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Gaming with Science is a podcast that looks at science through the lens of tabletop board games. If you ever wondered how natural selection shows up in Evolution, whether Cytosis reflects actual cell metabolism, or what the socioeconomics of Monopoly are, this is the place for you. (And if not, we hope you’ll give us a try anyway.) So grab a drink, pull up a chair, and let’s have fun playing dice with the universe!

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Episode S3E04.1 - The Mating Game (bonus) Cover

S3E04.1 - The Mating Game (bonus)

#PangolinScienceGames #TheMatingGame #SexualSelection #BoardGames #Science #Bonus Summary In this bonus episode of Gaming with Science, we’re joined by Dr. Andrea Roth Monzón and Dr. Andrew Thompson of Pangolin Games to discuss their upcoming Kickstarter project, The Mating Game. We dive into how they’ve translated complex evolutionary concepts like sexual selection and reproductive trade-offs into a vibrant, cartoony tabletop experience that’s as much a teaching tool as it is a game. From the strategic nuances of "flashy" versus "sneaky" mating behaviors to the challenges of designing for a K-12 classroom, Andrea and Andrew share their eight-year journey of balancing hard science with high-energy fun. Whether you want to learn why an elephant seal dresses like a luchador or how games can foster a lifelong love of discovery, join us for a look at the wild world of sexual selection with The Mating Game. Timestamps * 00:00 - Introductions * 03:52 - Game vision and origin * 11:57 - Balancing science and fun * 17:01 - Tuning complexity * 23:31 - Tabletopia and classroom accessibility * 26:41 - Favorite other games * 31:50 - Kickstarter pitch Links * The Mating Game - Pre-launch page [https://prelaunch.pangolinsciencegames.com/6] and Tabletopia [https://tabletopia.com/games/the-mating-game]  * Pangolin Science Games on Instagram [https://www.instagram.com/pangolinsciencegames] and Facebook [https://www.facebook.com/PangolinGames/], and Bluesky [https://bsky.app/profile/pangolingames.bsky.social] Find our socials at https://www.gamingwithscience.net [https://www.gamingwithscience.net]  This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license. Full Transcript (Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ ) Jason  0:06   Hello and welcome to the gaming with science podcast where we talk about the science behind some of your favorite games. Brian  0:12   Today, we're having a creator interview with the creators of the mating game by pangolin games. Hey, welcome back to a bonus episode. This is Brian. Jason  0:22   This is Jason Brian  0:23   and today we are joined by Andrea Roth Monzón and Andrew Thompson, the creators of the mating game. Why don't you introduce yourselves? Andrea  0:31   I'm Andrea, a researcher. I've worked with a very broad different kinds of things. I've done anything from like herpetology to more like evolutionary ecology stuff to basically parasitology, which is where I'm at at the moment. And I've always been interested in teaching science and getting people interested in science, specifically from an experiential point of view. I think science is to be discovered. And so I think games create an opportunity to discover, basically science, to have an opportunity to discover the process before you actually learn about it through a game.  Brian  1:05   Awesome. Thank you.  Jason  1:06   And some vocabulary for our listeners. So herpetology is the study of like snakes and lizards and reptiles and stuff. Parasitology is the study of parasites. So it basically sounds like Andrea studies creepy crawly squiggly things. Brian  1:18   Herpetology is my favorite paraphyletic science. When I talk about jargon, it's a group of things that are not actually related to one another, right? Because you got amphibians and snakes and lizards and all the things that crawl across the ground, all the vertebrates that drag their bellies, Andrea  1:32   but you also have all the cool stuff. I still tell people they're my first love, and would always be my love. Brian  1:39   What about you? Andrew?  Andrew  1:41   Yeah. So my name is Andrew Thompson. I actually met Andrea in grad school, so that's where we started this venture together. My background is in microbiology, and I transitioned from microbiology as an undergraduate into biology, and I did some microbial ecology in soils, and I also did some astrobiology. So I got the opportunity to work down antarctica with the largest ice free region in Antarctica, and we were studying soils down there to understand kind of fundamental ecological processes, because it's a lot the diversity is so reduced to that you can actually ask some of these big questions. that led into astrobiology. And I've always been a big kind of sci fi idea guy, and so that fit really well. And after grad school, I decided that I was kind of tired of research, and I liked ideas more than I liked research. And so I've been transitioning since then towards more of a sci fi author, game entrepreneur thing, but I still am actively researching my postdoc right now, doing some computational biology work with soil food web modeling and also some more soil environmental microbiology. Brian  2:38   So just to clarify, you guys are both PhDs, correct? Yes, yes. Okay, so you're Dr Andrea and Dr Andrew.  Andrew  2:46   Yes, that's correct. Brian  2:48   Okay, but I did want to follow up. So you worked at, were you at McMurdo Station?  Andrew  2:52   I was yes, in the dry valleys.  Brian  2:55   I actually, I wonder if we know some of the same people. Brent Christner is somebody who I work with on cryoconite soils that were collected from Antarctica when I was an undergraduate. Brent Christer, well, it doesn't matter. It doesn't matter. It doesn't matter. Jason  3:08   Don't worry. Like, when we were undergrad, this is like the stone age period, so, like, they hadn't accumulated enough geological layers yet to be that interesting. Andrew  3:18   I sure that we know some people who know the same people. Okay, I don't remember that name specifically, but I'm sure that if he was working on cryoconite holes in the dry valleys, and he was working with the leadership that I was working with, for sure, because they've been there for a long time. Brian  3:30   And Jason and I actually have a unpublished preprint on bacteria that were recovered from immured glacial ice at some point. And Jason does soil microbiology, and we're both microbiologists, so there's more connections here than we even realized. Awesome. That's cool.  Jason Wallace  3:45   Sorry Andrea we do plants, so we don't work with lizards and snakes and stuff. Andrea  3:49   Sorry, that's fine. I do fish now. So Jason Wallace  3:52    all right, well, let's talk about this game you've put together, the mating game, which I must admit, I was confused at first, because when I started looking this up, we need to work on your search engine optimization. I was like, I look it up, and I first find, like, a 1959 romantic comedy, a 2005 paranormal romance, some BBC nature special. And then apparently, a 1969 Hasbro board game that beat you to the name by like, 40 years. Brian  4:16   Hopefully, the copyright on that's already expired, though, so it shouldn't.  Jason Wallace  4:19   One should hope so. What is the mating game? Tell us about this game that you put together. Andrea  4:24   So the mating game is basically a game in which every single player is a multiplayer game. It works better with bigger crowds than smaller crowds. It's meant to be enjoyed by several people, and it's up to six players. So every player has basically a deck of cards with male traits, and then your strategy depends on how you basically choose the trait, because what you want to do is basically attract the ladies, right? This is an attract the ladies. Let them come to you so that you can mate, and then you can pass your genes on to the next generation. But there are risks, right? The environment plays a. A little bit here, and there will be risks. So the environment may give you very little resources, so you may not be able to invest in in such mate, or they may also kill you, or they may not be enough females for you, right? So it is a competition, and that's kind of had the gist, like the general gist of it, I would say, Andrew  5:16   Yeah, I would say that our the mating game is our attempt to bring in evolution. There's natural section and sexual selection. It's our attempt to bring this much less talked about, but still very important concept to a broader audience. And for the most part, I mean, there's the male side and the female side. The mating game focuses on the male side, the selection that males experience. It's animals, not humans. We get that question a lot, weirdly enough, and so the game is just trying to simulate what it's like to be a male and what it's like to invest differently in different strategies, to try and convince the females that you are worth taking a chance on so you can pass on your genes. And so it's trying to simulate that aspect of sexual selection and teach the concepts that are often taught in college courses in a game format. Brian  5:57   So what is the story of the mating game? How did you guys come to this game in particular? Tell me the origin story of the mating game. Andrea  6:05   So when I was in grad school, there was this class for teaching students, and so I was taking this class that it was meant for you to be a better professor. And so that kind of got us started. In this class, we were asked to do an activity to show our actual like research. And so I was doing competition at the moment, so nothing to do with mating, and I decided that I was going to do a competition game. And when I saw how well that work in the class setting with like other grad students, they were like, so happy and so excited about it. I started thinking about sexual selection, because sexual selection has been one of my favorite subjects in evolution, because I think it brings some of the coolest traits that people also don't know. I also think it brings a lot of like, misconceptions, the amounts of times I've talked to people that said, like, Oh, that's not natural, like in nature, like an animal doesn't do that. And I'm like, well, there's always exceptions, like, there's fish that change sex, there's full communities of all females. And so I've always been like, I feel like it is wrong that this is not known. And so I wanted to build a game that kind of showed that part that I felt was less conspicuous. And then, happily enough, I ran into Andy, who was also into games for science, and we started talking, and that kind of got us to refine it into a better game, because it wasn't as good as it is. Now, when we first started, Andrew  7:21   that is for sure, true has been eight years ago. We've been working on this game for eight years, which I don't know that I really want to admit, but it was definitely a very fun, iterative process. I remember many hours in the evenings, we'd get together and we'd just work on this game. Yeah. So for me, the desire to do science games started before the mating game, back in 2014 when I was actually traveling abroad, I saw this tree. It was called a cabbage trees in New Zealand. And I thought, wouldn't that be cool if that was on a card when I grown up playing card games like Magic, the Gathering in Pokemon and back then, back in 2014 and it's still true today, but there's a lot of controversy about things like climate change, and I wanted to figure out a way, or I thought games would be a really good way to engage people who may have been turned off by simple articles or lectures or who wouldn't get access to information about science in a non threatening way, where they could kind of experience why species diversity mattered, and learn the value of species diversity. And I thought games would be a great way. So I actually went home after that experience, and I started tinkering around with the game. The game part never worked. I made the cards and stuff, and they looked cool. I could never make a community ecology game work, but Andrea actually saw my prototype on my screen as I was working on it one day at work. And she was like, Hey, you're making a game. I have a game idea. And so we put our heads together and start talking about the mating game, which turned out to be much more tractable.  Brian  8:33   Do one of you want to describe the mating game? How do you play it? What does it look like? Just in brief, I Andrew  8:39   think the most important thing to know, if you're not seeing the mating game, is that the mating game was first and foremost designed to be fun and engaging. And I think when you look at the cover of the game, that's what comes across. I personally want to steer away from very descriptive art. I love descriptive art of natural phenomena, but I wanted this game to look fun, and so the colors and the designs are a bit more cartoony than descriptive, and very bright and vibrant. This is supposed to be inviting to people who are not, maybe, who are not really used to science necessarily, like Andrea mentioned earlier. It's a card game where you are selecting different strategies that you see in real life, so things like large feathers or massive body sizes, and you're trying to say, Hey, can I use this to survive the physical environment and then also convince the females on the board that I am worth taking a chance on. So the goal of the game is to gain as much offspring as you possibly can, and to do that, you have to out compete your competitors, your other males, and convince the females that you are actually worth mating with. And to do that, you you invest your food, your energy, into the traits. And so some traits cost more, some traits cost less. There isn't a better or wrong trade. It's just you're up to you to decide what's the best way to manage that. Brian  9:45   Let me see. So things are split down into three major categories. There's combat, there's flashy, and there's sneaky. I'm gonna pick out a couple of my favorites. So obviously, flashy is your peacock, right? Your gigantic Display feature. To try to attract attention. for combat I think my favorite is the elephant seal. Just absolutely ridiculous differences between males and females, like monstrous males just beating the crap out of one another to try to maintain control of the local female population. What's some of the best sneaky strategies? Because I definitely saw something about sperm competition on those cards. Andrea  10:23   So I think I don't know. I mean, I like the sperm competition one, because I do think, like, it's not something that people think about. Like people think usually that the choice is more like in the selection, and they forget that they could be selection after the choice. And so some of the sneaky ones were meant to kind of bring light to that that sometimes even if the choice is made, there is ways to control that choice afterwards. I also like some of the ones that give more play to the females. Like show you how maybe females are choosing, or why females are choosing certain things. I've always liked the one in which the male kind of looks like a female and just sneaks around, right, so it doesn't actually gets to compete, right? Like you're not competing. You basically make yourself look like a female, and then you can approach females and other males just think, like, Oh, I'm getting an extra female. So that's great. And then you actually get to mate, right? And so I think that that sneaky behavior is really good. And so those two, I think would be my favorites if I was to choose Jason Wallace  11:20   Yeah, I will say, when I played this game with Brian, Andrew, you mentioned the sort of cartoony vibe of all the drawings, and yet all the concepts are very hard science. So there are things like the nuptial banquet, where you present food in order to lure your mate in, and also, like, give them extra energy and such. And it's a very hardcore, like very tried and true scientific concept. I'm looking at the card here. It has like what looks like a mosquito, like laying out this candle lit dinner for someone, or Brian's elephant seals, who in the game are dressed up like luchadors. I like the juxtaposition of the hard science fact with the sort of goofy, cartoony way of displaying it.  Andrew  11:57   Thanks. I'm really glad you pointed it out, because we spent a lot of time, not only coming up with kind of the vibe that we wanted, and then we communicated to the artists, but also we we spent a lot of time going over each trait and saying, What is a good human analogy that would help people and like understand this without us having to sacrifice anything else. And one of the things we told the artists was we really, we really emphasize. We want you to make this fun and engaging, but we want you to make the animal as accurate as possible, while also making it fun, right? We don't want any spiders that have their legs coming off both the head and the abdomen, because it's not accurate. We don't want a Halloween spider. So the spider in the game the Peacock Spider, they used Peacock Spider references, and you can tell they even match the patterns, but then they have them juggling, which is obviously not something that a Peacock Spider can do. But we wanted to make sure that people also were clear that we were communicating, not that this is a Peacock Spider card, but this is a display trait. And so by having the luchador mask and the banquet, it was less about the organism, even though the organism was a good example of that trait, and more about the trait itself. And so I do remember spending a lot of time trying to make sure the art came across, probably, maybe too much time, honestly, for a game, but like, it was really important to us to make sure that was both engaging but also communicating the accurate science. Brian  13:09   There's another game by Brexwerx games. It's their second game called eight leg Peacock, which is specifically about the peacock spiders. And it's a card matching game, or something like that. It's, it's fun, but yes, from looking at that in peacock spiders, that's the one spider I would not be surprised to find one juggling out in the wild. Jason  13:28   Yes, very, very tiny bowling pins. Yes, spiders are like the size of a pin head, Brian  13:35   but they're so cute. How many jumping spiders can you fit on the head of a pin head? Andrew  13:39   That would be the find of a century if you found a Peacock Spider juggling in the Australian outback. Brian  13:45   So I guess, with that in mind, it sounds like you had this was one of the questions I wanted to ask anyway, how did you decide what you wanted to include and what you wanted to exclude from the game? Obviously, you couldn't include everything. What got simplified in the process, what got simplified and what kind of like, what hit the cutting room floor for Andrew  14:01   for us, we started with a very clear idea of what we wanted the game to do. We weren't just making a game, we were making a teaching tool. Our audience was teaching people both in the classroom, because we did a little bit of play testing with other games beforehand, and we recognized that a lot of tabletop games aren't really conducive to being played in a classroom setting like a high school, because they don't they take too long, one to learn and usually to play, and we really wanted the game to be accessible to teachers, because that's where a lot of education happens. And we also wanted to be accessible to people who weren't necessarily wanting to learn and sit down and play a game. And we wanted so that means it had to be engaging, right? And we also wanted to make it accessible to people who weren't big strategy gamers. So those kind of three things were the starting point, and from that kind of flowed what we decided to do, and then Andrea had a very specific idea of the things that she wanted to teach. We actually have learning outcomes in the rule book, and that came from very early iterations where we're like, this is what we want to teach, and that's what we don't Andrea  14:53   want to teach. Yeah, the learning outcomes were actually very useful for us, because a lot of things that when we figured like this, may be a misconception, if it did not interfere with our learning outcomes, it wasn't something that we were going to stop. And so that's why, also, like, in the rule book, there is also, like a misconception area, because we were like, there are certain things that you're going to get wrong or you're going to misconcept. And then I would say, like, the biggest thing is, like, we didn't shy around humanizing traits, which, in theory, that's not like a lot of classrooms trying not to do that, but we were like, This is the best way in terms to make it fun. We kind of wanted to make sure, like core elements of science did not get twisted or misunderstood. But other than that, if we were had to sacrifice something so that it will be more fun or more easy to play, we kind of did. at the end of everything. It is a game, and the whole point is for people to have fun. And part of the visuals also helped us with that. Because if we were like, if we can make visuals accurate, if people remember, like, cute spiders, or at least the diversity of traits, that's also giving people other stuff to think about. And so at least we get that part in. And so sometimes we went for other things in order to not completely mess around. So like, for the nest, it was like a big thing for us to just not have just a single image of what a nest is that was just like a bird nest, so that we could get away from this idea of, like there are several different ways of nest, and we wanted to do that. So sometimes images help us not get rid totally of something just by using a diversity of image or having a diversity of stuff. Yeah, I Brian  16:19   think you're right. I think it's actually kind of I think it's known, but maybe it's a little underappreciated how fun the role play of a board game is. It's like, oh, I am now playing my giant elephant seal versus your, I don't know, tiny hippo with an itty bitty bite or something like that. That doesn't really make sense. And you have done something that I always like to see. You're very clear about how you're representing the science. What's accurate, what's not accurate. It's one of my favorite things to see in one of these games, when somebody takes that seriously and doesn't just leave it to chance, is explicit about that. So kudos for you for taking that little bit of extra effort and spacing your rule book to making it clear and also just designing for the classroom. It's awesome. Nobody wants to do that, so thank you for doing that too. Jason  17:01   Yeah, our listeners at this point are probably tired of hearing about how educational games is a dirty word in the gaming industry. It's nice seeing you with that explicit goal and also the considerations of because we have noticed several of the games we have played on this podcast have great lessons in them, and there's no way you could deploy them in the K through 12 classroom because they take too long. They're too complicated, anything like that. I wouldn't say you've gotten all the way to a party game on this, but you're definitely very, very close to one in terms of complexity and ease of use and everything, Andrew  17:29   yeah, and that's a little bit my fault. The version we had when we both graduated grad school was actually less complex and it didn't even have a board. But I was concerned, especially after play testing, that a lot of the