Video summary
The panel begins by establishing that the term "game mechanic" lacks a single universal definition, opting instead for a functional consensus where specific actions define their nature rather than strict semantics. This approach allows designers to distinguish between similar mathematical systems based on physical interaction and dramatic experience; for instance, *Puerto Rico* utilizes action drafting while games like *Kais* or *Lords of Water Deep* employ true worker placement. The discussion uses *Yahtzee* as a primary case study to demonstrate how mechanics can be analyzed at varying levels of abstraction, ranging from high-level inputs and outputs down to modular sub-components like rolling, locking, and scoring thresholds. By viewing these elements as tunable modules rather than monolithic systems, designers gain the ability to refine specific parts without overhauling entire game structures, a concept further illustrated by contrasting *Can't Stop* with *Flip Seven*, where identical probability curves create vastly different social dynamics depending on whether players race individually or ratchet around a table simultaneously.
Beyond these foundational concepts, the conversation explores distinct categories such as trick-taking games and deck building, noting how they foster unique communities through rituals like bidding, bluffing, and "bag drama" that rely on shared containers for intuitive probability tracking rather than dice rolls. Tile-laying mechanics are highlighted for their ability to create infinite replayability by shifting maps instead of relying on predefined actions, while drafting is defined as a non-numerical auction process crucial for balancing unique assets over time. The panel also examines cycles or "Rondles," which enforce circular movement patterns to elegantly solve balance issues based on current position rather than pure chance, and addresses hidden movement scenarios where deduction becomes the primary driver of gameplay unless specific constraints prevent efficient search algorithms from breaking the experience.
The discussion further delves into critical design challenges such as endgame scoring strategies intended to obscure leaders or manage volatile states before final tallies, alongside creative rule interpretations that treat game-breaking errors as part of the ruleset rather than cheating. The speakers offer a critique of bargaining and trading mechanics in games like *Settlers*, arguing they often fail because players struggle with accurate valuation or engage solely for exploitation, leading to the conclusion that multi-player interaction itself functions as a form of politics where alliances can override individual skill if not structured carefully. Ultimately, the session provides actionable advice for designers: focus on mechanical function over semantics, master common input and output patterns, limit unique mechanics to one per game to maintain clarity, and strictly avoid incorporating real-life consequences like gambling into tabletop designs.
Read the full video transcript
So, I'm really curious what you all
think is going to happen in this room
because we're going to be talking about
game mechanics in tabletop design. Now,
broadly, we're going to talk about what
game mechanics are. Then, we're going to
talk about one game mechanic in extreme
detail. The kind of detail that ruins
games once you know how games work. A
lot of games are not that fun anymore.
And then, we're going to talk about a
bunch of different game mechanics and
what is notable about them from a design
and play perspective.
But, we do have to get this out of the
way.
Because nerds like to talk about
semantics and ontology. I feel like
that's 90% of all the conversations that
happen at this pax other than where are
we going to eat? Every place is full.
So what is a game mechanic is actually a
fairly hard question to answer
because you're all going to have
different definitions.
Many of them are technically correct.
However, if I said, "I'm gonna make you
a sandwich and I brought you a hot dog,"
I might be technically correct, but
you're gonna think I'm weird.
So, what if we go to Wikipedia? What if
we go to Wikipedia? Well, Wikipedia is
not actually that helpful.
>> Wikipedia doesn't fit in Alikard's text
box
>> because Wikipedia has all these like
insufferable definitions, but then at
the end of that section, it says these
words.
There are no accepted definitions of
game mechanics. So, we're going to play
a little game.
I think you would all agree that those
are all game mechanics. Whatever a game
mechanic is, if we can't make a
definition of it, you're going to look
at those and say, "Yeah, yeah, that's a
game mechanic." So, to test this, we're
going to play a game. Is this game a
worker placement game? Which is a game
mechanic?
>> Is it?
Does anyone think worker placement is
not a game mechanic?
>> Because we can get you out of this room.
All right.
So, let's see how well you do. Just
raise your hands if you think every game
we talk about is a worker placement
game. We will start with an easy one.
This is a game called Kais. You may not
be familiar with Kais. So, I'm going to
show you a picture of Kais. I note there
are little mele guys. Those little mele
guys are standing on places that look
like they spit out resources. How many
of you think Kais is a worker placement
game?
>> You'd better.
>> Kalis may be the first worker placement
game. We're not really sure, but uh it's
one of the early ones for definite.
>> It's either Kais or Bus are the first
games that were recognized by most
people as worker placement games. All
right. Yes. Let's try another one. Lords
of Water Deep. Now, again, you might not
have played Lords of Water Deep. You
might
>> Looks like some people have played Lords
of Water Deep. I saw hands moving
already.
>> This might be the most popular worker
placement game. And if you look at the
game, you got a bunch of meuples. You
put them on a thing, resources appear to
be come out. So I think this is also a
worker placement game. So even if we
don't have a definition, so far we all
seem to agree on what this word means.
It's like magic. All right. A gria
putting little guys on those things.
Resources come out. Obviously a worker
placement game.
but a fellow or reversy if you came from
the wrong part of the world and believe
wrong things
>> or Iago if you wanted to avoid the
trademark problems of Milton Bradley
Corporation.
>> Now we're going to say it is definitely
not a worker placement game. You are
placing things on a board. Yes, but if
you if you came to me and said, "Hey,
you want to play a worker placement
game?" You brought this out. I would
leave.
A carcassone. Little tricky one. Raise
your hand if you think Carcasson, where
you put the little meeples on the little
tiles, is a worker placement game.
Two people because you are wrong.
For reasons we won't get into, I am
confident this is not a worker placement
game, but can see why someone might
think that.
Puerto Rico.
You're choosing these actions at the
start of your turn.
How many of you think Puerto Rico is a
worker placement game?
I'm going to say no. I disagree, but
with an asterisk.
So, if we go to Board Game Geek, Board
Game Geek has this list of game
mechanics, mechanisms they call them,
and they say that worker placement is
quote a stylized form of action
drafting, and that Puerto Rico is in the
list of actiondrafting games. So
therefore it is an action drafting game.
Worker placement games are also
actiondrafting games. So there is some
intersection there and uh we can
transform this game into a worker
placement game by just having you put
little workers on those instead of
picking those tiles up. Change the
change the way you physically interact.
Now it feels more like a worker
placement game even though
mathematically they're identical. You
know, I think the difference is that in
an action drafting game like Puerto
Rico, it's like you're getting the one
action, a worker placement game, to make
it mathematically different than action
drafting, there has to be some component
of you have more than one worker, right?
Or you can take more than one action or
you can somehow block someone else's
act. Technically, you're blocking
someone because you take an action, they
can't take it. But still, you know,
there's the extra mechanic that comes,
not just the physical nature of the
game. Board GameGeeek lists a ton of
these mechanisms and some of them
overlap. Some of the definitions don't
make sense and it would be impossible to
interrogate all of that and start to
dive into like what are game mechanics?
