 All right. So we have to talk about Res Publica because we put it in the title of the episode. Res Publica is a Kenizia game that I had never played until Pax. I never played it until this weekend. Yeah. Chris busses out once and that's all I need to play. I like it because no get the only game I can think of that has a mechanic even close to this in terms of the mechanic that's interesting in this game is Hanabi. Yeah. But Hanabi is better by a lot. This is a game where there's two resources and you're trying to build the most stuff by making sense of two decks of cards. You have to make sets and succeed in the first deck of cards. And you can start getting cards from the second deck. And the second deck is actually worth victory points. Yes. Really much build a machine and then score and then the game is over. But the mechanic and this is all I want to focus on the game itself. Like it's it's play it if you're a game designer and you want to see how this works. This is really straightforward and simple and not really the greatest. But well it could be basic. It's really just it's really just here's this game mechanic. Let's implement it in the simplest possible most straightforward way and the end. But the mechanic is such. So think about games like Bonanza about games like it does it better. And I think Bonanza does it worse. But Bonanza is a more fun game. Maybe. Because there's no information economy in Bonanza really not like this. That's true. And so you could just be like yeah I got to go in fact. Oh my imagine Bonanza if you use some of the ideas from this game. Maybe to think of anyway. So here's the mechanic on your turn you'll have a hand of cards and you either say I have something or I want something and you can in saying that you're giving information away. Obviously if you say you have something you have to have it. You can't say you have something you don't have. You can say you want something. Well that's the only thing that you could get. So clearly you must have something that goes with the thing you want in your hand. Otherwise you wouldn't be saying that. So I offer a contract. I have two Lange Barton. That means I will give you two Lange Barton for whatever you offer. Right. So clockwise you go around the table. So since RIM started with an I have everyone else has to reply with an I have right. So RIM said he has two Lange Barton. I have two shift bow and everyone else says I have one shift bow. I have three cards. Yep. Who cares what they are. Yep. And you go around and then I can choose not to trade or I can pick one of those deals and do it. So if he picks me he has to give me two Lange Barton. I have to give him two shift bow because that's what we said that we had. Oh yeah the game. The copy of the game we have is just in German. We can't negotiate. Right. We have to do what we said was the thing. Yeah. It's a very structured market. So if I say I want then Scott would say I want. Yeah. You have to reply to a want with a want and a have with a have. So if he says he wants a shift bow I have to a have to have a shift bow. I can't say I want something if I don't have the shift bow that he wants. So to step it up a little further you can have up to two clauses and an and or an or between them. So I could say I want to shift bow or two Lange Barton. So that means I can reply with a want as long as I have either to shift bow or two Lange Bartons and then I would say I want something. So now if we actually RIM chooses me for the deal it's up to me whether to give him the shift bows or the Lange Barton. Yeah. So I said or I decide which of those or is I'm going to give. Yeah. So if I say I have X or Y fuck you. I'm not you. I don't you don't get to pick which one. So I have or is kind of a dick deal but you can use that to share something I thought about immediately after playing that I never did during the game. Yeah. Was could I lie using an or for example I have one shift bow in my hand. Yeah. Could I say I have one shift bow or one something I don't have. I can see. And then always give the shift bow. No you cannot. I'm reasonably sure. No one did that because I don't think you can. When I give him if you give someone something after an or you give it to them face down so that only you and they know what you actually gave and no one else does. So think about this. I might say something you know what when I'm saying my haves and wants I might have a part of the clause that is something I actually want to do. But I'm also trying to share information like I'm trying to impart not like to say it's my turn and I offer something to Scott. I might also be saying something because I want Chris to offer me something on his turn and I'm trying to share information. You're negotiating without directly negotiating by saying that you want something like someone just says you know they have one something and it's like goes around and no one has anything and then you're like I want to or that's something you just said you had one of. Yeah. Yeah. You got to be careful because if you share too much information like if Scott keeps talking about how he has Langevard is trying to get rid of him and then suddenly you look up some more of the cars like Langevard and Schiffbaugh's vikinger angle Saxons angle Saxons and vikingers vikingers. OK. There we go. All right. Schiffbaugh Schiffbaugh. But if Scott keeps saying I have Langevard and I have Langevard and then suddenly he's like I want Langevard. Well. Yeah. I'm not going to give no one's going to give him a fucking Langevard now because he's going to make a set. Yeah. He suddenly got like by luck close enough to be there to a set. So the game is a pretty rough game. If you really play to win because you got to keep track of what people have in one based on these negotiated contracts and this information economy. It was too much for me to ever bother trying to do fully. Yeah. I'm like at the beginning of the game I started to get a picture in my head of what were in people's hands and before it got around the table once I gave the fuck up. So information economy games. But I would say if you're just a casual. I ended up just like sort of associating one card with each player at any given turn. Yeah. Well it's like in T&E. All I think about is for everyone else what do they have the least of. And I try to keep track of that and I ignore everything else. They have the least of the thing no one has any. Yeah. So do not get this game just as a general gamer. I'd honestly only recommend it if one you're a Rainier Canizia fan like you really just want to go through his his works. Or if you're a game designer and you want to study this mechanic. Yes. If you're a game designer who is interested in information economies because there aren't that many games that do it well. And I suspect information is some sort of game researchers. Information economy games are rare and they might be a way to solve some of the problems of shitty co-op games like pandemic. Right. But yeah. There's a lot you can learn from this game but there's not a lot of fun that normal people could have playing this game or anyone could have playing this game. It's like I played it once and I don't need to play it again really. I understand it now. So the third type of person to play it is if you're one of those people who's played every game like this is novel and you'll get pure novelty from it because you haven't played a game like it before a few times. Yeah. I mean some people have played like most of the games in the PAX library and you're sitting there like what do I play that isn't Tiggers and Euphrates. This has been Geek Nights with Rym and Scott. 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