females weren't represented well enough, and we didn't want to give this impression that the females didn't matter in sexual selection at all. And so I actually introduced the board so that one we could get around that conception, because you can show the females on the board, and then also because there, we felt like there was too much. There was a potential for misunderstanding the difference between competition and combat, like people kept saying, Oh, it's a blue card. It doesn't compete. It's like, well, no, they don't combat, but they absolutely compete. But the board allowed us to have two different colored females, which isn't technically accurate, and showing that they actually do compete, and that when you have the female scarcity taking, you know, female tokens away, that's one of the reasons that there's a difference between the intra and intersexual so it's true, we didn't, we didn't quite get there, but we were almost there, and that was just because of a last minute change, honestly. Brian  18:25   So in the combat strategy, it's an all or nothing, right? The winner takes the all of the females. That's the idea. in the competition version, from  Andrea  18:33   The flashy Brian  18:34   the flashy strategy, it's relative to how flashy you are, right? Right? So there's a different balance between they both can be successful strategies, but you're balancing the probability of being success based on that, which I think is very cool at a very, sort of a very subtle way of, sort of getting at this and and, of course, the females are important. They're literally the whole thing. It's the whole reason you have these nonsensical, ridiculous strategies is because of the power of sexual selection. Andrea  19:02   Yeah, we thought it was very interesting that when we were play testing, a lot of people comments were like, the females were not present. And I was like, but the females are the ones that are choosing. They're the drivers of the whole competition. And so that's kind of what brought us, like, the amount of people that really were like, this is like, such a chauvinistic male kind of perspective. And we were like, wait, what? Like, we were not expecting, right? And so that was one of the things that we were like, well, we don't want that. That's not what we want people to take from the game. And if we can, if we have to compromise into, like, putting maybe a little bit more complication into it so that people don't get that idea, it's totally worth it. And I would also say, like, part of what we like is that it's not only bringing that complication of like an all or nothing, depending on if you're using flashy or combat, but also depending on the environment, right? Because if you're our combat one, you're less likely to survive to certain things, right? And so that also plays into that, into sometimes, if your environment gets really complicated. And we actually, because we were thinking about teaching right, like, if you play the normal game, we just have one set of like environment cards, which are more like diverse but for the teaching setting, we actually do have cards that make like an extreme environment in which you maybe get no resources, or one in which you get like so much predation that you're basically going to be killed at every moment. And that is really good from the teaching perspective, because it shows you how you would normally adjust and be like, Oh, I'm not playing that, because I'm going to get eaten every single time, so I'm just not going to play that right. And it really drives the point across when you're teaching about how those two things are interplaying and how they actually feed and so how you can get such weird traits, even if they're not great for survival, Brian  20:45   because you could be like the very sexiest male ever with a peacock with a tail that's six times the size of its body, and if you get eaten, it doesn't matter. You lost, you lost, you don't leave any offspring. Having a massive body also takes a lot of energy, Andrew  21:00   and often there are trade offs. Yeah, that there puts a limit on how large you can get, and that limit is definitely defined by the environment. What Andrea was saying you guys, maybe, I don't know if you played around with it, but the cards themselves, you can make different decks using the environment cards. So at the bottom of the card, you had an S or a V, you're supposed to take the V's out. I don't know if you did. I think we did. Okay. So if the V's represented, if you have those in it represent a variable environment, you can actually lose energy. So it encourages you to invest immediately that turn, because you don't know if you'll lose anything you saved up, whereas a stable environment allows you to save up. One of my favorite examples of this when we were teaching, because we did teach in the evolution class that we had, was that I would ask students, after we swapped out the stable versus variable environment to give me examples of stable versus variable environments. And they would often, you know, cite something like a jungle versus a desert. And I was like, okay, yeah, but what? So they're thinking physical environment. What about in the same environment? Are there examples of stable and variable environments? And I would, I would say, like, what about a mouse versus an elephant? They both can live in the exact same physical location, but an elephant can expect to save up over many years and invest heavily in a single offspring, whereas a mouse doesn't expect to live very long, and so that's why they reproduce a lot as much as they possibly can. I always like that, because it just shows a new perspective on that concept. Brian  22:09   Very cool. Is there anything that you tried to get into the game and you just couldn't figure out how to make it work? Andrew  22:15    I don't think so. I think that the most we struggled with, I remember struggling with is that we had a lot of really great suggestions from play testers of great game mechanics that would either confuse the science or that just didn't fit with the science. And even though it would have made the game more fun, we had to cut it. And that was challenging because, of course, we were trying to make the game as fun as possible. So I think there are, there are things that aren't in the current version of the game, but we could add more into, like more strategies. In fact, we have strategies that we're planning to put into the game, if we raise enough funds for it. But in terms of like element of the science, I think we accomplished what we set out to do. There's certainly aspects of sexual selection that we didn't... I would eventually, if this works out, I'd eventually like to do a sexual section game from the female perspective. I think that would be really fun, but we never set out to do that with this game. Brian  23:00   So you need the counterpoint game. The counterpoint, yeah, I'm just realizing you have a great analogy for balancing selective pressures. You have to make a game that is very fun and also teaches good science. You can't do all of one. You can't do all of the other. If it teaches great science that's not fun, no one's gonna play it. If it's all fun and teaches no science, well, then you've also missed one of your key goals. So you you have a wonderful analogy for sexual selection right there in front of you.  Andrew  23:27   That's awesome. That's so meta. Brian  23:31   Another thing that I noticed is that you've got the meta game up on tabletopia. Could you tell us about that? What was that experience like? And why did you choose tabletopia? Andrew  23:39   I chose tabletopia because I had used tabletopia A little bit, and it was free, and I knew what to do, and I didn't really spend a ton of time looking for other ones. I know there are other ones out there, but, you know, I had limited time, and I guess I was ignorant and didn't know if there was better options. As far as, what was that like? You guys don't like work for tabletopia at all do you? No I really appreciate having tabletopia. That was awesome, being able to put my cards up there. And I used it to play test with people, with the artists who were different states, and friends who are different states, and because I was living in a place by myself and didn't have it, I mean, Andrea and I moved on, moved up different places, and it was really awesome to be able to do that. Yeah, I'm not really sure what's behind that question. Like loading the cards onto tabletopia was a painful experience, and I've done it many times, and I've learned you just have to have all the sizes. Have to be exactly the same across all the cards, which wasn't so big a deal when the artists were making the final versions of the cards, because they know what they're doing, but when I was just tinkering around in Illustrator and PowerPoint, like I had to post cards up many, many times, and that's very frustrating. So I'm grateful for tabletopia, but it was, there was a little bit of learning curve. Brian  24:45   Well, I know people. I've seen, I've heard other people, for instance, having games on Board Game Arena. Often it's part of like the social media pitch. It's like, Oh, if you want to try out the game, this is a great place to do it, stuff like that. So I was just curious about that choice. So it was both a it was primarily for playtesting, yes, okay. But also it's like, it's now out there in a digital format. Andrew  25:04   I mean, now that I have it up there, yeah, I mean, I absolutely use it as a we'll use it as a way to market the game. Brian  25:10   Also, another thing, when you're thinking about getting into a classroom that, I mean, all of these kids have Chromebooks now, right? That's a great way to, you know, in addition to the physical copy, but that can be limiting in certain environments. So now you've got tabletopia, so they can still play the game, even if they can't, you know, buy 12 copies of the mating game, which I'm sure you would like them to. Andrew  25:30   But I actually do have an idea for that to reduce the costs for educators, because I do recognize that educators don't always have the funds for that. The idea is that I just take because you can play with six if you have a classroom of 30 people, you should be able to do with five copies of the game. And I was thinking a lot of the cost for the game actually comes from the weight of the box itself, right? True. Was a shipping cost because a lot of boxes aren't packed. Super efficient. So I was thinking you could probably reduce it. And I've done, I've run the numbers, I think you could reduce from the cost if you can get five versions of the game into one bigger box for three fifths of the cost. Ooh, clever. Yeah. So that's what I'm exploring. I can't guarantee that it will work, because I have to raise enough fund like I have, because you have to scale both, right? Then I have two copies of the game, two versions of the game, and I have to get enough funders that want the teacher version in order to make that reliable. But I think it's a clever idea, and I think it will be appealing to at least some educators out there, Brian  26:21   yeah, I think so too. I'm thinking about, like, what you know when you go to the grocery store and the discount cereal is in a bag instead of a box, because a bag is cheaper than a box, right? Andrew  26:30   Because the shipping costs is part of it, yeah, and the bag itself is cheaper than the box. Yeah, that's cool. But tabletopia is a great I had never thought about using the digital tabletopia version in the classroom. Think about that, Brian  26:42   so I can see, because we actually have a camera feed, that Andrew has some games behind him. So I wanted to ask, what are some of your favorite games? Jason  26:52   Andrea, I'm gonna say you go first, because Andrew's been talking a lot. It's your turn. Agreed. Andrea  26:58   Okay, I'm a simple type of games. I would say, in terms of like tables games. I say I still play a lot of Scrabble, so that's one of my favorite games. But I also used to like a lot of UNO. That's what I used to play. So I would say, like, most of the games I play are very simple. And we always say that Andy is the strategy one, and I'm the give me the simple game in which I match colors, or I match little things, and that's what I play and I enjoy the most. So I'm a simple kind of games, which works well for this relationship, because if we get the mating game to actually be successful and continue on this I like, I have a lot like, I want to build a, you know, have you ever played like Hungry Hippo? Yeah, I want to build like, an accurate Hungry Hippo for like, elementary children, because I'm like, that would be easy to do, and most of my PhD research was competition, and that's what I was looking I was looking at character displacement, and so I will be super happy to make one for elementary kids to play, like, Hungry Hippo kind of thing. So those are the kind of like, the simple minded games are the ones I love. Brian  28:01   My brain is buzzing right now with ideas. We played this game when we were kids where we had a big bin, a big plastic bin, and it had beans and it had worms and it had staples and all those different things, and they gave all the kids different little beaks to try to pick stuff up with. A Hungry, Hungry Hippos where you're changing what the mouth looks like would be really, really cool.  Andrea  28:22   Well, that's exactly yeah, because, like, I was saying, like, when I built that game for the class that I was talking before, you know, that was what I did. I basically did different tools and different resources. And so people could choose which tool. And so some were generalists, and some was specialist. And so if you're a specialist, you could only get some, but then also the resources had different points, and so some costs, like, give you more energy than other ones, and so that's what they play. And people are really excited. So I really want to do Brian  28:48   that is a game that you should try out on Tabletop Simulator, because it's got a physics engine in it. Jason  28:54   I'm just picturing Hungry, Hungry Darwin's finches.  Brian  29:02   That would be TM, TM, TM. No, I'm just kidding, you guys take that, you should Okay, well, I think that actually we're kind of coming to about the end of. Oh, wait, Andrew, you didn't do yours. I'm sorry, Andrew, what are your favorite games? I'm looking at what behind you right now that I don't know, so I want you to go and then I'm going to ask you about one of the games that's behind you. Andrew  29:21   Okay, well, I'll keep it real brief. I mean, I Yeah, it's funny, because I was always trying to make the mating game more complex. I do like complex games. My two favorite games, I'll just keep it to two, is first, not a science game. Betrayal at house on the hill  Jason  29:34   I love that game Andrew  29:35   I love the narrative storytelling. I love how the game changes halfway through and almost becomes a totally different game. My biggest complaint about the game is there's not enough diversity of tiles, because I want the mansion to be bigger and and more interesting. But I love that game. The other game that I really love, that is a science game, is photosynthesis. And I love that one primarily because when you play it, at least personally, you feel like a tree. You You have to be playing you have to be investing upfront. You have to be making choices upfront. That affect the very end of the game. It's difficult to shift strategy as you go. I love how they make it feel. I love the mechanic of the Sun circling around and like the competition, like the game wasn't intended, I think, to be educational, necessarily, but they did a great job of simulating the life of a tree. And I think that I really, really, really enjoy that my wife, however, thinks it's the most boring game ever. And so, you know, whatever it is, what it is, Jason  30:22   I think we're more on your side. That was our number one game. The very first episode we ever did. Our first Brian  30:27   episode was photosynthesis, yeah, okay, that's awesome. And I think we decided it was actually a game about forestry. Yeah, the lumber industry more than about a natural ecosystem, yes, for sure. But yeah, it was fun. It was definitely unique. And, you know, lot of games use science as I don't know, never mind. I don't want to get distracted with this. They weren't trying to teach science. They just did it by accident. Andrew  30:50    It was a theme. They're replicating a theme, although Brian  30:53   I really can't imagine that mechanic making sense for anything else. How would you re skin that? It you just couldn't. Andrew  31:00   Yeah, no, it's great. It's why it works as an educational game. It needs some tweaks. I've definitely thought about tweaking it. Brian  31:06   Okay, now you have a game on the shelf behind you that I don't I know most of the games that are up there, I do not know what CO2 is. Tell me about CO2. Andrew  31:13   I actually haven't played CO2. I've had it for a long time. It's, it's very pretty, like all good games should be, right? So it's, uh, it's basically, you play as an economy trying to reduce your carbon dioxide output. Brian  31:27   Okay, so we just played, uh, very recently, we played daybreak, which was a cooperative game by Matt Leacock and Mateo Menapace, which is, which is this, it's, it's a game about climate change and combating climate change. It's a lot of fun, very hard, because climate change is a very hard problem. Andrew  31:43   Yes, well, that's cool. Daybreak, I'll have to put down my list.  Brian  31:46   Yeah, you should. It's really It's very pretty, too. Speaking of all games, should be pretty. It definitely is. So what about news? Tell us about when is the mating game? You know, we want to try to help get the word out. So tell us about the mating game. When? When can people find it on Kickstarter? And why should they buy the meta game?  Andrew  32:01   I don't have a Kickstarter date, but it'll be March of 2026, probably the beginning of the month, and there's a pre launch page you can sign up for. And I would say that it's super helpful if people who think they might want to buy it, or think they will probably buy it, or at least look into it, if they click on the Save Link on that pre launch page, that's super helpful. Gives me an idea of how many people I have that are interested in, and lets me know when I should be launching or whether I should be launching. And then we're also on Instagram, primarily pangolin science games. All of our socials have pangolin science games because pangolin games is already taken, which is fine, because it works. We're on Instagram mostly. We're on Facebook a little bit, and also blue sky. So be looking for updates there. Brian  32:37   Okay, fantastic.  Andrea  32:38   Why support the game? So I would say several things. One, I think, is because it's fun and you'll have fun. Second one is because it can teach you something. But like, I tell people, like, it doesn't teach you if you don't want to, like, if you just play the game and don't think about it, you don't necessarily will get that much from it. Then if you actually go through, actually reflecting on what you're doing. And then the other one, I think, is because science matters. and science education matters. And we want people to be more aware of scientific facts and just critical thinking, so that when you see stuff in the news, you kind of have a better idea of what's happening around or why that matters. And I think we've done kind of a crappy job at letting people understand all that goes behind the things you're getting. And so I'm hoping that also it's, it's supporting science, especially right now, where it's kind of a hard sell at the moment for many, many ways. And so I think that that is part of it. And then my hope is also that it will bring the idea of how amazing and diverse the world is, right? Like, I always say, like, sometimes we focus too much like we did, keep traits that are iconic, like the peacock tail, but there are so many more traits that animals have that people may not know about it. And just being able to see all of that diversity and fall in love with all of that diversity, and kind of experience it in a game form is really, really valuable, and I would say that at least should get you excited.  Andrew  33:59   I would like to add that support the mating game, because you want to support us in our vision. And we do have a vision. We're not just out here making games like Andrea said, we really want to support science education, and more than just science education in a formal sense, we really want to make science as an understanding, like understanding of the processes that our world is governed by, intuitive for people, right? So if you had people playing games in classrooms about all sorts of topics. Then as they grew up, not only did they remember those topics more intuitively, better because of the way it was presented in game form, but they have a greater appreciation, right? Because you've associated games and science and fun all in one thing that's not threatening. The other thing I want to point out is that it's not just about science as like an abstract out there, fun concept to learn about, but this game is a great example of this. But science teaches us a lot about ourselves, especially biology. I know some people don't want to admit it, but we are animals, right? So we have the evolutionary and ecological context. I mean, the mating game doesn't explicitly say anything about human mating behavior, but a lot of the same rules apply, and we're not going to get into that, because that's a whole different field. But by learning the concepts through games About, you know, abstract things, you can actually learn a lot about why people behave the way you do, why we behave the way we do, and what to do about it. And I think that that is more of a abstract goal of ours, but I think that there has a lot of personal value. Brian  35:13   What's next for pangolin? Are we? Are we going to see the female selective pressure? Andrew  35:17   There's all sorts of games. I have a list of at least five or six that I've been toying with, Andrea has her list. One thing I'd like to do in the future is bring in not just biologists, but also physicists and geologists, and try to do the same thing with that. We have a whole vision for where this could go. And so back us, because you support in that vision, and because without you, without consumers telling us what they want, we'll never get there. Brian  35:38   Yeah, you got to respond to that selective pressure, right? Jason  35:40   Yes, exactly. All right. Well, that seems like a good place to wrap it up. So thank you. Andrea, thank you Andrew, for being on here. Good luck on your Kickstarter. We'll try to time the dropping of this episode to be at or shortly before when you go live. So best of luck then and Meantime, listeners, thank you for listening and have a great month and happy games Brian  36:01   and have fun playing dice with the universe. See ya, this has been the gaming with Science Podcast copyright 2026 listeners are free to reuse this recording for any non commercial purpose, as long as credit is given to gaming with science. This podcast is produced with support from the University of Georgia. All opinions are those of the hosts, and do not imply endorsement by the sponsors. If you wish to purchase any of the games that we talked about, we encourage you to do so through your friendly local game store. Thank you and have fun playing dice with the universe. Transcribed by https://otter.ai

