1 00:00:00,000 --> 00:00:02,580 (wind blowing) 2 00:00:02,580 --> 00:00:06,980 Welcome to Pick Up and Deliver, the podcast 3 00:00:06,980 --> 00:00:08,420 where I pick up my audio recorder as 4 00:00:08,420 --> 00:00:10,380 I step off the train and deliver an episode 5 00:00:10,380 --> 00:00:11,460 to you while I walk home. 6 00:00:11,460 --> 00:00:12,540 I'm Brendan Riley. 7 00:00:12,540 --> 00:00:15,120 (upbeat music) 8 00:00:15,120 --> 00:00:22,460 Well, good afternoon listeners. 9 00:00:22,460 --> 00:00:24,880 It's a lovely day here in suburban Chicago. 10 00:00:24,880 --> 00:00:27,660 I'm enjoying my walk home with the temperature 11 00:00:27,660 --> 00:00:29,820 in the mid 50s, which is very nice. 12 00:00:29,820 --> 00:00:31,420 Not wearing my jacket. 13 00:00:31,420 --> 00:00:32,420 Ha ha. 14 00:00:32,420 --> 00:00:35,040 Well, I was thinking about what I would talk about 15 00:00:35,040 --> 00:00:36,140 with you today. 16 00:00:36,140 --> 00:00:39,080 And I think this might be a thing I'll do 17 00:00:39,080 --> 00:00:44,080 moving forward just because I'm lazy and it's useful. 18 00:00:44,080 --> 00:00:46,180 I don't know if you recall a couple of weeks ago. 19 00:00:46,180 --> 00:00:49,200 I did an episode stealing a topic 20 00:00:49,200 --> 00:00:53,380 from the podcast Cardboard Philosophy. 21 00:00:53,380 --> 00:00:56,380 Well, today I'm swiping another episode, another topic. 22 00:00:56,380 --> 00:00:57,820 This is from the most recent episode 23 00:00:57,820 --> 00:01:00,500 of the Secret Cabal Gaming Podcast. 24 00:01:00,500 --> 00:01:03,300 Their special topic of discussion was 25 00:01:03,300 --> 00:01:05,700 Determinism versus Randomness. 26 00:01:05,700 --> 00:01:07,260 Now this is something I've certainly talked about 27 00:01:07,260 --> 00:01:08,940 on the podcast before. 28 00:01:08,940 --> 00:01:11,700 If you go to the show page for this episode, 29 00:01:11,700 --> 00:01:13,620 over at rattleboxgames.com, 30 00:01:13,620 --> 00:01:16,700 you'll find a series of links to other episodes 31 00:01:16,700 --> 00:01:18,700 where I've talked about these issues, 32 00:01:18,700 --> 00:01:20,300 but I thought it would be helpful 33 00:01:20,300 --> 00:01:25,180 to talk about this issue with you here and explore it. 34 00:01:25,180 --> 00:01:28,820 So essentially what they talked about 35 00:01:28,820 --> 00:01:32,700 on the Secret Cabal Gaming Podcast was 36 00:01:32,700 --> 00:01:37,300 the viewer wrote in and said that they really liked 37 00:01:37,300 --> 00:01:39,780 the conversations they've had about randomness 38 00:01:39,780 --> 00:01:43,140 and about determinism on the Secret Cabal. 39 00:01:43,140 --> 00:01:45,860 And they asked the founders to discuss 40 00:01:45,860 --> 00:01:50,860 their absolute favorite games that do the most randomness, 41 00:01:50,860 --> 00:01:53,540 the most determinism. 42 00:01:53,540 --> 00:01:56,420 And if there are any games that exist in the butter zone 43 00:01:56,420 --> 00:01:58,700 exactly between the two extremes. 44 00:01:58,700 --> 00:02:00,900 And that's what the group talked about. 45 00:02:00,900 --> 00:02:05,900 Now the founders did elucidate one essential difference 46 00:02:05,900 --> 00:02:10,020 that the person making inquiry 47 00:02:10,020 --> 00:02:11,940 didn't really connect with, 48 00:02:11,940 --> 00:02:16,620 which was the topic of randomness being, 49 00:02:16,620 --> 00:02:18,020 what sort of I'm looking for, 50 00:02:18,020 --> 00:02:21,660 that randomness functions in two ways in games, 51 00:02:21,660 --> 00:02:24,940 the randomness functions as a set up mechanism 52 00:02:24,940 --> 00:02:26,780 or as an outcome mechanism. 