What do they do? What would we talk
about in this panel? So, we're going to
do something fun. We're going to dive
into a game that is a game mechanic.
We're going to pick one game that has
one element in it. We're going to zoom
in. We're going to look at that atom and
we're going to go as deep as we possibly
can. And the game mechanic we're going
to talk about, you might have heard of
it, is called yatsi.
I definitely feel that yatsiing is a
mechanic. I will look at a game and say,
"Oh, in this game I do these things, but
I am also yatsiing at some point." Many
of you have played games that have yatsi
inside of them.
It's hard to interrogate game mechanics
if you don't isolate them like this. So,
we're going to go real deep on yatsi. I
hope you all are familiar with yatsi.
Does anyone not know how to play yatsi?
>> Okay. Well, your assignment is to go
play yatsi. All you need is 5d6 and a
piece of paper.
>> Yeah, a cup helps.
>> But stop cheating.
>> So, what is a game mechanic? I'm going
to tell you what a game mechanic is from
a the perspective of play. A useful way
to talk about game mechanics is that
they are a set of procedures that
players will follow, a series of tests
that happen at some point in the process
of following those procedures, a series
of inputs into this mechanic, and a
series of outputs. So, we can teach you
basically all of Yasi right now. the
procedure. You roll five six-sided dice.
You choose how many you want to keep.
You re-roll the rest
>> two times. You do that again and
whatever you got left, you're stuck
with. What are we testing? What numbers
actually get rolled on the dice? And
what decisions you make? Do you lock a
dieice or not? What do you write on your
score sheet? Inputs.
What scoring options are still available
in this game? Every time you roll and
you finish that procedure, you will mark
something on a score sheet. Once you
mark that space, which is a very
specific thing, like three of a kind or
four of a kind or on a straight or just
count up the ones or whatever. There's a
bunch of different things on the score
sheet, you can score each one once, you
can never score it again. So, the input
into this mechanic is just what is left
to fill in on your score sheet. And the
output, it just victory points. The game
just outputs victory points. The
mechanic just outputs victory points at
the end of the game. Whoever has the
most victory points wins.
So, what is Yatsi testing? If you're
playing Yatsi, what's going on in this
game? It's testing luck. What dice did
you roll? You might just roll six, five,
five sixes over and over and over again.
>> It can happen.
>> And it's testing your ability to do some
basic math.
That's pretty much it. That's what Yatsi
is. That's what this mechanic is.
So, let's talk about how to be good at
Yatsi. Let's look at this mechanic in
detail. You are all gamers. Many of you
have played a game called Settlers of
Katan. I feel like even if you can't do
math, that chart is somewhere in your
brain. You know that sevens get more
rolled more often than sixes and eights.
You know about this like normal bell
curve looking thing. That
>> we even need the 1d6 chart, right?
Everyone knows the probability of 1d6,
right?
>> So you can do this without doing math.
This is so fundamental that this is sort
of built into your brains. You play
settlers, you get it. You play Dungeons
and Dragons making characters, you've
got a very similar curve. Notice the
curve is a little more subtle. And if we
keep going down this line, the curve
starts to form a certain shape. And when
we hit yatsi, we've got this shape. So
you might think yatsi is your ability to
do the statistics on 5D6 and then map
that to some sort of scoreeet and that's
it. M
>> Yatsi is actually way more complicated
because that chart is only telling you
the probability of getting a specific
number.
>> And if you look at a Yatsi score sheet,
there's only one line, the chance line,
that is going to score you based on the
number. So this chart really only helps
you in figuring out, well, if I score
the chance line, I should probably get
at least 17 or 18 points. If I get less
than that, that's not good. If I get
more than that, it's good. Every other
line on the scoring sheet has nothing to
do with this chart.
So
what is yatsi really? Because it's not
just a simple bell curve for babies.
Yatsi does require some skill. You can
be good at yatsi. In fact, you out there
can be perfect at yatsi. It is humans
are capable of playing yatsi perfectly.
So yatsi has fairly complex
probabilities. Every line on that score
sheet has a different probability. the
mean number of throws, assuming you're
doing the locking optimally, that it'll
take to get that outcome, to get four of
a kind, to get a large straight. The
curve is different for each one of them.
So, you have to think about the
probabilities of all these different
curves every time you start your turn.
You also have to map it to this sheet,
which is not as intuitive as you'd
think. This game does some ridiculous
crap. like the top half of the board of
the map. If you get a certain number of
points, you get 30 what? Five bonus
points because you hit a certain
threshold. If you want to win at yachts,
you get the bonus points every time.
>> Yeah. Not getting the bonus points is
going to put you in a really bad place.
So, you're actually mapping a really
complex probability space. One that I
tried to do this analysis. This is super
hard to do. ma giving making a
probability graph of yatsi as a mechanic
is nearly impossible. It was beyond my
ability. So I went to Wikipedia.
That's yatsi. That's the entire game.
That is the odds if you play perfectly
which again pretty easy for a human to
do that you will get any particular
score.
>> So if you play yatsi and your final
score is like in the 250 area it's like
you did pretty good, right? If it's in
the 150 area or, you know, down there,
either you were very unlucky or you
played poorly. If it's in the 50s, you
played poorly because that's just not
probable to be that bad. Now, those of
you who have played Yatsi and know
Yatsi, are any of you doing like a lot
of math in your head while you're
playing or are you just sort of you got
this feel, you got a vibe, you feel the
game, and you kind of just ride it. That
is the magic of games and the magic of
game mechanics. Yatsiing is basically a
mechanic that allows the human brain to
ride that specific probability curve.
And the better you ride it, the better
chance you have of winning, but it is
still a probability curve. I could play
Yatsi perfectly and still get near the
bottom of that chart because I just
rolled all ones and a two every time.
And I could be really dumb and not know
how to do any math and I could just roll
a bunch of fives all the time and get a
bunch of yatsis and end up with like a
300. Even though uh, you know, it can
happen. So yatsi as a mechanic if we
talk about it from one perspective
yatsiing is just the mechanic of
interact with a probability curve and
try to ride it effectively. That's a
feeling you can have in your brain.
However, yatsi we said is a game
mechanic. You you yatsi you decide if
you won yatsiing or not. But if we go to
board game geek they say there's a
mechanic called re-rolling and yacht and
locking. And it says yatsi is like the
game that exemplifies this. There's also
a mechanic called roll and write. They
also say that yatsi is an example of
this. But I just said yatsi is a game
mechanic. Well, yes, yatsiing is a game
mechanic.
These two things are also game
mechanics. You can look at the same game
or the same mechanic different ways. It
depends on what lens you're using. what
are you trying to understand about the
game and about the mechanic,
>> right? If you look at, you know, I'm a a
software engineer, but if you look at
any engineer, people use, you know,
abstract thinking, right? So, it's like
if you're working on a computer, it's
like what makes a computer work?