13. Mai 2026 - 36 min
Episode S3E04 - Diatoms (Diatoms) Cover

S3E04 - Diatoms (Diatoms)

#Diatoms #DONA #Ludoliminal #Microbiology #BoardGames #Science In this episode we're going microscopic to talk about everything Diatoms! Starting from the game by Ludoliminal and going through the classic (and obscure) Victorian art form of arranging these beautiful glass-shelled organisms on microscope slides, our special guest Laura Aycock--collections manager at the world's *largest* diatom herbarium--helps us understand all the beauty and wonder of these tiny, shimmingering marvels. From tepid ponds to hot springs to arctic ice, diatoms are everywhere, and they do a lot for us while looking absolutely fabulous. So grab a microscope and prepare to never look at pond scum the same way again! Timestamps * 00:00 Introductions * 01:09 Fun facts: diatom oxygen and ice habitats * 03:53 Overview of Diatoms the game * 11:41 What is a diatom? * 15:06 What is a diatom herbarium? * 20:55 Diatom reproduction (and shrinkage!) * 25:43 Diatom artwork * 32:20 Diatomacious earth * 35:06 DNA complicating things * 38:15 Weird diatom facts * 42:05 Nitpick corner & grades * 47:27 Wrap-up Links * Diatoms official website [https://ludoliminal.com/products/diatoms-the-board-game] (Ludoliminal Games) * Diatoms living in arctic ice [https://news.stanford.edu/stories/2025/09/extreme-life-arctic-ice-diatoms-ecological-discovery] (Stanford University) * Diatom art [https://www.google.com/search?sca_esv=04d4ecd65c289c33&sxsrf=ANbL-n4AdCpcH4Ox0YSU2FgkvvbA2BmX_g:1776201798923&udm=2&fbs=ADc_l-aN0CWEZBOHjofHoaMMDiKpaEWjvZ2Py1XXV8d8KvlI3o6iwGk6Iv1tRbZIBNIVs-6YKj3ieLLpE5n_AQ7knvnyHmq2hxoqmS0Tx38rbtTMol8iKRZT7U0fRj0ySfd3zK5Kx6lMk6nJX7Hu-krBVCrY2zUD2rBHT8008W4nfB_nunebHy0y-HQPyWffLHJ9RtVTZ6_9z-kIyQiIKde-5n9MhDksEg&q=diatom+art&sa=X&ved=2ahUKEwjMr5iqo-6TAxXFC3kGHdy7LOYQtKgLegQIDhAB&biw=1600&bih=1040&dpr=1] (Google image search) * Diatoms of North America [https://diatoms.org/] (and recorded lectures [https://www.youtube.com/@nadiatoms2773/featured]) * Jeffrey Stone's diatom electron micrographs [https://www.instagram.com/diatomsattack/] (Instagram) * The Diatomist [https://vimeo.com/90160649?fl=pl&fe=vl] documentary (Vimeo) * Henry Dalton's micro-mosaics [https://microscopist.net/DaltonH.html] (Microscopist.net) * Amazon rain forest fertilization [https://agupubs.onlinelibrary.wiley.com/doi/full/10.1029/2010GL043486] (Wiley.com) * Diatom slide preparation part 1 [https://www.youtube.com/watch?v=euqQTWaHx0I] & part 2 [https://www.youtube.com/watch?v=rBdB9OA0Dek] (YouTube) * Specific diatoms:  * Ancient diatoms [https://www.sciencedirect.com/science/article/pii/S0195667116300726] (ScienceDirect) * Campylodiscus [https://www.researchgate.net/figure/Electron-micrograph-of-the-diatom-Campylodiscus-sp-at-890-magnification-Photograph_fig2_11613865] - Pringles chip shaped diatom (ResearchGate) * Entomoneis [https://diatoms.org/genera/entomoneis] - twisted figure 8 (Diatoms.org) * Ethnomodiscus [https://en.wikipedia.org/wiki/Ethmodiscus] - 2m diatom (Wikipedia) * Aulacodiscus [http://www.microscopy-uk.org.uk/mag/Oamaru-diatoms/image/show-img.html?fileName=oamaru_3otilt500.jpg&bioName=Aulacodiscus%20sollittianus%20var.%20novaezealandica&comment=External%20valve%20view%20tilted.%20Distinguishing%20features%20of%20this%20species%20include%20%28a%29%20angular%20areolae%20covering%20surface%20of%20valve%20%28cribra,%20which%20usually%20occlude%20areolae%20in%20this%20genus,%20appear%20to%20have%20eroded%29;%20%28b%29%20distal%20ends%20of%20rimoportulae%20broadly%20rounded;%20%28c%29%20collar%20visible%20at%20junction%20of%20mantle%20and%20valvocopula;%20%28d%29%20valvocopula%20with%20vertical%20rows%20of%20small%20areolae.%20Refer%20to%20Tiffany%20%282023%29%20for%20identification;%20Witkowski%20et%20al.%20%282017%29%20fig%2043-44;%20Round%20et%20al.%20%281990%29%20for%20valvocopula%20and%20genus;%20Charles%20%282017%29;%20Heck%20%282015%29%20bild%20127;%20D%26S%20%281989%29%20pg%2076%20for%20description.%20%28D%26S%201989%20uses%20alveolae%20instead%20of%20areolae.%20Areolae%20is%20used%20here%20because%20Round%20et%20al.%20has%20the%20advantage%20of%20SEM%20to%20more%20clearly%20see%20the%20structures.%29] - Diatom with antennae (MIcroscopy UK) * The Academy of Natural Sciences of Drexel University [https://ansp.org/]  Find our socials at https://www.gamingwithscience.net [https://www.gamingwithscience.net]  This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license. Full Transcript (Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ ) Brian  0:00   Jason, hello and welcome to the gaming with Science Podcast, where we talk about science behind some of your favorite games. Jason Wallace  0:10   Today, we will be talking about diatoms by ludoliminal Games. All right, everyone, welcome back to gaming with science. This is Jason. This is Brian, and today, for our special guest, we have Laura Aycock. Laura, can you please introduce yourself? Laura  0:25   Sure. I'm Laura Aycock. I am the Collection Manager of the diatom herbarium at the Academy natural sciences in Philadelphia that's affiliated with Drexel University. And I've been working with diatoms for about 15 years, and I find them fun and enjoyable. Brian  0:38   That's really cool. Thank you for coming on, Jason. How did you manage to get the exact right person to come talk to us? Good job  Jason Wallace  0:44   being very persistent with emails.  Laura  0:46   Theres also not very many of us  Jason Wallace  0:49   there is that when there's actually a website called diatoms.org, that has all the nation's top diatoms scientists linked to it, somehow, it's not that hard to find someone. So before we get into this lovely game about absolutely beautiful, microscopic creatures. Let's start with our fun science facts. So Laura, as our guest, we usually pass the privilege to you to start. Do you have something you'd like to share with our audience? Laura  1:09   Sure. My favorite fact about diatoms is they produce about a fourth of the oxygen we breathe. So they're very important to life on Earth, and we wouldn't survive without them. Brian  1:16   So trees get all the credit, but they're stealing that  Jason Wallace  1:19   we talkabout plant blindness, where people just don't look at plants. There's definitely what macroscopic bias, where we just don't think about all the things that aren't within, you know, human size scale. So yeah, trees get all the credit, but all these little microbes are actually doing a whole bunch of the work there.  Laura  1:33   Yeah, diatoms, along with other groups of algae, actually produce about half of the oxygen we breathe, so they are as important, if not more important, than land plant, but no one thinks about them, sees them, or really acknowledges them.  Brian  1:44   So let me think. Then I'm thinking about this track of carbon dioxide that we've been seeing sort of dip and rise and dip and rise and dip and rise. Now that dip and rise that's from the like Alpine forests in the northern continents, right? But the stable activity that's presumably all the algae in the ocean, right? Or do they also fluctuate on an annual cycle?  Jason Wallace  2:04   I'd assume they'd also fluctuate annually, just because of temperature, if nothing else. Laura  2:07   It depends on the environment. So diatoms in the ocean are relatively consistent, but I think it does fluctuate with temperature. I actually don't know too much about marine diatoms, because my expertise lies in benthic freshwater diatoms. Brian  2:19   Benthic freshwater. So that means, like, the things that live in the muck at the bottom of fresh water environments,  Laura  2:24   yeah, the brown slime you see when you go to creeks. That's what I love to look at.  Brian  2:28   Oh, you're a slimologist. That's awesome.  Jason Wallace  2:30   All right, Brian, your turn. What fun fact do you have for us today?  Brian  2:33   Well, funny enough, I also brought a diatoms one I was looking for something recently about diatoms in the news. It's a press release out of Stanford, about diatoms remaining active down to negative 15 degrees centigrade, so cold, basically, in solid ice isn't as solid as you'd think. Actually, it can have these little micro fluidic chambers within it, sort of threads of liquid water. And the diatoms were actually not only colonizing these but moving through these chambers. I didn't even know diatoms could move. I guess they have like little actin filaments that they use to move on slime. I want to know more about this, and I'm hoping that Laura can explain it.  Laura  3:08   Diatoms are very capable of active movement. Not all of them, though, they have to have a slit in the center of the cell, which is called the raphe and they can secrete mucilage. And they glide along like slugs.  Brian  3:18   So you can tell just by looking at them if they're going to be able to be mobile?  Laura  3:21   yep,  Brian  3:22   Do all the ones with Raphe have mobility? Or do some of them have the Raphe and are not mobile? Laura  3:26   No, all of them have mobility. The raphe can vary in its placement on the cell, whether it's in the center of the cell, along the sides, if it's on one half of the valve. Because diatoms are made in two parts, they're kind of like a box where you have a top half and a bottom half. So when they're dead, they split apart. So you'll see the raphe on one valve and not the other. But they do have their Raphe. Brian  3:43   That's really cool, man. So diatoms are kind of like mimics in D & D. They live in a box.  Jason Wallace  3:48   They are a box, a glass box. They make themselves. Brian  3:51   That's okay. These are very cool organisms.  Jason Wallace  3:53   They are. So let's go on to this game, then, because this game is a beautiful game about these beautiful creatures. So diatoms is a game by Ludoliminal Games and published by 25th century games. It actually won a 2025 Mensa select award, and I like the tagline on the publisher's website. It is a stunningly beautiful game about making art from algae, which is not something you would think about, but the whole metaphor of this game is about Victorian diatom art, which is this obscure art form, where, back when microscopes, well, microscopes for the masses, were a new fangled thing, and people were trying to sell them. They wanted to sell things that you could look at right away. And so they would sell these little slides you could put under and they had diatom art on them, which is what you're making in this game. We'll talk more about what diatom art is in a little bit for the game itself, its basic stats. It's for one to four players, obligatory single player mode, although I'll say this is one of the few games we've played where I actually have played the single player mode, and I can attest it's actually quite fun.  Brian  4:51   Yeah, I was gonna say you actually said you liked it like you enjoyed it. Jason Wallace  4:54   It's very calming. And ages eight plus about 30-45, minutes to play. Suggested retail price is $55 a lot of that is probably going to the very high quality components. So there's very high quality chipboard, most of which has foil embossing on it in some degree, oftentimes, lots. The game is played in two sections. You have your tile placing one where you've got these hexagonal tiles that have colors coming off of them. So every hexagon consists of six triangles joined at the tip. And so those six triangles can be any one of a number of colors. They've got five different ones, red, yellow, green, blue and purple. Some of them are white as wild spots. And it's a typical like color matching game. You have the hexes down on the board, and then you try to place new hexes so that the colors match. That part is fairly straightforward. The thing is based on the colors you make at that intersection. So when you place a hex down next to two other tiles, it forms a point where all three of those tiles touch, and where, therefore there are six triangles around that central point. And the size and distribution of the color patches determines which diatoms you then collect. Metaphorically, this is you like looking at a patch of water under the microscope, and like sucking it up and being able to grab some diatoms out of it. The second half of the game, every player has their own little player board, so everyone's working individually. Here you've got the shared water tiles, but an individual board, and you're placing those diatoms on the board in order to make arrangements. And the board has all these cutouts where I haven't counted the number of spaces. There's probably like 40 or 50 of them, each one of them can only hold one of two shapes, and they've got it drawn out. So you can say, Oh, this spot can either hold a triangle or a star, but it cannot hold a circle, or this one can hold an oval or a circle, but it can't hold a square, that sort of thing, because the diatoms, in addition to coming in five colors, also come in five shapes, and those shapes are based on the size of the color patch you made when placing those tiles together. The idea is you're trying to place these down artfully. And of course, because it's a game, it's not just aesthetically pleasing. They have rules for how you gain points. And when I have taught this game to other people, which we did at a few conventions last year, keeping track of the scoring rules is the hardest part of this game. People get the tile laying pretty easily. People get getting the shapes and collecting the diatoms. Remembering the many, many different ways you can score points is actually the hardest part, because you can score points based off of how many of different colors you have. More diatoms of a single color gets you more points. You can get them based off of where they are. So the board is circular. It has kind of three rings. You have your inner ring, your middle ring and your outer ring. And then, based on the diversity of shapes you have in those, determines points there. And then there's all these lines of symmetry, so horizontal and vertical and diagonals. And if you have matching pairs of diatoms on those on the same ring, the score sheet for this is, thankfully very well put together. There are literally, like, 20 or 30 spots for you to write down. Oh, here's how many points I got for this particular arrangement here, and then this one here, it walks you through. If you just go through the score sheet, you will have everything. And it makes tallying it up at the end easy. It does not make keeping all those rules in your head during play any easier. That is still quite hard. And I think a lot of people, at least a lot of people I've played with, reach the point where they focus on a few things and they just kind of don't worry about the rest, even after several plays, when I'm looking at this, like, okay, I can keep a few things in head, but I can't keep all possible ones in head. So sometimes it's just like, Well, I'm just going to play this here, get a few things, and then I'll figure out where I can place them well.  Brian  8:21   I think that's everything in the game. When you're talking about components, one of the things they have are these little petri dishes that you get to keep all your pieces in. Except I can tell you, if you've ever worked with actual petri dishes, these are much nicer than regular petri dishes. These are actually like your normal petri dish. If you handle it wrong, it immediately cracks. These are actually meant to hold up over time. Jason Wallace  8:32   Yes, these are not meant to be disposed of after a few days.  Brian  8:35   No, for sure,  Jason Wallace  8:36   and they have a few other things. So they have, like every player has their own little like score guidebook so that you can look through and you can see how the scoring works. They've got this cute little magnifying glass so you can, like, isolate the little six point section that you created so you can more easily track because some people have trouble mentally sectioning that off from the larger tiles in order to get it. And several the people that I taught they actually really liked using that tool. Brian  8:59   Oh, really,  Jason Wallace  8:59   they liked using it because it because it made it much easier for them to figure out how many of each diatom and each color they needed to get.  Brian  9:06   I could see using it for just the role play purpose of looking like you're holding up your little magnifying glass to the water to show the section you're working on. But interesting, I figured that was just for fun.  Jason Wallace  9:16   No, it's actually quite useful for many people, and that's most of the rules. It's actually a very simple game. It's a very elegant game. You can bring in additional judging rules to make it even more complicated, if you want. And one thing is that once you set a diatom down on your board, which you have until it comes back to you. So this game could take forever, if you had to wait for someone to place their diatoms before the next person went but you don't, you have until it's your turn again. But once they're down, you can't move them, which, while being a nice standard game mechanic of like, you have to commit, I also really like it because of the metaphor. Because the metaphor is you are gluing these to a microscope slide. Once they're glued down, you can't move them. And so I think it actually works really well doing double duty there.  Brian  9:51   So we got this game, I think I picked it up at some point, because it was, it seemed like it was thematic. It. Is extremely pretty. But we actually had discussions, is this a game we can talk about? Because this game, the metaphor, is really about an obscure Victorian art form, more than it is about diatoms. But we also thought, when else are we going to get the opportunity to have somebody on to tell us about diatoms? So we should just take this opportunity and talk about it anyway.  Jason Wallace  10:18   I'm much more liberal about what can go on as long as it has science in it, somewhere that we can talk about, I'm fine. And definitely this is a science light game. It is inspired by science. In fact, reading the designer diary, the tile laying component is a very early part of the game. That was sort of what the core was, but the diatom veneer, so the theming of the game was actually a very late addition. The designer actually says how she was playing with the game. She had the tile laying down. It was fine. It was actually like collecting fractions, because it originally was something to do about, like math fluency due to some fellowship she'd gotten, but it really wasn't quite jelling. And then she took her child to the aquarium, and they had some poster about diatoms. And unfortunately, the link to her picture was broken, so I couldn't see what the poster actually said, but apparently it talked about, like these microscopic silicon-based algae that made these beautiful structures. And she just fixated on that. She started doing deep dives and researching, and she found this beautiful art form. And then apparently the rest of the game just fell together after that, like it made perfect sense. She redid where you placed your little fraction things. Originally, it was some sort of like bingo board into the actual diatom one. And that's fascinating to me, because the metaphor feels like it goes so deep into this game in terms of how you actually play things. It's just fascinating to me that was actually the last addition to it interesting. But anyway, that's enough about the game, per se. Now we're going to go to the actual science here. So Laura, this is where you're gonna need to help us. Because even though we both study microscopic things, we're both kind of bacteria people, well, plants and bacteria, and my understanding is that a diatom is neither of those. So what is a diatom? Laura  11:54   That is a question I get asked more than probably any other question in my career. And a diatom is neither a plant nor an animal. It is a protist, however, is algae, which, if you've ever looked at a phylogenetic tree of life, you'll notice there's the three main kingdoms. Algae actually spans all three. So it's not monophyletic, which is the term we use. But diatoms are a particular group of algae, and they're all share the trait that they have a cell wall made of glass or silica. Jason Wallace  12:17   Okay, so protist protists are single celled eukaryotes, so they're not bacteria. They actually have complicated cells like we do, that has a nucleus and all the organelles. Brian  12:26   but that's okay. We're not going to hold that against them. Jason Wallace  12:28   My understanding is that most eukaryotes are protists. This is another case where we are very biased by animals and plants and fungi, because we can see them. But the vast majority of the Tree of Life of eukaryotes, of anything like us, is actually microscopic, and we kind of ignore it. So you mentioned that they make a cell wall out of glass, out of silica. Why silica? It's like cellulose all over the place, chitin for fungi, peptidoglycan for bacteria, silica, glass. Why silica?  Brian  12:57   And it's there. Actually it is their cell wall in the same way that, like a plant cell wall has cellulose and pectin, they make their cell wall out of silicates? Laura  13:05   Yeah, they do. So they don't make the silica itself, which, if you think about it, that causes them to not have to use as much energy as it would to make an organic component. They pull it from the environment and then build the silica cell walls. So it's really readily available in the environment, which is a easy resource for them to grab. It's hard. It protects them from predators. It's opaline, and it has the ability for them to have pores, which allows for greater sunlight penetration, for photosynthesis. So there's a lot of reasons why they have these silica cell walls. Jason Wallace  13:33   So opaline? transparent? Laura  13:34   Yep, they're opaline. They're not fully transparent. Of course, we don't really know, because it's really hard to see a diatom and what it actually looks like. But the common belief is that if you were to look and you know what an opal looks like, they're probably similar to that, where they kind of have this milky exterior that is radiant, and then it has these beautiful colors to it. But we don't really know they're so tiny we can only see what we can see through the microscope. And they are see through. So when you look at them alive, you see the chloroplast, you see all the organelles, you see this beautiful golden brown color when you look at them, because you're not seeing the actual cell wall, because it's mostly see through and transparent.  Brian  14:07   So I have two questions. One question is, what does the name mean? What's the origin of the name diatom? Laura  14:13   The name diatom comes from it being two parts. So it has two halves, because diatoms are shaped like a box where they have the top half and a bottom half. Jason Wallace  14:19   Okay, so probably Greek diatomos or something like that.  Laura  14:22   That sounds right. Brian  14:23   The other question was, so they're photosynthetic, but they're not related to green plants, is that right? Laura  14:28   Correct? The algal group that is most closely related to plants would be green algae, but diatoms are not green algae. They are in their different kingdom. Brian  14:35   okay, different kingdom. So they're, they're brown algae, right? Laura  14:38   No brown algae would be seaweeds. Oh, they're called golden brown algae. Is their common name.  Brian  14:43   Okay? There's too many flavors and colors of algae. I guess there's a reason they span, you know, so many different branches. Golden brown algae. Laura  14:50   Algae literally fits in every kingdom of the tree of life. Brian  14:54   So algae is a little bit like when you say tree, lots of different things make trees, right? An algae is just a way. Of being a living thing. Laura  15:01   Yep, traditionally, they're photosynthetic. I think that's the only characteristic that really pulls them all together. Jason Wallace  15:06   And then you said that you're the collections manager at a diatom herbarium. Now I'm familiar with plant herbariums, where people take plant samples and they'll press them in paper, and then they record like where they were recorded and when and such. And people use that to study the distributions of plants and such. I assume a diatom herbarium is similar. But can you explain to us, like, what exactly is a diatom herbarium and what's it used for?  Laura  15:30   The diatom herbarium operates very similar to the botany herbarium. We actually do have a botany herbarium in our institution as well, but we're not a part of it just because we are diatoms and just diatoms. That being said, we actually do have radiolarians and other things, but that's another topic for another day of just collections in general, but we have the largest collection of microscope slides in the entire world. So we have about 300,000 accessioned microscope slides. And we have accessioned means that it's officially cataloged into collection. We have a ton of other microscope slides that have not been formally added to our database, given a catalog number, and don't even know, probably another 100, 200,000 of those. And then we have the materials used to make the slides. So when we say materials, it's usually organic or digested material. And what we mean by that is when you go collect an algae sample. So algae is found everywhere, fresh water, salt water, there's even terrestrial diatoms. And you collect the sample, and then to actually see them, and to see the intricate structures of the cell wall, we have to soak them in acid to remove all the organic materials you find inside the cells, because they're see through, we can't see any of the structures about doing that. So then we preserve the materials, which is the digestive material, our sample. And so we have that as well in the collection, and we probably have about 100 to 200,000 samples, and all of our slides and samples are from all over the world, and how they're used is that researchers will contact us if they're trying to study diatoms in a specific region to look at what was there 150 years ago, to see how that compares to what's there. Though, also we have a lot of type slides. So if you get into taxonomy, in order to describe a species, you have to select a single specimen, which is a whole debate in the diatom world that I don't think we have time for today, to use as the type specimen. So we have about five to 6000 type slides. So if you're trying to describe a new species, you want to look back at the original type specimen to ensure that what you're describing is not already been described, and then also to look at comparisons of morphological features. Jason Wallace  17:20   You have the diatom holotypes. Laura  17:22   We have a lot of them. Jason Wallace  17:23   We talked about the game holotype and dinosaur holotypes About a year ago. So, so what's your job as collections manager entail? Are you entering all these into the database, the ones that haven't been cataloged? Are you fulfilling order or is like, what do you do as your day job?  Brian  17:37   Is your collection digitized at all? Or is it all  Laura  17:40   Oh, boy. So that that word digitized.  So yes, we are digitiz ed. We do have an online database, which is a bit of a it's been chaotic. So we had one database in a format that wasn't functional for many years, and then we moved to a different format in which we're having to rebuild it and get it back to where it's fully functional. A lot of our data is digitized in the sense of, we have the metadata. We have a lot of other stuff too, such as, like pictures of the specimens on the slides, which counts as digitized data. We actually have 3d microscope slides available online, so we have scans of our slides that you can operate, similar to looking at a microscope, where you can focus in and out at different, well, not different magnifications, but you can zoom in and out of that scan, which is at 400 times magnification. We also have a ton of other just stuff. We have a library, which we have digitized as well. We have records of that, and I have to manage all of that, organize it, maintain it. I have to care for the slides to make sure they're being properly stored and not getting damaged over time. Repair slide that they're broken. If I can repair them, I have to send loans out if other scientists request that they want to see slides or take images of type materials to send to them. It's a lot. The better question is, what don't I do as the Collection Manager? Because on top of all of that, I also am a researcher myself, and try to publish papers and work on research projects various different topics. With diatoms, I primarily focus on phylogenetics with them right now and taxonomy, but I also do ecological research as well. It's a lot. Jason Wallace  19:06   And so if you remember from our talk about Holotype, I think we talked about phylogenetics and taxonomy there. Phylogenetics is the process of figuring out what is related to what, and then taxonomy is the process of like assigning names and species. And it sounds like trying to tell two species of diatoms apart is about as problematic as trying to tell two species of bacteria apart, which is to say that the natural world laughs at these artificial divisions that we humans have made upon them.  Brian  19:32   But they've got all the cool structures. So I unlike bacteria, you've got a lot of morphology to look at, right? Laura  19:38   Yes, they have numerous structures that are so immense that you wouldn't even be able to comprehend how many there are, and we're discovering new ones each day. When we look at them in a scanning electron microscope, we can actually see the very detailed structures of the cell wall at a level that we wouldn't be able to see under a light microscope, we can see the internal features because they have features on the external part the internal part on. The sides, they're held together by silica bands. And even those can have features that can distinguish two species. Diatom taxonomy is really complicated. It's really hard to distinguish them. There's debates about what is a new species, what isn't and then when you start adding molecular data, which is the DNA, we finally have started doing DNA work on diatoms. We're very behind on that compared to other organisms, but we work on that too. You would think that would add more clarity, but sometimes it creates more confusion. There's a ton of cryptic species, which are species that you can't tell apart morphologically by how they look, but they have different DNA sequences, which would indicate they're different species. And there's the ecological species concept of maybe these two diatoms have identical morphological features and identical DNA, but however, they only exist in completely different ecological environments. So are they two different species, or are they the same? Diatoms just are the epitome of all of the issues with taxonomy and what is a species and what isn't. Jason Wallace  20:55   So are they sexual, or are they just asexual? Laura  20:58   They do both. So they reproduce by binary fission, which I think is the primary mode of reproduction. So how that works is they have a top half and a bottom half, those will split apart, and the top half becomes the bottom half for the daughter cell. However, if you think of a box or a petri dish, one half is slightly smaller than the other. So as they produce they go through this size shrinkage. So you'll have a great size variation, which also creates some difficulties when trying to identify them within the same species, and can actually affect the morphological structures as well and how they look. And in order to get back to the original size, they have to undergo sexual reproduction, where they produce an egg and a sperm, mate and then create an Auxospore that can pull silica from the environment to get back to the original size. Brian  21:38   That's crazy. It actually vaguely reminds me of telomere degradation. Jason, explain what that is. Jason Wallace  21:45   So telomeres are the tips of your chromosomes, which is what your DNA is bundled in. And because you can't copy all the way to the end of them, they tend to shrink over your lifespan. And there are complicated mechanisms to help take care of that when children are conceived and such. And that is not my area, so they don't know what those are, but this sounds amazing, that basically every time they divide, they technically get a little smaller, until they finally need to do sexual reproduction. So they could they start over, so they can so they can get back up to normal size. That's just fascinating.  