53 00:02:26,780 --> 00:02:29,020 Now what's interesting is if you listen to the podcast, 54 00:02:29,020 --> 00:02:30,300 they get these terms backwards, 55 00:02:30,300 --> 00:02:32,740 at least I'm about 95% sure they did. 56 00:02:32,740 --> 00:02:35,620 I looked it up, I definitely know that I'm using them correctly, 57 00:02:35,620 --> 00:02:37,540 but from what I heard, it sounded like 58 00:02:37,540 --> 00:02:39,100 they were using them incorrectly. 59 00:02:39,100 --> 00:02:41,100 So I'm gonna define a couple terms first. 60 00:02:41,100 --> 00:02:44,900 In game design, there is a phrase, 61 00:02:44,900 --> 00:02:48,060 there are two phrases, two terms, input randomness 62 00:02:48,060 --> 00:02:49,740 and output randomness. 63 00:02:49,740 --> 00:02:54,740 The input and output have to do with when the random items, 64 00:02:54,740 --> 00:02:57,860 when the randomness of the game manifests 65 00:02:57,860 --> 00:03:00,700 in relationship to the decisions the players make. 66 00:03:00,700 --> 00:03:03,860 The part that the, 67 00:03:03,860 --> 00:03:07,180 the part that the secret cabal got wrong is, 68 00:03:07,180 --> 00:03:08,420 which one means what? 69 00:03:08,420 --> 00:03:11,260 As far as I've been able to tell, 70 00:03:11,260 --> 00:03:16,020 input randomness is where the game produces the randomness, 71 00:03:16,020 --> 00:03:19,220 it inputs it before you make your decision. 72 00:03:19,220 --> 00:03:22,140 The game includes the randomness, it comes in, 73 00:03:22,140 --> 00:03:23,500 you make your decision. 74 00:03:23,500 --> 00:03:25,980 Output randomness is you make your decision 75 00:03:25,980 --> 00:03:28,060 and then the randomness comes out of that. 76 00:03:28,060 --> 00:03:29,380 That's the way I've always remembered it 77 00:03:29,380 --> 00:03:31,380 and that is the way according to my research, 78 00:03:31,380 --> 00:03:32,700 the terms are meant to be used. 79 00:03:32,700 --> 00:03:35,020 If you listen to the secret cabal podcast, 80 00:03:35,020 --> 00:03:36,700 I think they got it backwards. 81 00:03:36,700 --> 00:03:39,060 That said, if you just understand 82 00:03:39,060 --> 00:03:40,820 that they got the terms backwards, 83 00:03:40,820 --> 00:03:43,460 they had a really interesting conversation about this. 84 00:03:43,460 --> 00:03:45,940 So I wanted to put in my two cents. 85 00:03:45,940 --> 00:03:48,060 So to answer the original question 86 00:03:48,060 --> 00:03:50,940 of the person who posed it, 87 00:03:50,940 --> 00:03:53,620 what is the most random game 88 00:03:53,620 --> 00:03:55,700 and what is the most deterministic game? 89 00:03:55,700 --> 00:03:58,580 And I think a secondary element is, 90 00:03:58,580 --> 00:04:01,860 what is the most random input randomness game? 91 00:04:01,860 --> 00:04:04,820 What is the most random output randomness game? 92 00:04:04,820 --> 00:04:06,780 And what is the most deterministic game? 93 00:04:06,780 --> 00:04:12,260 And then is there a game that gets that mix just right? 94 00:04:12,260 --> 00:04:14,220 So a lot of different options here. 95 00:04:14,220 --> 00:04:16,100 So I thought at first I would talk about 96 00:04:16,100 --> 00:04:18,420 games that involve input randomness. 