Electrons. But you're not thinking about
electrons when you're working and
writing software, even though you are
controlling electrons. There's layers of
abstraction, right? Someone who's
designing a car thinks of the engine as
just one thing, engine, right? fuel goes
in, thing spins. They're not thinking
about the pistons and the other parts,
but someone who's designing engines is
thinking about pistons and valves and
all the other bits that are on the
inside. And even though you're at a
different zoom level and a different
layer of abstraction, you're still it's
still a game mechanic. It's just is it a
big game mechanic? You think of it as
one big blob like worker placement or is
it really down in there? Is it a tiny
really minuscule game mechanic like roll
one d6? That's like an electron of a
game. Mhm. Right. Whereas a yatsi is
more like an engine that can fit into a
car of a game which gives us a lot of
fun things we can do with game
mechanics. So now yatsi is two game
mechanics we can interrogate separately.
Take rolling and re-rolling and locking
outputs of that go into this roll and
write score sheet and the outputs of
that are victory. We loop through these
two mechanics. We could change the
order. We could move things around. Game
designers think this way. Game designers
who are good tend to think in terms of
what are the mechanics that make up my
game and they zoom in and out through
these levels as they do the design and
you as players can do this when you
interrogate games.
So Yatsi is a single mechanic game in
the same way that an atom is a unit of
the universe. Atoms barely exist if you
zoom in far enough. Atoms are composed
of these other things. If you zoom into
an atom, it's got all these other
components that are basically
probability waves. See, you didn't think
particle physics was going to come up
here, but I promise we're not going to
talk about quantum chromodnamics
>> because we'll be wrong very quickly.
>> I've watched several PBS spaceimes.
So, that layers of extraction, if we
zoom out from the atoms of games, the
atoms being these mechanics, what we get
is the chemistry of games. Think about
any game you like. Is it not just a set
of different mechanics that have the
inputs and outputs all plugged into each
other in some fashion and you sort of
just loop through this set of mechanics.
So a game is the same as a game
mechanic. I can describe a game mechanic
as a series of procedures, a series of
tests within those procedures, a series
of inputs, a series of outputs. I can
describe a game using the exact same
definition and the exact same structure.
You can even chain games together.
You've heard of this. It's called a
tournament.
>> It's called chess boxing
or those randomizers like play Zelda and
then jump into Metroid and then back
into Zelda.
>> Oh yeah, the archipelago situation is
going, right?
>> So, don't quibble over like precise
definitions of game mechanics. You'll go
insane. And if you don't believe me,
look at the comments in Board Game Geek.
Do not engage with that.
find the level of abstraction or the
zoom level that helps you interrogate a
game. What if we go the other way? What
if we zoom in? What if we zoom all the
way in to the quirks inside of that
atom? What's going on in there? Well, we
did a whole talk about that that's on
YouTube that you can find called uh
every game is the same. Those tests,
procedures and tests, the tests are what
make games. The procedure of Candyland
is draw a card, do what the card says,
you know, move to the spot, take turns
until the game ends. Like that's the
procedure. The test in Candyland. The
test is you find out what card was on
top of the deck. That is a test.
There are very few tests that exist in
the universe. Uh we're not going to talk
about those in detail. That is way
beyond the scope of this talk. Find that
other talk we did. But what these tests
are really doing is they are probability
functions. Some of them are very easy.
Roll a dieice to determine whether or
not you win or lose a battle in risk.
Well, that's 1d6, 2d6 kinds of odds.
It's a very simple probability curve. Uh
play patty cake. The probability is
nearly one that you will in fact touch
hands. That was the test. Some games get
more complex, but really they are very
analogous to quantum physics. As you
zoom in, these tests are just the
probabilities that are the only
uncertain parts of games. The procedures
are certain. The tests are uncertain.
And even though there's only how many in
that talk, we said 1 2 3 4 5 6 7 8. We
said there are eight kinds of tests.
That's all that exist in the entire
universe. Meaning every game mechanic,
if you can come up with a ninth one,
you're a genius. And we'll bring you up
on this stage.
Every game mechanic in the universe is
made up of some combination of those
eight tests. And every game is made up
of some combination of all the game
mechanics. And that is a multiplicative
explosion of complexity from a very
small number of mechanics and a very
small number of things. Meaning if you
understand these things, you will
understand a lot about every game in the
world.
So why do we name game mechanics? Why?
Like why are why did we have this little
debate at the beginning? What is worker
placement? Is this a worker placement
game? Some of you even disagreed. Game
mechanics having names is a big part of
how we just bucket things and understand
the world. It gives us intuitive
expectations. A worker placement game. I
put a guy out there and he does
something and he brings a cube back to
me that like analogizes to the real
world. I can know a little bit about how
the game is going to go before I read
the rules.
We start to have a common lexicon. Play
a trick-taking game. I got all these
words to describe the different things
that happen in trick- taking games. Play
a deck builder. You have a sort of
common lexicon of trashing things. You
you can you have words that are
specialized to that mechanic. And thus,
it's easy for people to talk about and
understand what that mechanic is and all
the games that might use that mechanic.
>> Yeah. It's not just when you're teaching
someone a game, you can use the common
words that everyone understands to learn
to play the game faster without having
to describe every single step, right? If
it's the first time you've played Yatsi,
you're going to have to describe every
single step of the whole thing. If
there's a big game that includes Yatsi
in it, and then you say, "Oh, yeah, and
then you play a Yatsi and then you do
this." You don't have to explain the the
rolling and the locking if people
already know what yachs means. But at
the same time, forget about learning
games. If you're just trying to talk
about games, oh yeah, you might like
this game. It's a lot like Yatsi or hey,
this game is, you know, Puerto Rico plus
something else. And it's like now people
just understand what the game is because
you've encapsulated, right? Like I was
talking about before, you know, you
abstract the idea of an engine. You
don't say, "Ah, yes, here is eight
pistons and eight valves and eight spark
plugs." It's you say it's engine. You
just say one word to communicate a large
idea quickly. And people just understand
that.
They also share common characteristics.
If you get good at yatsi, you will be
good at the yatsi part of every other
game you ever play. If you get good at
trick taking, you'll find out trick
taking is hidden inside of a lot of
games that don't look like it has them.
If you learn mechanics, the
characteristics that are shared within
those mechanics are also shared by all
the games that include them. That is a
little bit out of scope for this talk as
well. If you want to be good at games,
we gave a talk a long time ago called
Play Dirty to Win. Uh there are things
you can do to be good at all games, and
they basically boil down to learning
these common characteristics and getting
really good at the mini games, the
little mechanics that make up the most
common games people actually play out
there.
The design side, we said inputs,
outputs. Game mechanics are modular and
thus they are funible. So if you're
designing a game, you don't have to tune
the entire game. You can tune each one
of the mechanics and you know where the
boundaries are between those mechanics.
That way you don't go insane because it
is impossible to tune a game that is
just one big game. Just like it's
impossible to fix a car if you think of
it as one big car. You got a brake
specialist, you got an engine
specialist, you got an electronic
specialist. So this is also how you can
come up with new games. Uh, what if we
played Yatsi, but the outputs are the
troops that we put on the board in Risk?
