Latest / Pick Up and Deliver / Teaching About Boardgames, part 2
Transcript
- 0:05Speaker 1: Welcome to pick up and deliver the podcast where I
- 0:07Speaker 1: pick up my audio recorders to step out for a
- 0:08Speaker 1: walk and deliver an episode to you while I strolled around.
- 0:11Speaker 1: I'm Brendan Riley.
- 0:21Speaker 2: Welcome back.
- 0:22Speaker 1: This episode is part two of a conversation about my
- 0:25Speaker 1: course Tabletop.
- 0:26Speaker 2: Games and Community that I teach at.
- 0:29Speaker 1: Least once a year, sometimes twice a year at Columbia
- 0:32Speaker 1: College Chicago, where I am a professor. In the previous episode,
- 0:37Speaker 1: I talked a little bit about what games I have
- 0:38Speaker 1: the students play. The first half of the semester is
- 0:40Speaker 1: about playing games and learning how games work. In the
- 0:43Speaker 1: second half of the semester, we talk about and experience
- 0:46Speaker 1: the game design process. So what I'm going to talk
- 0:49Speaker 1: about to you with you today is how I lead
- 0:52Speaker 1: them through that process, what I teach them, what we discuss,
- 0:56Speaker 1: and a little bit about their feedback about that has
- 0:58Speaker 1: been and what I'd like to think about next semester.
- 1:01Speaker 1: This episode, along with the previous one, is sort of
- 1:03Speaker 1: a brainstorming session which I review would have done before
- 1:05Speaker 1: and think about what I might like to do coming up.
- 1:08Speaker 1: So the design process, broadly speaking, I'm gonna use the
- 1:12Speaker 1: singular the design process phrase, but that is.
- 1:18Speaker 2: That is not reasonable.
- 1:20Speaker 1: The best way to think of board game design, I think,
- 1:22Speaker 1: is as a set of possible design processes. Lots of
- 1:26Speaker 1: people use lots of different approaches. There are best practice
- 1:30Speaker 1: advice that you can almost always find somebody who made
- 1:34Speaker 1: a go of it and did really well not following
- 1:36Speaker 1: that advice. But for the most part, what I'm leaving
- 1:39Speaker 1: students down is the tried and true understanding.
- 1:42Speaker 2: Of how to make a board game and do it well.
- 1:45Speaker 1: There is a house rent in here making a lot
- 1:47Speaker 1: of fun noise, and a northern Cardinal.
- 1:53Speaker 2: There's the house rent.
- 1:54Speaker 1: Okay, So the goal of the second half of the
- 1:58Speaker 1: term is for students to sieve of, produce play tests,
- 2:03Speaker 1: right rules for, imagine marketing for, and produce a viable
- 2:09Speaker 1: prototype that's developed to the level where if you wanted
- 2:13Speaker 1: to pitch it to a publisher you could it. Probably
- 2:16Speaker 1: it wouldn't be ready for crowdfunding because crowdfunding requires a
- 2:22Speaker 1: lot more it you'd be a lot closer to publication
- 2:25Speaker 1: than pitching to a publisher would be. But generally pitching
- 2:28Speaker 1: to a publisher or publishers don't mind a prototype. They
- 2:31Speaker 1: don't need something with tons of art they're going to
- 2:33Speaker 1: do their own art, even though sometimes having art there
- 2:36Speaker 1: is a good way to get the theme across. So
- 2:38Speaker 1: that's kind of broadly speaking, the goals. So we always
- 2:43Speaker 1: start with, like I said, seven or eight weeks of
- 2:47Speaker 1: playing games. Around about week five, I start telling them
- 2:50Speaker 1: you gotta start thinking about what game you might like
- 2:52Speaker 1: to make. You have two things to figure out between
- 2:55Speaker 1: now and week eight, which is broadly speaking, what kind
- 2:58Speaker 1: of game would you like to make and who would
- 3:00Speaker 1: you like to work with? Now I make this a
- 3:04Speaker 1: optional group project. The project is not optional the group.