Brian  22:14   That's so cool.  Jason Wallace  22:15   How long have diatoms been around? I mean, something this diverse and this widespread, I'm thinking hundreds of millions of years silica shells, those have got to be very well preserved in the fossil record. How long have they been around?  Brian  22:25   And I imagine from a species depiction, if you're using the silica shell, then you can be doing using the same species characteristics for our fossilized silica shells from a long time ago versus the ones that are out right now.  Laura  22:38   Yeah. So the current belief for how old diatoms are is from the Cretaceous Period. They're  actually relatively new on the evolutionary scale. So dinosaurs came here first, and then diatoms showed up sometime afterwards, towards the Early Cretaceous period. And the reason we know this is because the silica cell wall preserve so well. They are heavy. So when diatoms die and they lose their buoyancy, they drop to the bottom of the water body that they are existing in. So whether that be a river, a stream, a bay, an ocean, and they they lay on top of each other and create a structure similar to like a sediment core. So when you take cores that which is like a giant cylinder that you can put into the core, pull it up, and then you have different layers, you can actually see how the diatom community has changed over time, especially in water bodies that are more stagnant, such as lakes or bays, we've been able to date the sediment, and that's how we can figure out how old diatoms are. And the current findings is that at the Early Cretaceous period, but diatoms have changed rapidly since then. So what we see from the older diatoms, they look remarkably different than what we see in today's modern times.  Jason Wallace  23:38   So quick aside, Early Cretaceous would be probably 100 to 100 and 50 million years ago. I had no idea we'd be referencing holotype so many times on this episode. But change drastically how? like so listeners, if you're not driving, find a place to do a quick pause. Do a search for diatom art or diatom diversity, and just spend a few minutes going down the Google rabbit hole of just how varied and beautiful these little things are. When they're mounted, they're glass shells. You hit them with a light, they turn all these beautiful rainbow colors. I look at those like we have long, skinny ones, we've got round ones. We've got ovals, stars, these weird triangle things, if you're saying they were very different than what they were, what were they? Laura  24:15   I'm trying to think of how to describe it without showing a picture. And they have strange structures. They almost look alien. They have. Some of them have what looks like antenna, weird spines, the areolae or the pores in the cells, can look really strange compared to what we see today. And in my mind, when I think of a normal, diatom in modern time, I have the background to know what that is, but it's hard for me to describe that without using pictures of what the shapes and everything look like. But even the shapes of them back then are different than what we see to now, let me start by saying there's two main classes of diatom shapes, which is centric, and pinnate centric are more circular, and pinnate are more boxy. So centric diatoms are believed to have happened before pinnate. So that's why we'll see more centric diatoms when you look back in the cores, Jason Wallace  24:56    I'm just thinking how every time life hits on something new, it tends to do it weird at first, which obviously is our own personal bias, but I'm thinking of, if any of you have ever seen pictures of animals recovered from the Cambrian explosion, which was when animal life first really diversified in the oceans, about 500 million years ago. I think there's some weird critters in that that we look at those days like that. That was evolution experimenting, because it hadn't figured things out yet,  Brian  25:21   so we had the diatom explosion of the Early Cretaceous, where they were experimenting with form and shape. We'll definitely try to find some pictures that we can put up with these, or point people to things on our show notes. So we can say like, this is a current diatom. This is an early diatom, so they can see for themselves how they have changed over 100 million years.  Laura  25:41   I definitely recommend doing that if you ever looking for a good rabbit hole to get stuck in diatoms. Is a great one for that.  Brian  25:43   Do you have any diatom channels you can recommend on social media? Laura  25:47   I don't know if there's diatom channels, per se, there is the DoNA, which is the diatoms of North America, we have a webinar every other Tuesday at 12 Eastern Time, and they save all of those online and publish them on YouTube so you can watch all of the previous webinars, some of them a little bit more friendly to the novice, and some of them were geared and tailored towards researchers. There's a large variety of the different webinars, and those are fun to look over. There's also Jeffrey stone, I think he has an Instagram or some sort of social media account where he does SEM work, which is the scanning electron microscope. And I'll often show diatoms and talk about them. I think they actually have their own podcast. I'll have to do more research into that and give you the name of what they do. Brian  26:25   Oh, that would be great. So I manage the social media for as it is for the podcast, and I know that there would be a hunger for diatoms on Instagram. There's a whole subdivision of Instagram people just taking pretty pictures of things in nature, and micrographs and close ups of plants and everything, and I think diatoms would hit big.  Jason Wallace  26:43   Unfortunately, I think our biggest contender for that, we lost a few years ago. So if you do any search for diatom art, you will eventually run across Klaus Kemp, who, until a few years ago, was, as I understand it, the at least the most famous living diatom artist, possibly the only professional living diatom artist, but he passed away in 2022 but he actually spent years perfecting a glue recipe that would take days to dry so that he could position his diatoms properly. Because there's hundreds of these things, and it takes a very long time. He built custom microscope rigs. People like, pick them up and move them around. There's a video you can look up called the diatomist. I'll link it in the show notes. It's actually well worth a watch. It's only about 10 or 15 minutes long, beautiful, highly recommended.  Brian  26:43   So if you want to manipulate a diatom on a slide are you using, like a super pulling, like a fine glass rod into like a little micro point, or like a fine needle, how do you move one diatom? Laura  27:36   So there's a lot of people who've tried various ways to do that. I know actually decent amount about the original diatom arrangers from the Victorian time period. We have a lot of slides by Möller, who was the original or most well known diatom arranger from that time period. And so I've done a lot of research, because there's some of the more precious items in our collection, and they're fun to show to the public, or if we have any events, I've done a little bit of research into his life. And one of the things I've noted most is that the original arrangers all kept their secrets with them and how they did it. So unfortunately, we don't know what they did to create these beautiful arrangements, especially Henry Dalton, who used butterfly scales, parts of bugs and created true artwork. He has chickens, flowers there's insanely gorgeous. I also recommend searching Henry Dalton arranged slides. They're gorgeous. And there are also some diatoms on there that he died to add color to them, but Klaus Kemp was the most modern one, and he has records of how he did it, but how you move diatoms, we have to still do that if we want to do SEM work and look at a certain position of a diatom, because they look a lot different when they're sitting on their side versus when you see them from what we call valve view, which is the forward view. We used glass pipettes that we stretch under a flame so they're super tiny. We tried using that to suck them up and move them around. It's really complicated, really hard, very tedious, exhausting, stressful work Jason Wallace  28:52    that sounds like the voice of experience  Laura  28:55   trying to make monocultures for diatoms is one of the most frustrating things I've ever done in my life, because you have to isolate one cell and move it, because they do reproduce by binary fission, and there's not enough DNA in most cells to get quality DNA sequences, so you have to isolate one cell, move it into a Petri dish with medium, and then you just pray that it grows. It often doesn't and just dies. But that isolating one from a live slide culture is just frustrating. But we actually have a student. Her name is Sylvia Lepic, and she really found these arranged slides beautiful and lovely, so she started doing that herself. And she uses a eyelash glued to a wooden rod that she will look at the microscope under 100X magnification and manipulate diatoms that way. I forgot to ask her what kind of glue she uses. I know she used glycerin, plus some lab grade gelatin. Has she tried that as well? But she's actually been really good and has made some gorgeous arrangement just out of fun. Brian  29:48   That's really cool. I'm thinking about these other times where you see the science and art kind of coming together, like I'm thinking about the glass flowers that are on display. I think it's at Harvard, because they're so important for identification. But they don't flower all the time. So if you really want to be able to teach people how to do the identifications, you have to have the flowers, and in this case, the sort of art made with the diatoms. I don't know. I mean, like, if you could make a diatom arrangement, that would be a combination of art and science. Would you try to arrange, like a phylogenetic tree? Like, what would you make as your arrangement of diatoms? Laura  30:18   There's actually example of what I really enjoy about the arranged diatom. So as I mentioned earlier, that we have to see certain features with the different views that you see them in, versus girdle versus valve view is there was Schultz, who was a original member of the Academy of Natural sciences, who made arranged slides, and he would take valves and put them in these different orientations, so that way they could be used to research and to really learn the morphology of the diatom. So I would enjoy doing something like that. There's also Möller was quite famous for using microphotography, where they would take a picture with the names written of the diatoms and somehow shrink it down where they can glue it onto a microscope slide, and they would place individual valves into the circles above these names. So when you go to look at this microscope slide from the 1800s you see a diatom, and under it is the name written down. And I think that is amazing, because back then, he paired up with Rabenhorst , and they actually did do art compared with science. That was amazing learning tool. They were able to help young taxonomists start to learn the name, so they have access to the diatom right next to the name.  Jason Wallace  31:18   It's lovely collaboration between science and art. We don't get enough of those, but they're wonderful when they happen in all of this. Laura, do you have a favorite diatom? I mean, you have access to the world's largest collection. Surely, you must be able to pick a favorite out of all that.  Brian  31:31   And I actually wanted to ask a slightly different question that's on the same theme. I see that you have named many you've contributed several species. So is one of those your favorite?  Laura  31:39   So right now my favorite diatom. It does change fairly often depending on what I'm working on, is I recently published a paper where I described a few new species of Penularia, and one of them was able to name after my former research advisor, Dr Kalina Manoylov. So that's very special to me, because I was able to do something special for her and give her back a little bit of how much she's poured into my life and my professional career. Brian  32:01   That's very sweet. What is the name of that species?  Laura  32:02   It's actually not on diatoms of North America, because I need to make a page for it still, because the paper was just published recently, so I couldn't have made a page without the name being officially published. But it's Penularia manoylovy (sp?). Brian  32:15   Okay, well, let us know. We'll point people to it when it's out. Okay, we can at least put it on our Discord. Jason Wallace  32:20   Going back a little bit, you talked about how diatoms stick around. And when I was researching, I came across something that I've run into previously, which is diatomaceous earth, which is apparently dirt made from diatoms. Can you explain to me what this stuff is?  Laura  32:35   Yes, so it deposits the diatoms that there was a body of water that had an abundance of diatoms. As it dried up over time, all of the silica would sink to the bottom, and then you just have this massive deposit of pure silica dust, and it appears white and chalky, and it's just crushed up frustules, which is what we call diatom cells. And it has a lot of applications. It's used a lot for commercial use. It's a very valuable resource, and it's also beautiful to look at because it's just a whole bunch of diatoms. And I know of a few things they use it for. Is like a dynamite stabilizer. It's used for filtration to make beer and wine and fish tanks. They use it as an abrasive, so for fine sanding, because it is slightly abrasive, it found in some toothpaste, because it is a gentle abrasive,  Brian  33:15   we use it for pest control in organic farming. It's the insects don't want to walk over it or something. I don't know.  Laura  33:22   What it does is it gets into the skeleton of the bugs and breaks it apart. So it kind of is like a whole bunch of tiny glasses attacking the bug. Jason Wallace  33:30   Tiny glass knives being shoved into the bugs exoskeleton got it, Laura  33:33   but it's organic and won't harm us as humans. Brian  33:36   Like eating glass. Is it bad for humans, or it's just it's too small to hurt us?  Laura  33:40   You can buy food grade diatomaceous earth, and there is a difference between food grade and non food grade, where it's fine to ingest in small quantities, it's not fine to breathe in, and actually can cause lung damage if you do breathe in too much of it, because it is just tiny shards of glass. Jason Wallace  33:55   Okay, so okay to eat, not okay to breathe. Got it also, part of me just chafed at the idea of a silicon based substance being called Organic.  Brian  34:03   That's a different episode  Laura  34:05   that depends on the definition of organic. Brian  34:08    Yes, it does. Jason Wallace  34:09   Yes, I know. So one of the facts I ran across when researching for this episode is that, apparently the Amazon rainforest gets fertilized by diatom dust from Africa that gets blown across from the Sahara, from where there used to be a bunch of lakes, and they've all dried up. Now, can you confirm that?  Laura  34:26   I do know about that. I don't know a ton about it. I know very little bit. But if you do go and you collect some of the sediment off of the top of the Sahara Desert, you'll find diatoms in it. And diatoms are remarkable organisms and can withstand years of desiccation. So there are believed, confirmed instances where they've been able to rehydrate diatoms from the Sahara Desert, which would have allowed for that repopulation if it gets blown in the wind or gets carried up in the clouds and then dropped on the Amazon rainforest. The whole idea of diatom dispersal and how it travels around is a very complicated topic. Jason Wallace  34:57   Okay, Brian, diatoms have just surpassed tardigrades in terms of my favorite cute, microscopic organism, Brian  35:02   okay,  Laura  35:03   they don't look like bears. The Tardigrades are adorable. Brian  35:06   Yeah? So, like, what are the Okay, so I was gonna ask about the DNA thing, but then I figured it might be like a touchy subject. I'm also thinking about how everybody's taxonomy got rewritten by DNA. For bacteria, it's mostly settled down the fungi people are going through it now, but for the diatoms, it seems like it's even worse, because the problem now is that you've got a morphological species concept that you've been able to apply back through time, but you can't do that with the extinct ones. So what you're going to have is two parallel species definitions for the same groups of organisms. That's going to make things complicated. Laura  35:37   I would say that is a touchy topic, and there is two different sides or parties that believe certain things. So diatoms are used as bio-indicators, which is the biggest applications for them in environmental research. So a bio-indicator is an organism that you can based on its presence or absence in the environment. Can give you ideas about how healthy or clean or unhealthy the environment is. So diatoms are used as bio indicators, and that's all been based on morphology for the past, however long we've been working with them, but now there's this meta barcoding and e-DNA that's coming up, and you can use that to make water quality research using diatoms. However, you lose that very important connection between how they look and the DNA sequence, because eDNA doesn't allow that connection to morphology, unless you have a reference library that was done through monocultures to be able to compare the sequences, Jason Wallace  36:27   all right? And so eDNA just means environmental DNA. It's DNA you get from, like taking a water sample or a soil sample, instead of taking it from a specific organism. Laura  36:36   So there is this debate on, do we need to connect the data? Do we not need to connect the data? And it can get a bit dicey between people on this debate. And generally, the diatom community is very friendly and cohesive. However, debates do happen in any scientific community, so this is definitely one of them that happens fairly frequently, and there are people who just do diatom DNA and don't really know anything about morphology. So it's a strange and complicated topic. Brian  37:03    I feel like if the diatomologist and the artist can get together, then the molecular and the morphologist should be able to find common ground as well, right? Laura  37:10   I would hope so. And I definitely am on the party of we need to figure out how to connect the morphology with the molecular data. And there are a lot of people that are working towards that and stand in that middle ground. So there is progress moving forward. Brian  37:23   Diatoms united.  Jason Wallace  37:24   So you mentioned that they're indicator species, and you mentioned previously that they fix a lot of oxygen for the world. So what else do they do in ecosystems? What other roles are they playing? Laura  37:35   So diatoms are the primary producers. In almost all aquatic ecosystems, if you think back to fifth grade science, when you learned about primary producer, and then the grazers, and then you have the predators. So everything eats everything, and the energy flow through an ecosystem all starts with plants, well diatoms and other photosynthetic organisms play that role in aquatic ecosystems. So they're very important, because without them, you wouldn't have the energy flow through the ecosystem. Jason Wallace  37:59   So they're the basis. They capture the sunlight and it flows through. And because they're largely microscopic and just kind of like the brownish slime that we see on rocks and tree stumps and stuff, we just ignore them, but it's actually a really important component for how energy flows through the environment. Laura  38:15   Yes, and diatoms in particular are interesting because they have lipid droplets, which is oil in them. There's this whole idea to use them to milk for oil. But again, that's another topic that requires a lot of conversation. Brian  38:26   Did you say milk? Are we milking diatoms? Laura  38:28   I did say milk. So when they get stressed, they produce lipid droplets and oil. And so the idea was to get a whole bunch of diatoms in a pool, stress them out, and then milk the oil out of it.  Brian  38:37   Oh, wow. Is there society for like, protection of diatoms. This sounds cruel.  Laura  38:42   No, the problem is, is, it takes so much energy to get to that point where you actually get a usable amount of oil. Is, it's not really any benefit. It's actually worse than the regular oil that we use now. But they've been referred to as the hamburger of the ocean because they have those oil droplets. Is, they're very nutrient dense, though they're beneficial for organisms to eat them, especially the macro invertebrates or the small fish they eat them.  Brian  39:04   Do the lipids contribute to buoyancy and keep them up in the photic zone? Or is that just just, am I just making a connection to something that isn't actually there?  Laura  39:14   I have to go back to my plant cell anatomy, but I think it's primarily to use for storage, because they do it when they're stressed, when the environment. So I think it the storage or way to keep them alive under stress.  Jason Wallace  39:24   Okay, so what is the weirdest environment that you have a sample from? Laura  39:30   So I don't personally have any, I mean the collection. I think we have some from some hot springs in Japan. My boss here, the curator, Dr. Marina Potapova, has a lot of Arctic diatoms in her collection in some highly harsh environments, that they also look a lot different than what you see, such as like temperate areas I Philadelphia region, but I would say the hot springs probably is one of the most interesting samples we have, because you would think it's quite strange that diatoms can survive really intense temperatures, but they can. Brian  39:57   There's something really lovely about the thin, Brown. Lime layer. And then when you look at it under a microscope, it's this incredibly gorgeous complex. Jason Wallace  40:05   Yeah, I wanted to try to do our own diatom isolations in preparation for this episode, but it's a very busy time with grant proposals and such, and so we were not able to do that, although we have plenty of ponds around campus where we could go get some and I'm sure Brian has some hydrochloric acid or something that we could boil them in to clear them out. There are videos on YouTube that will show you how to do this. Just be very careful doing it at home, because you do have to, like, boil hydrochloric acid or stuff like that in order to clear them out. Laura  40:30   Hydrogen Peroxide also works really well. Oh, that actually you don't have a ton of organic material in it. It's a softer treatment. So any diatom that's widely silicified, we have to use that for but it works pretty well, like 70% hydrogen peroxide, even like 40% hydrogen peroxide, I don't think it's the kind you can just buy from a drug store. I haven't tried that before, but it works, and you do really need a fume hood to do this. I do recommend not doing this without a fume hood.  Brian  40:53   Well, then Jason, actually, yes, I have both of those things, so bring me some pond slime, and we can do it later.Okay?  Jason Wallace  40:59   okay, so we've talked a lot about the morphology, and these things are beautiful. Now there's a bunch of shapes in the game. It's conveniently they tie the shape to the number of color patches you've gotten. So if you get one patch, it's a circle. Two it's a little oval. It has two sides. Three is a triangle. Four is a square, five is a star. Looking online, I saw a bunch of much weirder ones, where they're like, bulbous, or they're  what is the weirdest diatom shape out there that you've seen? Like, are any of these things like weird fractal shapes or anything like that? Laura  41:29   The weirdest one I always think of is campylodiscus, which looks just like a Pringles chip. Jason Wallace  41:34   Okay, microscopic glass potato chip. Got it. Brian  41:38   It's probably very crunchy too.  Jason Wallace  41:40   I'm sure it's very crunchy. I'm sure teeth would not like it. Laura  41:43   There's also some too, like Entomoneis, which look like a figure eight, but they're also kind of twisted,  Laura  41:45   Like a mobius strip?  Brian  41:47   I don't know what a mobius strip is. It's like you could take a piece of paper and twist it on itself, so it technically only has one edge. Laura  41:56   I think it's similar. So they look twisted, and they have pictures of them on DoNA which is the diatoms of North America.  Jason Wallace  42:01   There will be many, many photos linked in our show notes people, so you should check them out. Okay, so we should start wrapping this up, which comes to our nitpick corner. Brian's favorite part of the show. Brian  42:10   Oh, I don't know, man, I don't know what to talk about. I mean, they Yes, you get diatoms out of water. Like, that's the thing. Yes, people used to arrange them on slides to make pretty murals. That's a thing. Brian  42:16    I don't think there's much we can science nitpick in this. Like, there's not enough science in it. It's a very science-lite game. I think we can nitpick The one issue, the game pieces are beautiful and they're all foiled. But the problem is the foil actually makes it hard to see the color, sometimes a little bit. So when it comes scoring time, I was lifting up my my scoreboard, I was kind of tilting it to try to get the light right. Like, is that red? Is that purple? Brian  42:42   The patterns of the pores, you said those are the areola.  Laura  42:44   Areolae? Yeah,  Brian  42:45   Areolae. Those are different on each shape. So you can use they're colorblind friendly in that regard. So they always have a pattern there too. It's not just the color, but you're right. Like the yellow and the green really hard to tell apart if you're in the wrong kind of light,  Jason Wallace  42:58   but that's about it. Like I said, it's a very elegant game, very well put together, very high quality, and I find it very fun. I don't know, I've toyed with the idea of going through the single player mode. So single player mode involves a bunch of cards where there's challenges and there's rules so that you can't just, like, play it forever until you get it. You only have so many spare diatoms you can pick up that don't fit the patterns you're trying to do. And they're actually really quite fun. And you start actually on the front of the board, which has all the set little pieces I mentioned, where you can only put a circle or a star or whatever. But the second half, you flip the board over where it doesn't have that, and it's free form arrangement. And so they have some of these where you're making arrangements that look like a tiny Solar System, or ones that look like a face or a tree or other things like that. Where you're putting these together  Brian  43:17   Jason is holding up cards of the different shapes. So for those of you who Jason's forgotten that this is an audio podcast, Jason Wallace  43:51   no, no, I'm trying to get your reactions. Like I know our audience can't see, but you can at least react. Brian  43:58   Audience, I apologize for Jason. Jason Wallace  44:01   All right. I mean, that's really it. There's again, elegant game, very well done. So on to grades, and I'm gonna say this is, I think Turing machine was the one where I gave an undefined science grade.  Brian  44:10   I think what we need is an art historian to really grade this. I think that this is the wrong class. Jason Wallace  44:15   Okay, I will say the science grade is undefined, but I'm definitely want to give it points for bringing attention to these beautiful creatures. And okay, it does actually do some things right. It gets the shininess of them, right. Well, it gets the shapes right. It gets the variability there. I don't want to give it a grade, because that implies a wrong standard, but I want to say that they managed to make the game and the science mesh beautifully. And I really appreciate that  Brian  44:38   we wouldn't have had a chance to talk about diatoms otherwise. So like I said, I'm not going to grade it either, but I'm glad it's out there. I'm glad it exists, not for science. We can give it a fun grade. Well, actually, Laura, what do you what do you think you haven't had a chance to play? But it sounds like you'd be more informed on this than we would be. What do you think Laura  44:55   I'm just happy there is a board game out there about diatoms? Because I'm just happy that diatoms are getting promoted in any way possible. So I'm very thankful for that, and I have seen it before. It does look like a beautiful board game, and honestly, I think it kind of gets the heart of whole diatom arranging, and the really complicated nature is the rules, almost is a perfect analogy for how complicated and complex diatoms are. So I really like the game. I'm going to buy a copy eventually,  Brian  45:18   Awesome. Let's see, Jason, I want to hear your fun grade first because you really like this game. In fact, I bought the coffee. But you have the game because you like it so much more than I do.  Jason Wallace  45:26   I'm going to give it an A I keep using the word elegant. I love things that are elegant, that have relatively simple rules and yet have a lot of strategic depth to it, which I think this game satisfies. And like I said, it's one of the few games that we've played that has a solo mode where I've actually played the solo mode and enjoyed it, and I'm considering doing more. There may be, there may be, like, 30 days of diatoms on our Instagram feed at some point.  Brian  45:48   Jason may not want this shared, but one of his hobbies is stained glass. So I think this is merging his love of highly analytical, optimizing games with his desire to create beautifully arranged mosaics.  Jason Wallace  45:58   Oh yes, yes, the fact that these are actually made of glass. Is part of that, taking something from silica, making beautiful arrangements. And so, yes, there is a little bit synergy. Is like, Oh, this is that same thing, but on a microscopic scale, I don't think we've mentioned it. So we talk about all these diatom arrangements on microscope slides. So like a full beautiful mosaic of like 100 or 200 little diatoms in these beautiful patterns is about the size of a period. So they really can only be appreciated under the microscope, or as prints.  Laura  46:24   I Think it's even smaller than that, depending on the size of the diatom, because the largest diatom is only two millimeters wide. And then they get much smaller than that.  Brian  46:32   Wait they get up to two millimeters.?That's like naked eye visible. Where is this diatom? Brian  46:38   It's over there. Jason, look behind you,  Laura  46:40   trying to remember what it's called, starts with an E. Think it ethmodiscus  but I don't know. Jason Wallace  46:41   exactly where it's found, Entomodiscus. Insect circle?  Brian  46:45   Is that an insect associated? Is that a thing?  Laura  46:49   I know it's a thick, circular diatom. Says it's found in the temperate zones of the world's ocean.  Brian  46:54   Oh, okay, for my fun grade, I guess I have never go