We're playing Yatsi to then play Risk.
That sounds kind of cool, right? That's
how you come up with game ideas to flesh
out. Take some mechanics and just like
shake them up, line them up in a row,
and see if they make sense. Another
generally good piece of game design
advice is that, you know, if you have
multiple mechanics you're connecting
together to make a game, right, you
should only make one of them weird. All
the other ones should just be normal,
right? Like if you include a yachtsi in
your game, if you're going to twist that
yachts and make it a different yachts,
every other mechanic in your game should
be non-twisted because, right, if you
got two twisted things now, it's like
people are confused, right? But if
everything else in the game is standard
and people understand it, then they just
say, "Oh, this is the game with this one
special quirk that makes your game
easier to design and it stands out and
it's easier to learn. It's easier to
play." And I think if you look at most
of the successful games out there,
that's what they do. It's like, oh, it's
a pusher luck game with this one twist
and then it sells a bunch of copies.
>> And you've all been there. You've got
that that Kickstarter game you're really
excited about and you start reading the
rules and there's a weird way to
determine player order and then there's
a weird way to get resources and then
there's a big board that doesn't seem to
do anything. You're trying to figure out
what it does. That is where people fail.
And last, this one's subtle. If a game
designer makes a game and they describe
it as a worker placement game, you have
insight into what was in their brain
about how they thought about the game as
they designed it and about how they
expect you, the player, to interact with
it. If you frame a game as a worker
placement game, then your audience now
will think of it as a worker placement
game. And that helps you engage with
what the designer intended. That is
another way to get very good at games
because designers usually usually not
always they have an idea of how they
want people to play their game. You ever
see some games that like seem really
simple but then there's one weird
mechanic that doesn't feel like it makes
sense that like hits the guy at the top
or like somehow does a sort of rubber
band or like gets in the way or limits
you in some way. Usually that fiddly
little mechanic was added because in
play testing they found people played
the game a way they didn't like and they
wanted to reduce the chance someone
would win by playing the game the way
they didn't like. They want to encourage
people to play the game a different way.
So now we're going to step through a
bunch of game mechanics and talk about
them in some depth. Uh this is a semi-
random sampling. Don't worry, we're not
going to talk about like turn taking the
act of rolling a die. That stuff's all
baby stuff. You're at PAX.
>> We're going to we're going to keep our
abstraction level zoom at interesting
levels, right? Might be high levels,
might be low levels, but we're going to
stop at interesting places
>> and common common ones you'll see a lot.
Yep. Push your luck. This Yasi is also a
push your luck game to a degree. Pushing
your luck is definitely in there. What
is push your luck? These are the kinds
of games where you take some action, you
do something, and now you have a choice
based on the output of that. Do I keep
going? Do I push harder or do I back
off? Do I set my gains or do I risk them
for further glory? Do I risk
consequences that likely increase in
order to get rewards that likely
increase? And you'll notice can't stop
is suspiciously shaped like something we
saw before. Can't Stop is maybe if you
haven't played Can't Stop, you have to
play Can't Stop. And once you do, you
literally cannot stop.
It's not a lie. Uh but the thing about
the push your luck mechanic that is so
great is just the way that not only is
it a challenge for a player to make
decisions, right? I'm behind in the
game. I have to take more risks to catch
up or what are the odds? Is this a good
idea? Is it right? this there's things
to think about as a player, but there is
also just drama, right? It's just
entertaining. It's because you have this
feeling that like, you know, you're up
against the cliff, you're right, it's
like, should I go? And it's like, oh,
when someone goes bust, right, on like a
big roll or something, it's like, oh, or
when someone hits something really
unprobable, like, woo, right? It's it's
so thrilling when you have uh any kind
of push your luck mechanic.
>> They also mean you're never out of it.
You're not, you have not lost. You could
come back from behind making maximum
risks and win the game in one glorious
turn.
>> Some games you can, but push uh can't
stop is a game. You could win can't if
you're the first player and can't stop,
you could theoretically roll amazingly
and just win the whole game in one shot.
It's possible.
>> You could also be like a friend of ours
earlier in this
>> even gets a turn
>> who couldn't even get on the board for
four rounds. They were uh they took a
lot of unnecessary risks,
>> but you can't stop. Stop.
>> They pushed it and they couldn't stop.
>> The game's not called Stop. It's called
Can't Stop.
>> They could not stop themselves.
>> But so we played Can't Stop, which you
should all play. It's in the library.
Like go play it at this pack.
>> It was a Can't Stop tournament last
night. You missed it.
>> It takes like 10 minutes to play this
game. But there's another game we played
that's also in the library called Flip
Seven.
>> We played that yesterday, so it doesn't
have a slide. So, we compared and
contrasted them and it was interesting
because can't stop is a game where one
person, everyone at the table watches
one person ride that wave and likely
crash. And it's the drama of is he going
to keep going? Is he going to keep
going? Eventually, he blows up or maybe
he's a coward and he stops. But flip
seven, it's more like going around.
Imagine playing, I don't know, group
blackjack where you go around the table
and every round is just do I lock in my
gains or hit me. So, you want to hit,
you want to hit, you want to hit, oh,
you blew up. That sucks. And you just go
around in a circle. So, instead of one
car racing toward a cliff and you want
to see if they stop in time, this game
was everyone takes a step toward that
cliff and we keep taking turns. You
going to go further? Oh, he did. Well,
I'll go a little further. I'll go a
little further. You're like ratcheting
around. The math works out the same, but
the physical the way it feels to play is
very different. But they are both the
same push your luck mechanic.
Ultimately, game mechanics are very
tunable. You're choosing a lot of
variables in how you implement the game
mechanic. So even though push your luck
and can't stop are both pure
mathematical push your luck games, they
play radically differently but have very
similar probability curves in the end.
Trick taking. I grew up in Michigan. I
played games like Uker. Uh, I think a
lot about Bowers. Trick taking has had a
resurgence, I think, in the last five,
six years.
>> Among us, I don't know, amongst the
world.
>> There are so many new trick- taking
games out there. Like, when I was a kid,
all the trick- taking games I'd ever
encountered were the ones that use a
standard 52 deck of cards or the ones
that are weird and use two decks of
cards or a Uker that uses half a deck of
cards.
>> Knock where you remove most of the
cards.
>> Yeah. But they were sort of like these
traditional games that old people played
at the lakehouse when I was a kid. And I
would play like in the parking lot in
the school. Like we'd sit there and play
Uker for money. Well, Reubel played
hearts for money. But tricking wasn't
that popular in like this board gamey
packs going set until I'd say the last
five or six years when suddenly you
start to see a lot of new games that are
just trick- taking games, but they've
gone beyond what the 52 card deck could
do. Yeah, I think there's there's a
community mostly in Japan, but also in
other places of people developing new
interesting twists on trick- taking
games and then the nerds in this country
and others going there, getting those
games, translating them, publishing them
in really small operations. And so now
you have these like these tiny
communities of like intense trick taking
with like tons of games and tons of new
ideas. Um, and but it's not I don't
think it's spread wide.