- 3:08Speaker 2: It is a.
- 3:09Speaker 1: Project where you may optionally work in groups. I encourage
- 3:13Speaker 1: students to work in groups of two or three for
- 3:15Speaker 1: a number of reasons. One, it's a ton of work,
- 3:18Speaker 1: and dividing up to work makes it makes you make
- 3:20Speaker 1: a better product. Two, games require a lot of play testing,
- 3:24Speaker 1: so if you're working with other people, you are able
- 3:26Speaker 1: to play test with them and that will be more functional. Three,
- 3:30Speaker 1: you have someone to bounce ideas off of. That part
- 3:32Speaker 1: is really useful as well. Developing by yourself can be
- 3:36Speaker 1: really rewarding. But I encourage them to not do that.
- 3:40Speaker 1: That said, roughly a third of my students if not
- 3:43Speaker 1: more to choose to develop their own games.
- 3:47Speaker 2: It's kind of a headache for me, but whatever that is,
- 3:49Speaker 2: that is the way of it.
- 3:52Speaker 1: I don't like to force people to be in groups.
- 3:54Speaker 1: I think that there are certainly there are certainly valuable
- 3:59Speaker 1: times to do that. If you're teaching a professional process,
- 4:02Speaker 1: like if you're a video game developer and you're teaching
- 4:05Speaker 1: people to work on games together, yeah, they have to
- 4:08Speaker 1: work in groups because you have to develop your game
- 4:10Speaker 1: with other people. I think or game design is not
- 4:14Speaker 1: necessarily work that way, and so this isn't going to
- 4:18Speaker 1: be the class where I.
- 4:19Speaker 2: Make people do that. They also don't all have the
- 4:20Speaker 2: same investment in this. In a game design class.
- 4:24Speaker 1: Video game design class, you are with other video game
- 4:27Speaker 1: design majors, so you all presumably are invested in the
- 4:29Speaker 1: process this class.
- 4:31Speaker 2: You could have a.
- 4:32Speaker 1: Video game design person, an illustration major, a theater major,
- 4:39Speaker 1: and a fashion major sitting at a table playing game together.
- 4:45Speaker 1: They're all going to have different levels of investment in
- 4:48Speaker 1: the process, and so I think giving them room to
- 4:52Speaker 1: find the people they want to work with or work
- 4:54Speaker 1: on their own works just fine. Okay, so broadly speaking,
- 5:00Speaker 1: I take them through several steps we start with ideation
- 5:04Speaker 1: and initial development. We talk a lot about the notion
- 5:08Speaker 1: of failing faster the idea that game design involves iterating
- 5:13Speaker 1: with ideas, figuring out what doesn't work, tossing it out,
- 5:18Speaker 1: trying a new idea, revising, revising, revising, and play testing,
- 5:23Speaker 1: play testing, play testing. So that initial ideation, the idea
- 5:28Speaker 1: is to think of an idea and as quickly as
- 5:30Speaker 1: you can make it a thing that you can mess
- 5:32Speaker 1: with on the table. Doing that is a really useful process,
- 5:38Speaker 1: I think for thinking through how the games work. Then
- 5:44Speaker 1: the goal is to have a playable prototype that they
- 5:47Speaker 1: can bring to class to try with other people. I
- 5:51Speaker 1: push them really hard to on. So they get each
- 5:56Speaker 1: student or group of students who's each design team, whether
- 6:01Speaker 1: they're by themselves or with the group, gets two play
- 6:03Speaker 1: tests in class, or the opportunity for two. Sometimes they
- 6:08Speaker 1: aren't ready when it's their turn, and they don't get
- 6:11Speaker 1: an opportunity, and I can't always go back and give
- 6:13Speaker 1: them another if they miss their chance. But they get
- 6:17Speaker 1: an opportunity for two playtests in class. Playtest one is
- 6:21Speaker 1: meant to be a early playtest where the game is
- 6:25Speaker 1: in some level of development. They are showing it to
- 6:27Speaker 1: other people, they're teaching it to them, they're playing, they're
- 6:29Speaker 1: getting good feedback about how to develop the game. The
- 6:32Speaker 1: second round is a blind playtest, and this is using
- 6:35Speaker 1: blind in the classic scientific sense of the experiment is
- 6:42Speaker 1: blinded from the experimenter, or in other words, you're giving
- 6:45Speaker 1: people the game and the rules and having them play
- 6:48Speaker 1: the game with the rules without having experience ahead of time,
- 6:53Speaker 1: without having the designer there to teach them the game.