97 00:04:18,420 --> 00:04:21,860 Now most Euro games that have some level of randomness at all 98 00:04:21,860 --> 00:04:23,580 have input randomness. 99 00:04:23,580 --> 00:04:25,780 The example they brought up on the secret cabal 100 00:04:25,780 --> 00:04:27,780 was Castles of Burgundy. 101 00:04:27,780 --> 00:04:29,540 In that game you roll dice 102 00:04:29,540 --> 00:04:31,220 and then you can spend those dice 103 00:04:31,220 --> 00:04:33,100 to do a variety of different things 104 00:04:33,100 --> 00:04:36,260 because you roll the dice before you take your action 105 00:04:36,260 --> 00:04:38,060 that is input randomness. 106 00:04:38,060 --> 00:04:40,140 Though that idea also perpetuates 107 00:04:40,140 --> 00:04:41,740 through a number of other elements 108 00:04:41,740 --> 00:04:43,340 of Castles of Burgundy. 109 00:04:43,340 --> 00:04:47,940 It determines which tiles come out into the depots. 110 00:04:47,940 --> 00:04:52,060 It determines which tiles come out into the market to purchase. 111 00:04:52,060 --> 00:04:54,460 And those three things together 112 00:04:54,460 --> 00:04:56,700 set up different situations in which you have to react 113 00:04:56,700 --> 00:04:59,340 tactically and somewhat strategically 114 00:04:59,340 --> 00:05:02,780 to the randomness that the game creates for you. 115 00:05:02,780 --> 00:05:04,260 So in terms of pointing to a game 116 00:05:04,260 --> 00:05:07,020 that has a fair amount of input randomness, 117 00:05:07,020 --> 00:05:09,140 I think Castles of Burgundy is a great call. 118 00:05:09,140 --> 00:05:10,900 The couple other games I would point to 119 00:05:10,900 --> 00:05:12,420 that have a similar thing. 120 00:05:12,420 --> 00:05:15,620 Deck Builders that use a line, 121 00:05:15,620 --> 00:05:17,140 a river of cards to purchase 122 00:05:17,140 --> 00:05:19,860 like Harry Potter Hogwarts Battle 123 00:05:19,860 --> 00:05:23,380 is involves input randomness in two ways. 124 00:05:23,380 --> 00:05:26,660 One, there is a river of cards that you're buying. 125 00:05:26,660 --> 00:05:28,780 Two, actually three ways I guess. 126 00:05:28,780 --> 00:05:30,460 One, there is, okay, 127 00:05:30,460 --> 00:05:31,620 Harry Potter Hogwarts Battle 128 00:05:31,620 --> 00:05:34,460 involves input randomness in three different venues. 129 00:05:34,460 --> 00:05:37,980 One, it has the river of cards that you can purchase from. 130 00:05:37,980 --> 00:05:39,980 Two, it has the villains that come out. 131 00:05:39,980 --> 00:05:41,540 You don't ever know what order they're gonna come out 132 00:05:41,540 --> 00:05:44,180 except that Voldemort will be last. 133 00:05:44,180 --> 00:05:48,420 And three, the cards coming out of your deck 134 00:05:48,420 --> 00:05:49,660 that you have shuffled. 135 00:05:49,660 --> 00:05:51,660 So all three of those things, 136 00:05:51,660 --> 00:05:53,700 they all happen before you take your turn. 137 00:05:53,700 --> 00:05:55,300 They're all input randomness 138 00:05:55,300 --> 00:05:58,500 and then you respond to those situations 139 00:05:58,500 --> 00:05:59,660 with your decisions. 140 00:05:59,660 --> 00:06:01,740 So I would point to most deck builders 141 00:06:01,740 --> 00:06:04,060 as having a very high degree of randomness 142 00:06:04,060 --> 00:06:05,380 that's input randomness. 