1 00:00:00,090 --> 00:00:02,490 The following content is provided under a Creative 2 00:00:02,490 --> 00:00:04,030 Commons license. 3 00:00:04,030 --> 00:00:06,330 Your support will help MIT OpenCourseWare 4 00:00:06,330 --> 00:00:10,690 continue to offer high quality educational resources for free. 5 00:00:10,690 --> 00:00:13,320 To make a donation or view additional materials 6 00:00:13,320 --> 00:00:17,280 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,280 --> 00:00:20,690 at ocw.mit.edu. 8 00:00:20,690 --> 00:00:23,316 PROFESSOR: OK, thanks for showing up on time. 9 00:00:23,316 --> 00:00:26,788 I really appreciate it. 10 00:00:26,788 --> 00:00:28,155 It's kind of weird at this. 11 00:00:28,155 --> 00:00:31,336 And I never see this front row completely empty, 12 00:00:31,336 --> 00:00:35,200 but this will be [INAUDIBLE]. 13 00:00:35,200 --> 00:00:36,800 Thank you. 14 00:00:36,800 --> 00:00:40,770 That really makes me feel better. 15 00:00:40,770 --> 00:00:42,450 So, today's structure of class is 16 00:00:42,450 --> 00:00:44,250 going to be very similar to what we 17 00:00:44,250 --> 00:00:46,630 did last time, which was we're going 18 00:00:46,630 --> 00:00:49,417 to talk a little bit about a reading, play a bunch of games. 19 00:00:49,417 --> 00:00:50,875 [INAUDIBLE] the reading [INAUDIBLE] 20 00:00:50,875 --> 00:00:53,429 end of class probably with more time for you 21 00:00:53,429 --> 00:00:54,720 to work through your prototype. 22 00:00:54,720 --> 00:00:56,970 Just as a reminder, Rick and I are here 23 00:00:56,970 --> 00:01:00,190 to do any play testing that you might want. 24 00:01:00,190 --> 00:01:02,310 And we'll give you feedback. 25 00:01:02,310 --> 00:01:05,710 Along with the feedback, we also put all the grades up. 26 00:01:05,710 --> 00:01:12,480 Thanks to Rick for getting them all down for assignment two. 27 00:01:12,480 --> 00:01:18,840 And all the-- if you look at the comments that we've sent, 28 00:01:18,840 --> 00:01:20,080 there are two sections. 29 00:01:20,080 --> 00:01:22,720 One is a section that is just about your individual write-up 30 00:01:22,720 --> 00:01:24,130 which only you see. 31 00:01:24,130 --> 00:01:26,589 And then there is a chunk that is the comments 32 00:01:26,589 --> 00:01:29,130 will be geared to every single one of the team members, which 33 00:01:29,130 --> 00:01:32,080 was basically based on your product itself. 34 00:01:32,080 --> 00:01:33,265 Do take those in mind. 35 00:01:33,265 --> 00:01:37,230 Do keep in mind because there's a lot of stuff there that-- 36 00:01:37,230 --> 00:01:39,810 a lot of feedback that we're giving you in the hopes 37 00:01:39,810 --> 00:01:42,400 that you will be able to put that feedback to good use 38 00:01:42,400 --> 00:01:44,064 for assignment three. 39 00:01:44,064 --> 00:01:47,645 And Did you have a general comment? 40 00:01:47,645 --> 00:01:51,050 RICK: Yeah, in particular, rules, rules, rules. 41 00:01:51,050 --> 00:01:52,240 Proofread your rules. 42 00:01:52,240 --> 00:01:54,275 Test your rules. 43 00:01:54,275 --> 00:01:57,140 The presentation and expression of your rules 44 00:01:57,140 --> 00:02:00,147 is just as important, if not more important, 45 00:02:00,147 --> 00:02:03,090 than the design of your game. 46 00:02:03,090 --> 00:02:05,730 That's why we have you play games you haven't played before 47 00:02:05,730 --> 00:02:07,497 and read the rules you haven't seen before 48 00:02:07,497 --> 00:02:09,372 to see how bad the professionals get it done. 49 00:02:09,372 --> 00:02:11,220 Try to be better than that. 50 00:02:14,460 --> 00:02:16,770 The main things we're looking for-- 51 00:02:16,770 --> 00:02:20,760 coherence, clarity, organization, figures, 52 00:02:20,760 --> 00:02:22,440 and illustrations. 53 00:02:22,440 --> 00:02:24,300 So, for assignment three, please try 54 00:02:24,300 --> 00:02:27,759 to put in illustrated-- at least, bare minimum, 55 00:02:27,759 --> 00:02:30,050 illustrate what it looks like when your game is set up. 56 00:02:30,050 --> 00:02:32,670 Illustrate what it looks like when a major state 57 00:02:32,670 --> 00:02:35,150 change happens in the game. 58 00:02:35,150 --> 00:02:41,250 Give us a basic section that just says here's 59 00:02:41,250 --> 00:02:43,040 kind of goal, how you play the game. 60 00:02:43,040 --> 00:02:44,850 Here's how you actually play the game. 61 00:02:44,850 --> 00:02:47,346 Here's some examples for how various things within the game 62 00:02:47,346 --> 00:02:47,846 happen. 63 00:02:47,846 --> 00:02:51,000 There is general guidelines on the [INAUDIBLE] 64 00:02:51,000 --> 00:02:54,952 materials [INAUDIBLE] readings we've given you. 65 00:02:54,952 --> 00:02:58,410 Really pay attention to that for assignment three. 66 00:02:58,410 --> 00:03:00,816 Basically, in each assignment we get a little bit more 67 00:03:00,816 --> 00:03:03,432 tougher when we're grading the rules section. 68 00:03:03,432 --> 00:03:05,640 PROFESSOR: Because you've have two rounds of feedback 69 00:03:05,640 --> 00:03:06,560 already on rules. 70 00:03:06,560 --> 00:03:09,810 And hopefully, the third time around, you know what-- 71 00:03:09,810 --> 00:03:12,060 you get into the idea of what we're looking for. 72 00:03:12,060 --> 00:03:18,880 Also, use illustrations in your rules to get your point across. 73 00:03:18,880 --> 00:03:21,700 You know, that's something that we typically find 74 00:03:21,700 --> 00:03:24,710 under-used where you spend a lot of words trying 75 00:03:24,710 --> 00:03:26,727 to explain some things which [INAUDIBLE] is far 76 00:03:26,727 --> 00:03:28,310 easier to understand where [INAUDIBLE] 77 00:03:28,310 --> 00:03:30,240 a simple, [? minor ?] drawing. 