29. Apr. 2026 - 49 min
Episode S3E03 - Cellulose (Plant Cell Biology) Cover

S3E03 - Cellulose (Plant Cell Biology)

#Cellulose #GeniusGames #InDefenseOfPlants #Plants #Botany #CellBiology #MolecularBiology #BoardGames #Science #SciComm Summary This mont we talk Cellulose and all things plants with special guest Matt Candeias, of the In Defense of Plants podcast. In this sequel to Cytosis, we dive inside of a plant cell in a worker-placement game that while similar to its predecessor also adds a lot of new mechanics and strategy. As usual, Genius Games's science is top-notch, and we get to talk about photosynthesis, Rubisco, how plants nearly wrecked the environment (twice!), why C4 photosynthesis is the best photosynthesis, and the weirdest ways plant use their energy. So grab a houseplant and settle back for all things Cellulose. Timestamps * 00:00 Introductions * 02:40 Pollen and pointy sticks * 07:59 Intro to Cellulose * 13:47 Rubisco & chloroplasts * 20:47 The cell wall * 25:15 Plant movement * 29:12 Elements of photosynthesis * 32:09 CAM & C4 photosynthesis * 38:03 Water and light shaping plant distributions * 42:14 Weirdest use for cellulose * 44:52 Nitpick corner * 51:12 Grades * 56:27 Wrap-up Links * Official Game Website [https://www.geniusgames.org/products/cellulose-a-plant-cell-biology-game-mensa-recommended-strategic-board-game-about-photosynthesis-dna-biochemistry] (Genius Games) * In Defense of Plants [https://www.indefenseofplants.com/] (Podcast & Book) * 430,000 year old wooden tool [https://www.science.org/content/article/oldest-wooden-tools-may-have-been-used-butcher-elephants] (Science.org) * The evolution of C4 photosynthesis [https://nph.onlinelibrary.wiley.com/doi/10.1111/j.1469-8137.2004.00974.x] (New Phytologist) * Skunk cabbage and philodendron making heat [https://www.indefenseofplants.com/blog/tag/Philodendron+bipinnatifidum] (In Defense of Plants)  Find our socials at https://www.gamingwithscience.net [https://www.gamingwithscience.net]  This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license. Full Transcript (Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ ) Jason  0:00   Hello, and welcome to the gaming with Science Podcast, where we talk about the science behind some of your favorite games. Brian  0:10   Today, we're going to talk about cellulose by genius games. Hey, welcome back to gaming with science. This is Brian. This is Jason, and we have a very special guest with us today, Dr Matt Candeias, who is holding up the wall against plant blindness. He is the host of In Defense of Plant, and I'm already breaking my thing. I should be letting him introduce himself, Matt, tell us about yourself. Matt  0:36   Well, first off, thank you guys so much for having me. It's an honor to be here. My name is Matt Candeias, yeah, I'm an ecologist by training. I have always had an interest in sort of the way the natural world interacts with itself, us including and for about the last probably 20 years of my life, that has largely been focused on how plants set the foundation for everything in this world. So yeah, my PhD is in plant ecology. I spent a lot of time looking at how plants kind of form communities and structure themselves over different gradients in the environment. It's been a lot of fun. And as you mentioned, I run in defense of plants, so for many, many years of my life, surprisingly, that number goes up every year and just hits me with a whole new sense of, Oh, I'm getting older. Yeah. It's been a, basically my Ode to My love to plants, and trying to share that passion with the world and try to get people to see plants the way I do. You know, it was one of those things where I just kind of always thought that plants got the short shrift when it came to science communication and the way we looked at the natural world. You know, cheetahs are exciting, elephants are brilliant. Why aren't we talking about plants like that, other than as food or medicine, which is cool, but plants are their own organisms, so I created in defense of plants to celebrate that. And it's been a love affair of communicating that in many different forums, but mostly through podcasting, ever since, Brian  1:51   you are the host, but you have talked to everyone. You have had so many episodes, and you have on special guests pretty much almost every episode. I can't imagine what it's like to schedule all of that. Matt  2:03   Calendars give me anxiety. So it's always anxious. I have tons of anxiety around it, but it's kind of streamlined at this point, and it's just fun. And it turns out that people really want to share their passion too. And when you come in and say, Hey, I'd like to promote the science you're doing, I think it's really cool. People are really receptive to that. So, you know, they my guests make it very easy on me as best as they can. You know, it's the herding cats. The phrase always comes to mind though. You know, we just do our best. Brian  2:29   All right, so I'm glad that you were able to join us for a very plant centric game. I know it's much more cellular biology than ecology, but again, couldn't pass up the opportunity to try to get you to come on and talk to us. But before we get into talking about cellulose, let's do a little bit of science banter. So what's something cool you learned recently or heard about a story or anything like that? We usually let the guest host go first. Did you? Did you have anything that you want to share with the class? Matt  2:57   Yeah? Yeah. So luckily, shout out to my friend Allison, who puts me on on point every week goes give me a plant fact. I was thinking about this the other day, and it's one thing that I've heard, you know, throughout my education, throughout my career, and just for some reason, tucked away and never gave it much thought. But lately it's really been hitting me is that pollen is a male gametophyte. It's technically a separate organism. And I think, you know, people make a lot of jokes about what pollen is, and they're getting allergic to, you know, certain types of essentially, plant sperm. And, yeah, that's not wrong. There's sperm involved. But pollen itself is a fascinating structure that is really it's its own haploid organism. And I think that, to me, is really cool, because if you're in the plant world, you know, mosses and ferns get a lot of credit for having this alternation of generations flowering plants have carried that on. It's just a highly reduced form, and we don't think of it in the classic model that you do when you're teaching about the non vasculars or the ferns, that kind of thing. Brian  3:50   I still remember in college learning about the alternation of generations just being so confused. Matt  3:57   It's so cool, though. It's one of those things that when you think about the way we approach teaching about plants or getting people excited about plants, we're still so stuck in decades old ways of kind of getting that their head wrapped around, like, what is the parts of a flower, which eventually you can learn. I think if we started with these, like, how alien plants can be in terms of what we take for granted as everyday life as a vertebrate, mammal, animal, whatever you want to call it. It's just these things that like they can be very confusing, but plants are very weird, and that's a good jumping off point to get people excited about it. Jason  4:29    Yeah, my primary experience with pollen is walking through a cornfield where corn is taller than I am. It's dropping tons of pollen because it's wind pollinated. It falls on my sweaty arms, germinates and tries to burrow into my skin. Corn pollen allergies are actually a serious occupational hazard in my field, Matt  4:29    I believe it. Yeah, I feel bad for all of my botanist colleagues that like have pine pollen allergies and work on the coastal plain like it's a nightmare, but they endure. But that's a good sci fi book, right there. I mean, you've got the foundation for a good pitch. You just kind of got to flesh it out a little bit more  Jason  5:04   The Last of Us, but it's corn. Okay. Brian  5:07   What about you? Jason, what'd you bring? Did you bring anything to share? Jason  5:10   So a few weeks ago, I read this article summarizing a paper in the proceedings of National Academy of Sciences about finding the oldest confirmed wooden tools used by humans. It's from 430,000 years ago in Greece, around an elephant carcass that was apparently killed and butchered by some of our human ancestors. And the thing is, apparently, at least, if you're an archeologist, being able to tell a rock from a stone tool is apparently fairly easy. At least the article made it implies such, but telling a stick that has been sharpened to be used as a tool from just a kind of pointy stick is hard, apparently they but around this elephant, there were apparently several dozen wooden bits, and so they cataloged them all. They looked at them, and two of them under the microscope showed clear signs of having been shaped by humans in terms of like scraping and being used as a tool for various things. Exactly what? Don't know, because, as one of the authors said, there's a lot you can do with a pointy stick. But given that there were a lot of predators around, there was a lot of prey around, they were probably doing something. And they even pointed out that it's a relatively primitive pointy stick, because they basically just grabbed, they used a piece of wood from something local, and they basically just sharpened it, and that was it. Whereas you go forward a few 10s of 1000s years, apparently we found Spears where they're sourced from hardwoods, they're further away and that they have been not only sharpened, but then they've been hardened in fire to make them better points and so this is like a very early example of woodworking for human tool use. Brian  6:49   Okay, so we learned how to slowly refine the pointy stick technology, yes, to Jason  6:55   make them pointier and harder and better at doing whatever you want to do with a pointy stick, which is largely stabbing it in something else. Brian  7:04   This reminds me of a story that you told at a panel that we were on at Dragon Con about when early humans moved into places where bamboo was common and you stop having a history of stone tools. Jason  7:18   Yes, that was a I learned that way back in undergrad, I think. But the idea was that bamboo is much easier to shape than stone, but also can be just about as sharp. And so humans did what humans did. They took the easy way out. And so we lost the stone tool record there because they were using a much more biodegradable substance. And that is part of why it's so hard to find wooden tools in the in the in the archeological record is because wood decays. Rocks don't, Brian  7:45   yes, rocks have to erode. Yeah. Jason  7:47   But I figured, given that wood is made of cellulose, it was appropriate for this episode, and it'd be a great way of showing that some of that cellulose, even though a lot of it gets eaten or burned or whatever, some of it sticks around for a very long time. Brian  7:59   Yeah, I was just about to thank you for giving me a perfect transition, for talking about the talking about the game. Because, you know, bamboo wood, we're talking about cellulose, basically as this very durable material that sort of defines plants for what they are. It's one of the defining things that makes something a plant is the presence of cellulose. Cellulose is a game that is published by genius games. Again, we've already we've had many of their games in the past. They are specialists in this area of creating hard science games, games that are representing the science accurately, although always simplified to a certain degree, because it still has to be a fun game to play. So it is typically marketed as the sequel to the game Cytosis, which is an engine building game that's played inside of an animal cell. I think it's more specifically supposed to be a human cell. Cellulose is played mostly inside of a plant cell, kind of it's actually a little bit more organismal than just that. Going back to elementary school, every one of us probably had a STEM or a science class where we had to make a little model of a cell, and you could either do an animal cell or a plant cell. This is the game that is played inside of a plant cell. So we have some things that are conserved, that are found in both both an animal cell and a plant cell has a nucleus, they both have an endoplasmic reticulum, they both use ribosomes. They both have a cell membrane. But as you can imagine, in cellulose, we're focusing on more of the mechanic around those things that make a plant cell unique. In particular, the presence of a rigid cell wall made of cellulose, hence the name of the game, the presence of chloroplasts, where photosynthesis will occur. And one thing that often kind of gets skipped or looked over a little bit is the presence of a large central vacuole. Yes, animal cells have vacuoles, but in plant cells, it can be like 90% of the volume of the cell is just this large central receptacle of the vacuole. Jason  9:53   Yeah, and if you don't remember your cell biology, the vacuole is basically just a it's a storage bag. It's just a bag of. Stuff that the cell sticks things in to store them, and in Brian  10:04   particular for plants, a lot of that is water, and that's really what's giving cells all their shape and their rigidity and kind of letting plant cells be plant cells.  Next to your cell you also have sort of a picture of a very generic plant with a very generic shoot and very generic root that you'll be sort of moving a little marker up to sort of determine how many resources you get at the beginning of your of different phases of the game. The central mechanic of the game is you are trying to sort of grow your shoot and your root to get more resources. You are bringing in carbon dioxide. You're bringing in water to make sugar that you can either burn for energy or you can deposit into the cell wall, which as that as each of those glucose molecules is created and added to the cell wall. Eventually, that leads to the end of the game, right? Once the cell wall has been completely manufactured, that's kind of, you know, where you tally up all your points and you're done. Jason Wallace  10:58   It's the turn tracker. And what's nice is that the game automatically adds to it every turn, so that there is a finite state. But it's also because you have some control, the players can sort of manipulate that to be to their advantage, to either end the game sooner or just by not doing it end the game later. Brian  11:15   So it's still sort of, again, if we think about the original Cytosis game, what we're doing is going through the process of from the nucleus, making mRNA, making protein, secreting things out of the cell. What did we decide that? Oh, this must be an endocrine cell, because you're making so many hormones or something. But in cytosis, you're playing a generic plant cell, trying to finish your cell wall, right? And the engine is really the engine of photosynthesis, yep. Jason Wallace  11:40   And you also have remember the various cards you can get that can be things like starch storage or various proteins and enzymes. And there's a bit more of an engine building component to cellulose than to psychosis, where as you get these enzymes, they can trigger each other again, if you've got the protein to spend. And so one way of getting a victory is actually building up a protein engine to just generate a lot of resources or points, or what have you, which is not something you can do in Cytosis. Brian  12:07   And also some of those cards have huge changes and very enormous swing on the game, like the starch card, very expensive, but worth a massive amount of victory points. I think, Well, you got like, two starch cards, and you got so far ahead of me when we played that I just never even came close to catching up at that point. Which I mean, not that that's atypical for when Jason and I play games, but this was, this was pronounced, Jason  12:32   well, it's because the starch, so maybe we're jumping ahead to the science. But starch is made from a bunch of glucose strung together in real life, so it costs several pieces of your glucose, and that is an expensive piece. It takes a lot of game moves to synthesize every bit of glucose, and so you're spending a lot of them on starch. They want to reward you for that. Brian  12:51   Like Matt, did you get a chance to play cellulose before we sat down to talk? Yeah? Matt  12:55   Yeah. It was actually kind of a rough, quick sort of play through sort of thing. So in terms of strategy and stuff. I it's gonna be a few more plays before I get down that road. But, yeah, it was, it was interesting, because I do, like these engine building games. I really do, unless I'm playing with someone I'm guessing, like Jason in your life, that's really good at kind of seeing where the strengths and weaknesses are, and just build these unbeatable engines. So it's a blessing and a curse. Yeah. Brian  13:22   Jason's really good at, sort of like, you know, seeing the matrix and just kind of like, you know, zeroing in on what the optimal strategy is with what appears to me as at a glance. Let's talk about some of the science here. Jason  13:35   Well, we should probably start very basic as, like, chloroplasts and the synthesis, synthesis of cellulose. Let's do the molecular stuff, get it out of the way, and then we can step back and do the broader stuff, where Matt's expertise will shine. Brian  13:47   The best way, I think, to connect the mechanics of the game. And it's very clear from the design of the game is it's focused on the things that make plant cells sort of unique and different from animal cells. And those are, we've already talked about them, sort of the vacuole, the cell wall, and in particular, the chloroplast, right? The chloroplast is the, I don't know, what do we always say for the mitochondria, it's the powerhouse of the cell. The chloroplast is the powerhouse for everything, solar panels of life, for sure. So the chloroplast is where all the magic happens, right? It's where a plant is going to combine carbon dioxide and water, using the energy of light to create to create sugar, to create glucose, right? That everything else uses producing water and oxygen as a byproduct. Jason  14:40   This is what makes almost all life on planet Earth go round. There are a few exceptions that live way deep in the ocean or way deep underground, but anything that most of us would recognize is eventually powered by the sun through these chloroplasts, Brian  14:54   the chemical reaction, more or less is represented in the game. It takes six carbon dioxide. Add six water to make all of the carbons in one sugar. Jason  15:04   Yeah, and this is done by a an enzyme called Rubisco. Full Name is ribulose one five bisphosphate carboxylase oxygenase,  Brian  15:12   which is why we call it Rubisco instead.  Jason Wallace  15:15   Yes, exactly. But by some accounts, this is the most abundant protein on Earth, as plants make gobs and gobs and gobs of it in order to actually perform photosynthesis. And so it is everywhere on this planet. And it is old. I think the estimate I saw was somewhere around, like 4 billion years. It's estimated to have been around like way before there was much oxygen. Well, any measurable amount of oxygen in our atmosphere, Brian  15:39   which surprisingly, actually, you can kind of still see the effects of in how that enzyme functions, right? Jason  15:45   Jason, yeah, we're not going to get into suffice it to say that Rubisco actually doesn't deal well with the presence of oxygen, and we may talk a bit about this later, but it's it shows its hallmarks of having evolved when it didn't have to worry about this highly caustic oxygen molecule floating around and potentially causing problems with it. Speaker 2  16:05   That is my favorite part about Rubisco, though, I have to say it's the part I always glom on to with my limited molecular experience. I just love that fact about it  Brian  16:14   is that it basically gets poisoned by oxygen.  Matt  16:16   Yeah, the fact that you know, evolution is often kind of perceived in the larger public is this being this highly optimized, we're getting the best solution. And Rubisco is like, Nah, we figured this out, like 400 some odd million years ago, and it works. It works good enough, but it's still the byproduct of what it did to the planet that is poison to it. So it's this funny sort of balancing act of like, let's just get past enough so that these things can reproduce, and we're good, Jason  16:41   yeah, and I guess this may be a bit of an aside into evolutionary theory, but it's basically trapped in what's called an evolutionary optimum, where it there's probably a better version of Rubisco out there, like there could be a better version out there that doesn't have that problem, but anything but getting from our current version to that would have to go through something that doesn't work very well, and so is strongly selected again, so we can't get there. We're stuck with where it's at. Except that there are some groups out there trying to engineer better versions of Rubisco. And I don't know what state there are in. I haven't heard of any Nobel prizes being given out for that, so I don't think they've managed it yet, but I know there are people working on it. Brian  17:20   So chloroplasts are thought to have evolved very, very solid evidence that they evolved through a process called endosymbiosis, which basically the chloroplast as we see it in eukaryotes. Actually, its ancestor was a free living blue green algae, basically a bacteria that became engulfed and adapted into eukaryotic eukaryotic cells. And some of the evidence for this is the fact that chloroplasts have their own little, circular genome that still even makes its own little ribosomes for protein synthesis that are the same size and shape as bacterial ribosomes. So it's highly reduced, but they still basically, you can tell what they used to be based on these remnant features. Jason  18:05   Yes, and mitochondria are the same way, actually. So mitochondria are also thought to be a result of one of these ancient endosymbiosis events. They're called. And you can also see this because I believe it's this way for both chloroplasts and mitochondria a cell. I don't think cells can assemble them from scratch. I think they have to divide from existing ones. So you have your cell which divides, but inside your cell you have your chloroplast and your mitochondria, which are also dividing in order to make new ones for the daughter cell. Brian  18:34   But I know that there are several diseases in animals and humans that are associated with the mitochondria being defective. I'm aware of some things like that in the chloroplast as well you can end up with so like variegation that you get in plants, for instance, where you'll have sections of the leaf where you have a change in color, a loss of that green, or segments that would be white or or a lighter yellow, or something like that are caused by mutations, not in the genes in the nucleus, but in the genes in the chloroplast itself. Matt  19:05   Have you heard of the albino redwoods? No. So there are sports of redwoods in the wild, and they're super highly guarded secrets, because I think people try to poach them, but they they're sports that develop with no chlorophyll, or at least such reduced chlorophyll levels that they're just a ghostly white version of it, and it's one of the few instances where I don't think they function at all Photosynthetically, and they don't die right away, or in many cases, they don't die right away, because redwoods are really good at grafting, so they're almost living as like this parasitic offshoot, albino offshoot of the parent tree, because it's still able to channel nutrients to sort of that Little rhizomatous sprout it has, it's a weird thing. You should look into it. Jason  19:43   I was wondering, because we get albino corn plants every now and then, just because we work with genetics corn, which is really crappy, and so it has mutations in it every now and that show up, and they they only last, like a week, and then they've exhausted their their food supply, and they're dead. Brian  19:59   So. The the sort of creepy, okay, like plants have modular bodies, right? But the idea of having a parasitic limb is very troubling, Matt  20:08   right, right? It does nothing for me, but it's attached and I feed it. Brian  20:16   Okay? So chloroplasts, super important, super essential. Basically, you all of the carbon in your body came from chloroplast and came from carbon dioxide. Right now, it definitely is true, some of the nitrogen probably came from an artificial fertilizer, but the carbon came from photosynthesis. Jason  20:34   I mean, unless someone's eating, like, tube worms and such, Matt  20:40   Oh, you haven't like, Jason Wallace  20:41   like, bulk, like, deep sea vent crab, like, delicious. Brian  20:47   Now let's talk about the other big thing that makes plants super different from animal cells, actually. Okay. Again, we want to talk about how the weird vertebrate perspective skews our perspective of things. How about just the weird animal perspective? Animal cells don't have cell walls, and we like to talk about that as normal. That's not normal. Every other living thing has a rigid cell wall, okay? And plants would be like the the that's fungi, that's bacteria, that's almost everything has a rigid cell wall, except, for some reason, animal cells. But plant cell walls are made up of the structural polysaccharide. I'm sorry, I'm going to use too much jargon. Jason's going to catch me on these and backfill with what this stuff actually means. Cellulose is a rigid polymer basically made of glucose, which is like, that's just pure sugar. It's this simple as six carbon sugar. What's the best way to explain glucose? Jason Wallace  21:39   Jason, it's the most common sugar. So if you have your table sugar, that's that's actually a little two sugars put together. It's one thing of glucose and one thing of fructose joined together. So it's like half of table sugar.  Brian  21:51   So it's like glucose is the very easiest sugar for any cell to use and break down. It makes up table sugar. It's the sort of carbon and sugar currency of biology and cellulose is made of glucose that, weirdly, is almost completely resistant to being broken down and used as anything.  Jason Wallace  22:13   So cellulose and starch are both just chains of glucose put together, but they differ in where the connection is in for starch, it's on one carbon, and for cellulose, it's on another. And starch is like, everything's food. Everything eats starch. It's how you store it. You break it down. It's fine. It's very easy. Cellulose is like a rock, like hardly anything digests cellulose. This is why cows have their massive, like, four chambered stomachs, and they're basically just like fermenting bathtubs on legs is because they can't break down cellulose, and so they have this big bioreactor they walk around with to feed all the bacteria that are digesting cellulose for them, because they can't and because hardly Anything can. Brian  22:59   Plants have made one of the most durable polymers, except for, like, modern plastics and stuff like that, out of food, right out of the easiest sugar to digest. They've turned it into something that basically could barely be broken down. And, like, technically, why we have coal is because cellulose is so hard to break down. Jason  23:20   Yeah, it's all that's left. Like, that's coal is stored sunlight from hundreds of millions of years ago, with most of the other stuff just like, kind of broken down. It's what's left, right? Matt  23:30   And those ecosystems were massive forests, I mean, covered the earth in many carry cases, not everywhere on Earth, but they were expansive. And it all happened during a time before there were fungi and certain types of bacteria that got good at it, it hadn't evolved yet. And so that's these deposits were put down long before anything could come by and even remotely hope of utilizing it, which is why it's such a vast store on this planet. Jason Wallace  23:53   Yeah, I've heard some debates on that, but regardless, I think a lot of them were also in very wet areas, so they were anoxic. There was no oxygen around. So even if there were bacteria and fungi break it down, they didn't have any oxygen to do so. And so just like modern peat bogs and such, they just stuck around. Brian  24:10   I do like thinking about how much plants have changed the fundamental chemistry of the planet again and again and again. I mean, they were some of the biggest polluters in evolutionary history, right? Literally poisoning all of the life on Earth by accumulating huge amounts of oxygen, which is actually still quite toxic, even to themselves, then creating huge amounts of cellulose and lignin, which is the other major structural component of trees that also couldn't break down. It's like before humans came along and invented plastic, plants were pretty much doing the same thing. Before we move ahead, I want to talk about how weird plant cells are compared to animal cells, because that rigid cell, well, it's not just that. It's rigid. They're all glued together, right? They're they're afixed to one another, they cannot move. So like, unlike you in your body, you have blood cells. You have cells that move in your body, that flex and will move throughout. Plants don't do that. A plant cell is fixed in place to all of its neighbors, and that really changes how they function, right? Matt  25:15   Big time. I mean, when you think about what makes studying plants so wonderful is they don't get up and move away, and when you think about the challenges they face, and put it into the context of all their adaptations, it comes down to that rigid structure of them, kind of having to display a surface as best as possible to the sun and do everything else around the physical constraints of that. Now there are plants with really fast movements, and it's fascinating to dive into, like how a Venus Fly Trap, closes its trap and then reopens it. Or, like the bladderworts. It's one of the fastest movements in the biological world, the way the little bladder can inflate itself and then engulf its prey that way. But, you know, I think of like Darwin's experiments, this is stuff that's fascinated scientists forever is like, how do tendrils wrap around and they've all had to kind of evolve these creative ways of stretching that structural component of elongating or shortening that cell wall. And it's a really fun kind of journey to take when you realize just they're anchored in a place. Because, again, I think we take elasticity, you know, as someone who's completely not flexible in this world, we take it for granted, though, you know. And then you think about all the other things about plants that revolve around just the fact that they're, like you said, These multi iterations of these repeated structures. But at the core of it are those plant cells with the cell wall kind of keeping everything in place. It also gives them a lot of strength, too, and rigidity and staying power, as we kind of just talked about for the last few minutes. Brian  26:39   The The interesting thing is that, like we do get really kind of obsessed with things like Venus fly traps or rapid plant movements, because it seems so unusual, but plants do, they have behavior. They do move. They seek nutrients, they they will climb and do all of these interesting things. It's happening at a slightly different timescale, and it's all mediated by growth. It's so different from what we think like for a plant to go find a new nutritional source underground. It has to grow and elongate its roots to do so it's like whereas an animal just walks over there and gets it right. So it's they're still doing the same thing. They're just doing it in a fundamentally different way. Jason Wallace  27:19   Yeah, and a lot of the above ground movement is with that vacuole you mentioned, where pumping it full of water or letting it empty out so things get stiff or