143 00:06:05,380 --> 00:06:08,660 That said, most of these games people don't think of 144 00:06:08,660 --> 00:06:10,860 when they think of like a really random game. 145 00:06:10,860 --> 00:06:13,980 You often don't talk about those games. 146 00:06:13,980 --> 00:06:16,420 I would say perhaps the highest version 147 00:06:16,420 --> 00:06:18,660 of input randomness that I can think of 148 00:06:18,660 --> 00:06:21,380 is Karl Chudyk's Mottainai. 149 00:06:21,380 --> 00:06:23,500 Now in Mottainai you have a wide variety 150 00:06:23,500 --> 00:06:25,540 of different things you can do with your cards 151 00:06:25,540 --> 00:06:27,380 and the cards have a variety of different things 152 00:06:27,380 --> 00:06:28,420 that they can do. 153 00:06:28,420 --> 00:06:30,860 But you never know which cards you're gonna get and when. 154 00:06:30,860 --> 00:06:33,020 There are a number of different ways to draw cards 155 00:06:33,020 --> 00:06:34,780 but when you get them, you never know 156 00:06:34,780 --> 00:06:36,740 quite what they're gonna be 157 00:06:36,740 --> 00:06:39,020 and since each one has a different power on it, 158 00:06:39,020 --> 00:06:43,060 it's extremely, you're acting extremely reactive 159 00:06:43,060 --> 00:06:44,500 to the cards that you draw. 160 00:06:44,500 --> 00:06:48,980 I would accept and without too much vigor argue 161 00:06:48,980 --> 00:06:53,660 that Innovation has a similar level of randomness 162 00:06:53,660 --> 00:06:55,660 as part of its construction 163 00:06:55,660 --> 00:06:58,940 because that game is also full of cards 164 00:06:58,940 --> 00:07:01,620 that have a variety of different figures on them. 165 00:07:01,620 --> 00:07:03,780 So for input randomness, there we go. 166 00:07:03,780 --> 00:07:07,060 I think the extreme would be Mottainai or Innovation. 167 00:07:07,060 --> 00:07:09,460 With regard to output randomness, 168 00:07:09,460 --> 00:07:12,100 output randomness are games where the result 169 00:07:12,100 --> 00:07:15,260 has to is determined by the randomness. 170 00:07:15,260 --> 00:07:19,860 Now one way to do this would be to focus on games 171 00:07:19,860 --> 00:07:22,900 that are entirely about output randomness, 172 00:07:22,900 --> 00:07:26,460 that perhaps the most output random game I think 173 00:07:26,460 --> 00:07:27,980 you'd think of is Strike. 174 00:07:27,980 --> 00:07:32,340 And Strike you are rolling dice into a bowl 175 00:07:32,340 --> 00:07:35,980 and you're seeing if your dice match. 176 00:07:35,980 --> 00:07:38,540 If the dice match in pairs or triples or whatever, 177 00:07:38,540 --> 00:07:41,180 if you ever have more than one dice that matches, 178 00:07:41,180 --> 00:07:42,700 you get to pick it up. 179 00:07:42,700 --> 00:07:45,420 If the dice don't match, then you leave them in there 180 00:07:45,420 --> 00:07:47,460 or if you roll the X, the dice, 181 00:07:47,460 --> 00:07:49,500 the die is removed from the bowl 182 00:07:49,500 --> 00:07:51,660 and you're allowed to keep rolling into the bowl 183 00:07:51,660 --> 00:07:56,180 as long as you want, but if you run out of dice, 184 00:07:56,180 --> 00:07:57,220 you lose the game. 185 00:07:57,220 --> 00:08:01,780 It is an entirely random game with almost no control. 186 00:08:01,780 --> 00:08:03,100 The only decision you get to make is 187 00:08:03,100 --> 00:08:06,180 do you throw a die or dice into the bowl or not? 188 00:08:06,180 --> 00:08:08,940 So very, very random. 