78 00:03:30,240 --> 00:03:32,780 Even just like a cell phone camera, like a sketch, 79 00:03:32,780 --> 00:03:35,080 would probably have been more informative 80 00:03:35,080 --> 00:03:37,410 than paragraphs and paragraphs. 81 00:03:37,410 --> 00:03:39,560 RICK: Actually, I have a [INAUDIBLE] working 82 00:03:39,560 --> 00:03:42,775 for me on a board game. 83 00:03:42,775 --> 00:03:45,440 And she did something amazing what I've actually never 84 00:03:45,440 --> 00:03:46,760 thought about doing for rules. 85 00:03:46,760 --> 00:03:48,400 She made it basically in PowerPoint. 86 00:03:48,400 --> 00:03:50,955 It's really, really long, a lot of pages. 87 00:03:50,955 --> 00:03:53,043 So I'm really not sure how well it's 88 00:03:53,043 --> 00:03:54,418 going to work that way when we're 89 00:03:54,418 --> 00:03:55,674 going to be testing with it. 90 00:03:55,674 --> 00:03:59,130 But it's very illustrative and very diagrammy-- 91 00:03:59,130 --> 00:04:02,570 lots of big words, very little written out. 92 00:04:02,570 --> 00:04:05,849 Very little written out, like , long paragraphs of language. 93 00:04:05,849 --> 00:04:07,640 I'm going to get the latest version of that 94 00:04:07,640 --> 00:04:10,550 and share it with the class so you can kind of see 95 00:04:10,550 --> 00:04:15,300 what that looks like, if that's useful for your game or not. 96 00:04:15,300 --> 00:04:19,410 PROFESSOR: I personally have had a lot of luck with Google Docs 97 00:04:19,410 --> 00:04:22,200 built-in drawing tools. 98 00:04:22,200 --> 00:04:24,720 So you, for the word processing doc, 99 00:04:24,720 --> 00:04:27,790 just bring up the drawing [? in it. ?] And just, like, 100 00:04:27,790 --> 00:04:30,270 drawing things like cards that overlap each other 101 00:04:30,270 --> 00:04:31,410 with text in them-- 102 00:04:31,410 --> 00:04:34,150 like, Google Docs has all the tools you need for that. 103 00:04:34,150 --> 00:04:38,129 Drawing arrows that arc in curves 104 00:04:38,129 --> 00:04:39,670 with one arrowhead and two arrowheads 105 00:04:39,670 --> 00:04:42,220 and everything that you need there is already [INAUDIBLE]. 106 00:04:42,220 --> 00:04:44,790 So if you don't have a drawing program, 107 00:04:44,790 --> 00:04:46,670 that's a lot built into Microsoft Word 108 00:04:46,670 --> 00:04:49,960 and in Google Docs that you can take advantage of. 109 00:04:49,960 --> 00:04:52,920 They don't have to look great, but they could often 110 00:04:52,920 --> 00:04:56,820 get across the point a lot easier than text. 111 00:04:56,820 --> 00:04:58,296 So, do try to use those. 112 00:04:58,296 --> 00:05:00,028 STUDENT: The next playtest is March 7. 113 00:05:00,028 --> 00:05:00,954 Is that right? 114 00:05:00,954 --> 00:05:02,370 PROFESSOR: I believe that's right. 115 00:05:02,370 --> 00:05:03,070 I don't-- 116 00:05:03,070 --> 00:05:03,710 STUDENT: May 7. 117 00:05:03,710 --> 00:05:04,140 [INAUDIBLE] 118 00:05:04,140 --> 00:05:04,765 PROFESSOR: May. 119 00:05:04,765 --> 00:05:07,801 STUDENT: [INAUDIBLE] 120 00:05:07,801 --> 00:05:09,301 RICK: So, I highly, highly recommend 121 00:05:09,301 --> 00:05:11,134 bringing a draft of your rules in and having 122 00:05:11,134 --> 00:05:13,032 that as part of the playtest. 123 00:05:13,032 --> 00:05:14,990 You'll get feedback from [? Phil and myself. ?] 124 00:05:14,990 --> 00:05:18,266 You'll also get feedback from our guest lecturers. 125 00:05:18,266 --> 00:05:19,890 PROFESSOR: Every time somebody asks you 126 00:05:19,890 --> 00:05:23,970 for rule verification in class or when you're playtesting 127 00:05:23,970 --> 00:05:26,490 with your dorm mate or whatever, that's 128 00:05:26,490 --> 00:05:28,539 a good opportunity for you to think 129 00:05:28,539 --> 00:05:30,955 of how you could reword your rules or reformat your rules. 130 00:05:34,620 --> 00:05:36,641 That is clearly a situation where 131 00:05:36,641 --> 00:05:38,890 this could be a question that's going to come up again 132 00:05:38,890 --> 00:05:40,170 when we play the game. 133 00:05:40,170 --> 00:05:43,050 Or it could be a situation like they just didn't understand 134 00:05:43,050 --> 00:05:44,580 the rules as written right now. 135 00:05:44,580 --> 00:05:46,560 So you've got to rephrase it somehow. 136 00:05:46,560 --> 00:05:52,310 Use the bullet points, examples, and make 137 00:05:52,310 --> 00:05:56,710 sure they're visually distinct when someone is [INAUDIBLE]. 138 00:05:56,710 --> 00:05:58,920 RICK: Game designer I follow on Twitter 139 00:05:58,920 --> 00:06:04,480 is a very, very well spoken [INAUDIBLE] just posted. 140 00:06:04,480 --> 00:06:08,780 There's a difference between a broken rule and a broken rules 141 00:06:08,780 --> 00:06:09,360 presentation. 142 00:06:09,360 --> 00:06:12,355 The problem could be in either [INAUDIBLE] both those places. 143 00:06:12,355 --> 00:06:15,030 Without testing, you're just not going to find it. 144 00:06:15,030 --> 00:06:17,530 PROFESSOR: If the only way that people are playing your game 145 00:06:17,530 --> 00:06:18,890 is that you are explaining it to them, 146 00:06:18,890 --> 00:06:19,630 then you're not getting the feedback 147 00:06:19,630 --> 00:06:21,050 that you need on your rules. 148 00:06:21,050 --> 00:06:24,800 So, make sure that for assignment three, 149 00:06:24,800 --> 00:06:27,000 your rules have been tested too. 150 00:06:27,000 --> 00:06:29,550 The rulesheet has been tested as well as [INAUDIBLE]. 