>> Definitely not. It's like you go to a
pack, you see like one corner where
people are way into it and the rest of
the packs has no idea what's going on.
>> There's also a weird divide. I find the
people I know who play traditional
trick- taking games have never
encountered any of these new ones. And a
lot of the people who play Cat in the
Box, Noosu Dice, many of you probably
played these games. The people who play
those games, I find have never played
Hearts or Spades or Uker. There's like
this weird divide. But I've also found I
can take and many of you who have
relatives who play those old games. This
is how you bridge those communities
because these games share a common
mechanic. You go to your aunt who plays
Uker at her lake house in Northern
Michigan.
>> Grandma who only plays bridge.
>> Yep. And you bring some trick- taking
game from a PAX. She might like, "Oh, I
don't want to play that. It looks like a
weird nerd game." But as soon as she
figures out it's a trick-taking game.
I've had relatives get really into these
things and we've bridged two worlds over
a shared love of a kind of game
mechanic.
>> Bridge two worlds with bridge.
>> You see what I did there? Nobody
laughed.
>> Nobody laughed.
>> Yeah.
>> Hey, grandma. This cat in the box. It's
bridge with cute cats. Let's play.
>> So, I'm curious. Any of you out there,
have any of you never played a trick
taking game? Like, you don't know what
we're talking one person. Literally one
person raised there. Two people. Okay,
you're not alone.
>> Go play Microsofts on your computer,
right? On a website. Just type in hearts
and learn hearts and then you'll be
you'll understand.
>> So what is trick taking doing?
Fundamentally it's a series of little
battles. Like arguably war is a trick
taking game
>> kind of.
>> It's just a really simplistic one with
two players.
>> But you're you're playing a game where
you have a lot of sort of complex
mechanics that take a little while to
learn. But once you learn them, you've
basically learned the full concept of
trick taking. And now to learn a new
trick- taking game, someone just has to
give you a twominute explanation of
what's different about this one and
you're good to go. Like a cat in the
box, you got to follow suit. But when
you play a card, you choose what suit it
is at the moment you play it because
it's a quantum game. I could explain
that to anyone who's played a trick
taking game and they'll figure it out.
But what they're really doing when you
play is you have this world of think
about all the parameters we have. For
one, someone has to leave. So someone is
deciding here is the battleground on
which we are going to fight. Today glory
will be found in the field of hearts and
then we go around and depending on the
game maybe you're trying to win that
trick. Maybe you're trying to lose that
trick. Maybe you're trying to make
people think you wanted to win the trick
but you really wanted to lose it. Maybe
you're trying to get rid of all your
diamonds because you want to be desuited
because you want to use a trump card in
a later hand. Not the bad kind that's
ruining the world, the good kind that's
in trick- taking games.
A lot of these games have the concept of
bidding. A lot of trick- taking games
make you you look at your cards, you
look at your partner. If it's a
partnership game, you're not allowed to
talk. You kind of look at each other
very knowingly and then you've got to
tell the world whether or not you're
going to win. We're about to have 14
mini battles and I have 14 cards. Each
one will fight one battle. I have to in
order to win this game, I don't have to
win 14 battles or lose 14 battles. I
have to predict exactly how many of the
14 battles I will win before the first
battle begins. I will win six of them.
And if I win seven, I lose. If I win
five, I lose. I have to win six cuz
that's what I said. Mhm. Uh these games
also have a lot of bluffing involved in
them. They also have this concept. They
have a lot of downtime and they have a
lot of rituals of reshuffleling the
cards, dealing cards out. That's why
these games are so popular. It's not
just the mechanics. It's that once you
learn the mechanics, you can play them
without a huge amount of thought, unless
you're getting really sweaty, which or
you know, if money's on the line, get
sweaty. So, these games are social. I
picked that picture for a reason. People
play these games as a context to have a
conversation. The downtime, the ritual,
the shuffling, the drawing, that is a
part of the mechanic of tricktaking,
right alongside all the math behind the
scenes. You ever see people playing ma
jang with all the clicking and clacking
on the table? Same thing.
>> It's not trick, though. It's not
tricktaking, but it's the same thing.
That mechanic, that ambiance, that
feeling, that physicality is part of the
mechanic. Don't discount that. Don't be
a nerd who just focuses on the math.
Focus on the environment. Why are trick-
taking games popular?
Bag drama. So, bag drama is really just
dice, right? It's just a different way
of it's no different than drawing cards,
rolling dice, or any other kind of
randomization mechanism that you might
have, right? But the thing that about
bag drama that makes it more exciting is
that you can usually, right, when you
have a whole deck of cards, it's kind of
hard to remember every single card
that's been drawn cuz you have four 52
unique cards. If you have a bag, it's
like, okay, in the bag, there's only
three colors and there's 10 of each and
you can see what's already out of the
bag. So, you can just count and know
what's in the bag and you're like, "Oh,
there's only one black cube left in the
bag." and someone reaches in the bag and
it's like, oh, if they pull out the
black cube, I know there's like 11 cubes
in there and only one is black. You can
understand the probabilities more
intuitively and also just the
physicality of so, you know, compared to
rolling a dice and seeing the result
that can be dramatic, but reaching into
an opaque bag and pulling something out
like a like a magician with a hat, it's
like what's it going to be? or even like
the physicality m in tigers and
Euphrates there's a bag and you draw
tiles out of the bag in the course of
the game and what comes out of the bag
matters a lot says you're not allowed to
count how many tiles are left in the bag
and the game ends when the bag runs out
of tiles so you can't count them but
when we're playing a lot of times
someone will pick up the bag and be like
get a little light game's coming near
>> you can just you're not allowed to open
it and like count the tiles but you can
feel the bag
>> if you want nothing against that
>> so if the parameters ers we tweak in a
trick- taking game are things like is
there trump do you have to follow suit
are there partnerships do you bid those
are like the subcomponents here it's is
it one shared bag or does everyone have
their own bag it's is stuff just coming
out of the bag or is stuff also going
into the bag games where you are putting
stuff into a bag and taking stuff out of
a bag if that bag is shared those are
some of the sublime games
deck building I think was invented by
Dominion. I cannot think of significant
examples before Dominion. It kind of
made this a thing. And I think it's
noteworthy that Dominion still is, in my
opinion, the best deck builder that is a
tabletop game where its sole mechanic is
deck building.
>> Well, I mean, if you think about it
though, you put the deck building slide
after the bag drama slide. Isn't deck
building basically the same as bag
drama? It's like you start with what in
Dominion 10 cards in a bag deck, right?
And you pull things dramatically out of
the deck the bag and then you add things
to the deck just like throwing things
into a bag. It's a different physical
shape, but it's sort of essentially the
same thing, right? Your deck is a bag
and you pull things out of it. Yep.