so they get a little relaxed. Is how, like sunflowers track the sun. I believe that could, because they're expanding on one side and then contracting on another. Or leaves that go up and down, which you only ever really notice if you're watching, like a high speed video of what a plant does throughout the day or with different temperatures and such. Brian  27:44   It's really fun. If you've ever watched, like, a sped up video of like, let's say, sea stars or something, or sea urchins. They look like they're sessile they're not. They're moving quite a bit. It's kind of the same scale for plants. There's a lot of movement. Like plant leaves flutter up and down constantly. You just don't notice it. Matt  28:01   Yeah, I think of like, people that grow, you know, the house plant movement being as big as it is, calathea, for instance. I mean, during the day, the leaves are out catching the rays. They're vertical, or at least horizontal, or they're, like, perpendicular to the sun's rays to the best extent possible. And then at night they they go up, and it's something you can track. Throughout the day, you go away to work in the morning, they're in one way. You come back at night, or, you know, you're out with friends, you come back and you notice they they've moved. It's just you would need to set up a slow mo camera to capture it in real time. But it's just a different pace of life, which I do kind of appreciate, because it all feeds back into trying to have this sort of sci fi esque adventure on planet Earth. It's out there. You just, you know, got to pay attention a little bit more to see it. Brian  28:41   So let's see. So we talked about how the Okay, I would love to talk about the vacuole more, but I'm really not sure what to talk about. Again, it's like the cell wall creates a rigid shape, and the cell gets inflated by the vacuole, sort of expanding like a water balloon, to kind of keep that rigid. And that's kind of the secret sauce for plants. That's where that strength comes from. Is basically by sequestering water in this central it's like they have a they have a skeleton of water balloons, Matt  29:09   classic turgor. Brian  29:12   And that might let us transition to into another thing. So remember, we talked about how photosynthesis you need. What do you need? You need light, right? So what is a leaf but a big biological solar panel, right? Just to collect all that sunlight, and they can move, and they can even shift the chloroplasts. To make that process more efficient, you need to get water, and that's going to come from, you know, our roots, and move up through who wants to explain transpiration. Matt  29:39   So on the leaf, you've heard about stomata. They're these pores. It's two cells that kind of surround an open area that can swell and contract, all based on turgor pressure, like we said, in and of itself. But they are essentially the ends of one end of the straw, the other end of the straw. If you can imagine these bundles of straws that are plants goes down into the roots and so. As through variety of processes, heat whatever water availability they can, open and close those and what that does is essentially open and close the tip of that straw. And so any water that's in the soil, around the roots or in the tissues of the plant, if it's starting to evaporate out, it moves in, others below it, molecule wise, move in to replace it. And I think it's mostly through that, like, weak, attractive force of of water, right? It's dead tissue, so capillary action, right? And so through capillary action, as water evaporates out of the stomata, which is usually in the leaf, but it can be in the stems, it can be in the flowers, it's pulling water up behind it. And so that's why, you know, when you stop watering your house plants, you cut off that supply at the base, they start running out of that water, and you'll start to see that wilting, because the vacuole is no longer staying supplied, and it's losing water through those pores. But that's the way water defies gravity through plants without any muscular contractions. Brian  30:54   Just the miraculous thing, the tallest plants in the world are still basically getting the water all the way up from the roots through just capillary action, Jason  31:02   tiny, tiny, microscopic straws that are going up redwoods. Brian  31:06   Yeah, and those stomata, you need the evaporation to pull the water up, but that's also how the carbon dioxide is getting in right at the same time. So it's controlling turgor to open and close the little stomata. And a leaf is several things. It's a solar panel, but it's also a lung, right? It's where all the gas exchange occurs, right? And that could mean water vapor going out, but it can also mean oxygen and carbon dioxide coming in. And that Jason  31:32   was one of the little bits I liked from the game cellulose. Is that when you collect carbon dioxide, you actually drop the amount of water you're able to collect, which is a real thing, because you only get plants, only get carbon dioxide when they're stomata open, but that lets water go out. And for people who work on, say, drought tolerant crops, this is a big issue is you've got to try to balance those two things, because you can't get both of them at the same time. Brian  31:54   So one of the things we didn't had a chance to play with this, but I did look at it. You've got two scenario cards where they sort of change the rules ever so slightly. One is a mangrove, so a plant growing in a completely water saturated thing, and they sort of change the root architecture. The more interesting one is the cacti. I don't we can get into talking about this later, but for the cacti, you start with less water. You also don't drop the water level when you get carbon dioxide. And they call those CAM stomata, which is kind of right, but kind of also not right. I think who wants to talk about cam photosynthesis?  Matt  32:32   It's one of my favorites. It's one of the few places, Yeah, Jason Wallace  32:36   you're good. They hear from us all the time. They don't Brian  32:39   need to hear from us anymore. Matt  32:40   No, I love CAM, because I think so many people again, you learn c3 maybe you get into c4 in high school, and that's where a lot of people stop with plants. But CAM is all around us, especially if you collect succulents. There's so many plants that are doing this, and it's so fascinating, because it does kind of help in these dry environments, which is why it's the cactus card in this game. I think they chose wisely, in that case, is essentially, and there's probably variations on this theme. You have this trade off in most plants, of like you said, having to be able to take in CO2, but also you want to reduce water loss. Well, in a really hot, dry environment, you can imagine that's a knife edge balance. And so some plants that have evolved crassulacean acid metabolism, Cam crassula, being the genus It's named after, which is kind of also cool, is you take in carbon dioxide at night, when it's much cooler, when the vapor pressure is a little bit easier on you, and you're not going to transpire as much, and then you store it in your vacuoles, going back to another aspect of the game, or the plants that are really neat as crassulacean acid, if you Were to chew on a cam plant, I don't recommend doing this, because some are very toxic. It would taste sort of acidic because it's stored as that and so during the day, when light is coming in and you're starting to do those light dependent reactions, they can take that Crassulacean acid out of solution and use that carbon instead of having to open their stomata and take in CO2, so they're able to keep their stomata closed, use stored carbon, and still photosynthesize without losing so much water in the process. Brian  33:03   So it's another way that plants have to solve this problem of you're going to lose water when you bring in CO2. So they separate it in time, right? They bring in the CO2, they stash it. I actually think I wouldn't be, you know, I'm surprised that we haven't seen the Could you help me with the pronunciation Crassulacean acid? Is that? Yeah, yeah. I'm surprised that there's not a whole wellness fad associated with just that showing up in energy drinks. But they stash that, then they close the stomata, and then they do the sort of light dependent parts at a different time, right? So you mentioned c3 c4 I'm gonna let Jason handle that one, because that's his specialty. Jason Wallace  34:49   But before we get on that, I do want to say you may not see the crasilic acid in health food, but let us remember that Agave is a cam plant, which means that every time that someone is taking a shot of Tequila, they are benefiting from Crassulacean acid metabolism. Brian  35:04   Okay, so the next time that I do a shot at tequila, I'll be sure to thank cam photosynthesis, Jason  35:09   yes, which I'm going to say is the second coolest form of photosynthesis on the planet. The coolest, of course, Brian  35:15   you are such You are such a corn fan I am. Jason Wallace  35:21   Look, if you actually crunch the numbers, like there is more corn on this planet than probably any other single species of plant. So it's like, I Yes, I am a fanboy. But so c3 c4 is a different way of photosynthesis. C3 is sort of the default named because the carbon it that it gets used as the central part of the process has three carbons in it, so it's a three carbon molecule. C4 uses a four carbon molecule instead. And whereas cam plants separate it in time, day versus night, c4 plants, which include corn, sorghum, a bunch of other tropical grasses, they separate it in space, they actually have a two layer photosynthesis system. There's the outer layer, which captures carbon dioxide from the atmosphere, sticks it onto this c4 compound, and then shuttles it into an interior place where it then gets released. And the whole point of this is that that makes the local concentration of carbon dioxide around this Rubisco enzyme we talked about much, much higher than it would be if you were just relying on the atmosphere in general. And this seems to be a much more efficient version of photosynthesis, especially in places where it's like hot and dry, which is why you find a lot of these in tropical areas. And it's why c4 plants like sugar cane, sorghum, maize, corn, they are extremely prolific in terms of making biomass. They can fix a lot of carbon. And there are people working on trying to transfer that photosynthetic mechanism to others of our crops that are not like that. Like rice is a big one I hear about to try to capture that improved photosynthetic efficiency, because the idea is being if you could do this, then without adding any other fertilizer, any more water, anything like that, maybe even less water, you could dramatically increase the yields of these plants and make it easier to feed the planet. What? That's a hard thing to do. Evolution has done it, but evolution has had 10s of millions of years to do that, whether we'll manage it in the next 20 or 30, I don't know. Brian  37:23   It's only in some grasses, right? Are there other things besides grasses that do it? Jason  37:27   Well, it's mostly grasses monocots, but it has been evolved multiple times. Oh, right. So I just looked up a paper, and according to this paper, which we can cite, it says that c4 photosynthesis evolved 32 times in dicot, not even grasses, and then another 16 times in the monocots, which are grasses and some other relatives. So it hurt a lot Brian  37:51   of times. I had no idea so bad I've been so, wow. Okay, well, I mean, I'm a microbiologist, that's my excuse. Jason Wallace  38:03   Well, I have a question, and this, I think would go really well for Matt about ecology, because in the game, you've got two of the three things you need for photosynthesis, well represented. You've got water and you've got CO2, and then light is just kind of assumed to be there. But I don't know about CO2. I assume it's relatively evenly distributed over the world, but I know water and light are not how does that affect the kind of plants that we see out in the world? Speaker 2  38:28   Yeah, great question. I've always assumed it's more or less an even distribution. You know, you get into aquatic systems and things change, but you know, you think about the major limitations of that light and that water especially, and you start looking at the kinds of plants that occur in a desert versus a tropical rainforest, and there's exceptions to all of these rules, right? Biology is messy, and plants make it even messier, but having to be able to access those in a readily available way, or to be able to store them really changes that structural component of a plant, like you had said, when they go foraging for the the essential aspects of what makes plants possible, they have to grow. And so in a lot of cases, especially in dry environments, you'll see highly specialized root systems, either deep tap roots or some of my favorite are these specialized rooting structures like you see in the Proteas, for instance, in Australia and South Africa, are these roots that create habitat for specific types of fungi. And whereas a plant has kind of big cells, by comparison, bigger organs, fungi are these just super, super small hyphae that can cover so much more area of the soil. And so by partnering with these symbiotic fungi, they can gain access to so much more in trade for these carbohydrates. Now you see that other where other places in the globe, but then you think of like a very water rich environment where it's readily available, and you get trees that grow 100, 200 300 feet. And you know, the limitations of it are more about competition for light. And that's another thing I really like to talk about, too. Is light is such an important resource. If there wasn't competition among plants, it'd be a pretty uniform sized forest or grassland out there. And then, you know, you see in this sort of interim the rain shadows, where these grasslands, I love thinking about North America in this context, because right off of the rain shadow of the Rockies, you have the plains, the high like that short grass sort of element, where even the grasses kind of have to be a little bit more sensible about how much they're putting out, because above ground tissues need a lot of water, need a lot of nutrients. The closer you get to like the Mississippi the east, where that rain shadow kind of relaxes, you get the tall grass prairies where, you know, it's a sea of grass, you can get lost in these ecosystems. And then, you know, you get farther away on the East Coast, you get forests again. So it's really you think about that. It's that physical component of the plant can tell you a lot about the environment that it's growing in. And it all really comes back down to access to light, to water, to nutrients. Brian  40:52   That's Oh, the astute listener, those fungi. Those would be the mycorrhiza fungi, I assume, yes, yes. So those are from when we discuss undergrove so it all ties together, folks. And I've got a question Jason Wallace  41:04   for you, Matt, because this is something I remember hearing, and I think you may be able to confirm it. So I've heard that as far as like, light scarcity, so some plants that live in the understory of forests where they have to deal with a lot of taller things intersepting the light that they'll actually have layers of like pigments and colors on the bottom of their leaves to bounce the light back up so they get a second chance to absorb Is that true? Matt  41:25   I've heard a lot of debate, you know, especially like purple undersides, as to what role that's playing. There's a lot of debate around like bouncing the light back up, or protecting from those rare instances where, like, a sun fleck hits your leaf, right? If you're so used to shade, and then all of a sudden, this intense, direct sunlight hits you. One thing I will say is, if you pick up Dr David Lee's book about plant pigments, he does talk about different aspects of it, like variegation and different structures, different kinds of and intensities of chlorophyll and other pigments can really help with that. So I think there's a lot of elements of that that are very true, because you can really look at like the functional traits, these, these aspects, the pigmentation, the size, the shape of the leaf, and tell a lot about where a plant's growing. And you can kind of start picking out the shade lovers over the high sun plants in that context. So I think there's a lot of nuance to it, but you're definitely on the right track in many instances, Jason  42:14   with all this cellulose is being fixed. And I looked up the number, it's 157 billion tons of carbon get fixed every year by plants worldwide. Is the current best estimate, with all this carbon being fixed. What is the weirdest thing that you know of that plants do with that carbon they're making that they're fixing into cellulose or something else? Matt  42:34   Great One, and it's hard in the sense of like, oh yeah. Now I got to think about that a little bit more. And the one I came up with, and I think if you gave me another week, it would be a big competition in my brain for what comes out of my mouth first. But produce heat. I think that's one of the strangest things plants do, is produce heat, because you talk about weird world sort of stuff that we don't apply to plants, and heat production is generally not one of them. And there's many different pathways that plants do this. But by using some of those starches, some of those sugars, like things like certain aroids, skunk cabbage being a really common one, especially if you're in like Northeastern North America, it uses a lot of those stored starches to go through a metabolic pathway where the mitochondria kind of kicks in, into high gear for a certain period of time, and they produce heat in and around their flowers, which helps kind of melt through the snow. They're very early bloomer, like pretty much before most snow melts in a good snow year, and they produce these volatile organic compounds that kind of smell skunky and mushroomy. And they they there's a lot of you know, thought that they the heat helps kind of diffuse that out into the environment so that they can attract their pollinators, which are fungus gnats. In other cases, like there is a species of philodendron that was studied that it uses fats, which is kind of a weird thing. You don't think about fats in the plant kingdom very much, but this one uses some sort of alternative pathway through the mitochondria to burn these fat tissues, which, again, is coming from the carbon that these are producing through photosynthesis. And it hits such an intensity and produces so much heat that for the short window of time that it's doing this, its metabolic rate is comparable to that of a hummingbird, which what here's a plant doing something on par with one of the highest metabolic rates, I think maybe even the highest in the animal kingdom, which, that's insane. Yeah, it's wacky, mind blowing. It's a it's a shot in the pan, right? Like it is a short period of time when they're doing this. But this is a tropical plant growing in the canopy of a highly competitive environment, with a lot of other plants doing things to attract pollinators. There's a lot of competition. Let's be the weirdest we can right? Evolution has selected a plant that can kind of do what it needs to do for a short window of time. And you know that reproductive benefit outweighs the cost of producing, storing and burning fats at the rate of a hummingbird. Brian  44:52   That's fascinating. That's really cool. Love it. Let's do our nitpick corner. Nitpick corner, again, is a chance. Chance for us to just look at the game, look at the representation, and just be like, yes, but, or, well actually, to, you know, the game show on dropout or, and again, you don't have to nitpick if you don't want to. I think Jason and I played this recently, and I think we both may have picked out one thing in particular that sort of caught our attention. This is more of a gameplay nitpick. In the game, you have this side board that which is indicating your you know your plant. It's where you're growing your root and your shoot. When you're playing, you invest early in that growth, in growing your root, growing your shoot, to get your resources. You need plant hormones to do that, and you need to spend some resources after you've grown your root and your shoot. You never do that ever again. Jason  45:40   Yeah, there's like, two spaces on the board that just become useless as soon as you have gone all the way down those tracks, which is just kind of weird. Brian  45:47   It's like your plant evidently has one leaf and one root, which I know that there is that one plant that only makes the one giant leaf, but I don't think that's this plan. Jason  45:55   That's a metaphorical simplification. It's probably lots of different ones. It's like choosing different architectures or whatever. But it is odd that from a gameplay perspective, that there's an entire section of the board that once you hit it, you stop interacting with it. I had Brian  46:10   extra plant growth hormones that I just didn't need, didn't use, couldn't get rid of, and didn't get me any points. Speaker 2  46:17   Yeah, I'm glad you pointed that out. It is a weird, sort of anticlimactic element of the game, where you can kind of go in and then if, once you've played it, I'm sure you kind of get wise to that. But right out of the gate, like, I'm gonna grow and wait, that's it. I'm done. So in a way, it kind of peters it out. And I don't know there are determinant plants, there is a limit. But, you know, I go to games to have fun first, and education can be a happy second component of that, but that, I think it was a little weird. Jason  46:45   I think an easy partial fix would be for some of the cards that you can buy to have hormone costs, because then you have something to do. Now, that said genius games tries to stay honest to the science, like, if the only thing plant hormones do is grow a plant, well then you're kind of limited in what you can do. And I'm actually not a plant physiologist, so I don't know what else plant hormones are used for. Brian  47:07   Oh, well, they're there. They do everything but, but we don't need to get into that, but I can tell you another way they could have fixed it is, look, there are plenty of games where you could open up a new worker at a certain point. I want to open up a new shoots. I want to open up a new roots. That would add a lot of interesting complexity to the game if I because I went through, for instance, I went for shallow roots, so I got a great early reward, but it didn't pay off in the end. But once I go down that route, very realistically, plants don't grow backwards, but I could never grow a second root. Matt  47:36   I don't know why. Yeah, I think for all of the effort to make this game look good. It could have, you could have shrunk that board and then added like components that you could add to it, sort of like, you know, its own little separate board. But if you made more space for it, you could have done that. And I think it would have been more true to the strategy of being a plant, and had a lot more, like jumping off points, if education was more the goal there. Brian  47:59   Ooh, yeah, imagine if, instead of buying the cell component cards, you're actually buying new organs that you get to kind of like lay out to make your plants. That would be fun. Jason Wallace  48:09   It would be, I think I actually do prefer this to cytosis, because it is more mechanically complex than more ways to go out and when this is just the one thing was like that just feels a little strange, but the rest of it, I think, is quite well done. And notice none of us are bringing up science nitpicks, because genius games includes an entire booklet telling us about all the science in this game and where they made compromises in order for the sake of gameplay. Brian  48:31   So I they even mentioned plant pathogens twice, which is way more than you would usually hear about them. Matt  48:38   Yeah, I do. I think I do, and it's more of like a philosophical science nitpick, and it's just the element of, like, what is the main competition of this game? And yes, it was just, it's odd to me, because building a cell wall now I again, I'm a huge fan of competition as a component of all aspects of life. I think it gets kind of poo pooed, because we want to all get along as humans. So we're like, no plants get along. No, they don't. They're competing with each other. But I think the competition within the self, the organism, we could kind of calm that one down a little bit. And I don't think cell walls is the most competitive process of a plant's life cycle. And so again, I think we'd be changing the game a lot to kind of accommodate that. And I just thought it was weird to focus on the cell wall. I'm not a game designer too, so I want to give these people the credit that they're due for, like, creating something out of knowing they were making it a sequel. But, yeah, building a cell wall doesn't seem very competitive, or at least from a scientific perspective, to me Brian  49:34   in Cytosis Jason and I, because I agree, both of these games kind of have the biggest problem of, who am I as the player? What am I? What is my role? Jason Wallace  49:43   It's the central metaphor, like, Okay, what exactly am I playing in this like, which is not necessary, but it's one of the things that does help you kind of grok it a little Brian  49:51   bit better. So in Cytosis, we decided, Oh, I'm a transcription factor, and my little workers are kinesins. In fact, we designed little kinesin the little motor Proteins that look like Mickey's brooms from Fantasia, that kind of go around and walk around and do all the work inside the cell. It's like, okay, we are competing transcriptional programs trying to do different things inside the cell. That completely breaks for cellulose. There's no way to make that work, because you're trying to do the same thing, right? You're literally, you're, competing with each other to do one thing. It's, it's very strange. Jason  50:24   I know maybe you're some sort of master regulator, or we're probably stretching it too far. It's like, if we're trying, we're trying to force a unifying metaphor on this game, when the reality is that in order for it to be a game, it just had to be kind of like this, right? Yeah. Matt  50:38   And I, at its core, I do want to kind of celebrate the idea that it's teaching you, at least in some aspects, trade offs, right? Like, not everything is this infinite generator, not everything can be optimized in every way, shape or form. Jason Wallace  50:50   Cytosis was definitely the first game, and I think it was, it was successful. And then the thought was, well, how can we do this for plant cells, which I am going to applaud them for, because, again, most people don't even think about plants. So I am very happy that they decided to take on that challenge. And I'm actually very happy with the level it came out, which maybe this is the point where we transition to grades. Brian, Brian  51:12   Let's do grades. Let's talk about so we are we are professors. We give our games grades. We give it a grade on science accuracy, and we give it a grade on fun. We'll just kind of do those back to back. And Jason, why don't you go ahead and lead us out on this conversation? Jason Wallace  51:27   Okay, for science accuracy, I'm going to give it a solid A so again, my metric for this is basically, does it try? Does it show accurate science? Is it, especially if it's honest about where it makes compromises, and does it succeed at showing what it's trying to do? And I think this succeeds. I mean, most genius games come out at A's on science, because they really do their work. There's a lot of stuff in here. It's, again, the sort of thing where, if someone plays this game, and then they go through, like, a plant biology course, and they go through cells like, oh yeah. I recognize that. I understand how the things go together, and even the little things, like you don't have to have the water drop when you take carbon dioxide. It's a kind of interesting mechanic in there, but the fact that it represents a real important trade off for plants is, I think, actually quite nice. And so I think the science is, as usual, top notch for gameplay. I would give it probably an A minus. Like I said, I actually prefer it to cytosis, because I think it's more complex with the fact that you can get protein engines going, the fact that you have control over the length of the game by building the cellulose chain, the fact that the vacuole, we didn't talk about this, but there's actually a little bit of a mini competition there for control of the vacuole, because it gives you an extra action that turn if you manage to get it, it gives several different places to strategize around the one off part, like we mentioned, is that the plant growth just stops mattering partway through the game. But everything else, I think, is more mechanically complex and more mechanically rich. And so I'm probably going to give an A minus, and that minus is only because the plant, the plant growth, stops mattering. Brian  53:04   I think I'm right with you, Jason, I gotta be honest. Probably the same science grade and fun grade. When does anybody talk about the vacuole, let alone make it central to how you think about a plant cell? I use a slightly different metric for the science. It's how much science are you going to learn by accident, just by having fun playing this game? You're going to learn six, water, six. Carbon dioxide makes a sugar. You're going to learn about the vacuole. More than I've ever seen anybody even talk about a vacuole in a lecture, in addition to all the normal sort of stuff about photosynthesis, I love that the growth hormone, they actually made little wooden meeples that look like cytokinin, for no particular reason. They could have picked any hormone. And they did simplify it down to just one that's cytokinin. We looked it up, which Jason  53:53   is a card in the game, actually, which is another incidental learning. All the cards are real plant enzymes, real plant hormones. They have Rubisco in there. I think it's the one that gives you an extra photosynthesis action. It's like that, you're right. There's gonna be a lot of incidental learning happening as you play this game. Yep. Brian  54:10   Sort of like a genius game Specialty is all that sort of learning that happens by along the way. And I agree with you on fun too. I think this is, this is an A minus. This is, I'm trying to decide if this is gonna make it into a regular rotation. I guess the next time we're feeling the inspiration to play cytosis, maybe we're playing cellulose instead. Jason  54:29   Yep, nice. What about you, Matt? What do you think? And you can abstain if you want, because some people aren't comfortable gradings. But oh no, I don't it is fun, kind of judging things. No. Matt  54:39   I mean, this is like, you're you're opting to play this game. You're either subjecting people to it as a tool or at a game night trying to have fun, right? And so I think, yeah, I'm with you guys, a A on science. It's cool to see at least these things associated with each other, getting kind of the basic numbers and and doing that association of trade offs. To me, that's really neat. And that vacuole element, I think, was probably the. Favorite part of this was just how different that kind of it added a layer of strategy. Yeah, it could have been fleshed out a little bit more in terms of that plant growth element. But, you know, you can only put so much into a game that you can play in an evening, right? There's definitely longer versions of this that, over time could be developed. Fun wise, though I'm going to be a little bit more brutal. I would put this at like a B, B minus for me, just in terms of, it's fun, it's different. I again, anything that puts plants first is kind of, in my mind, this felt a little like it could have cooked a little longer. And like I said, it did feel a little sequely to me. Is like,