189 00:08:08,940 --> 00:08:13,500 That might be the most random game I could point to, 190 00:08:13,500 --> 00:08:18,900 but it's also barely a game because of that randomness. 191 00:08:18,900 --> 00:08:20,900 If you wanted to find a couple more games 192 00:08:20,900 --> 00:08:24,260 that were a little more gamey that I really enjoy 193 00:08:24,260 --> 00:08:26,300 that work on this output randomness, 194 00:08:26,300 --> 00:08:31,300 often push your luck games depend on output randomness 195 00:08:31,300 --> 00:08:33,420 because part of what you're trying to do 196 00:08:33,420 --> 00:08:36,500 is decide how long do I keep relying on randomness 197 00:08:36,500 --> 00:08:37,620 to keep the game going. 198 00:08:37,620 --> 00:08:42,300 So a game like Quacks of Quedlinburg or Incan Gold, 199 00:08:42,300 --> 00:08:44,900 these are output randomness games 200 00:08:44,900 --> 00:08:47,140 and I think very successful in it. 201 00:08:47,140 --> 00:08:51,100 The other kind of game that I like that has output randomness 202 00:08:51,100 --> 00:08:53,220 are the Ameritrash games, particularly those 203 00:08:53,220 --> 00:08:56,020 from Flying Frog Productions, 204 00:08:56,020 --> 00:09:01,020 which focus on a classic style of playing a game 205 00:09:01,020 --> 00:09:04,860 that has a variety of results that you're trying to achieve 206 00:09:04,860 --> 00:09:07,780 and they all happen via die rolls. 207 00:09:07,780 --> 00:09:11,340 So I really like in Last Night on Earth 208 00:09:11,340 --> 00:09:14,300 or in the A Touch of Evil how you're gonna roll a die 209 00:09:14,300 --> 00:09:18,020 and that die will determine what happens 210 00:09:18,020 --> 00:09:21,580 in the outcome of your play. 211 00:09:21,580 --> 00:09:25,260 You get some things to mitigate the result, 212 00:09:25,260 --> 00:09:26,660 but not very many, 213 00:09:26,660 --> 00:09:29,580 and often just a bad roll as a bad roll as a bad roll. 214 00:09:29,580 --> 00:09:32,300 So I would point to if I'm gonna say a game 215 00:09:32,300 --> 00:09:34,860 that uses output randomness the most, 216 00:09:34,860 --> 00:09:37,860 it's gonna be Last Night on Earth or A Touch of Evil. 217 00:09:37,860 --> 00:09:41,940 As my favorite game that has tons of output randomness. 218 00:09:41,940 --> 00:09:44,780 I was thinking a little bit about deterministic games. 219 00:09:44,780 --> 00:09:47,660 On one hand, there are games that are absolutely deterministic 220 00:09:47,660 --> 00:09:49,540 but not very interesting for this conversation, 221 00:09:49,540 --> 00:09:52,900 particularly Chess and Go and Checkers, 222 00:09:52,900 --> 00:09:55,780 but that's not really what I wanna talk about 223 00:09:55,780 --> 00:09:58,380 those in this context. 224 00:09:58,380 --> 00:09:59,660 So it does beg the question, 225 00:09:59,660 --> 00:10:02,820 what would be my top deterministic games? 226 00:10:02,820 --> 00:10:05,740 And I can think of three that I wanna suggest. 227 00:10:05,740 --> 00:10:09,780 The first is one that they did mention on The Secret Cabal 228 00:10:09,780 --> 00:10:11,300 and that is Small World. 229 00:10:11,300 --> 00:10:15,060 Now Steve brought that game up in the context of output randomness 230 00:10:15,060 --> 00:10:19,260 or input randomness I guess because the factions 231 00:10:19,260 --> 00:10:21,420 that you're choosing are determined randomly. 