151 00:06:32,250 --> 00:06:37,440 Also, one tip for people who are doing personal write ups-- 152 00:06:37,440 --> 00:06:39,510 people are getting better at sort 153 00:06:39,510 --> 00:06:43,170 of identifying things that went well, 154 00:06:43,170 --> 00:06:47,280 things that didn't go so well in the project. 155 00:06:47,280 --> 00:06:52,710 And that's good, in general if you did a decent write up, 156 00:06:52,710 --> 00:06:57,640 you probably got a extra half grade on top of your grade. 157 00:06:57,640 --> 00:06:59,750 So if you got like a B minus-- 158 00:06:59,750 --> 00:07:02,820 if you got a B plus, your write up alone 159 00:07:02,820 --> 00:07:06,850 could push you to an A minus, for instance. 160 00:07:06,850 --> 00:07:10,590 But what some people don't [? necessarily ?] 161 00:07:10,590 --> 00:07:14,657 do is just say next time, I'm going to do this, 162 00:07:14,657 --> 00:07:16,740 or next time, I'm going to be sure not to do this. 163 00:07:16,740 --> 00:07:19,340 Just like, little simple little things like, 164 00:07:19,340 --> 00:07:22,740 what are you going to take all of this for future projects? 165 00:07:22,740 --> 00:07:25,570 So right now, [? we are seeing ?] 166 00:07:25,570 --> 00:07:30,050 a good analysis of your previous project, but usually write 167 00:07:30,050 --> 00:07:33,520 ups will also [INAUDIBLE] what the take-away is. 168 00:07:33,520 --> 00:07:36,330 This is what I've wanted to make sure I'm going to try to do. 169 00:07:36,330 --> 00:07:38,122 Or maybe you're not sure. 170 00:07:38,122 --> 00:07:40,330 But this is something that you're going to try to do. 171 00:07:40,330 --> 00:07:41,788 The next time you make a game, this 172 00:07:41,788 --> 00:07:43,500 is what we're going to try and do. 173 00:07:43,500 --> 00:07:45,500 That can help a lot. 174 00:07:45,500 --> 00:07:46,683 RICK: First time is free. 175 00:07:46,683 --> 00:07:48,058 If it's the last game you'll ever 176 00:07:48,058 --> 00:07:50,627 make, then what are you going to [INAUDIBLE] for a project? 177 00:07:50,627 --> 00:07:52,062 What are you going to do on another team project, 178 00:07:52,062 --> 00:07:53,475 another design project? 179 00:07:53,475 --> 00:07:55,270 Think about the future. 180 00:07:55,270 --> 00:07:56,070 PROFESSOR: It doesn't have to be a design thing. 181 00:07:56,070 --> 00:07:57,950 It can be, maybe next time, if I work 182 00:07:57,950 --> 00:08:00,030 on a team on a creative project, I 183 00:08:00,030 --> 00:08:03,080 am going to make sure that I communicate with them this way 184 00:08:03,080 --> 00:08:05,500 or make sure that you understand blah. 185 00:08:05,500 --> 00:08:07,950 Just something like that will be-- 186 00:08:07,950 --> 00:08:09,700 some sort of lesson that you're taking out 187 00:08:09,700 --> 00:08:12,244 from the previous assignment [INAUDIBLE]. 188 00:08:15,988 --> 00:08:19,411 Any questions about the assignment, assignment two? 189 00:08:19,411 --> 00:08:19,910 Grades? 190 00:08:22,580 --> 00:08:25,143 By the way, did you get an email from something 191 00:08:25,143 --> 00:08:27,518 from [? Stella ?] that tells you grades have been posted? 192 00:08:27,518 --> 00:08:28,668 STUDENT: No. 193 00:08:28,668 --> 00:08:30,376 RICK: Because I think with other classes, 194 00:08:30,376 --> 00:08:32,792 [? they post ?] a more grades like p-sets and other stuff. 195 00:08:32,792 --> 00:08:34,480 So it would be kind of annoying. 196 00:08:34,480 --> 00:08:36,990 Like, four classes posting a p-set every week, 197 00:08:36,990 --> 00:08:37,724 or once a week. 198 00:08:37,724 --> 00:08:38,890 PROFESSOR: That makes sense. 199 00:08:38,890 --> 00:08:40,120 OK, well, OK, then. 200 00:08:40,120 --> 00:08:43,516 It's a good thing that we haven't [INAUDIBLE]. 201 00:08:43,516 --> 00:08:48,409 Today's reading is mostly about [INAUDIBLE]. 202 00:08:48,409 --> 00:08:49,950 It's actually a bit of a post-mortem. 203 00:08:49,950 --> 00:08:54,450 It's written in the sort of same style as the flavor text 204 00:08:54,450 --> 00:08:57,380 of [INAUDIBLE]. 205 00:08:57,380 --> 00:09:02,500 And I thought it might help to actually open up the box, 206 00:09:02,500 --> 00:09:04,452 give you an idea of what it looks inside. 207 00:09:04,452 --> 00:09:17,100 It might [INAUDIBLE] write up for-- actually, [INAUDIBLE] 208 00:09:17,100 --> 00:09:18,100 RICK: I've seen this. 209 00:09:18,100 --> 00:09:19,350 I've watched people play this. 210 00:09:19,350 --> 00:09:20,760 This is the latest edition. 211 00:09:20,760 --> 00:09:23,290 You might have seen the [INAUDIBLE] edition. 212 00:09:23,290 --> 00:09:27,700 PROFESSOR: And [INAUDIBLE] before that. 213 00:09:27,700 --> 00:09:31,130 [INAUDIBLE] bigger than [INAUDIBLE]. 214 00:09:31,130 --> 00:09:33,637 RICK: There's the special power that [INAUDIBLE]. 215 00:09:33,637 --> 00:09:34,220 PROFESSOR: Ah. 216 00:09:34,220 --> 00:09:43,090 [INAUDIBLE] So you get a bunch of planets, different colors, 217 00:09:43,090 --> 00:09:45,427 and I believe the colors correspond 218 00:09:45,427 --> 00:09:46,301 to different players. 219 00:09:46,301 --> 00:09:50,630 [INAUDIBLE] 220 00:09:50,630 --> 00:09:53,790 Got your tokens, some of which are used, some of which 221 00:09:53,790 --> 00:09:57,739 are not used depending on the assortment of character 222 00:09:57,739 --> 00:10:00,040 that you've got in your game. 223 00:10:00,040 --> 00:10:03,491 [INAUDIBLE] particular [INAUDIBLE]. 