25. März 2026 - 1 h 0 min
Episode S3E02.1 - Brynn Devine (Interview) Cover

S3E02.1 - Brynn Devine (Interview)

#Oceans #Finspan #OceansNorth #MarineBiology #Interview #BoardGames #Science Summary In this special bonus episode, we talk with Dr. Brynn Devine, one of the science consultants on Finspan. We get to hear what it was like helping the game's development, why monitoring fish and oceans is so crucial, how cold-calling can open surprising doors, and details on many lovely, lovely fish. Timestamps * 00:00 Introductions * 04:16 How Brynn met Finspan * 07:37 Being a science consultant * 16:37 Balancing accuracy and gameplay * 21:20 Favorite fish * 25:30 Brynn's great secret * 27:36 Wrap-up Links * Finspan Designer Diary [https://stonemaiergames.com/games/finspan/design-diary/] (where Brynn is specifically thanked) * Ocean's North [https://donate.oceansnorth.org/]  Find our socials at https://www.gamingwithscience.net [https://www.gamingwithscience.net]  This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license. Brynn's photo courtesy of Ocean's North Full Transcript (Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ ) Brian  0:00   Hello and welcome to the gaming with science podcast where we talk about the science behind some of your favorite games. Jason Wallace  0:10   In today's bonus episode, we will be interviewing Dr Brynn divine about her role as science consultant for finspan. All right, everyone, welcome back. This is Brian  0:21   Jason. This is Brian, and Jason Wallace  0:23   today we are joined by a very special guest, Dr Bryn Devine, who was one of the science consultants, maybe the science consultant for finspan. I guess we'll find that out. Dr Devine, Brynn, can you please introduce yourself? Brynn  0:34   Yeah, hi, Jason. Hi Brian. Thanks for having me. I'm Brynn Devine. I'm a fish biologist, fish scientist, and was one of three actually marine biologists who were consulting on the finspan game. Brian  0:44   Very cool.  Jason Wallace  0:45   Good to meet you. Thank you for coming on the podcast. When I was reading over the designer diary for finspan, they actually mentioned your name. In fact, it says specifically thanking you for all the endless insights about fish, from their abilities to their fun facts the accuracy of their art. So you apparently made an impression on at least one of the designers of the game. As soon as I read that, I was like, I want to talk to this person. We've had several game creators on this podcast, but we've never had one of the science consultants, one of the people in charge of getting the science right. And so I want to talk about that, but before we get that, let's talk about your credentials. So the internet says that your title is Arctic Fisheries Scientist at Oceans North. Can you tell us a bit about what is Oceans North? And then, what does an Arctic fishery scientist do? Brynn  1:29   Absolutely good questions. Yeah. So I'm currently working for Oceans north. So ocean North is a charitable nonprofit organization that's based here in Canada, and we do a variety of different marine conservation work in partnership with both coastal and indigenous communities across the Canadian Arctic and also the Atlantic region. So my role is Arctic fisheries scientist. Some of my job is providing stakeholder advice on some northern fisheries stocks, but a lot of my job is research based, and I have a long academic science research background, so I really love that aspect of my job. And I get to work with communities to help design science projects and research projects to help answer questions that they may have related to fish and fisheries in their local waters. So for example, I'm currently working on a project tagging sharks up in Nunavut, which is a region in northern Labrador and we're expanding that to look at other species, like cod and salmon, so looking at fish movement. So some of my job is more indoor cat vibes, going to meetings and in the office. And a lot of it, though, is, you know, get to go in the field, get to go to some amazing places, and get to work with really cool fish and really cool people. So  Brian  2:30   it's half indoor cat, half catfish.  Brynn  2:32   Yes, exactly. It's a good mix.  Brian  2:34   How do you tag a shark?  Brynn  2:37   Oh, good question. Well you catch one first. And then we're using satellite tags. So it's a little tag that you put either on their fin or in their muscle, and it stays on the shark for you can program it forever, long you want, but usually up to a year, about Max. And then it collects all the data on where they go, their depth, the temperature they use, and then it pops off the shark and relays all the data.  Brian  2:56   Really, it actually releases from the shark, and you collect it, or it transmits, or how do you Brynn  3:00   It transmit it all through the you like, pre program, the date you want it to release, and then as soon as it gets surface, it dumps it all through the satellite. So I can just sit at my desk here in Canada and I can just download all the information about the shark. It's really cool. Brian  3:12   So the sharks are showing off their cool, new piercing to their friends, and then just randomly, it just pops off  Brynn  3:17   exactly. I like to think it's a little accessory that they get to show off to their friends, and they enjoy having it, but Brian  3:22   that's super cool.  Jason Wallace  3:23   What's the purpose of a lot of this research? Is it all fisheries management, so figuring out appropriate catch, or some of it just basic science. We don't know how this fish, how it works, like, where it lives, what it behaviors, like, I realized in this area that the boundary between basic research and applied research is probably pretty fuzzy, but like, Where does a lot of this fit Brynn  3:41   absolutely so I mean, many regions of the Arctic are notoriously under-sampled. They're just remote. They're seasonally ice covered, so there's just not a lot of information. And for some of these species, like the sharks that we're tagging, they're sharks that are really taking advantage of the warming temperatures up there, and so they're pushing further and further north. And so then people in these communities that maybe they don't often see that that many sharks, but now they're seeing a lot of sharks. And so people in the communities have a lot of questions, how long are they staying? Where are they going? Where are they coming from? Why are we seeing these things? So it's really supporting communities to collect data that then they can have and they can use that data to help monitor their own marine resources and manage their own resources up there. Jason Wallace  4:16   Okay, and then getting more towards the game side of this. How did you get involved with finspin? In the emails beforehand. You said that was not part of your official job. That was something you're doing on the side. But how did you get connected with them? Brynn  4:26   I think it was kind of a weird way to get involved, maybe. But yeah, I guess it was 2021 back during the pandemic. Like many people, we were all playing probably more board games than we've ever played before, just not a lot to do when everything's closed down. I found myself with a group of friends that were really into board games, and one of our favorite games to play was wingspan. We're all biologists, so a bunch of nerds, and it was a really nerdy game to play. I had never seen that game before. Had never come across it, and I was blown away immediately, not only by the scientific detail in the game, like it's so cool how they've integrated that into so many components of the gameplay. And just aesthetically it's stunning, the artwork and everything. I was blown away. Love the game, but maybe after the second or third time playing it, I was like, "guys, you know, what would make this game so much better?", "if all these birds were actually fish? so much better." And I just kept thinking more and more about it, and I feel like I could just see so many similarities and how the game could be played, but also the demographics of the audience. I mean, for birders, you have the classic ornithologists. You have people who like backyard birds and bird feeders, and then you have this huge force of recreational birders that are really into it. And the same for fish, you know, you have ichthyologists like myself, aquarium hobbyists. You have all of these recreational anglers. I get to see the demographics kind of playing well for both groups, and then maybe after one too many glasses of wine, I was like, You know what? I'm going to email the game makers. And so I went on their website, and I just found, I think they had, like, a web portal to contact Stonemaier games. And so I was just like, hear me out. This is why I think this game would work so well for fish. Sent it off like no expectations to ever hear back from anyone. Lo and behold, I had a reply from Jamie Stonemaier, Stonemaier games, I think, like in 12 hours after I sent it. So lovely. And he was like, it's so great to hear from you. Like, I'm gonna let you on in a little secret. Don't tell anyone. It's weird you mentioned that because we're working on an aquatic version of wingspan right now. So I was like, No way. Well, I was like, if you need any like fish people. Let me know. Brian  6:22   I love that you describe yourself as a fish person. She is, in fact, a human I promise.  Brynn  6:27   I am a human. Yeah, they can see me on video.I'm a human.  Jason Wallace  6:29   We keep calling ourselves plant people. Brian,  Brian  6:31   that's true. Okay, okay, legitimate, legitimate. I do not actually photosynthesize  Brynn  6:36   We are people of our nerd realms, but, but yeah. So then and he contacted me back, and he was like, That would be great. I'll put you in touch with our game maker. So, yeah, that was years ago now.  Brian  6:46   What a wicked story. That's so cool that a cold call actually led to this is so. Also not the first time we've heard about how the renaissance of science and science accurate games sort of really comes out of a combination of wingspan of the pandemic.  Brynn  7:01   Yeah. honestly, it's such impressive games, yeah. So I think I really found or contacted them at the exact perfect moment. I think they were early enough in the development of the game, they hadn't really, maybe even thought of, like, what scientists they would bring on to look at the fish facts. And I just kind of inserted myself into that perfect moment. But I'm glad I did. It was really, really fun. Brian  7:20   I guess there's a lesson there. Don't be afraid to just send somebody an email after you've had several glasses of wine, right? Brynn  7:20    Shoot your shot, whatever, like, just put it out there.  Brian  7:20   Jason may disagree. Brian  7:20   I'd say, if there's a lesson to the listener and it's like, Hey, if you have an idea to try, the worst they can do is either say no or just ghost you. Brynn  7:36   That's just it. Yeah, Jason Wallace  7:37   so working on the game, then, what was your role, like, what did you do as a science consultant here?  Brynn  7:43   I was very focused on the science aspect. And as you know, like, if you've played wingspan or finspan that a lot of the science is in the cards. So most of my science support was a little bit helping with some species selection where needed. But once we had sort of the fish, it was mostly helping to make sure that all the details on the cards was correct, fact checking all of the core deck of cards for the fish in the game.  Jason Wallace  8:03   And you've mentioned that there were two other science consultants on them. Did you have some sort of division of labor amongst yourselves, or was it that you were all doing basically the same thing, and they would essentially tally their scientist votes and go with whatever the majority said, like, How'd that work? Brian  8:18   Did they also cold call after several glasses of wine? Brynn  8:21   I don't know how they got involved. Honestly, I didn't have an opportunity to talk to either of them. Brian  8:25   Oh, really? you don't know your counterparts? Brynn  8:27   No, no, I don't. So I'm not sure how they divvied it up. I think they gave us all the opportunity. I think I was probably, I don't say the most annoying, Brian  8:34    enthusiastic,  Brynn  8:38   yes, very like a stickler. And Michael would say the same thing too. I probably was his worst nightmare for most of the game. Brian  8:44   You were being reviewer 2. We need that. Brynn  8:47   I was absolutely Reviewer 2, yeah, but so I'm not sure what the other biologists did or how they got involved, but  Brian  8:53   yeah, well, they were Reviewer 1 and Reviewer 3.  Brynn  8:56   They're like, looks great. Jason Wallace  8:57   Okay, so fact checking, art, coloration, I assume fish sizes, where they live. I know this is one thing. When we were talking about the game on a normal episode, we were surprised, like, the whale sharks were all the way down to the deep, deep benthic zones, until I actually did a Google search, like, oh yeah, they can actually dive down several 1000 meters, apparently,  Brynn  9:17   yeah. And I love to hear that. That's what I want the game to be. I want people to learn cool, new things about fish they didn't know.  Jason Wallace  9:22   So during this process, how much of what you contributed were you able to draw from what you already knew, and how much of it did you have to do a lot of additional research in order to be able to find out about this fish you'd never heard about, or, I guess, given that you're an Arctic fishery scientist, all the tropical fish that showed up like, how much extra work did you have to do for this?  Brynn  9:40   I'm a big fish nerd. I've studied fish for quite some time. I It helps that I did my master's degree in Australia. So I did work for some coral reef fish. Then my PhD was more general deep sea fish focus. I'm working a lot in the Arctic now, but I've had the opportunity to kind of dabble in a lot of different types of fish. But I think, as you both know, the longer you're in academia, it doesn't make you more knowledgeable, it just makes you hyper-knowledgeable about one very specific thing or species. So I absolutely had to do some research. Sure. There were some cards that I could like, no research required. But, I mean, there's something like 15,000 species of marine fish, so I absolutely had to do some research, even things that I felt pretty confident about. I just really wanted to make sure all the information was correct. The last thing I wanted was for someone to find their favorite fish card in the game, and then there'd be some horribly wrong piece of information on the card. The game designers did a lot of work populating a lot of the cards, like, sometimes I would get them and, like, everything's there. So then it was really just going and making sure that everything was correct. And I mean, some of the information, you know, is like, coming from web pages like Wikipedia or other web pages where there wasn't, maybe references to it. So you know, you can't believe everything on the internet. I tried really hard to make sure that everything on the cards, from the depth, the name, the fact everything was corroborated, not just with web page material, but also scientific references. So I was digging pretty deep in the peer-reviewed literature. I've luckily amassed quite a few fish textbooks over the years. So I had a lot of materials to look but I was making sure that what's on the cards was present in multiple sources, but in like, citable, peer reviewed sources. Brian  11:10   So then there's a secret references cited section for Finspan. we don't know about. Brynn  11:15   It's all in my head.  Jason Wallace  11:16   I was gonna ask if you still have those notes around, because, yeah, that would be fascinating. We actually gushed over a game earlier this season called primates, where they actually have the references cited section at the end of the rule book. Every single card has a reference for it. Brian  11:30   Really, really cool. So it's, it's fun to know that. That's true for Finspan, too. And I love the respect of just thinking it's like, oh, wait a second. Every one of these cards, there's someone out there in the world who this is their favorite fish. They love this fish. Brynn  11:43   Yeah, I hope that's the case, but yeah. And some, like some of the fish in the game. I mean, there's some very obscure deep sea fish in it, which is great, but I mean, some of the species, they may only be known from a handful of specimens. So sometimes it took a really deep dive in the literature to find certain information or confirm certain information, but also to find a good visual for the artist to do their rendition for the card, some of these fish, you could search of specific species of like, say, Barbeled Dragonfish. And maybe the first whole page of google images will be a dragon fish, but not the species you're looking for at all, because there may not even be good photos of a lot of these fish. So sometimes it took a bit of a deep dive to find, like, a good quality illustration or photo for the artist use and make sure everything was accurate. Brian  12:22   Pun intended or pun not intended? Brynn  12:24    of course, intended. Jason Wallace  12:26   Okay, so in this process, do you have some examples of where you had some sort of influence on the game, on the art, or on a factoid or something that you're particularly proud of?  Brynn  12:39   Yeah. I mean, I'm so pleased with how the whole game turned out and how well it's being received. I feel like everyone seems to be really enjoying it, and I'm happy I got to be involved, I guess, in terms of what I'm proud of, I mean, poor Michael O'Connell, again, he was the game designer that I worked most with, and I, again, was probably his worst nightmare when it came to  Brian  12:57   We're going to have talk to him and see if that's true Brynn  13:00   Yeah, talk to him. He will, He will corroborate all of this. Yeah, I was merciless in my resolve when it came to correcting the fish information. And he was so patient and understanding with, like, my fish neurosis. But it really helped that he was really supportive in making the game as scientifically accurate as possible as well. And that really helped. I think, you know, they appreciated how wingspan really achieved that. You know, even early on, they were kind of thinking of ways to make it different than wingspan. There, there were some suggestions of like, oh, well, do we even need the scientific names on the cards? We even need the fish facts on the cards? And I was like, Absolutely, you need to have, that's the best part of all of these games. You know, like to learn about the things that you're playing is really cool. And it was good. Like, Michael also was really supportive. So I think fighting to keep things like that in the game, and I'm happy, like, obviously they're all still in there, but yeah, I'm proud of that all the fish cards turned out the way they did. I haven't gotten any angry emails about incorrect information forwarded to me by Stonemaier games, so I'm hoping that is a good sign. I'm also really proud of the diversity of fish that's in the game. I think a lot of, like, I don't know, things you see with the ocean, it's often the beautiful coral reef fish, you know, that everyone loves looking at. But there's some really cool fish in this game that most people probably haven't encountered. And I appreciated that Michael, like, there was no fish too weird or bizarre for me to recommend. Like, Michael loved that. So I got to kind of insert some of these weird fish into the game that I'm really happy about. I mean, because it just, it makes me so sad. There could be people walking around out there that I've never heard of a grideye fish Brynn  13:00   That there are a fish full of knives. Brynn  13:03   Yeah exactly like or a little deep sea lizard fish. It just makes me sad. People could go their whole lives without knowing about them, yeah,  Brian  13:26   althoughI wouldn't want to encounter one, because,  Brynn  14:09   oh no, they're They're tiny.  Brian  14:09   I know, I know I'm way bigger than them, but they're so pointy.  Brynn  14:09   Oh, they're so cute. Brian  13:00   Okay, I'm gonna ask you the same question I asked our marine biologist on the finspan episode. What is it about the deep ocean that breeds nightmares like, why are so many deep sea fish just congealed nightmare fuel. Brynn  15:01   Jason, how dare you? First of all, hey, extreme pressure breeds some weird stuff. I don't know also, I mean, there's no light down there, so no one can see these horrors. Really,  Brian  15:09   okay. This is the same answer we got before.  Jason Wallace  15:11   Two scientists have said this must be just correct Brian  15:14   It relieves the selective pressure of having to look good Brynn  15:16   Yeah, that's not something anyone thinks about cause they cant see each other. Brian  15:18   it's more important to be able to eat. Brynn  15:23   Exactly who was the marine biologist you talked to?  Jason Wallace  15:25   So that was Emily Melvin. She's a PhD candidate at Duke University. Brian  15:30   Yeah, we kind of go back and forth. We talked to scientists, we talked to game creators, we talked to other science communicators. We'll talk to anybody who will actually answer our emails Basically,  Brynn  15:39   that's great. Well, I hope Emily didn't have any fish facts that she was upset about in the game.  Brian  15:44   Did you want to know sort of what came up in our conversation? Brynn  15:47   Yeah, sorry, I'm fully derailing this interview But  Brian  15:49   So in wingspan, you know, you can have movement between the environments. The thing that is sort of like, you know, with the verticality of finspan, is just that the fish don't move. The fry move, but the fish are kind of stuck there. So like, I can stick my whale shark in the twilight zone, and that's where it will be for the rest of the game. So that was the only thing. And like, we know it's a game, we know that you're making concessions to gameplay. So we have our little nitpick corner that's  Brynn  16:14   Fair take Jason Wallace  16:15   to be fair. The biggest nitpick that our other expert had is nothing to do with any of the fish color. That's true. The meeples are divers and not submersibles going down to the bottom of the ocean.  Brian  16:16   We did talk a lot about how you could send a diver to the bottom of the ocean, but not alive. You couldn't. Brynn  16:32   They'd be dead, yeah, yeah, that's that's fair.  Jason Wallace  16:35   So actually, Brian, so you bringing that up about like the fish being stuck there actually brings up my next question is, so your major goal was to try to make the science accurate. But in this area, with games, also happens with movies television, sometimes you have to make compromises in order to make a good product. A game that is scientifically perfect and really boring is not going to go anywhere. So are there any places where you were involved in having to make that compromise and saying, like, Okay, this is something we can bend in. This is something we cannot or was that mostly on the game designer side? Brian  17:07   Well, it sounds like you fought for keeping the scientific names. So thank you. Brynn  17:11   Yeah, thanks. Yeah. I fought for some things and, but, but yeah, like, a lot of the game design that was not my realm. So I wasn't really, I think early on, Michael reached out to me with questions about different aspects of the gameplay, of like, how science could be integrated, but it was very little and very like, on some very specific things in terms of compromise. I mean, yeah, like, again, I didn't have much control over gameplay aspects, but I will say, I think that there was a strong desire to make the game a little less complex than maybe some of the other span games to make it a little more approachable to a wider audience. And so I think they were really trying to find a balance of making it different from wingspan, but not too different from wingspan for all the people who really love wingspan. But ultimately, I think then through that, some of the science became a little more abstract. You know, I think, for example, the fish eggs is a good I think early on, I had lots of questions from the game designers of what are the different types of fish eggs, and does this fish egg makes sense for this species? And I think it just became way too hard to be descriptive, just because there's so many different reproductive strategies for fish that it was impossible. So ultimately, like simplifying it to just the fish egg that's in the game now, I think makes a lot of sense for like, gameplay.  Brian  18:18   So did you get to talk to them about how some sharks give live birth? Brynn  18:22   Oh, endlessly. Yeah. I'm like, you can't make that fish have this egg because they don't have that egg. Yeah again, that's all part of being a stickler and a nightmare. I think a big thing too, like just the overall concept in the game of, like, a bigger fish eat smaller fish. I maybe had to personally compromise, because I'm like, whale sharks, cant eat, blue Marlins Michael!  Brian  18:42   literally, almost the exact same thing that we talked about as well is just, again, look, we love these games. We love what they're trying to do. The nitpick corner is literally just that. It's just nitpicks. We're not bashing games based on these little things that we know are compromises. Brynn  18:54   Exactly yeah. So I think my like science heart, I wanted it to be like everything is exactly that's not realistic in gameplay. So yeah, I think it's great what they did with it. And so then I just kind of focus more on what was less abstract, science wise, which was the information on the fish cards.  Brian  19:12   One of the things that I love about finspan. Have you ever played the game photosynthesis? You said you're a biology nerd, so maybe you have? Brynn  19:18   no but it's on my list. I'm dying to play it. I've heard really good things about that. Brian  19:22   You should get it, again. It's more of a forestry game, but whatever, that's okay.  Jason Wallace  19:25   You should also listen to our episode on it was our very first one. That's true. Brian  19:29   Listen to all of our episodes first of all. Brynn  19:31   I listened to some.  Brian  19:32    But photosynthesis, you're you get this wonderful feeling, this tactile feeling of this grove filling with and growing with trees. And in finspan, I really do feel like you're just populating this ocean, you know, all the little fry swimming around,the eggs. And it's just so satisfying at the end, when you get to look at your tableau, and it seems so full of life. So for vibes alone,  Brynn  19:53   for fish vibes alone,  Brian  19:54   that's right, it's very fishy. Jason Wallace  19:57   I want to go back a bit to the fish eating fish. So. So I guess fun science fact for our audience, reason a whale shark can't eat a Marlin is because the whale shark's throat is only like, what the size of a quarter, because it eats krill and such,  Brynn  20:09   exactly.  Brian  20:09   Is that true? Oh my god, it's a huge funnel. What kind of pressure has to go through the throat? Jason Wallace  20:15   So my next question is, are there examples of the opposite? Are there smaller fish that eat bigger fish. The only ones we could come up with on the episode are all mammals that gang up and eat larger fish. Are there actual fish, fish that do this? Brynn  20:28   Well, Jason, I'm so glad you asked. Let me tell you about some of the nightmares in the deep ocean, because this is absolutely what goes on there in the dark that you can't see. What comes to mind is this fish called the Black Swallower. It is notorious for having this, like, stomach that can extend. It's insane when they when they fed, it looks like they have this giant, little pot belly. They can eat fish up to, like, 20 times their body length. Brian  20:52   Oh, my goodness.  Brynn  20:52   I mean, I think, I mean in the deep sea, like, when you find something swimming by, you got to take advantage of it, whether it's bigger than you or not. So, yeah, I think in the deep sea especially, there's a lot of examples of fish that can eat, like any frog fish, angler fish too, like they can really distend their stomach to expand and accommodate prey much bigger than themselves. Brian  21:10   So they're kind of doing the snake thing a little bit.  Brynn  21:11   They're just Yeah, exactly, yeah. Brian  21:13   That's really neat. Jason Wallace  21:15   So I'm about to do something very cruel. Brynn  21:16   Oh no, oh no.  Brian  21:16   You know what this question is going to be, right? Jason Wallace  21:20   Brynn, what is your favorite fish? No, either in the game or in real life.  Brian  21:27   Okay, I'm just gonna say we always ask people this. But I do want to caveat. It's okay if you feel like you can't choose one, you can just choose a favorite fish, and that's actually fine. And also they don't know, so we won't tell them. They don't listen to the podcasts. Brynn  21:43   Yeah, this is like the hardest question. I get it a lot. I mean, I just adore so many fish. It's impossible to have a favorite. I will say there were favorites in general of mine that I was like, Oh, this needs to be in the game, so I'll maybe stick with those Greenland shark.  Brian  21:56   Very cool Brynn  21:58    beloved species of mine. I've worked on them for many years now. So that was of like number one needed to be in the game for me, Jason Wallace  22:03   is that the longest lived vertebrate? Am I remembering that right?  Brynn  22:04   Yeah, we think it's the longest lived vertebrate. Used to be the bowhead whale for a long time, but there was an aging study that came out in 2016 that thinks that they could live 300 years or more. There's so little uncertainty with radiocarbon the deep sea and aging methods, but super long lived, really cool deep sea fish. That's one of the sharks that we were tagging up in Nunavut as well. So that one absolutely had to be in Oar fish was another favorite of mine. Brian  22:29   Also very cool. You're picking all of the top ones. Brynn  22:32   Thank you. Excellent fish, longest bony fish. Also inspiration, possibly for some of the sea monster tales of a long time ago, the sea serpents, Brian  22:40   and also the sea monsters in Subnautica, the video game Subnautica, supposedly Brynn  22:45   love a good Oar fish, and then literally any deep sea angler fish, love deep sea Angler Fishes. I did notice there were several of those. Yeah, several of them. And not just like the cute little round ones are great, but the really funky ones, like the Wolftrap angler or like the really toothy sea devils, so cool. And they're ones that I think a lot of people don't realize the diversity of deep sea anglerfish. You often just see the kind of little round ones, but they're all just absolutely perfect. So yeah, I'm glad that there's a lot of really out there anglerfish in the game. Brian  23:12   Well, I was gonna kind of try to help constrain this question. Be like, okay, one in the deep sea, one open ocean, one coral reef. But you kind of did that already a little bit. But evidently, not the coral reefs. Not into those? Brynn  23:23   I do. I love a good coral maybe the mandarin fish and coral reefs. Oh, I don't think I know that one. What's it look like? They're tiny and they're beautiful, like every color of the rainbow, gorgeous little fish. Brian  23:33   So are you friends or enemies with the invertebrate folks? Brynn  23:39   Enemies for life. No, I admire any invert specialist because, I mean, if I think the diversity of fish is insane, like the inverts are just It's wild. This is a feud I'm not aware of. I know of like Team fish team bird feuds in the past, but I haven't heard of the fish vs. invert, verts vs. inverts? Brian  23:59   It's just different specialties. I mean, we were speculating on what some expansions for finspan would be. And I think having the mollusk or the crustacean expansions would make a lot of sense.  Brynn  24:09   Yeah, those would be cool. Like, pick your poison, right? There's all kinds of things going on down there. Jason Wallace  24:13   Well, I think we're gonna start wrapping this up. Okay, so before we wrap up, like, is there anything else that you really want our listeners to know about fish, about the Arctic, about fisheries management, anything like this. I mean, you've got a platform, you might as well take advantage of it.  Brynn  24:27   Oh my gosh, that's a tough question. I guess, in terms of the game, I hope people see the game and see the insane diversity of fish that are in the ocean, you know, and really respect that. I mean, this is, you could think this is only a fraction of what species are actually out there. And that's like, just the species that we know. I guess in terms of biodiversity, there's still so much of the ocean that is unexplored that goes for the deep sea, many regions in the Arctic as well. And I guess just to drill home, what all of us know now climate change. I mean, I work in a place in the Arctic where people there see changes that are happening so fast. And we don't really have the baseline data that we need to really detect those changes, but also know how that will impact communities, people's livelihoods, access to food, and just how ecosystems will shift over time. So I guess just just a call for more conserving biodiversity and studying what we need to study to know how climate change will really impact things moving forward. I don't know if it was a good answer to that?  Brian  25:21   Yeah, I think so. I did want to ask though, Brynn, because we got your favorite fish, and I can assume, is Finspan your favorite game, or is there another game you wanted to sort of call out? Brynn  25:30   Okay, I hesitate to even say this, because it's going to be so embarrassing, but I I haven't actually had a chance to play Finspan all through I know, I know, and Michael would like kill me if you heard me say that. But I want to be clear, it's not for lack of trying. They sent me a copy. So nice. I bring it to my nerd friends house with like, the intent to play. Brian  25:49   What kind of nerd friends are these? Brynn  25:50   fish nerds, conservation nerds, but we go to play it, but then I open the game, and everyone's just like, oh my god, the cards are beautiful, and, like, the game is beautiful, and then we just sit around. Brian  26:00   You can't get people to play because they're too busy looking at te cared  Brynn  26:02   We're just like, looking at all the cards. Like, oh, this fish is so cute. This was so cool. Like, read this fact, read this fact, and we literally sit there for an hour doing that, and then it's like, momentum dies. Brian  26:13   And if you really don't want us to put that on, we won't. But if you would let us put that on, that is so amazing. Brynn  26:21   But it is like, I mean, the game is, I've heard such great things, and I will continue to bring the game to parties unsolicited, to try to force people to play it. But so far, people are just so taken by the beauty of the cards and the games and just the fish in general, which is which I love. And I could sit in a circle just looking at Fish cards, talking about fish for all of time. So yeah, Jason Wallace  26:39   well, if your job ever takes you near Atlanta, Georgia Then you know two people here that where we'd be happy to play finspan with you. Brian  26:46   Yeah, come to Dragon Con. Dragon Con is great. Brynn  26:49   What is Dragon Con? Brian  26:50   Dragon Con is a huge pop culture convention. It's held every year in Atlanta. It's really all nerd culture, but it also has all these tracks. So for instance, Jason and I volunteer in the science track, and we have panels about all different scientific topics. Jason Wallace  27:03   We've done slimes, we've done reproduction, we did Brian  27:07   a whole panel about grass, and there were like 70 people sitting there listening to us talk about grass. Brynn  27:12   Oh, my God, this sounds so cool. Yeah. I mean, I'm based in Halifax, and we have halicon here, which is like our little mini Comic Con. Yeah, they have like, a whole board game room, and I was really excited. This year, they had Finspan in there, and there's some people playing it, so that's cool. Jason Wallace  27:29   So your lack of playing is not for lack of trying. You have tried very hard, Brynn  27:30   yes, tried so hard, and I'll continue to keep trying, and hopefully we'll finally play it.  Brian  27:35   This has been really fun. It's such an interesting process to actually talk to a science advisor on this because they don't usually do that. Brynn  27:42   Yeah I mean, a lot of games don't have enough science in them to probably need one,  Brian  27:45   Even the ones that do. I remember we did the game Atiwa, which is about fruit bats in Uganda, based on an actual study. We talked to the scientists who's study inspired the game. They didn't talk to her until they already had the game done. It's just not part of the culture. It's just not part of the culture.  Brynn  28:00   Yeah, I guess you just got to start cold emailing game makers and just insert yourself into their games. Brian  28:05   Well, I mean, hey, what do you think Jason and I are trying to do at this point? Jason Wallace  28:09   We cold email scientists half the time, so actually most of the time. So Brynn, are there places where you'd like people to look you up? Do you have any social media handles or anything like that? Brynn  28:19   Yeah, you can oceans north. We have a has a great website, and we post stories to keep people updated on some of the works we do and a lot of the different places we do work. So can certainly look there for our ongoing tagging work up in the north. Jason Wallace  28:33   Yeah, and I saw even that Stonemaier made a donation to oceans north as part of their production to that, and like one or two other charities. Oh, did they it was listed in their designer diary or possibly the rule book. I don't remember which that they'd made a donation to oceans north and like one or two other charities as part of the creation of the game.  Brian  28:50   That's so nice. Brynn  28:51   I remember they had asked for some advice on, like, what ocean charities would be good to donate to. I didn't want to self promote, so I didn't recommend oceans north, but I glad that they did. Jason Wallace  29:00   That's very nice. Well, I think we're gonna call it there. Brynn, thank you so much for coming on. This has been a delightful conversation.  Brynn  29:07   Thank you. for having me Jason Wallace  29:08   Thank you for doing the good work up there, learning more about Greenland sharks and all the other stuff going on underneath the Arctic ice. And listeners, thank you for listening. Have a great month and great games. Jason Wallace  29:18   And as always, have fun playing dice with the universe. See ya!, Jason Wallace  29:19    this has been the gaming with Science Podcast copyright 2026, listeners are free to reuse this recording for any non commercial purpose, as long as credit is given to game with science. This podcast is produced with support from the University of Georgia. All opinions are those of the hosts, and do not imply endorsement by the sponsors. If you wish to purchase any of the games we talked about, we encourage you to do so through your friendly local game store. Thank you and have fun playing dice with the universe.  Transcribed by https://otter.ai

11. März 2026 - 29 min
Episode S3E02 - Finspan (Fish) Cover

S3E02 - Finspan (Fish)