- 6:56Speaker 1: So part of what you're testing is are my rules
- 6:57Speaker 1: good enough for people to learn the game. That's a
- 7:01Speaker 1: really fun process and interesting and relatively late in the
- 7:05Speaker 1: arc of getting the game ready for submission. They also
- 7:09Speaker 1: need to prepare a robust rule set, prepare what I
- 7:13Speaker 1: call a marketing plan, and do some of the art
- 7:17Speaker 1: and graphic design ideation for the game. There's a lot
- 7:21Speaker 1: of room in there for putting emphasis emphasis on different pieces.
- 7:25Speaker 1: Some students will put a lot of work into the
- 7:28Speaker 1: graphic design and art of the game and not as
- 7:30Speaker 1: much work into some of the other pieces. That's okay,
- 7:34Speaker 1: as long as they're all there and they've sort of
- 7:35Speaker 1: taken some thought about them. So the arc that we
- 7:40Speaker 1: do we start with ideation. Then we do a couple
- 7:44Speaker 1: weeks where they're doing in class play testing, so they
- 7:48Speaker 1: start conceiving of what the game could be somewhere around
- 7:50Speaker 1: week five. By week seven I think I have them
- 7:54Speaker 1: or week eight I have them put in a proposal
- 7:56Speaker 1: of what they'd like their game to be in. Weeks
- 7:59Speaker 1: ten and eleven are play testing, Weeks thirteen and fourteen
- 8:05Speaker 1: are play testing, and the end of week fifteen is
- 8:08Speaker 1: when their game is due. So weeks ten and eleven
- 8:12Speaker 1: are the playtesting in class with your group. Weeks thirteen
- 8:16Speaker 1: and fourteen are blind play testing in class. It's really
- 8:21Speaker 1: interesting watching students develop these game ideas. You know, I'm
- 8:25Speaker 1: giving them feedback on their design in a couple different places.
- 8:28Speaker 1: When they do their initial proposal, I give them feedback
- 8:31Speaker 1: and start talk about places I see potential hurdles in
- 8:34Speaker 1: this design. And one of the big things that I
- 8:36Speaker 1: do is I really challenge them to move beyond designs
- 8:42Speaker 1: they were familiar with before the class started. Most many
- 8:46Speaker 1: students have not played very many games over the course
- 8:48Speaker 1: of the semester, and sometimes students will even though they've
- 8:52Speaker 1: played all these interesting games, they will not take lessons
- 8:55Speaker 1: from them necessarily and they'll turn in essentially candy Land
- 8:59Speaker 1: as their game or something kind of similar in terms
- 9:02Speaker 1: of like roll, move, do what the board says. So
- 9:06Speaker 1: I really push them away from that. But I also
- 9:10Speaker 1: don't like to I don't like to say you can't
- 9:13Speaker 1: do that, you can't make a children's game, or you
- 9:17Speaker 1: can't make a game that's very simple. But I really
- 9:20Speaker 1: push them to examine what is it about this that
- 9:23Speaker 1: they think is fun and how can they make it fun?