224 00:10:03,491 --> 00:10:07,928 Or you may not use that either. 225 00:10:07,928 --> 00:10:09,407 This is the counter. 226 00:10:09,407 --> 00:10:15,430 You can see you can put [INAUDIBLE] a race. 227 00:10:15,430 --> 00:10:22,460 [INAUDIBLE] 228 00:10:22,460 --> 00:10:24,280 STUDENT: [INAUDIBLE] 229 00:10:24,280 --> 00:10:26,020 PROFESSOR: Yeah, so you can track them. 230 00:10:26,020 --> 00:10:28,478 And [INAUDIBLE] how each player keeps track of [INAUDIBLE]. 231 00:10:28,478 --> 00:10:29,721 So, here's the yellow player. 232 00:10:29,721 --> 00:10:31,130 Here's the green player. 233 00:10:31,130 --> 00:10:32,712 And say both of them are at three. 234 00:10:32,712 --> 00:10:35,160 So [INAUDIBLE] that. 235 00:10:35,160 --> 00:10:37,800 [INAUDIBLE] not able to [INAUDIBLE] but it's 236 00:10:37,800 --> 00:10:41,880 just a way to keep track of [INAUDIBLE] 237 00:10:41,880 --> 00:10:44,280 for any one [INAUDIBLE]. 238 00:10:44,280 --> 00:10:47,360 And a whole tight pile of cards of two different sizes. 239 00:10:54,220 --> 00:10:59,120 It's a really bad [INAUDIBLE] Some of these cards, 240 00:10:59,120 --> 00:11:01,150 I'm not entirely sure what they do. 241 00:11:01,150 --> 00:11:04,024 But the cards that I do know what they do are the cards 242 00:11:04,024 --> 00:11:08,370 [INAUDIBLE], [? Oh my god, ?] [? it's a mess. ?] [INAUDIBLE] 243 00:11:08,370 --> 00:11:10,370 separate [INAUDIBLE] cards. 244 00:11:10,370 --> 00:11:14,830 [INAUDIBLE] cards which have these numbers. 245 00:11:14,830 --> 00:11:17,800 And what are you basically doing is 246 00:11:17,800 --> 00:11:23,245 you're using these cards [INAUDIBLE] identify who is 247 00:11:23,245 --> 00:11:27,205 going to initiate [INAUDIBLE]. 248 00:11:30,670 --> 00:11:31,660 Here we go. 249 00:11:31,660 --> 00:11:35,194 Yeah, so you add-- so these numbers, depending 250 00:11:35,194 --> 00:11:36,610 on how many cards that are played, 251 00:11:36,610 --> 00:11:39,085 basically give your ships some sort of attack powers. 252 00:11:39,085 --> 00:11:41,560 But then you also have individual ships 253 00:11:41,560 --> 00:11:44,777 that [INAUDIBLE] move on to attack [INAUDIBLE] attacking 254 00:11:44,777 --> 00:11:45,520 a red planet. 255 00:11:45,520 --> 00:11:47,500 And what I'll do is I'll point this arrow 256 00:11:47,500 --> 00:11:48,985 toward the red planet. 257 00:11:48,985 --> 00:11:51,955 Anybody defending the red planet puts chips on the red planet. 258 00:11:51,955 --> 00:11:53,935 Anybody who's attacking it puts it on this 259 00:11:53,935 --> 00:12:00,865 [INAUDIBLE] very nice point [INAUDIBLE] are attacking. 260 00:12:00,865 --> 00:12:03,340 That whole game basically largely 261 00:12:03,340 --> 00:12:06,557 comes down to you trying to encourage other people 262 00:12:06,557 --> 00:12:10,824 to contribute either to your defense [? or the ?] attack. 263 00:12:10,824 --> 00:12:12,240 Please give me some chips. 264 00:12:12,240 --> 00:12:16,222 Please give [INAUDIBLE] and [INAUDIBLE] 265 00:12:16,222 --> 00:12:23,543 negotiate [INAUDIBLE] mutual benefit [INAUDIBLE]. 266 00:12:23,543 --> 00:12:25,753 But this is the really interesting part 267 00:12:25,753 --> 00:12:28,610 of the game, which is when you start a game, 268 00:12:28,610 --> 00:12:30,150 you get one of these cards. 269 00:12:30,150 --> 00:12:32,102 And this tells you what race you are. 270 00:12:32,102 --> 00:12:34,457 And each race basically has a power 271 00:12:34,457 --> 00:12:38,390 that lets them break the rules somewhere in the rules. 272 00:12:38,390 --> 00:12:43,130 Only you have this ability to break this power. 273 00:12:43,130 --> 00:12:48,026 So for instance, this is the [? hate ?] race. 274 00:12:48,026 --> 00:12:50,420 And they have the power of rage. 275 00:12:50,420 --> 00:12:52,740 So at the start of a turn, you use this power 276 00:12:52,740 --> 00:12:54,890 to force every player to either discard 277 00:12:54,890 --> 00:12:59,430 a card [? on the ?] ship [INAUDIBLE] discard 278 00:12:59,430 --> 00:13:00,912 [INAUDIBLE]. 279 00:13:00,912 --> 00:13:03,838 Everybody else must then discard at the same time. 280 00:13:03,838 --> 00:13:06,170 So if I put [? down a ?] [? card, ?] [INAUDIBLE] 281 00:13:06,170 --> 00:13:10,216 an attack card, everybody has to discard an attack card. 282 00:13:10,216 --> 00:13:11,840 All these [INAUDIBLE] ships [INAUDIBLE] 283 00:13:11,840 --> 00:13:17,090 they make people angry with this power. 284 00:13:17,090 --> 00:13:20,640 The filch is where you steal cards from other people, 285 00:13:20,640 --> 00:13:22,256 the power to hack. 286 00:13:26,504 --> 00:13:31,030 You can compensation from other players, basically. 287 00:13:31,030 --> 00:13:37,368 And so you've got this kind of like weird almost like CCG, 288 00:13:37,368 --> 00:13:39,660 Collectible Card Game, kind of a [INAUDIBLE] 289 00:13:39,660 --> 00:13:44,514 where depending on what you start with [? is one way to ?] 290 00:13:44,514 --> 00:13:48,863 determine the shape of the rest of the game board. 291 00:13:48,863 --> 00:13:51,289 And every time you play the game, 292 00:13:51,289 --> 00:13:52,830 you can have a different set of cards 293 00:13:52,830 --> 00:13:55,679 because each player gets a different card between-- 294 00:13:55,679 --> 00:13:57,178 it's very, very likely that you have 295 00:13:57,178 --> 00:13:59,728 to play two games with even the same [? set of basis ?] 296 00:13:59,728 --> 00:14:01,162 at the table. 