Well, partly because, and we like to
talk about this a lot, every tabletop
game that is not a sport that has like
flicking or other sort of physical
nonsense could be remade as a card game.
And one of the main reasons you might
make a game a deck builder instead of a
bag drama is solely that you got a bunch
of text that you got to have on the
card. But any game could be a card game.
Take any bag drama game and replace it
with a deck of cards.
>> We could make Yatsi into a card game,
right? You would the score sheet would
be on cards. We would replace every d6
with cards numbered one through six.
Shuffle cards numbered one through six
and draw one that's rolling a d6, right?
You don't need you can remake
componentwise any tabletop games using
only cards. Cards are the universal
component. But I think where there's a
meaningful difference between these two
is specifically around the fact that
one, there aren't that many bag drama
games. But deck builders, you are really
focused on the game is fundamentally or
the mechanic is there are a set of ways
to manipulate the contents of my
actions, the world, the the universe of
things I can do. This is the cycle I'm
going to follow. And you're trying to
tune it. This is why when this game came
out, everyone who got good at it
realized that trashing is overpowered.
And think about Bellantro. Trashing is
overpowered. Any game where you're
tuning your deck and you can get the
trash out of it, good players tend to
focus on it and good designers are
trying to figure out a way to have
trashing without it being the sole way
to win.
So tile lang in a totally different
direction. Even though Carcassone comes
with a big bag that you draw the tiles
out of, it's about placing the tiles. I
think this game mostly like tile laying
games a big part of the mechanic is you
build the structure of the game over the
course of the game and that is a really
I think that is a common attribute of a
lot of games that we all enjoy.
Uh by doing that you don't have to worry
as much about certain kinds of balance.
Like you don't have to worry about the
shape of the map because the players are
going to together semiconentually
build the map, but it also means you're
sort of interacting with each other
indirectly. Think about a fighting like
a war game where like I have my troops
and I attack Scott. I think with a game
like Carcassone where you're laying
tiles, I can only attack indirectly. The
way I attack someone is by building a
nice city next to their city and then
trying to connect them together at the
last second. It's like this abstracted
form of combat. Carcasson is just as
brutal and vicious as any war game out
there. But that viciousness is hidden
behind this extra step of you have to
move in first and then attack. I think I
could make Carcassone as a war game and
you wouldn't realize it was Carcassone.
>> Yeah. I think the thing about tile
laying games is that you you're usually
playing one tile at a time, whether it's
Carcassonne or something else. And
there's usually some rule constraining
where the tile can go. So, it's really
about like, you know, in most games,
your your options of what you can do on
your turn are sort of restricted. If you
think about the worker placement games,
it's like here are the defined actions,
choose one, and you're making the same
choice every time. In a tile laying
game, your choice isn't a set of
predefined things. It's a place, right?
Which place am I choosing this turn? And
then you might really want to choose
this place so badly, but the back, you
know, you have the tile you have
determines you can go in this place,
this place, this place, this place, and
you have to evaluate which of the
available places is the best. And
because it's such a shifting world of
tiles and no predefined map, it's
different every single time. tile game,
the different every single time is
really important because Carcasson would
not be fun if the tiles were in an
order. This gives you that infinite
replay-ability. The other thing I think
that tile placing does specifically
where you're putting a physical tile out
there is that those games tend to have
fast turns. It's not one person does a
big old turn and someone else does a big
old turn. It tends to be that placing of
the tile is the important decision and
then you do some ephemerra around it. So
you get this structure of play a tile,
move on, play a tile, move on. So the
game feels like it's moving faster even
if it takes the exact same amount of
time. I think tiling games, tiling
mechanics that fail are the ones that
are primary, but where you place the
tile and the placement of the tile then
triggers a whole other game. Like
Tempest does that to a degree.
Drafting.
Lots of flavors of drafting here.
>> Yeah. So I mean people think of the word
draft as you know sports drafts right
it's like there's a set of things and
we're going to take turns each choosing
one right and obviously what you want to
do is on your turn you want to choose
the best one available but drafts don't
just come in this form right you know
you obviously have a magic the gathering
tcgs people think of those drafts
because the word drafting is used there
but you think seven wonders you have a
hand of cards you take one and pass it
to the side sushi go it may be the
simplest card draft drafting game. Cards
are used for drafting a lot because you
can take one and pass them along. But
like we talked about how before worker
placement is action drafting, right? In
Puerto Rico, there's if you have five
players, there's eight actions to choose
from and you choose one of the actions,
right? Um you know, if you're placing
actual workers, it's like here's the
workers. Well, when you put your worker,
you're just drafting the place that you
chose.
>> So, what is drafting doing the an
interesting thing of drafting? It's
usually balancing in some way. They if
you want to have a game that has unique
things or specialized things or things
that act differently in a profound way
from each other, then once people have
played a game a couple of times, they
might figure out like in uh a gricula,
the potato diver is a little bit better
than some of the other ones. So, you
can't just distribute those randomly
necessarily. Some might be overpowered.
You make players make the decisions and
rank how important those things are.
Some of the best drafts will do things
where some players early on get fewer
choices, players later on get more
choices. They balance it in a way to
where people can prioritize getting the
really good thing they want versus
having a variety of other things or
making some sacrifice to choose the good
one.
>> I think the way to think about a draft
is just to think about it as one
specific type of auction, right? And an
auction is all about knowing, right? How
valuable is that thing? You go to the
auction and they put up a painting and
it's like the guy goes 1 million. It's
like is it worth a million? It's up to
you to know. No one's telling you what
it's worth. There's no right answer to
what it's worth. It's like you have to
be able to with your knowledge and skill
correctly evaluate how much it's worth,
right? And a draft is a little bit
easier because you don't have to throw
out a number, right? But you do have to
look at the available choices and say,
"Here's five paintings. Which one is the
most valuable?" Right? It's still an
auction. It's just an auction of many
items at once.
>> It's a stack ranking that achieves
balance. A few variations of this. We
talked about action drafting. Puerto
Rico, the game is just that game is
deterministic other than the randomness
of the plantations that came out on the
side. Also, total aside, Puerto Rico's
theme is super racist, and we should all
acknowledge that. It is one of the best
design games in the world, but it
uncritically interrogates a horrible
thing. I recommend you check out a game
called John Company. That is an example
of how to correctly interrogate a
horrible thing in the context of a game.
But in this game, the choosing of the
actions is the entire game. Everything,
every other mechanic is pretty
straightforward. Who chooses which is
the game, the draft is the game. The
drama is around what action is Scott
going to take. And depending on what
Scott takes, I might have to change my
plan
as opposed to action points. I haven't
seen this in a lot of more recent games.
This was more common, I think, in the
late 90s, early 2000s, where say you
want to give players a bunch of options,
but some of those options are just
better than other options,
>> right? Worker placement games, you're
always putting out one worker, right? To
do every single action, no matter what
action it is, even if one action is
really strong, it only costs one worker.