- 9:26Speaker 1: And if they do sort of go down that road,
- 9:28Speaker 1: I really push them to add things into the game
- 9:31Speaker 1: that give them that give it a little bit more
- 9:34Speaker 1: weight in terms of something interesting to do. Right, if
- 9:39Speaker 1: you could play the game without ever making a choice,
- 9:42Speaker 1: I think that's a terrible game. I don't even know
- 9:44Speaker 1: if that. If that's a game, then I guess you
- 9:46Speaker 1: could call it a game. I think it is reasonable
- 9:48Speaker 1: to call Candyland a game, but I don't think it's
- 9:52Speaker 1: a good game, at least from the context of being
- 9:54Speaker 1: an adult.
- 9:55Speaker 2: It's great for teaching children how to roll, dice and
- 9:57Speaker 2: move things.
- 9:58Speaker 1: As far as I recall, the only choice in Candyland
- 10:01Speaker 1: is do you take this side path or do you
- 10:03Speaker 1: go straight?
- 10:04Speaker 2: That's literally the entirety of the choices.
- 10:08Speaker 1: So the idea of the original prototype phase is having
- 10:11Speaker 1: them think about, try to understand, conceive the game, put
- 10:14Speaker 1: pieces on the table, move them around, get to the
- 10:16Speaker 1: point where they think there's something fun here to play.
- 10:19Speaker 2: Then they bring that in for people to see. So
- 10:21Speaker 2: I think students.
- 10:22Speaker 1: Often underestimate how much work that first phase should be.
- 10:25Speaker 1: So one of the things I want to do better
- 10:27Speaker 1: this semester is really pushing them to be doing that.
- 10:30Speaker 1: I have them turning in a game development log each week,
- 10:33Speaker 1: so that part is useful. Then we get to playtesting.
- 10:37Speaker 1: When I'm having them do playtesting, I have them bring
- 10:39Speaker 1: the game in. We talk about what is good kind
- 10:42Speaker 1: of playtesting feedback, what's bad playtesting feedback, We talk about
- 10:45Speaker 1: the process of actually doing a playtest. They get seventy
- 10:49Speaker 1: five minutes to run their playtest and talk to their
- 10:52Speaker 1: game folks. So if they're making more complex game, they
- 10:54Speaker 1: don't get a full play testing class. If they're making
- 10:56Speaker 1: something that takes longer than an hour to play, most
- 10:59Speaker 1: students aren't doing that. Some students do, but you know,
- 11:02Speaker 1: it is what it is, So that works pretty well.
- 11:05Speaker 1: And then I have the students give verbal feedback. In
- 11:08Speaker 1: the past, I've tried to use written feedback, but often
- 11:10Speaker 1: what happens is they give fertile feedback and discussion verbal
- 11:13Speaker 1: feedback and discussion, and then the written feedback is really
- 11:16Speaker 1: hollow because they've already said everything they have to say,
- 11:19Speaker 1: so they're repeating what they had to say. I don't
- 11:22Speaker 1: generally try to capture that. The hardest part of that
- 11:26Speaker 1: part of running class is that it feels like there's
- 11:28Speaker 1: a lot of downtime for students, especially where if you're
- 11:31Speaker 1: in a group and the person doing the designing has
- 11:34Speaker 1: brought a game that takes fifteen minutes to play, do
- 11:37Speaker 1: you can play it three or even four times and
- 11:40Speaker 1: still have a bunch of downtime, whereas other groups will
- 11:42Speaker 1: be using that time right up to the seventy five minutes,
- 11:45Speaker 1: and then I give them a ten minute break in
- 11:46Speaker 1: they're still doing stuff during the ten minute break. So
- 11:51Speaker 1: that part is not ideal, but I don't really have
- 11:54Speaker 1: a way around it because most students don't know enough
- 11:57Speaker 1: about their game to be able to tell me how
- 11:59Speaker 1: much time they actually need. When I'm planning, and the
- 12:03Speaker 1: planning is already an incredible amount of effort so then
- 12:08Speaker 1: also having to think about the idea of arranging play
- 12:11Speaker 1: tests around how long the game takes to play is
- 12:14Speaker 1: just one step too far.