297 00:14:01,162 --> 00:14:06,898 [INAUDIBLE] 298 00:14:06,898 --> 00:14:10,856 And the whole idea of the games we picked out today 299 00:14:10,856 --> 00:14:13,652 is that all of them are kind of like a sort 300 00:14:13,652 --> 00:14:17,940 of an interesting case of what it means to have 301 00:14:17,940 --> 00:14:21,210 changing rules in games. 302 00:14:21,210 --> 00:14:25,310 Risk Legacy-- how many of you played this particular? 303 00:14:25,310 --> 00:14:29,044 OK, how long have you had a game going [INAUDIBLE] 304 00:14:29,044 --> 00:14:29,762 how many rounds? 305 00:14:29,762 --> 00:14:31,470 STUDENT: I played with people in my home. 306 00:14:31,470 --> 00:14:33,922 I played in like three games and I think 307 00:14:33,922 --> 00:14:35,590 we played a total of 12 or so-- 308 00:14:35,590 --> 00:14:36,090 12 games. 309 00:14:36,090 --> 00:14:38,690 PROFESSOR: Every time you play this game, the game changes. 310 00:14:38,690 --> 00:14:40,058 STUDENT: [INAUDIBLE] 311 00:14:40,058 --> 00:14:40,924 PROFESSOR: What? 312 00:14:40,924 --> 00:14:42,090 STUDENT: I've heard of this. 313 00:14:42,090 --> 00:14:47,110 PROFESSOR: Yeah, [INAUDIBLE] changes made [INAUDIBLE]. 314 00:14:47,110 --> 00:14:52,527 When you first buy the game, four packets, four envelopes 315 00:14:52,527 --> 00:14:54,937 are actually [INAUDIBLE] the past [? year, ?] You can see 316 00:14:54,937 --> 00:14:57,530 we played this a bit [INAUDIBLE]. 317 00:14:57,530 --> 00:15:01,920 And that gives you new cards, stickers that you 318 00:15:01,920 --> 00:15:04,678 can stick on the old cards. 319 00:15:04,678 --> 00:15:06,973 You can see this card had a whole bunch of stickers 320 00:15:06,973 --> 00:15:11,675 added onto it that basically introduce new rules into games. 321 00:15:11,675 --> 00:15:14,490 You can change the map. 322 00:15:14,490 --> 00:15:17,184 And usually, this comes down to the people 323 00:15:17,184 --> 00:15:21,864 who won, the people who lost get certain abilities to make 324 00:15:21,864 --> 00:15:28,830 changes [INAUDIBLE] areas [INAUDIBLE] these [INAUDIBLE]. 325 00:15:28,830 --> 00:15:32,420 Certain cities have been established. 326 00:15:32,420 --> 00:15:37,687 So for instance, this is the kingdom of [INAUDIBLE]. 327 00:15:37,687 --> 00:15:39,532 This is the kingdom of [INAUDIBLE]. 328 00:15:39,532 --> 00:15:40,978 STUDENT: That's mine, by the way. 329 00:15:40,978 --> 00:15:41,942 PROFESSOR: That yours? 330 00:15:41,942 --> 00:15:42,424 STUDENT: Yeah. 331 00:15:42,424 --> 00:15:42,906 PROFESSOR: OK. 332 00:15:42,906 --> 00:15:43,870 STUDENT: That's mine. 333 00:15:43,870 --> 00:15:48,687 PROFESSOR: [INAUDIBLE] cover here. 334 00:15:48,687 --> 00:15:54,881 [INAUDIBLE] Here [INAUDIBLE]. 335 00:15:54,881 --> 00:15:55,464 STUDENT: Yeah. 336 00:15:55,464 --> 00:16:00,360 PROFESSOR: [INAUDIBLE] in Japan. 337 00:16:00,360 --> 00:16:05,080 So this was interesting because one way 338 00:16:05,080 --> 00:16:08,888 to think about it is it's not the [INAUDIBLE] 339 00:16:08,888 --> 00:16:10,319 played the game of Risk? 340 00:16:10,319 --> 00:16:13,605 RICK: Yeah, it starts off like Risk but closer 341 00:16:13,605 --> 00:16:16,594 to like Risk 20-something or other. 342 00:16:16,594 --> 00:16:17,260 PROFESSOR: Yeah. 343 00:16:17,260 --> 00:16:19,370 RICK: One of the later editions of risk 344 00:16:19,370 --> 00:16:23,240 where there's like turn order cards and some other-- it 345 00:16:23,240 --> 00:16:27,320 does resources differently than classic Risk did. 346 00:16:27,320 --> 00:16:28,540 But basically, it is Risk. 347 00:16:28,540 --> 00:16:31,050 PROFESSOR: Yes, and you have stickers that you 348 00:16:31,050 --> 00:16:34,550 can attach on the [INAUDIBLE]. 349 00:16:34,550 --> 00:16:40,010 And so basically, every time you play this game, 350 00:16:40,010 --> 00:16:42,860 you're playing a different game [INAUDIBLE]. 351 00:16:42,860 --> 00:16:44,443 RICK: The great thing is, in this one, 352 00:16:44,443 --> 00:16:45,776 there's a story that goes along. 353 00:16:45,776 --> 00:16:48,230 As you do things, the story changes. 354 00:16:48,230 --> 00:16:51,479 So you're in this post-apocalyptic hellscape. 355 00:16:51,479 --> 00:16:53,520 With these factions that are fighting each other. 356 00:16:53,520 --> 00:16:57,040 And then all of a sudden, when a certain condition is reached, 357 00:16:57,040 --> 00:17:00,800 one of those classes opens up and new elements to the story 358 00:17:00,800 --> 00:17:02,090 are discussed. 359 00:17:02,090 --> 00:17:04,428 And then a new race-- a new faction comes up 360 00:17:04,428 --> 00:17:05,626 or a new race comes up. 361 00:17:05,626 --> 00:17:11,260 So, spoilers-- there is aliens right there from alien island. 362 00:17:11,260 --> 00:17:14,067 PROFESSOR: [INAUDIBLE] 363 00:17:14,067 --> 00:17:16,150 RICK: [INAUDIBLE] becomes the alien collaborators. 364 00:17:16,150 --> 00:17:18,955 And that faction from now on is considered the collaborator. 365 00:17:18,955 --> 00:17:21,190 It gets special powers because of the aliens 366 00:17:21,190 --> 00:17:26,680 but they don't get-- 367 00:17:26,680 --> 00:17:29,880 I think they get special powers and I 368 00:17:29,880 --> 00:17:32,494 think they get a special something that 369 00:17:32,494 --> 00:17:33,806 goes against them. 370 00:17:33,806 --> 00:17:38,512 PROFESSOR: This game is actually probably not best played cold. 371 00:17:38,512 --> 00:17:40,260 But so what I will suggest is that folks 372 00:17:40,260 --> 00:17:42,440 take a look at this box. 373 00:17:42,440 --> 00:17:45,215 Because just trying to internalize all of the changes 374 00:17:45,215 --> 00:17:50,046 that have happened to this game since [INAUDIBLE] probably 375 00:17:50,046 --> 00:17:52,491 [INAUDIBLE]. 