And an action is really weak, still
costs one worker. It's not worth it. You
b you figure that out by doing action
points. It's like, oh, this action is
really powerful. If you want to do this,
you have to use five points. If you want
to do this action, you only have to use
one point. Yeah. Imagine a game where
there's one square. If you put a worker
there, the thing happens and the worker
dies. Lean into the fact that there's a
worker that you physically placed. Use
the mechanic to make the feeling you
want to happen happen. And that'll drive
the feeling of how the game plays.
These are rare. They shouldn't be.
Rondles are amazing. This is one of my
favorite game mechanics. And it's sad
how few games use them. Though they
actually do exist inside of a lot of
games, just not in the form you think
they do. You don't see them, but they're
technically there, right? A randle is
basically it's obviously involves a
cycle, right? You're always going around
in a circle. So there's a set of things
that happen. And you know, they're not
necessarily happening one at a time in a
circle because that's not really right.
It's that you're limited in what you can
do next based in your position, right?
So, it could be there's a game called
seasons where it's like they got a
circle divided up into four seasons and
based on what season you're in that
affects like what you can do, what's you
know and stuff like that. This game is
one of the first Rondles I ever saw is a
game called Antiki and the way it works
is consider the blue pawn that is on the
arming spot, right? Next turn they can
move one, two, or three spaces. So they
can next turn they can't do iron even if
they want to because it's four spaces
away. They can only do marble knowhow or
maneuver. And then if they choose marble
next turn, not only does that mean,
right, it's like, okay, you went one
space to get marble, that means next
turn you still can't do temple, right?
You're going to have to do know how
maneuver or iron. So, it's like you're
it's like if you really want to do
something that's right behind you like
gold, it's like you better move faster,
which means giving up on something like
marble or no hell. Uh, and you just
don't see this very often at all cuz it
gives you a very elegant way in a game
to have a cycle. Instead of having a
just a probability, you're enforcing a
cycle on the players and that is a very
hard thing to do. Very good game
designers do it well. Games that are
cyclical tend to be easier to engage
with. It also solves a lot of those
balance problems. So, this is a way of
doing that very subtly. And I note even
on this NK, notice how there are two
maneuvers and only one of everything
else. That implies that maneuver is
either less powerful or it might imply
that maneuver is just really important
to greasing the wheels of the game and
making the game move forward. Think
about the land in Magic the Gathering.
Like, you got to get land. Land is not
the exciting part of the game, but like
the mono curve matters. This is a way to
tune the mono curve in a game like this.
>> And a randle doesn't always have to be
actions. If you think about like the
1970 Dune game, the original one,
there's a storm that goes around and
blows sand around in a circle and it
keeps you moving around the board cuz if
the sandstorm lands on you, you get
wiped out. So, you have to keep running
this way. You can't just sort of hang
out on the map wherever you like. A fun
attribute of Ronald, you can have
players mutually control them. The blind
bit of everyone 1 2 3 and they show a
number. You add up the numbers and
that's how many spaces it goes. Uh
there's a game in First Look about an
elevator. Go find it. It's that it's
just that it's that mechanic. It's one
of the most fun games I've played in a
long time. It takes a minute to play.
>> Auctions we can't go too deep into
because we're going to do an entire talk
in a future pack just about auctions.
>> We already talked about drafting, which
is one kind of auction, but there's a
zillion kind of auctions.
>> Modern Art is a game that is just on
your turn, you choose which kind of
auction you want to have. That's the
whole game. But auctions are great
because one, you're all bad at them.
Humans are bad at them because humans
are bad at the thing Scott mentioned
earlier, valuation. Looking at a thing
and knowing how valuable it is. We're
terrible at that. There's a reason why
your parents never played with the
auction rules when you were a kid in
Monopoly because you will never
successfully bid the right amount. I've
played modern art in games where people
bid more than the victory points they
could possibly get back. Like auctions
are hard. Valuation is hard. And a lot
of games, one of the tests they boil
down to is do you correctly figure out
the relative value of a thing? Could be
an action. It could be a sheep. It could
be a cube compared to other things right
now. And if you are good at that, you
will be good at every game on earth
and life. Hidden move. Yeah, the stock
market. Hidden movement I mention only
because it's rare because it's really
hard to do in tabletop. All the games
that do it, you're like writing stuff
down. You're using a dried out dry erase
marker on a stained piece of cardboard.
Like it's really hard to make this work.
There's a game Fury of Dracula that made
it work by having Dracula move with
these really complicated cards. Uh and
we're going to bring Fury of Dracula up
later because the problem with the cards
is they don't dry out like a dry erase
marker. It's just so complicated.
Dracula is gonna mess it up.
>> Yeah. What's really going on in most
hidden movement games is it's actually a
deduction game. And usually the people
who are searching for the hidden thing,
right, are looking at the information
that they have available and saying,
"Well, they could be in this spot, this
spot, this spot, this spot." And they
narrow down, right, what spots the
person or whatever it is could possibly
be hiding in. And whoever's doing the
hidden movement, their only job is to
leak as little information as possible.
And the information that they do leak,
they should leak the least useful
information such that the possible
places they could be hiding is always as
large as possible. And then it just
comes down to do the people narrow it
down enough in time before whatever
happens in whatever game. Most of these
games suffer deeply from the fact that
there are search algorithms that people
who goat paxes might know that make them
trivial for the people who are trying to
find the hidden person to find them.
Scotland Yard doesn't work. If any of
you took computer science 101,
>> right? It's like you or if you made it
such that the people doing the
searching, right, could not, you know,
use an algorithm to guarantee that the
information would get them to a single
result in time. Then what would happen
is the person who was hiding could
always at at bare minimum force the
players to like guess at the end, which
would be it's like no matter what you
do, I can force you to guess at the end.
And the other option is they can narrow
it down, which means the best you can do
is survive to the end. And they're
always going to get you if they're
smart. What's the point?
>> So hidden movement is likely just a
subset of something called information
leakage, which could be its own
mechanic. Think about Captain Sonar.
>> Captain Sonar has hidden movement.
>> Information economy. This is rare. We
played a like third game I can put on
this that we played at this pack. This
is where, you know,
like who's the trader? Well, I don't
know what cars are in your hand. We
Those games often don't work that well
for a lot of reasons. People tend to
cheat. People tend to not understand.
People tend to like they just don't
work. They're not fun. I found games
that make that a mechanic where like in
Hannib, you spend a resource to have the
privilege of telling one other player
one thing about the hand that they can
that you can see that they can't. In res
publica, you offer a trade deal to the
table where you have to share something
you have and in return you also say what
you want. So you've revealed information
about yourself which is risky. You don't
want people to know what's in your hand,
but that is the price you pay to be able
to trade. Games that have information
economies are extremely rare and games
that have it tend to be very good in my
experience.
Endgame scoring.
