.858 --> 00:50:46.570 align:middle line:90%
AUDIENCE: I'm not on a team.

00:50:46.570 --> 00:50:47.611 align:middle line:90%
PROFESSOR: Not on a team.

00:50:47.611 --> 00:50:50.400 align:middle line:84%
So we've got one
person joined a team.

00:50:50.400 --> 00:50:52.386 align:middle line:90%
We've got a three-person team?

00:50:52.386 --> 00:50:53.599 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:50:53.599 --> 00:50:55.890 align:middle line:84%
PROFESSOR: For a two-player
game or a four-player game?

00:50:55.890 --> 00:50:56.570 align:middle line:90%
AUDIENCE: Two to four.

00:50:56.570 --> 00:50:57.528 align:middle line:90%
PROFESSOR: Two to four?

00:50:57.528 --> 00:50:59.114 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:50:59.114 --> 00:51:00.949 align:middle line:84%
PROFESSOR: OK, so
I would recommend

00:51:00.949 --> 00:51:02.490 align:middle line:84%
hang out with them
for the last hour.

00:51:02.490 --> 00:51:04.070 align:middle line:84%
And then maybe even
scrounging around

00:51:04.070 --> 00:51:05.160 align:middle line:90%
to find a team to go onto.

00:51:05.160 --> 00:51:08.607 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:51:08.607 --> 00:51:09.565 align:middle line:90%
PROFESSOR: What's that?

00:51:09.565 --> 00:51:12.270 align:middle line:84%
The other teams are
four-two people?

00:51:12.270 --> 00:51:13.603 align:middle line:90%
You can have a five-person team.

00:51:13.603 --> 00:51:14.490 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:51:14.490 --> 00:51:19.755 align:middle line:84%
PROFESSOR: [INAUDIBLE] check
out what [INAUDIBLE] Yeah.

00:51:19.755 --> 00:51:23.732 align:middle line:84%
Yeah, not requiring
you to be [INAUDIBLE].

00:51:23.732 --> 00:51:26.285 align:middle line:90%