- 12:16Speaker 2: It just doesn't work. So we do two weeks of playtesting.
- 12:20Speaker 1: We do a week back where we're working on stuff
- 12:22Speaker 1: in class and they get development time with their partners,
- 12:26Speaker 1: but we're not playing a new published game or anything.
- 12:30Speaker 1: Then we do two more weeks of playtesting and then
- 12:34Speaker 1: the class is over. It goes really fast, which is
- 12:37Speaker 1: both fun and frustrating. One of the things that we
- 12:41Speaker 1: do during that extra time is we talk about marketing,
- 12:43Speaker 1: about how the board game industry works, how it gets marketed,
- 12:47Speaker 1: and that works really well.
- 12:48Speaker 2: That's fun.
- 12:50Speaker 1: I could spend more time on it, and they often
- 12:52Speaker 1: ask me to do that. So that's one of the
- 12:53Speaker 1: things this semester that I want you to spend a
- 12:56Speaker 1: bit more time on how do board game how does
- 12:58Speaker 1: board game marketing work. I also think it'd be interesting
- 13:04Speaker 1: to have them do pitches of games, practice their elevator
- 13:11Speaker 1: pitch of their game because they ran into someone who
- 13:14Speaker 1: was interested in their game or wanted to publish it
- 13:16Speaker 1: or whatever. They have them talk about what the game
- 13:19Speaker 1: is about and sort of you know, pitch it. That
- 13:22Speaker 1: would be an interesting exercise to do, would be another
- 13:25Speaker 1: way to kind of capture some points or performance there
- 13:28Speaker 1: in the second half of the semester.
- 13:31Speaker 2: I think that would work really well. Maybe something I'll
- 13:34Speaker 2: do this semester is practice that pitch.
- 13:39Speaker 1: The other thing that I think that I could do
- 13:41Speaker 1: better would be learned to help them use play testing
- 13:43Speaker 1: time better. I think some of the students don't really
- 13:46Speaker 1: know what to do with it. They don't know what
- 13:48Speaker 1: questions to ask, They get done, and the feedback is hollow.
- 13:51Speaker 2: It was fun.
- 13:53Speaker 1: Sometimes students are really engaged, and this is I mean, honestly,
- 13:56Speaker 1: this is true with anything you do in any class. Ever,
- 13:58Speaker 1: some students are really engage in it and they are
- 14:01Speaker 1: very productive and helpful, and other students are not that
- 14:03Speaker 1: engaged and not that into it, and the help they
- 14:06Speaker 1: provide is less productive. So from that perspective, maybe it
- 14:11Speaker 1: doesn't do all that much. One of the things I
- 14:14Speaker 1: really like about the course is that we do we
- 14:18Speaker 1: have a community day where they we don't have class
- 14:22Speaker 1: and the students go out in the community and play
- 14:25Speaker 1: games somewhere outside. It was interesting. A number of students
- 14:29Speaker 1: said we should do that more than once, and I'm like,
- 14:31Speaker 1: I can't give you two weeks worth of Like I
- 14:34Speaker 1: could give us one week off and say you have
- 14:36Speaker 1: to go twice, but I don't think that's what they mean.
- 14:40Speaker 1: But it's interesting to ask students to go play games
- 14:43Speaker 1: somewhere outside of a place they normally go. A lot
- 14:47Speaker 1: of them will go to a board game cafe. There's
- 14:49Speaker 1: a number of them in Chicago. Some of them will
- 14:51Speaker 1: go to an open game night. Some of them will
- 14:54Speaker 1: go to like one student went to a public library
- 14:58Speaker 1: and play games at the public library game Some students
- 15:01Speaker 1: will come to the board game club that I run
- 15:03Speaker 1: play games there. And the whole idea is to talk
- 15:06Speaker 1: about the experience of going out and engaging with a
- 15:09Speaker 1: community and sort of seeing how the games structure the
- 15:13Speaker 1: way that community works. It's fun, it works really well,
- 15:17Speaker 1: it's interesting. The hardest part about teasing classes we just
- 15:21Speaker 1: don't have enough time. We don't have enough time to
- 15:23Speaker 1: play games, we don't have enough time to play tests,
- 15:26Speaker 1: we don't have enough time to develop.
