 So here's the deal with Fuji Flush, right? You got this hand of cards, right? And you are trying... They're numbered like what, one through 24 or something? Right, you're trying to get rid of all your cards. You don't want any cards in your hand and then you are the winner, right? So what happens is you put a card down on the table and the cards with really high values, there's not a lot of them in the deck. Like I think there's one of each of the really high value and then there's like two of the middling ones So like if you've got like a 16, there's probably not another 16 out there. There might be one maybe. I don't think there is. But there's a million twos. But there's like twos and fours like galore, right? So I put down a four. I'm starting the game. I'm winning. Two through 20. I'm winning. Four is the highest number out there, right? Rim plays an eight. Oh, I've been beat, right? We're going around clockwise. All the people who were beat, their card goes away and they have to draw another card. So my four is beat, my four goes away and I draw a new card into my hand. My hand is not decreased in size. Therefore, I am not any closer to winning. I'm trying to get rid of all the cards in my hand. So that sucks. So then Joey Jojo plays a two. That doesn't beat the card I played. It doesn't beat rims eight, but it hasn't been beat by someone after him. So that two stays. Now the next person plays another eight. So we got rims eight, a two, which survives, and then another eight. Well, obviously the eight alone would get rid of the two. Obviously the two is defeated. And, you know, Joey Jojo's two goes to the middle and they draw a new card. But that eight ain't an eight. Well, rims eight wasn't defeated because it's an eight, right? And he got tied. But because now there are two eights on the table, they are now both 16s. And say Scott plays an eight. Now, it gets back to me. It's a four player game and I play an eight. 24. That's 24. All the eights are now worth 24. Right. Someone would need to make us throw those eights away. Someone couldn't just play a nine. They'd have to play a 25, right? Or they'd have to like have two people play like, you know, have a bunch of people in a row, all play like nines to get a, you know, a bunch, right? Other people have to combine their numbers together somehow to beat our combined four. So everyone like eight, eight, nine, nine. Oh, the eights got beat, right? But if it gets back to your turn and your card in front of you has not been defeated, you put your card in the middle and you do not draw a new card and your hand is now smaller. If you shared that card with other people, they also put their card in the middle. So you basically can form coalitions with other players to like, you'll all rise together. But it's not just a vote who wins game because you've got a very limited hand at any given point in time. You don't want a big hand. You want a small hand. You're trying to get down to zero. Your options keep decreasing as time goes on. You can't just say, man, I can see that rim only has one card left. I really need to team up with Chris against him. Let's not form any coalitions with rim right now. You can do that up to a point. Well, rim plays his four. And what I've got in my hand, two four is great. Now it is elegant though in that the bigger your hand still is, the easier it is to form coalitions with other people whose hands are bigger. So as you are closer to winning the game, your options for coalitions decrease. I think this is the one flaw in the game is that at the very end, you got one card and on your turn you play it. And that's all you can do then when if you get beat, you draw a new card and then when it's your turn, you play it. And it's pretty much at the end of the game. You're not making decisions anymore. You're just playing the card that you draw and hoping that it wins out at some point before someone else empties their hand. Now reducing that ability, that coalition ability of the leading players is a very good mechanic. It actually, it balances the game out like very well. If someone gets a little head with luck, they got to be real skilled or real lucky to keep getting ahead. Everyone else can catch up by going like five, five, five, five and just blow bastard. I think the way to make this game absolutely perfect and it may require adding some more cards to the game. But basically make everyone's starting hand three cards bigger and have someone win. If they get down to three. If they get two, three or maybe below three. As soon as they get to two cards left, they win immediately. That way at the end of the game, you're still making decisions. And it's not just down to 100% luck at the end where you only have like one or two cards but you're still have to win the same number. The game would still be just as long. You still have to win the same number of times, get rid of the same number of cards. But you never reach a part of the game where it's just draw play, draw play. I'm confident that, that small rule change. We have not play tested this, but I think that small rule change. You