232 00:10:21,420 --> 00:10:23,140 So when you are choosing your faction, 233 00:10:23,140 --> 00:10:25,620 there's this line of factions that have been put out 234 00:10:25,620 --> 00:10:28,980 and which pairings are in that line is random. 235 00:10:28,980 --> 00:10:31,980 That said, that aspect is determined 236 00:10:31,980 --> 00:10:33,060 well before you make your choice. 237 00:10:33,060 --> 00:10:34,900 So at best it's input randomness. 238 00:10:34,900 --> 00:10:36,620 But that's a very small part of the game. 239 00:10:36,620 --> 00:10:38,660 The main thing of the game is where do you choose to go, 240 00:10:38,660 --> 00:10:40,180 what do you choose to do? 241 00:10:40,180 --> 00:10:43,900 The entire context of the game is presented in fullness 242 00:10:43,900 --> 00:10:45,420 and you know what's gonna happen. 243 00:10:45,420 --> 00:10:49,620 You can make choices based on the pieces you have. 244 00:10:49,620 --> 00:10:51,500 You know exactly how the battles are gonna go out 245 00:10:51,500 --> 00:10:52,620 before you do them. 246 00:10:52,620 --> 00:10:55,220 This is the epitome of determinism 247 00:10:55,220 --> 00:10:57,180 and I think it works really well. 248 00:10:57,180 --> 00:11:00,580 So one of my favorite deterministic games would be Small World. 249 00:11:00,580 --> 00:11:01,980 There are two other games that I would point to 250 00:11:01,980 --> 00:11:04,100 that are not chess or checkers, 251 00:11:04,100 --> 00:11:08,300 but also feel deterministic. 252 00:11:08,300 --> 00:11:10,660 Okay, there's a few more games I would point to 253 00:11:10,660 --> 00:11:12,020 that feel deterministic. 254 00:11:12,020 --> 00:11:14,740 One of them is the game. 255 00:11:14,740 --> 00:11:16,300 And this one, this is interesting 256 00:11:16,300 --> 00:11:20,420 because the uncertainty comes from the other players 257 00:11:20,420 --> 00:11:21,780 which is true of like chess. 258 00:11:21,780 --> 00:11:25,340 Wow, this is the game, Strife. 259 00:11:25,340 --> 00:11:27,100 Now if you're a long time listener of the podcast, 260 00:11:27,100 --> 00:11:29,060 you know I mention this game once a year. 261 00:11:29,060 --> 00:11:31,820 It is a card game where you're choosing your cards 262 00:11:31,820 --> 00:11:33,180 and playing them against your opponent 263 00:11:33,180 --> 00:11:35,260 and all the cards interact in specific ways. 264 00:11:35,260 --> 00:11:37,180 So you know what your card is gonna do. 265 00:11:37,180 --> 00:11:39,780 You know what their card is going to do. 266 00:11:39,780 --> 00:11:41,460 The uncertainty comes from you not knowing 267 00:11:41,460 --> 00:11:43,020 which card they're going to pick, 268 00:11:43,020 --> 00:11:44,460 but it is a perfect information game. 269 00:11:44,460 --> 00:11:46,180 You know exactly which cards they have 270 00:11:46,180 --> 00:11:47,660 because you have those same cards. 271 00:11:47,660 --> 00:11:49,620 You can always see all the cards they've played. 272 00:11:49,620 --> 00:11:53,380 So it's a perfect information game. 273 00:11:53,380 --> 00:11:55,060 Even if it's not perfect certainty. 274 00:11:55,060 --> 00:11:58,900 I can't remember what term Tony used in the podcast. 