You see this a lot. Uh we were talking
about this before the panel. This is
basically all endgame scoring is you
know you play a game, you get victory
points along the way and then at the end
you score the big buildings and the
bonus cards. Everyone flips over their
whatevers and then you do the final
score and then you see there are two
kinds of this. One kind is just
obscuring who is winning so people don't
get mad and continue to play until the
end.
>> Right? So for example, you might have an
endgame scoring that's like every sheep
you have at the end of the game is one
victory point. Well, it's like, well,
you're collecting sheep along the way.
You could have just given one victory
point per sheep as you got the sheep.
What? It's like what's the you know why
you you're just hiding that number so
that when you look at the victory point
track to see who's in first place, the
sheep are not included. So, you might
not look like you're in first place even
though you've got a handful of sheep.
They're just not counted yet, right?
>> The other kind is where there is you're
looking at the timing of the end of the
game. It's like, okay, you collected
sheep along the way, but there are
mechanics that could make you lose
sheep, right? And therefore, it's not
just you can't obviously can't give the
victory points right away because they
might lose the sheep later. You're
saying get into a state and maintain
that state and hold on until the end of
the game or at some during a scoring
round. Some games won't necessarily
endame, but they might have the scoring
happens at these specific times. And
it's just, yeah, you might have been in
a great position, but then you collapsed
into a terrible position and then the
scoring round came and you didn't get
any points for all the good stuff you
did because you did it with incorrect
timing. We're back to quantum physics.
You test the probability curve every
three turns or when the card gets
flipped over in the middle of the deck.
Remember Fury of Dracula? Board games
can crash. They can crash the same way a
video game can. And in Fury of Dracula,
there are so few games that do this.
There are rules that are basically if
Dracula effed up and then you follow the
Dracula effed up rules. Another example
of this is hockey. If someone breaks the
rules and like elbows someone in the
head, there's rules to handle that.
Which leads to something interesting. If
there's rules to handle it, it's not
cheating anymore. Is it really an error?
Right? It's like just because you call
it a penalty or you call it cheating in
the rule book, it's part of the rules.
The rules say if you do this then this
happens. That's different than any other
rule. It's like you if you care about
winning and you don't care about being a
decent human being, maybe you do elbow
someone in the head.
>> I can elbow someone in the head. All I
have to do is pay 2 minutes.
>> I think you might have to pay a penalty
and a fine if you hopefully
>> hopefully
>> you know the Department of Player
Safety, you know how they do.
>> Yep. But this is also a way to have a
complicated mechanic like Fury of
Dracula's ridiculous hidden movement to
handle the situation of oops, we messed
up, now the game's broken and there's no
way to fix it. Worker placement we did
to death. But I think worker placement
is just one more of these ways for
people to prioritize what they want and
to potentially sacrifice to get the
thing they want before other people.
Colonel BL. That's a game theory term
even though it technically only covers
two-player games, but uh I don't think
that's important here. This is where you
got a a map, a pl there's a bunch of
places you can put stuff. Having the
most stuff in a place matters and you
use mechanics to decide how much of your
stuff you put in all the other places
while all the other players are doing
the same thing.
>> A good way to think about it is a
combination of the auction, right? How
many place thing cubes or whatever you
put in a place is what you're bidding
for that place. That's how valuable you
think that place is and what you're
willing to pay to get it. And then the
endgame scoring at a particular time.
We're going to look and see who has how
many in that place and reward
accordingly.
Bargaining and trading usually not good
in games unless the game is about that.
Watch pros play settlers compared to
like us plebs and you'll see that
auctioning and bidding like bargains and
trading and like I'm going to trade this
for that usually don't matter that much
because if you're smart you won't trade
with anyone unless you're ripping them
off or you're going to just make deals
like me and Scott will just trade with
each other a ton so that one of us is
going to win screw everybody else. Very
few games do this well, partly because
no one's good at valuation. And if
everyone's good at valuation, everyone
knows the value of everything. And then
every trade is sort of a foregone
conclusion.
Politics, again, not the kind that is
ruining America right now, uh, from the
right, but game theory politics. All
games that have more than two players
where the players interact in any
capacity are political in that if
everyone's good at the game, ultimately
the game is going to be determined by
how the players interact. If I attack
Scott and then our friend Pete attacks
Scott and then our other friend Joey
Jojo attacks Scott in a game of risk, it
doesn't matter what decisions I made, it
doesn't matter how good I am, it doesn't
matter how lucky I am, I lose. They
voted. That's why it's political. They
voted for me to lose, I lose, right? And
is if the only way to have a
non-political game with more than two
players is if it's just a race like a
100 meter dash. It doesn't you're not
interacting with each other, right?
>> All right, bonus round cuz we're getting
near the end of our time. Bonanza hand
is a very specific thing. You hold your
deck of card your hand in order and you
can't change the order of your hands.
This is unique and rare. A few games use
it and it's really cool.
Not many games have real life
consequences. Gambling for money.
>> Try to avoid games with real life
consequences. I feel like you should. I
feel like the moment where a game has
real life consequences, it is now either
a job or a prison
>> or not a game. Yeah.
>> And of course, the pokers. We've all
played Bellantro. Pokering is a game
mechanic just like Yasi. Get good at
pokering. You'll be good at a lot of
games. We met someone today, yesterday,
who did not know the order of poker
hands. And we had to teach that before
we could teach the game we were going to
play. So, with the last minute, what
happened in this room just now? We got a
few takeaways for you. First, don't get
hung up on semantics. Don't argue about
if it's a hot dog or a sandwich. Use the
terminology that makes sense for the
conversation you're having.
If you're playing games, think about
them in terms of mechanics. That is the
fastest way for you to understand what
games are. Get better at them, learn
them, design them. That is the way to
think. Don't zoom in too far. Don't zoom
out too far. Sit at the level of game
mechanics.
Practice the game mechanics you see most
often in the games you play. It sounds
silly, but people don't do that. What if
you're a designer? You need to learn
what mechanics are good at doing in
games. Is this mechanic good at
distributing resources or bad? Learn
which mechanics are good at doing what
things, and you'll be able to assemble
the games you design from those
mechanics.
Learn to connect those mechanics
together. Think a lot about the inputs
and the outputs and how you connect them
together. And last,
and Scott said at this beginning, if
you're designing a game, you can only
have one mechanic that's weird. I hope
this was enjoyable. Feel free to email
us, come grab a flyer, grab one of
Scott's stickers, enjoy the rest of
packs on Sunday. And uh that's all we
got today.
These stickers, which bear our logo,
cost us a dollar each. They will cost
you $0 if you want one. However, you
must be aware this convention center
hates stickers. They hate them so much.
They are very terrified of vandalism via
sticker. If a sticker with our logo is
found stuck on something, they will find
us and probably charge us like $500 to
remove it.
>> And then we will find you.
>> If you want the sticker, you have to
promise me you will not vandalize this
building with it. You can vandalize
outside the building with it. That's
great. you will if you just come and
tell me what you will do with this
sticker and I will give you one for zero
dollars even though it cost me $1.
The end. Enjoy Sunday.