have to rebuild the deck because you need more cards. Yeah, maybe we have to test it. Maybe. You might just have to reduce the max. It takes up to eight players, which is also actually like rare. You could just, yeah, if you reduce the player's count to five, then you can give everyone three more cards without any problem, right? But I'm confident that a small rule change like that takes this game from good to great. And it'd be really interesting to try it and see if our hypothesis is correct. Cause I really, I played this game once. I really enjoyed that one play. It got high luck. You can see there is a lot of high level interaction for how short this game is. Right, you're like, how many, like rim plays an eight. And I say I got eight in my hand and it's like, well. Do I want to help? But you might look and play. I can also just play a nine and shut you down. Yeah. And then I say, Oh no, rim has a ton of cards in his hand. I'm beating him. Let's go on on the eights. And then I think, oh shit, I don't want to go out with Scott cause that doesn't get me closer to winning. But there's nothing you can do about it. He already played. Oh, by the way, it's not just eights that form coalitions, right? It could be, we could be using that as the example, but it could be like there are times where someone played like 11 and someone else was like, oh yeah, 11 and there's 22. And then another person went, right? It's like, that shit happens. And you'll see sometimes like someone plays like a four or a five. And then someone's like two and then two and then two and then two. And then the four gets knocked out and shit happens. It's awesome. Yep. There are the low numbers can beat the high numbers. It happens. Apparently this game re-implements another older game called Drop Pelt and Drift Fuck. Great name. Designer Friedman Fries. All right. So I guess he remade the game. Okay. This original game had cards number two through 15, but was otherwise mostly this guy now because I remember him looking pretty young in the 10, 15 years ago. I think he's just been making games forever. Well, I mean, he made power grade. He doesn't have to do anything else. How much money he made from drop felt and Drift Fuck was anonymously sent to various people in March of 2016. The rules or the box gave no hint to the identity of the designer in July of 2016. Friedman Fries was revealed to be the designer. So he anonymously sent this game out to get it play tested, I assume, and then re-implemented it based on that feedback as Fuji Flush. Wow, he released it as a D&D game as opposed to an F and F game. Well, he had to hide. I wonder if there's other D&D games released anonymously that are actually him. Go for it. I'm going to look around. Dungeon and Dragoon. Dungeon and Dragoon. So this game, if you like, if you want a game like Six Nymphs or N Yet or even Wizard, this is just one of those games. You could just make, well, the thing with Witt, I was going to say, like Wizard is like the best still, but Wizard takes a while. You got a lot of hands you got to play. All these other games, these smaller card games, get you almost all the fun of the Wizard in a lot less time and a lot less space. Even Six Nymphs requires many plays to finish. This is just like bam, and it's done. I don't know, I've been enjoying these trick-taking-esque, light, relatively quick games that actually have pretty serious strategy. It's like, these games aren't so great and so amazing on the Puerto Rico T&E level, but it's like, in terms of efficiency, the most strategy and good brain thinking in the least amount of game, it's like, oh, it's just so elegant and efficient, and it's like, you can get a whole ton of good, satisfying, worthwhile, strategic gaming in 10, 15 minutes. But more importantly, they're quick to teach. They take like a minute to teach people how to play. Well, especially if they already know what trick-taking games are, right? But it's like, trick-taking games in general, I think, because it's like, it's all this strategy of like, all right, here's a bunch of cards, and how do I take or not take tricks? Hmm, even Hearts is like, oh, there's a lot of thinking going on here. It's not just some random bullshit, even though there is some randomness, and then you get a real game and then it's over. Now, what I've also found, this is kind of a side note, but this applies to all these games, independent, like as long as someone knows the basics of what trick-taking is and we skip that problem, it is readily apparent immediately when you teach this game to new people, some people just have a knack for understanding the core of what the game is once you explain the rules, and some people just don't. Yes, that is- And when we taught, when we played Fuji Flush, about two thirds of our table, no one had played the game before except the person who taught us, got it right away and started playing like this really A game like real quick, and the other people, I don't think they, I don't think even by the end of the game they really understood what was happening to them. Is that the game's fault, right? No.