- 15:28Speaker 2: It would be really.
- 15:29Speaker 1: Fun to teach this as a two semester arc, where
- 15:31Speaker 1: we spend the first semester just playing games and the
- 15:34Speaker 1: second semester we're developing those games for a whole fifteen weeks.
- 15:38Speaker 1: That would be a really interesting process. I've also been
- 15:41Speaker 1: thinking about starting a like a game design incubator where
- 15:47Speaker 1: I invite students from the previous classes to take their
- 15:51Speaker 1: prototype and work in smaller groups on a volunteer basis.
- 15:56Speaker 1: It wouldn't be a class, it would be a thing
- 15:59Speaker 1: they participate on on their own to develop the game. Further,
- 16:03Speaker 1: I would imagine it be relatively small group, but it
- 16:06Speaker 1: would be really interesting to see, with another semester's worth
- 16:09Speaker 1: of guidance and feedback, whether they could get their games
- 16:14Speaker 1: to a place where they could then pitch them or
- 16:17Speaker 1: publish them. That'd be fascinating. So all in all, a
- 16:22Speaker 1: really it's been a really interesting process discovering this class
- 16:27Speaker 1: and figuring out how to make it work. This coming semester,
- 16:30Speaker 1: I'm sort of summarizing here this coming semester, I am
- 16:33Speaker 1: going to try to do three three new things. One
- 16:35Speaker 1: I am going to add in an abstract day where
- 16:38Speaker 1: we talk about different abstracts from around the world, talk
- 16:41Speaker 1: about games in that context a little bit, and play those.
- 16:44Speaker 1: The problem is that means I have to cut something
- 16:46Speaker 1: and I don't know exactly what I'm going to cut yet.
- 16:49Speaker 1: The second thing is I want to spend a little
- 16:50Speaker 1: bit more time on the marketing production side of how
- 16:55Speaker 1: board games are made. I think having students get to
- 16:57Speaker 1: experience that would be really useful. And the third thing
- 17:01Speaker 1: is I think it would be fun to invite a
- 17:03Speaker 1: couple different game designers or game publishers to come speak
- 17:08Speaker 1: to the class. I don't really have much money to
- 17:11Speaker 1: do that with. I do have a class budget, but
- 17:15Speaker 1: I usually use that to buy supplies so that the
- 17:17Speaker 1: students can make their prototypes, cause most students have access
- 17:20Speaker 1: to none, no interesting supplies, and I find that if
- 17:24Speaker 1: I don't give them any, what I get is stuff
- 17:27Speaker 1: that is really underdeveloped, which isn't a problem generally. You know,
- 17:32Speaker 1: if you have a game you can use index cards,
- 17:34Speaker 1: that's fine, but it's more fun for them and for
- 17:38Speaker 1: me if the game has a little bit more refined materials.
- 17:41Speaker 1: And so I'm always on the lookout for how could
- 17:43Speaker 1: I do that, And one of the ways is to
- 17:48Speaker 1: uh buy these different pieces that we can then use.
- 17:54Speaker 1: So that's what I've been using the budget for the
- 17:56Speaker 1: last couple of years. Now that I have full class sets.
- 17:58Speaker 2: Of the games we want to play.
- 18:01Speaker 1: And last thing is I wish I had more time,
- 18:03Speaker 1: Like I just would like to have more time with
- 18:05Speaker 1: the students, more time to work on stuff, be.
- 18:07Speaker 2: Able to give them more time.