376 00:17:52,491 --> 00:17:54,959 But it's very, very [? unique way to ?] take a look 377 00:17:54,959 --> 00:17:56,980 and see what changes have been made. 378 00:17:56,980 --> 00:18:01,226 One way that a designer is going to [INAUDIBLE]. 379 00:18:01,226 --> 00:18:04,776 A lot of the rules that you get, a lot of changes 380 00:18:04,776 --> 00:18:08,020 you can make later in the game are actually tools for you 381 00:18:08,020 --> 00:18:10,120 to fix [? the events. ?] 382 00:18:10,120 --> 00:18:12,290 So there are really, really powerful changes 383 00:18:12,290 --> 00:18:13,692 that you can make in the rules. 384 00:18:13,692 --> 00:18:15,900 But the whole idea is that after you played something 385 00:18:15,900 --> 00:18:18,140 like 15 rounds or 10 rounds of the game, 386 00:18:18,140 --> 00:18:20,181 you kind of know where the game is going, 387 00:18:20,181 --> 00:18:25,830 where the board is [INAUDIBLE] or maybe [INAUDIBLE] how 388 00:18:25,830 --> 00:18:27,330 [INAUDIBLE]. 389 00:18:27,330 --> 00:18:31,910 And the players now have the tools to officially fix 390 00:18:31,910 --> 00:18:33,710 those imbalances to play. 391 00:18:33,710 --> 00:18:38,416 So in a way, it's [INAUDIBLE] game design process. 392 00:18:38,416 --> 00:18:49,186 And [INAUDIBLE] you have [INAUDIBLE] 393 00:18:49,186 --> 00:18:53,760 is kind of like a deck building game 394 00:18:53,760 --> 00:18:58,940 only your dice and [INAUDIBLE] part of [INAUDIBLE]. 395 00:18:58,940 --> 00:19:04,180 And I don't have a whole lot of information about this game. 396 00:19:04,180 --> 00:19:05,510 STUDENT: Plays like Dominion. 397 00:19:05,510 --> 00:19:06,135 PROFESSOR: Yes. 398 00:19:06,135 --> 00:19:08,959 STUDENT: [INAUDIBLE] the cards are out. 399 00:19:08,959 --> 00:19:11,000 [? We ?] build your deck just like it's Dominion. 400 00:19:11,000 --> 00:19:14,746 And when you do attacks and certain things, 401 00:19:14,746 --> 00:19:19,706 you have cards that represent a thing that you can use 402 00:19:19,706 --> 00:19:21,205 and then dice that are reflecting 403 00:19:21,205 --> 00:19:23,630 the [INAUDIBLE] card. 404 00:19:23,630 --> 00:19:26,600 PROFESSOR: So, like a lot of other deck building games, 405 00:19:26,600 --> 00:19:29,295 you know, [INAUDIBLE] conquer. 406 00:19:29,295 --> 00:19:31,500 Often, when you're actually going into a game, 407 00:19:31,500 --> 00:19:37,040 [? what you're seeing ?] is not quite what [INAUDIBLE] before 408 00:19:37,040 --> 00:19:38,757 in previous games. 409 00:19:38,757 --> 00:19:40,340 So every time, you're trying to, like, 410 00:19:40,340 --> 00:19:42,450 figure out what is [INAUDIBLE] momentum. 411 00:19:42,450 --> 00:19:44,750 What is the strategy for this particular round 412 00:19:44,750 --> 00:19:45,630 that I'm playing? 413 00:19:45,630 --> 00:19:47,754 [INAUDIBLE] just happens to be an interesting twist 414 00:19:47,754 --> 00:19:52,124 on that [INAUDIBLE] cards. 415 00:19:52,124 --> 00:19:57,060 And Settlers of Catan, it seems like an odd thing to bring up. 416 00:19:57,060 --> 00:20:01,990 But back when it first came out, it was kind of neat that it was 417 00:20:01,990 --> 00:20:05,750 one of the games that definitely popularized the whole idea that 418 00:20:05,750 --> 00:20:09,120 every time you played this game, you had [INAUDIBLE] because you 419 00:20:09,120 --> 00:20:12,410 have the hexes that are arranged [? by the water ?] and systems 420 00:20:12,410 --> 00:20:19,280 to be able to make a random map, [? into a ?] table no matter 421 00:20:19,280 --> 00:20:20,960 how it's arranged. 422 00:20:20,960 --> 00:20:25,285 And you're playing a different scenario in the game. 423 00:20:25,285 --> 00:20:26,910 So we also had the Seafarers expansion. 424 00:20:26,910 --> 00:20:29,070 That's kind of like the traditional way 425 00:20:29,070 --> 00:20:30,636 that publishers [INAUDIBLE], right? 426 00:20:30,636 --> 00:20:33,693 They give you all the parts and maybe 427 00:20:33,693 --> 00:20:36,610 a new set of rules to be able to add to an existing 428 00:20:36,610 --> 00:20:38,483 set of pieces on the board. 429 00:20:38,483 --> 00:20:41,024 What happens is that the map is a lot larger, as you can see, 430 00:20:41,024 --> 00:20:43,484 because you have additional cards. 431 00:20:43,484 --> 00:20:45,944 Actually, I don't know anything [INAUDIBLE]. 432 00:20:45,944 --> 00:20:47,630 But [INAUDIBLE] larger. 433 00:20:47,630 --> 00:20:49,995 Users [INAUDIBLE] then the old ones. 434 00:20:49,995 --> 00:20:52,420 Gives you a few new pieces, new rules, 435 00:20:52,420 --> 00:20:54,720 and you're playing [INAUDIBLE]. 436 00:20:54,720 --> 00:20:57,780 So this one might also be-- and I [? wouldn't ?] suggest just 437 00:20:57,780 --> 00:20:59,878 playing a straight out game of Settlers of Catan 438 00:20:59,878 --> 00:21:01,750 because I know a lot of you already have. 439 00:21:01,750 --> 00:21:04,467 But in case you need it, [INAUDIBLE] 440 00:21:04,467 --> 00:21:06,800 especially if you haven't played the Seafarers expansion 441 00:21:06,800 --> 00:21:09,780 [INAUDIBLE] look through how they present the rules 442 00:21:09,780 --> 00:21:12,840 so that knowing how to play this game, how 443 00:21:12,840 --> 00:21:14,600 do they introduce new sets of rules 444 00:21:14,600 --> 00:21:18,072 to change the way [INAUDIBLE] played. 