275 00:11:58,900 --> 00:12:01,900 But Strife would be an example of another game 276 00:12:01,900 --> 00:12:03,460 that has no randomness, 277 00:12:03,460 --> 00:12:05,420 but nonetheless feels like it has some. 278 00:12:05,420 --> 00:12:07,220 Then you have three games that are sort of 279 00:12:07,220 --> 00:12:09,820 from the model of Chess or Checkers, 280 00:12:09,820 --> 00:12:11,620 but are in fact new hobby games. 281 00:12:11,620 --> 00:12:13,380 And those would be Onitama, 282 00:12:13,380 --> 00:12:17,100 Cairn and to That Time You Killed Me. 283 00:12:17,100 --> 00:12:19,180 Now Onitama you could argue has a little bit 284 00:12:19,180 --> 00:12:20,620 of uncertainty in it 285 00:12:20,620 --> 00:12:23,500 because the cards that you have at the beginning of the game 286 00:12:23,500 --> 00:12:25,260 are secret from your opponents. 287 00:12:25,260 --> 00:12:26,980 And they don't know which card you have 288 00:12:26,980 --> 00:12:28,940 until after you've played it. 289 00:12:28,940 --> 00:12:33,020 So that tiny piece of Onitama is uncertain, 290 00:12:33,020 --> 00:12:35,420 but not random. 291 00:12:35,420 --> 00:12:37,820 Every player has, one of the players has access to it 292 00:12:37,820 --> 00:12:38,980 and gets to control it. 293 00:12:38,980 --> 00:12:42,380 And then you get two other games that are much more abstract, 294 00:12:42,380 --> 00:12:45,260 but fully pull it perfect information. 295 00:12:45,260 --> 00:12:48,900 And that is Cairn and That Time You Killed Me. 296 00:12:48,900 --> 00:12:51,460 Both Cairn and That Time You Killed Me, 297 00:12:51,460 --> 00:12:54,100 are games where you know exactly what the opponent can do 298 00:12:54,100 --> 00:12:56,100 and you're just trying to anticipate and outplay them. 299 00:12:56,100 --> 00:12:57,940 These are games that feel most like 300 00:12:57,940 --> 00:13:00,100 Chess or Checkers or other games of similar ilk, 301 00:13:00,100 --> 00:13:02,260 even if they have their own uniquenesses. 302 00:13:02,260 --> 00:13:04,860 And those would be games that are the epitome of determinism. 303 00:13:04,860 --> 00:13:06,060 Well that brings me to the end of my walk. 304 00:13:06,060 --> 00:13:07,300 I did not come up with an answer 305 00:13:07,300 --> 00:13:09,100 for the buttery smooth middle game. 306 00:13:09,100 --> 00:13:11,540 So I leave it to you listeners, 307 00:13:11,540 --> 00:13:14,660 pickers-up and deliverers, PUDders. 308 00:13:14,660 --> 00:13:16,140 I don't know what we're calling you. 309 00:13:16,140 --> 00:13:17,540 I don't, did we decide that? 310 00:13:17,540 --> 00:13:19,340 Contribute to that conversation or to the question 311 00:13:19,340 --> 00:13:20,740 of which game falls right in the middle 312 00:13:20,740 --> 00:13:23,020 by heading to boardgamegeek guild 3269 313 00:13:23,020 --> 00:13:24,820 and sharing your thoughts over there. 314 00:13:24,820 --> 00:13:26,300 Thanks for joining me on my walk today. 315 00:13:26,300 --> 00:13:27,140 I hope your next walk 316 00:13:27,140 --> 00:13:28,700 is as pleasant as mine was. 317 00:13:28,700 --> 00:13:29,540 Bye-bye. 318 00:13:29,540 --> 00:13:32,120 (upbeat music) 319 00:13:32,120 --> 00:13:34,700 (upbeat music) 320 00:13:34,700 --> 00:13:37,280 (upbeat music) 321 00:13:37,280 --> 00:13:39,880 (upbeat music) 322 00:13:39,880 --> 00:13:42,460 (upbeat music) 323 00:13:42,460 --> 00:13:45,040 (upbeat music) 324 00:13:45,040 --> 00:13:47,620 (upbeat music) 325 00:13:47,620 --> 00:13:52,040 (upbeat music) 326 00:13:52,040 --> 00:14:02,040 [MUSIC]