- 18:09Speaker 1: The challenge, of course, is always that many of these
- 18:11Speaker 1: students are also taking I mean they're all taking three
- 18:14Speaker 1: or four other classes. Most are taking four others, some
- 18:16Speaker 1: are taking five other classes, and those classes all have
- 18:20Speaker 1: significant work to do as well. My class is never
- 18:23Speaker 1: the major class for the students, so it's never the
- 18:26Speaker 1: top priority. And so it's interesting to think about the
- 18:30Speaker 1: challenge of how to use the fifteen hours each year,
- 18:34Speaker 1: or the three hours each week that I get so
- 18:36Speaker 1: forty five hours for the semester that I get with
- 18:39Speaker 1: them face to face, and how do I combine that
- 18:43Speaker 1: with the elements they're missing, that is tabletop games and
- 18:50Speaker 1: community as I've played it and as I'm thinking about
- 18:52Speaker 1: it for next semester. This leads me to ask some
- 18:56Speaker 1: questions of you. What did you hear that you think
- 18:59Speaker 1: I'm missing? Which piece do you think I should try
- 19:02Speaker 1: to do? Do you have ideas about what I should
- 19:04Speaker 1: cut in order to add the abstract games?
- 19:07Speaker 2: Day? That is a tricky, tricky one to me what.
- 19:12Speaker 1: I should cut to add the abstract games day, Like,
- 19:15Speaker 1: I feel like I could put part of it on
- 19:16Speaker 1: the light game day, but I kind of want to
- 19:19Speaker 1: spend the whole time on that. I really don't want
- 19:22Speaker 1: to get rid of the light games entirely, so this
- 19:26Speaker 1: is tricky as well.
- 19:27Speaker 2: I just I don't have enough time.
- 19:29Speaker 1: I don't have enough time, so thinking about how and
- 19:34Speaker 1: when I want to do those things is a crucial
- 19:36Speaker 1: piece of the puzzle. Well that's about it for me today.
- 19:40Speaker 1: Thanks for joining me on this two part meditation on
- 19:43Speaker 1: teaching board games to students. Looking forward to talking about
- 19:47Speaker 1: this with you over the semester as it continues, and
- 19:51Speaker 1: I will let you know how it goes as I
- 19:54Speaker 1: have the opportunity to do so. In the meantime, if
- 19:58Speaker 1: you want to get a hold of me, you can
- 19:59Speaker 1: post on on board game Geek and our guild boardgame
- 20:02Speaker 1: geek dot com slash guild Slash three two six nine,
- 20:07Speaker 1: or if you go to the show notes for this episode,
- 20:08Speaker 1: there should be a link to the guild.
- 20:11Speaker 2: You could post a question there. That's the easiest way
- 20:13Speaker 2: to reach me.
- 20:14Speaker 1: I'm consistently on board game Geek and I will see it,
- 20:16Speaker 1: you can email me Brendan at rattleboxgames dot com. I'm
- 20:20Speaker 1: not as careful about checking that email as I should be,
- 20:23Speaker 1: so I might not see your email. If you emailed
- 20:25Speaker 1: me before June first and I did not get back
- 20:29Speaker 1: to you, please email me again. I lost a bunch
- 20:32Speaker 1: of those emails and so if I had not gotten
- 20:35Speaker 1: back to you yet, I probably won't unless you re
- 20:37Speaker 1: email me my apologies on that.
- 20:39Speaker 2: And you can also reach out.
- 20:40Speaker 1: To me on board Game Arina or Ucapa dot de,
- 20:43Speaker 1: two places where I like to play games and I
- 20:44Speaker 1: would love to play games with you.
- 20:47Speaker 2: Well that's about it for me today.
- 20:48Speaker 1: I want to say thanks for joining me and my walk,
- 20:50Speaker 1: and I hope your next block is as cleasant as
- 20:52Speaker 1: mine was.
- 20:53Speaker 3: Bye bye.
- 21:14Speaker 2: Brought to you by rattle Box