445 00:21:18,072 --> 00:21:20,030 RICK: Big difference for that one with islands, 446 00:21:20,030 --> 00:21:22,270 rather than having rows of settlements, 447 00:21:22,270 --> 00:21:28,900 you have shipping lanes that you build that connect ports. 448 00:21:28,900 --> 00:21:31,010 PROFESSOR: Yep, and I believe you 449 00:21:31,010 --> 00:21:33,810 don't know what's on the island before you get there. 450 00:21:33,810 --> 00:21:35,190 RICK: Yep. 451 00:21:35,190 --> 00:21:40,787 PROFESSOR: So you don't actually know [INAUDIBLE] island 452 00:21:40,787 --> 00:21:41,995 at the beginning of the game. 453 00:21:45,720 --> 00:21:47,580 From the reading that-- 454 00:21:47,580 --> 00:21:51,070 anything strike anyone from the reading? 455 00:21:51,070 --> 00:21:52,840 Just wondering if-- 456 00:21:52,840 --> 00:21:55,135 STUDENT: It said that I guess the unbalance of the game 457 00:21:55,135 --> 00:21:56,310 was the actual point. 458 00:21:56,310 --> 00:21:56,976 PROFESSOR: Yeah. 459 00:21:56,976 --> 00:22:03,140 STUDENT: And that they were going for the feel of that 460 00:22:03,140 --> 00:22:06,075 if you find that something is not fair, 461 00:22:06,075 --> 00:22:10,010 that you have your own unfair power to sort of counter that 462 00:22:10,010 --> 00:22:10,510 unfairness. 463 00:22:10,510 --> 00:22:13,090 PROFESSOR: Right, everyone has a win cheat basically, 464 00:22:13,090 --> 00:22:16,750 but it's officially mandated by the game and the different ways 465 00:22:16,750 --> 00:22:17,890 you [INAUDIBLE] 466 00:22:17,890 --> 00:22:20,080 STUDENT: It's kind of similar to Diplomacy, 467 00:22:20,080 --> 00:22:22,170 which is inherently unbalanced. 468 00:22:22,170 --> 00:22:24,630 Like, [INAUDIBLE] played several games of Diplomacy, 469 00:22:24,630 --> 00:22:26,087 [INAUDIBLE] like some of the-- 470 00:22:26,087 --> 00:22:28,170 I don't remember which countries, but some of them 471 00:22:28,170 --> 00:22:31,090 are, like, in much stronger positions and two of them 472 00:22:31,090 --> 00:22:34,006 together can take out the entire board if people let them. 473 00:22:34,006 --> 00:22:37,100 And so in general, more advanced and experienced players 474 00:22:37,100 --> 00:22:39,550 will not let that happen or will all 475 00:22:39,550 --> 00:22:41,890 gang up and crush the first one or something 476 00:22:41,890 --> 00:22:46,330 like that, which kind of makes an interesting meta game. 477 00:22:46,330 --> 00:22:48,300 PROFESSOR: So you can spot the patterns. 478 00:22:48,300 --> 00:22:50,640 But then you also have a lot of tools 479 00:22:50,640 --> 00:22:52,570 to try to push back against that once you 480 00:22:52,570 --> 00:22:54,618 know that the game [INAUDIBLE]. 481 00:22:54,618 --> 00:22:56,245 STUDENT: I consider Cosmic Encounter 482 00:22:56,245 --> 00:22:58,661 to be sort of like the version of Munchkin in that they're 483 00:22:58,661 --> 00:23:00,730 both sort of stop the leader games where it's literally 484 00:23:00,730 --> 00:23:03,040 everyone-- it's very easy for almost everyone to get 485 00:23:03,040 --> 00:23:07,115 [INAUDIBLE] to victory and it's all about, like, 486 00:23:07,115 --> 00:23:09,628 how you [INAUDIBLE] people are [INAUDIBLE] everyone's 487 00:23:09,628 --> 00:23:12,463 trying to [? stop her. ?] And when [INAUDIBLE] people run out 488 00:23:12,463 --> 00:23:14,080 of stuff to stop the winner. 489 00:23:14,080 --> 00:23:17,820 PROFESSOR: Yep, every game comes to an end. 490 00:23:17,820 --> 00:23:20,690 I remember games of Cosmic Encounter dragging 491 00:23:20,690 --> 00:23:22,695 on for a really long amount of time, 492 00:23:22,695 --> 00:23:25,090 but I'm not entirely sure that's the case 493 00:23:25,090 --> 00:23:29,160 of this particular edition of the game. 494 00:23:29,160 --> 00:23:31,440 STUDENT: The idea of finding balance 495 00:23:31,440 --> 00:23:35,010 for [INAUDIBLE] where sort of the motto is if it's broken, 496 00:23:35,010 --> 00:23:37,760 break it until it's fixed. 497 00:23:37,760 --> 00:23:39,800 PROFESSOR: I haven't heard that one. 498 00:23:39,800 --> 00:23:41,810 STUDENT: [INAUDIBLE] basically, they 499 00:23:41,810 --> 00:23:44,448 took Super Smash Bros Brawl and just way 500 00:23:44,448 --> 00:23:46,406 overpowered a bunch of different people's moves 501 00:23:46,406 --> 00:23:48,614 so that you can do ridiculous things the entire time. 502 00:23:48,614 --> 00:23:51,150 It actually ended up working pretty well [INAUDIBLE]. 503 00:23:51,150 --> 00:23:53,940 PROFESSOR: OK, yeah. 504 00:23:53,940 --> 00:23:57,476 League of Legends, the ultra-rapid fire 505 00:23:57,476 --> 00:23:59,810 is kind of that too. 506 00:23:59,810 --> 00:24:01,655 But I think that's-- 507 00:24:01,655 --> 00:24:03,780 one of the things that I remember from the readings 508 00:24:03,780 --> 00:24:07,050 was if you have a game where it's fun to lose, 509 00:24:07,050 --> 00:24:11,354 you've got something really, really good there. 510 00:24:11,354 --> 00:24:13,770 They were a lot more flippant about some of the other ways 511 00:24:13,770 --> 00:24:15,395 that you can tell you have a good game. 512 00:24:15,395 --> 00:24:18,100 Like, you lose the game when you have 513 00:24:18,100 --> 00:24:21,810 a divorce because your spouse wanted the game. 514 00:24:21,810 --> 00:24:25,350 But I'm not sure how that metric is useful. 515 00:24:29,730 --> 00:24:33,346 But some other metrics that tell whether your game is-- 516 00:24:33,346 --> 00:24:34,970 you've got something really interesting 517 00:24:34,970 --> 00:24:36,790 as a game is that one is the game system is actually 518 00:24:36,790 --> 00:24:39,081 continually surprising the people who actually designed 519 00:24:39,081 --> 00:24:39,920 the game. 520 00:24:39,920 --> 00:24:42,507 Then just every once in a while, you just 521 00:24:42,507 --> 00:24:44,090 see something you've never seen before 522 00:24:44,090 --> 00:24:45,423 and you're the ones who made it. 523 00:24:45,423 --> 00:24:48,110 You know you've got a really interesting system there. 524 00:24:48,110 --> 00:24:51,110 And if people have stories to tell about their game 525 00:24:51,110 --> 00:24:55,420 after they're done, I think Munchkin has that. 526 00:24:55,420 --> 00:24:57,500 Cosmic Encounter definitely has that. 527 00:24:57,500 --> 00:25:01,685 They do try to give you the tone through the writing. 528 00:25:01,685 --> 00:25:05,057 Both games, Munchkin and Cosmic Encounter, 529 00:25:05,057 --> 00:25:06,640 these are very [INAUDIBLE] games where 530 00:25:06,640 --> 00:25:13,100 that's a lot of verbal humor in the text. 531 00:25:13,100 --> 00:25:16,670 But I feel in the dynamic of Cosmic Encounter, 532 00:25:16,670 --> 00:25:22,610 much like [INAUDIBLE] earlier, that's also 533 00:25:22,610 --> 00:25:24,250 [? create an origin ?] story. 534 00:25:24,250 --> 00:25:26,250 I was like, this person betrayed that person. 535 00:25:26,250 --> 00:25:27,960 I guess Diplomacy does that too. 536 00:25:27,960 --> 00:25:30,440 But you don't want to tell stories about Diplomacy 537 00:25:30,440 --> 00:25:32,360 because there's so many bad things associated 538 00:25:32,360 --> 00:25:35,070 with that whereas what happens in Cosmic Encounter 539 00:25:35,070 --> 00:25:36,855 is kind of hilarious usually. 540 00:25:36,855 --> 00:25:37,355 So-- 541 00:25:37,355 --> 00:25:38,780 STUDENT: [INAUDIBLE] 542 00:25:38,780 --> 00:25:40,900 PROFESSOR: Yeah, and Munchkin does that too. 543 00:25:40,900 --> 00:25:42,360 So you can tell stories about that 544 00:25:42,360 --> 00:25:44,360 and say, oh, I remember the time when, you know, 545 00:25:44,360 --> 00:25:45,950 I was this close to winning and then 546 00:25:45,950 --> 00:25:48,677 all of you [? stopped me. ?] And then I get this power 547 00:25:48,677 --> 00:25:50,260 and then I managed to pull myself out. 548 00:25:50,260 --> 00:25:52,290 And then this person just came from nowhere 549 00:25:52,290 --> 00:25:53,910 and won the whole game. 550 00:25:53,910 --> 00:25:55,910 STUDENT: I used to be competitive about Munchkin 551 00:25:55,910 --> 00:25:57,030 and I played like two or three games. 552 00:25:57,030 --> 00:25:58,488 And I was like, this game's a joke. 553 00:25:58,488 --> 00:25:59,670 Like-- 554 00:25:59,670 --> 00:26:01,910 PROFESSOR: It's one long running joke, yeah. 555 00:26:01,910 --> 00:26:04,280 STUDENT: So there's a role or a class, something like 556 00:26:04,280 --> 00:26:07,297 [? the Beef, ?] where you can roll a die-- actually, 557 00:26:07,297 --> 00:26:08,838 even better is the one where you just 558 00:26:08,838 --> 00:26:10,564 take people's shit all day. 559 00:26:10,564 --> 00:26:12,230 Like, I had a friend who like literally, 560 00:26:12,230 --> 00:26:13,771 every time, he was just like rolled-- 561 00:26:13,771 --> 00:26:15,794 like, keep going downhill until he was level one 562 00:26:15,794 --> 00:26:17,210 and just keep taking people's shit 563 00:26:17,210 --> 00:26:19,440 and it's just like, OK, man. 564 00:26:19,440 --> 00:26:20,690 You clearly don't want to win. 565 00:26:20,690 --> 00:26:22,439 All you're doing is trolling me right now. 566 00:26:22,439 --> 00:26:23,900 PROFESSOR: Right, right. 567 00:26:23,900 --> 00:26:26,685 It's supposed to be a situation of what a role playing 568 00:26:26,685 --> 00:26:29,680 group actually does when they're getting together, 569 00:26:29,680 --> 00:26:33,270 not how a role playing game actually works. 570 00:26:33,270 --> 00:26:41,600 OK, so I think [INAUDIBLE] with playing these games now, 571 00:26:41,600 --> 00:26:43,730 I'm going to guess about an hour. 572 00:26:43,730 --> 00:26:48,230 Again, I would not suggest this with Risk Legacy for playing, 573 00:26:48,230 --> 00:26:50,430 but you are definitely welcome to take a look at it. 574 00:26:50,430 --> 00:26:52,013 The rest of the games, go right ahead. 575 00:26:52,013 --> 00:26:56,030 And probably, [INAUDIBLE] hopefully, 576 00:26:56,030 --> 00:26:58,970 the [INAUDIBLE] at least one hour, 577 00:26:58,970 --> 00:27:01,590 possibly 1 and 1/2 hours for you to work in your teams 578 00:27:01,590 --> 00:27:03,494 for the second half of class. 579 00:27:03,494 --> 00:27:03,994 Cool? 580 00:27:03,994 --> 00:27:04,494 Yeah. 581 00:27:04,494 --> 00:27:07,227 STUDENT: Are we [INAUDIBLE] then? 582 00:27:07,227 --> 00:27:08,810 PROFESSOR: Yes, [INAUDIBLE] on Monday. 583 00:27:08,810 --> 00:27:10,780 Sorry, did I say Wednesday? 584 00:27:10,780 --> 00:27:12,150 STUDENT: I don't remember. 585 00:27:12,150 --> 00:27:13,580 PROFESSOR: OK, all right. 586 00:27:13,580 --> 00:27:17,930 Yeah, Monday-- Monday is the day where we go outside and get 587 00:27:17,930 --> 00:27:21,217 ready to play Joust, which means wear comfortable shoes and-- 588 00:27:21,217 --> 00:27:22,300 STUDENT: It's [INAUDIBLE]. 589 00:27:22,300 --> 00:27:24,340 PROFESSOR: And hopefully it'll get warmer. 590 00:27:24,340 --> 00:27:31,640 [INAUDIBLE] because outdoors is usually too noisy [INAUDIBLE]. 591 00:27:31,640 --> 00:27:35,150 All right, so [INAUDIBLE]