#Finspan #StonemaierGames #ElizabethHargrave #Wingspan #ScienceCommunication #Oceans #Fish #BoardGames #Science Summary In this episode we discuss the game "Finspan" by Stonemaier Games, and are joined by Emily Melvin, a PhD candidate in marine science at Duke University. In a game that's basically "Wingspan but with fish", we talk about the game differs from its predecessor, all whole bunch of different fish, what IS a fish, deep-sea nightmares, lovely bioluminescence, ecosystems, invasive species, and just how much we still don't know about our oceans. So take a dive with us into the undersea world of fish and Finspan, and let's have fun playing dice with the Universe. Timestamps * 00:00 - Introductions * 01:41 - Fish bones and flatfish * 04:17 - Overview of Finspan * 10:02 - What is a fish? * 13:41 - Fish eating fish * 17:31 - Ocean dimensionality * 23:31 - Young and schools * 29:14 - Deep-ocean nightmares * 32:46 - Bioluminescence and venom * 36:35 - Threats to the ocean * 43:46 - Nitpicks and constructive criticism * 50:14 - Final grades * 55:05 - Sign-offs Links * Finspan [https://store.stonemaiergames.com/products/finspan] (Stonemaier Games)  and on Tabletopia [https://tabletopia.com/games/finspan] * Single origin of flat fish [https://doi.org/10.1038/s41588-024-01784-w] (Nature Genetics) * Seas the Day [https://sites.nicholas.duke.edu/seastheday/] (Marine podcast from Duke University) * Emily Melvin's professional website [https://emilymelvin.com/] and Bluesky profile [https://bsky.app/profile/ecmelvin.bsky.social] Find our socials at https://www.gamingwithscience.net [https://www.gamingwithscience.net]  This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license. Full Transcript (Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ ) Brian  0:06   hello and welcome to the gaming with science podcast where we talk about science behind some of your favorite games. Jason Wallace  0:11   Today we'll be talking about finspan by Stonemaier games. All right, everyone, welcome back to gaming with science. This is Jason. This is Brian, and today we are joined by a special guest, Emily Melvin from Duke University. Emily, will you please introduce yourself for our audience? Emily  0:27   Yeah, hi. Thanks so much for having me. My name is Emily Melvin, and I am a PhD candidate in the marine science and conservation program at Duke's Marine Lab, which is in Beaufort, North Carolina. And I study issues of policy and governance. So broadly speaking, my work focuses on the relationships between humans and the marine environment. And I also am an avid scuba diver. I'm a licensed open water scuba instructor, so a lot of my knowledge relating to this game comes from my experience as a diver as well. Brian  0:57   Oh, that's extra cool.  Jason Wallace  0:59   Yes, you got hands on experience. Brian  1:01   That's right. You can talk to us about how when we use the divers to represent the actions.  Emily  1:05   Oh, I have thoughts about that.  Brian  1:06   I'll bet you do  Jason Wallace  1:10   all right. And one thing we've started asking guests recently, do you have a favorite game you like to play? Speaker 1  1:15   It is really hard to pick a favorite game, because I There are so many different categories, but lately, I've been really into playing Ark Nova on Board Game Arena. So I don't have the physical game because I don't know that I have anyone who will play a game that long with me, but I like to play that one online Brian  1:32   Ark Nova is on our list for this season, so we've never played it. I'm looking forward to it. We don't have a copy of it yet, do we?  Jason Wallace  1:37   No, so we'll probably be doing Board Game Arena too.  Brian  1:40   Oh, okay, okay,  Jason Wallace  1:41   all right. So we like to start off with a fun science fact. And Emily, we always give our guests first choice. Do you have some fun science fact that you know or that you picked up recently you'd like to share with our audience? Speaker 1  1:52   Sure, one thing that I came across as I was preparing for this podcast was thinking about the fact that actually fish, bony fish, like a salmon, for example, are more closely related to humans than they are to a shark. So we can talk a lot about that a little bit more later, if you'd like,  Brian  2:06   Isn't it like, technically, phylogenetically, we are fish. If you there's no way to draw a grouping around fish that doesn't include us? Jason Wallace  2:13   The word fish is a pretty tough word to define, because of that phylogeny, they're not necessarily grouped together in a way that scientifically makes a lot of sense So  Jason Wallace  2:22   yes, this is one of my questions for later. So we will get into that.  Brian  2:25   Fantastic. So I found out a thing about flounders or flat fish. So these are in the order, you'll have to tell me how I said this wrong. It's Carangiformes. Unknown Speaker  2:35   I am not great with pronunciation, so it sounds right.  Brian  2:37   Well, whatever, you can look at it on Wikipedia if I said it wrong. So this is a diverse group of fish that actually has some members that you might not expect. So it also includes Remora. It has barracuda. It has Archer fish, which are very cool in that they actually like spit, little jets of water to catch, prey all of that's in the same family. So you can get the diversity here. But it also has the flatfish, the flounders. So if you've ever seen a flounder, if I can describe them, they have a very flat body, and both of their eyes are on one side of their head, so their eyes point straight up, both the left and the right. So they undergo a pronounced metamorphosis. During development, they start as symmetrical, very fish looking fish, and at a certain point, the eye slowly moves over to one side of the head. There's no other way to describe that, except for metamorphosis. Interestingly, there was a long considered that that had actually independently arose multiple times in that group of fish. So that very unusual body plan had popped up several times independently. But what I saw was a study in 2024 where, based on genetic evidence, actually it does look like sanity prevails, and there was a single origin of that very unusual body plan. So all the flatfish have sort of a common origin of having one of their eyeballs move to the other side of the head, Jason Wallace  3:45   yeah, and they're all basically swimming sideways along the bottom, aren't they?  Brian  3:48   Yeah, they got a lot of weird adaptations, and some of them do active camouflage, like an octopus or a chameleon. And if you have one with a damaged eye, it actually doesn't do a good job of camouflaging anymore. Emily  4:00   When you're scuba diving, you will not see them until they move. It's crazy. They they're very camouflaged, Brian  4:06   and it's just burying themselves. They literally change their appearance, right? They're really good at it. Jason Wallace  4:10   So they've got, like, chromatophores, so little color changing cells in their skin,  Brian  4:14   yep. And they actually do have to look around at their environment to do that. Jason Wallace  4:17   Very cool. All right. Well, talking about fish. Let's make a transition now to the game finspan. So finspan, as you've probably guessed from the name, is a sort of not only sequel, but spiritual successor to wingspan, both of them by Stonemaier games. It came out in 2025 and its basic stats, so one to five players. So it comes with a single player mode, ages 10 plus due to complexity, runtime of about 45 to 60 minutes, which seems right, once people know what they're doing. I've taught this game several times at conventions and such, and it's definitely closer to an hour and a half to two hours when you have like, five brand new people to it, but once people figure it out, it can go a lot faster. Pedigree of this it was developed by Elizabeth Hargrave, although reading through the designer diary, it seems like she had more. An executive producer role. So the frontline developers were David Gordon and Michael O'Connell. They brought in some artists who had also worked on wingspan in order to do all the beautiful watercolors that it has. And Hargrave was sort of consulted at multiple times, and was doing play testing and such. So she had more of a higher oversight part bit of the layout of this game. It has these actually very large player boards that you play on. These things are pretty massive, at least two sheets of printer paper stuck like fat wise together, maybe larger. So this game, if you have all five players, takes up a lot of space. It has a bunch of fish cards that you draw and that you play out and that have various abilities you're trying to put together. You've got fish eggs, fish young, and then schools of fish, which in the base game are just little cardboard tiles, but with Kickstarter upgrades or some fancier options, which my copy has because I bought it secondhand, and I guess whoever had it firsthand bought those, but they have actually, like slightly squishy plastic eggs and little wooden meeples for the fish and the schools, which are nice. Brian  5:59   Yeah, Jason, you managed to find the ultimate copy at the lugcon swap meet, right? You got the Kickstarter thing with all the pretty extra things, and you didn't have to do the kickstarter backer  Jason Wallace  6:08   Yes, it was Southern Fried, actually, Southern Fried Gaming Expo in Atlanta. And then you have these little cute diver meeples that represent your actions each turn, and then are also showing you like going down through the ocean depths as you play. So what does this game look like, or what does it play like? It's just like wingspan. It's an engine building game. So you are trying to play fish into your ocean in order to set up combinations that get you the most points at the end. And you get points from the points that are printed on the fish. You get points for eggs and for young. You get extra points for schools. So if you get enough young in one spot, they become a school, and they're suddenly worth twice as many points. So that's part of the in game strategy. Interestingly, there is no food in this system. If you've played wingspan, you know, there's the bird feeder, you get the different foods. Apparently, an early version had that, but the final version does not. Instead, your fish are the food, so all these eggs and youngs and stuff that are worth points are also what you use to fuel your cards. So discarding cards, discarding young and eggs, is an important part, and having the resources to fuel, putting things down is an important part of it. And then there's mechanics to get cards back and such. So it's very much a resource management and engine building game. And I think location is more important than this than it is in wingspan, because in wingspan, you have your three habitats that you can place birds in, and they go from left to right, and that's kind of it. Here you're working in the ocean, you have three different depths that you can get, most of which have multiple rows within them. You have three different columns, and some fish can only be placed in some columns and not in others. And those locations matter, because that's what gets you your little bonus abilities as your diver goes down, is if you have a fish in that location, then you're able to score some sort of bonus. You get to draw a cart, or you get to put an egg on a fish somewhere, or you get to hatch an egg into a young if there are no fish in that location, you don't get that bonus. And so you're encouraged to fill out your tableau so there are fish not everywhere, but in lots of places. And then, of course, some of them have abilities that give you bonuses so you can string things together in order to get the most points possible. That's kind of it in a nutshell. There's no way we can not compare this to wingspan. They are definitely sister games. It plays, I would say, a bit more streamlined than wingspan, and that was a conscious design choice. They reduced the number of things people would have to keep track of. Brian  8:19   Well, it also reduces aquatic drag.  Jason Wallace  8:21   Yes, that as well. Jason Wallace  8:24   I would say it's more fiddly in terms of the engine, just because there's more places you can put stuff. But overall, you can see that it is, it is a similar game, but it's also different enough, at least to a very different play experience. This is not just a re-skin of wingspan, but underwater. This is actually a different game engine that has similar roots, but is different enough you can tell it's a distinct theme and gives a distinct play experience. Brian  8:48   I mean, again, if wingspan is played horizontally, Finspan is played vertically, right?  Jason Wallace  8:52   Yes, that's definitely it.  Brian  8:54   It's vertical wingspan with no food.  Jason Wallace  8:57   That is a gross oversimplification, but we'll go with it. Jason Wallace  9:00   One thing I also want to throw out here, this has nothing to do with the gameplay. And in fact, it's possible to play this game and never even notice it. So there are five player boards, and like I said, they're huge, and they have this beautiful artwork on the front of like this island with mangroves at the top and like a coral reef, and then going down into the deeper ocean. If you flip them over and you actually put them next to each other, they're this gorgeous watercolor of the of the globe. It's the entire globe from left to right. It's, it's gorgeous watercolor map that they never point out and that you can play an entire game and never even notice is there. So that's one of those little details that I really liked in there, because it shows that they care about the quality of the game overall, even though it has no mechanical effect. When I first discovered that, I was like, Oh, this is awesome. Okay, so that is the game finspan in a nutshell, or oyster shell, as the case may be. Now let's go on to the science behind this being Elizabeth Hargrave game, I would say the bar is set pretty high. She has shown herself repeatedly. To be involved in some very good, hard science games. So Emily, this is where we need you, someone who actually has experience with fish, to talk to us, to plant people and let us know how it worked out. And the first one I want to mention is what Brian already talked about, what is a fish? Emily  10:16   What is a fish that I saw that question and I thought, Oh, wow, that's actually really hard to answer, because there is no single evolutionary group that defines a fish. So one of the most challenging things about defining a fish is that for just about every definition, you could say, Well, what about and give an exception, because there are fish that violate any of the general definitions we use for what is a fish. But generally speaking, we think about fish as an aquatic organism that is generally a vertebrate. Most of them are cold blooded, and they're breathing through their gills, as opposed to something like a marine mammal, which is still breathing air through a blowhole. They need to come to their surface. Fish are breathing through their gills. So not everything that lives in the ocean is a fish. There are exceptions to any of those things, but generally speaking, those are the kind of categories, Brian  11:01   okay, but let me ask so you you gave a couple things, an aquatic organism that breathes through gills and is cold blooded and is a vertebrate. So is there anything that breaks the vertebrate rule? Emily  11:12    I think yes,  Brian  11:14   because, like, hagfish don't have a skeleton anymore Brian  11:16   I think hagfish is one of the main exceptions that breaks the vertebrae. There's definitely fish that break the cold blooded rule. Tuna and sharks are warm blooded. so not all fish are cold blooded. So there are definitely exceptions to all of those so yes. Brian  11:33   there's quite a few different things that like, gave up on gills and used lungs at this point, right? Or maybe have both. Emily  11:40   Yeah, one of the things that's most confusing is there are things with the name fish in them that are not fish,  Brian  11:45   like starfish, jellyfish  Emily  11:47   starfish are not fish at all. So starfish are any echinoderm. They are not closely related to fish, really. So that's one of the reasons that typically now we're referring to them as sea stars, as opposed to starfish. But it is a little bit confusing to think about. What is a fish, because it's not something like a mammal, where we have an evolutionary group defined by really specific things. It's more of a characterization, a grouping of convenience. Jason Wallace  12:10   And this game is very definitely about the fish. Like we know that there are coral and sea stars and jellyfish and stuff all there in the environment, but all the cards are fish.  Brian  12:19   They're all vertebrates,  Jason Wallace  12:21   Yep. And they even said in the designer diary, they made the choice whereas wingspan, the birds are sort of geographically grouped. You have your North America base game, you have your European expansion, your Oceania expansion. For finspan, they intentionally chose some well known and some really weird fish. Is what their selection criteria was. So they're not some geographically limited swath, I think they went for, I guess, more photogenic ones, like ones people would know about, and then ones also that are just kind of weird and out there.  Emily  12:48   Yeah, and another thing about the geographic piece of it is that the ocean is a very fluid place. And, of course, fish fly as well, but it's a lot of these are highly migratory species, right? So whale sharks, for example, are present all over the globes, and we also have things like a lionfish, for example, is in the game and lionfish, of course, are endemic to the South Pacific. They're also present in the Caribbean, where they're an invasive species. So it's very easy for fish to move around in the ocean, not only through their own movements, but for example, lionfish may have been introduced through the ballast water of ships coming throughout the ocean. So it's very easy for fish to move around the ocean in a way that's not necessarily as easy for terrestrial animals. That's not to say it doesn't happen, but fish do move around a lot. Brian  13:33   Well, I can already imagine what expansions for finspan would be, not that if any are planned, but the mollusk expansion and the crustaceans expansion, Jason Wallace  13:41   which actually brings us into the next one I wanted to ask about, which is about food. So I mentioned how there is no food in finspan, not in the final version of the game. Instead, your eggs and your young and even your other fish cards all serve as food for the cards you're playing out. And they're all the costs you have to play to get them there. And one thing they say in the rule book is that there's hardly any fish that are really pure herbivores, like almost all of them will eat other animals if given the chance. And my question for you, Emily is, is that the case? Is it really that much of a fish eat fish world out there? Or are there things that, okay, these are generally herbivores, and then they'll, like, snap up some little fry if it happens to get in the wrong place at the wrong time. Emily  14:22   There are definitely fish that are primarily herbivores. Something like a parrot fish comes to mind that you see them all the time chomping on the algae on the reef down there when you're scuba diving. So there are definitely fish that are primarily herbivorous. Algae is a hugely important food source for a lot of fish. And then there are, you know, if we think about in the game, as you mentioned, it's all fish. There are a lot of fish that eat things like crustaceans, echinoderms, things like that, that are not technically fish, but there are other species in the ocean. So it is a fishy fish world, but not quite to the extent that it is in the game, I would say. Brian  14:58   So that's a simplification for the game. Brian  15:00   It's definitely, I think a lot of the mechanisms in the game are for simplifications, especially regarding the eating mechanic. For example, in the game, I think for simplification, a bigger fish can always eat a smaller fish. And that's certainly not true in nature. There are fish that prey on fish that are larger than them, as well as large fish that don't eat. For example, a whale shark would not eat a tuna. In reality, that just wouldn't happen. But in the game, you could do that again. I think, as you mentioned, there's a lot that I think they've simplified for purposes of a more streamlined mechanic. Brian  15:29   Which fish eat fish that are bigger than they are?  Emily  15:31   That's a good question, because now that I realize it, I'm realizing the example I'm thinking of is not a fish. Because what is it? Killer Whales are known to prey on larger whales, such as Blue Whales, not fish. Of course, they're marine mammals. So that's not a great example, because it's not fish. Brian  15:46   I'm thinking about, like, I'm thinking like, deep sea things, like the Pelican eel or something, or a swallower. Emily  15:51   say some of those weird deep sea and I don't know as much about those deep sea critters, other than, you know, some basic facts, but yeah, I imagine that they're out there. Because, as I said that I realized, Oh, the example I'm thinking of isn't fish at all.  Brian  16:02   That's okay, Jason Wallace  16:03   quick definition. So this is cycling back of it. You mentioned echinoderms. And can you define for audience, what you mean by that? What are these things that fish are eating and they're elsewhere in the ocean? Emily  16:14   Oh, I'm gonna get in trouble now, because Brian  16:19   not from us,  Emily  16:20   I know not from you, but my colleagues in the invertebrate department, which I am not in, are going to be disappointed in me that I don't have a definition.  Jason Wallace  16:27   can you give us some examples of that echinoderms then?  Brian  16:30   The name means spiny skinned, right?  Emily  16:32   Yeah. so something like a sea star is a great example of an echinoderm. And then we also have a of course things like crustaceans. It's a little bit easier an example to think of things like shrimp, lobsters, crabs, things like that. Brian  16:44   The things that everything is trying to evolve into, except not really. but a echinoderms, so radial symmetric, spiny skin, so sea stars, sea urchins and I think sea cucumbers too, if I remember, they're not spiny. But maybe I'm wrong. I don't know. They're super weird. So whatever we can figure that out later. Emily  17:02   Yeah, hopefully my friends in it who teach inverts won't listen to this Brian  17:08   Invertebrate people don't listen to podcasts, It's fine. Jason Wallace  17:11   Hey everyone, this is editor, Jason from the future. Just to clarify, we looked it up. And yes, sea cucumbers are echinoderms. And also, going back a bit, hagfish are vertebrates. Even though they don't actually have any vertebra, they do have a notochord, which is sort of like a elastic neural rod, but no actual spinal column. So with those clarifications out of the way, let's get back to the show.  Jason Wallace  17:31   So one other thing in the game, so the board is laid out with this. We call it three dimensionality in the game, it's just two dimensionality. So you have your depth in the ocean, and then you have your distance from shore. And so technically, there's actually like 15 different zones in the game, if you count every way you can. So you have your sunlight zone at the top, then you have your twilight zone in the middle, which I think only has one row of cards. The sunlight zone has three, and then your midnight zone in the bottom, that has two rows for cards. But then also the very, very top row is the estuary row, and the very, very bottom row is, I don't remember what the name before it is like the deep,  Brian  17:58   the deep, deep, dark,  Jason Wallace  18:07   yes. And there are some things that can only be played in, like that very top or very bottom, even though there are subsets of the other zones. And then on top of the up and down layer, we've got the far from shore layer, so our island is on the left, and we have the things close to shore, and then kind of middle away, and then very far away. And the game structures these mechanically. So like the close column is drawing cards, the middle one is eggs, and the far one is hatching things and movement. But my question is, how much does this structure the actual ocean? I imagine depth is very important. How about distance from land? Does that also structure things a lot? Emily  18:39   It definitely structures things, and it's not only distance from land, but it's the nature of the land itself, the vegetation, the habitat. Like you mentioned, there are the beautiful illustrations on the player boards. There's mangroves, there's coral reefs. They're all kind of together for purposes of the illustration, but you may have one area that is a mangrove area, and there's a mangroves are extremely important areas for nursery habitat for a lot of fish species, you may have rocky intertidal areas. Those are very common. For example, on the west coast, there's a lot of that kind of rockier shoreline. And there are certain species that really thrive in those environments and are adapted to those environments. There are Sandy habitats that different species are adapted to. So you definitely have different species in different areas of the ocean, and you have a lot, as I mentioned earlier, there's a lot of movement. So you can have fish that migrate to one area for spawning. You'll have spawning zones, and then they may live out the rest of their lives in other areas of the ocean. So that geography is definitely a hugely important part, as well as depth. As we mentioned, another thing that's really important is salinity. So for the game, they list the top row. They call it the estuary. But estuary isn't really about depth. An estuary is an inland area, kind of an isolated area where you're having a mixing of fresh water and salt water zones. So those are typically a lower salinity area. So you'll have certain species that are more acclimated to a lower salinity than others. You know, that was one of the things, I think, for simplification of the game, they've called that top row in estuary. But estuary isn't really about depth. It's more about that salinity aspect.  Brian  20:17   Interesting. I have heard that there is less mixing in different parts of the ocean, so you can have large differences in salinity or exchange of temperature, more than you'd think. In a body as large as like an ocean or sea, Emily  20:31   you can have really large differences. And one example I'll give is I do my work in the Bahamas, and there are these amazing ocean blue holes, and you can actually be out in the middle of the ocean, and these blue holes are connected through limestone to inland areas. And you actually will have these pockets of fresh water that come out. And you can actually see it. There's a halocline, you can see the mixing of the fresh water and the salt water, and where they come together, and they come together, and they produce this slimy stuff we call whale snot or mermaid hair, depending on how how you know what your personal aesthetic is. Whale snot or mermaid hair. But that actually is all because of that fresh water and salt water mixing. Brian  21:14   I prefer mermaid snot.  Emily  21:16   There you go.  Brian  21:17   Is that like a biofilm? Is it like a microbial thing, or is it a chemical thing?  Emily  21:22   I'm actually not exactly sure what it is. it smells like sulfur, so  Brian  21:26   probably bacteria then. Emily  21:27   So it's probably bacterial. Brian  21:29   I don't know how to Google that safely. Emily  21:31   Yeah, that's a good question. Jason Wallace  21:33   We will leave that as an exercise to our listeners Emily  21:39   googling whale snot. Jason Wallace  21:42   Yeah, the one I'm familiar with is the Baltic Sea up around like the Nordic countries, Sweden and Finland and such, because it's basically this very long, very bottlenecked Bay up into inner Europe. And so it's all fed by rivers and rainfall at the upper end. So it's very low salinity there. And then there's this huge gradient as it gets closer and closer and closer to the actual Atlantic Ocean that the salt is mixing more. And so you have a large geographic variation in terms of how salty the water is. And I know this because of genetic studies where they found that fish that live in certain parts of that have genes adapted for specific amounts of salinity. And so you can actually sample fish from all over here and do an association study and find what are the genes important for salt tolerance based on where you pulled the fish from.  Brian  22:29   Interesting. So in Halocline, "Halo" meaning salt, and I guess "cline" meaning variatio?. What's a good? cline is between two things? Emily  22:38   Yeah, gradient, gradient. Okay, so you think about a thermocline being the temperature gradient that's often warmer water at the top and colder water at the bottom, saltier water and fresh water have different densities. So you'll have the salt water will be on the bottom and the fresh water will be at the top, because salt is heavier. Brian  22:55   The other weird thing I've seen are these, like undersea lakes, the brine lakes or something, and what causes those to have I'm sorry, we're talking too much about ocean chemistry. It probably should be talking more about fish. We maybe we could skip this part. But there are, like, you could find lakes of hyper saline brine under the ocean. They look extremely strange, like they literally have like ripples on the surface. So it looks very SpongeBob. You've got underwater lakes. Emily  23:19   Yeah, it's very cool. The ocean is a fascinating place. And, yeah, probably don't want to talk too much about oceanography, because, again, I'll get in trouble with my colleagues in oceanography. Jason Wallace  23:31   All right. So moving back to the fish part of it, an important part of the game, is the production of young and then turning them into schools. The game actually has, at the last page of its rule book, it has a little half page listing of basically the simplifications they took, and they mentioned this specifically, and that, okay, the eggs and the young you're hatching are not necessarily related to the fish that they are put on. That's just a thing of convenience, a mechanic that they're doing. But they talk about these young coming together, forming schools. My question here is twofold. Is like, Why do fish school? And the second one is, do they only school with their own species, or do you get, like, multi species schools happening at some point, Brian  24:10   like mixed herding on the Savannah? Do you get mixed schools in the ocean? Emily  24:13   Yeah, I think you'll see some mixed schools. I think traditionally, when we think of schooling fish, though, I think the most prevalent examples are going to be single school fish. And you think about things like sardines and bait fish, for example, where you see these just incredible balls of fish that almost seem like an organism, like a giant organism in and of themselves. We don't really know entirely how they communicate, but they move together. They move as one. Those are typically single species schools, but we do see fish schooling together. Often. Schooling is just as it is on land. It's a defense mechanism. So if you're part of a big school of fish, the likelihood that any predator is going to come by and snap you is less than if you're swimming along by yourself. So it can be a defense mechanism, but you also do have. Have examples of fish that will school for predatory reasons. You know, a school of fish that may come together to hunt other fish that are smaller. Do sharks do that? Some sharks school, I'm trying to think of if they school to hunt. I know, like I've seen, schools of tuna that are going after smaller fish. I know Hammerhead school. I don't know if they school to hunt or if they're schooling for social reasons. I mean, some schooling is social. One of the things is, you know, we can't ask fish why they do what they do. So not all of the behaviors that they do are fully explained. So we don't necessarily know why all of these things occur. But primarily, I would say it's a defense mechanism is the most common reason for schooling. And so in those cases, you can have, you know, you'll see mixed groupings of fish in schools, but it's not really, you know, in the game, it's very much the young are off schooling. You have adult fish that school as well, right? There are fish that spend their entire lifetime in a school of fish. So it's not necessarily as simplified as is in the game. I would say Brian  25:58   Hammerheads are just the gossips of the shark world, that's all,  Emily  26:00   yeah, and they don't always school, but they come together in schools at certain points first,  Brian  26:06   yeah, when there's some hot gossip to share,  Emily  26:07   yeah, exactly Jason Wallace  26:10   with the school. So an important part of the game is moving them around, because there's some movement restrictions on them, so you want to get them out of the way, so you can put things together and make new ones, and they can just go as high or as deep as they want. Is that typical for fish? I mean, we've already talked about these are sort of abstract representations, but like, is it typical that young fish, or certain fish will be able to go to any depth? Or do they mostly have a pretty set location, depth wise, at least where they stick? Emily  26:36   It's kind of depend on the fish. There is kind of an amazing not so much with fish, but with invertebrates, there's this amazing vertical migration that happens out in the open ocean where things will come up from the deep, and some of those species that live most of their lives, perhaps near shore. As adults, the juveniles are really going up and down with the light in the open ocean at night. But that's not really so much true with fish. So there may be some vertical movement, but I think for the most part, you're not going to see like you do in the game, where you have fish hatch and get together and then they can go kind of wherever they want. I don't think it quite works that way. Brian  27:11   So it's so interesting to think about fish speciation, because we're kind of like spoiled on land. We think about things physically separating, but these separations in the ocean are very different. They're not real boundaries, but they are boundaries. They're boundaries based on amount of light, on depth, on salinity, on all these things that are like, not super obvious at a glance, but they're definitely there. Emily  27:33   I mean, and habitat. There are fish species that spend their entire life on a single coral head, talking about speciation, maybe subspecies, but they will adapt their coloration to the specific coral that they're living on, because they need that for camouflage. So there are fish that really are restricted in how far they can move, because they're really adapted to this specific habitat. You know, we've talked about things like salinity, things like debt, but really, habitat is one of the most important things, and it's why, when we think about conservation, we think a lot about protecting Fish's habitat as well. Brian  28:08   That's like crazy co evolution, but really just driven by one partner.  Emily  28:09   I don't know that's a good question. Is it driven by one partner? Because there's so much symbiosis in the ocean that happens as well. Coral, for example, compete with algae. So they do benefit from fish who eat that algae living on or near them, because they kind of keep some of that competitiveness in check.  Brian  28:31   Yeah. I guess if you're a coral and you get covered with some kind of algae, you you can't photosynthesize anymore, your symbionts can't photosynthesize anymore. So that's bad. Emily  28:39   yes, So as we see coral degrading throughout the world, we do see often them becoming covered by algae. And that can be caused by a lot of things. It can be caused by ocean acidification. It can be caused by temperature rise, and it can be caused by reduction in fish population and reduction of those herbivorous fish on the reefs. Brian  28:59   We learned about ocean acidification and temperature rise in the game Daybreak that we did last season. It's all connected. Jason Wallace  29:05   I want to get back to the the ocean conservation. That's kind of what I want to end on. So I want to circle back to this fish habitats and places where they live. And I've got a very directed question, why are so many fish from the deep ocean? Like out of the worst nightmares of HP Lovecraft. Like I was looking through these cards, you've got the Pelican eel, whose mouth looks like it's like a third of the size of its body just to gulp things down. Anglerfish are sort of the poster child for this. We see one in Finding Nemo as this is horrific monster trying to eat our protagonists.  Brian  29:35   Viper fish are just as bad.  Jason Wallace  29:37   Spiny sea devils was one of the cards I saw where it's just a mouthful of knives. And then, of course, there's the hagfish, which is just like the world's best slime producer. So like, why? What is it about the deep ocean that manufactures nightmares? Emily  29:54   It really is nightmare fuel, that's for sure. But I think they're cool. I don't know. I think they're cool. Maybe I'm strange. But, I mean, the main reason is, if we think about everything occurs for an evolutionary purpose, right? And so in the deep sea, you don't have light. So a lot of what we see in a coral reef, for example, all these brightly colored, beautiful fish, that's for reasons like camouflage, like attracting mates. Just like birds, fish are often brightly colored to attract mates that is just not necessary in the deep sea because there's no light and they can't see each other, so they're relying on other forms of communication. And then there's also a functional piece of these fish have to withstand huge, huge amounts of pressure and an extremely hostile environment, so every 10 meters adds an atmosphere of pressure in the ocean. So basically, you go down 10 meters in the ocean, you've doubled the pressure on yourself. So you think about these extremely deep habitats, the amount of pressure is insane. So that's why, first of all, you wouldn't have a scuba diver going down to that depth like they do in the game. But second of all... Brian  31:01   I mean, you could just not alive,  Emily  31:03   not alive, they would be very dead, all dead. But you have a lot of kind of these blobby cartilaginous fish, because that's more able to withstand pressure than something like a bony fish. Brian  31:16   You'd think like, oh, you need a really tough body to live down there. But actually they're very delicate, right? Emily  31:21   Yeah, I think they're goopy for lack of a better, They just look, that's not a scientific term, but, you know, they just kind of look like blobs. And there's a few reasons for that. One is, again, the ability to just kind of withstand, you know, you think about the kind of, yes, you think about strength, but it's easier to break a bone and more harmful to break a bone than it is. You know, if you're made of cartilage, it's a lot easier to heal. That's kind of a bad example, but Brian  31:49   okay, I know this wasn't the intention. I know this isn't what you mean, but it almost sounds like the reason they're so hideous is because they can't see each other Emily  31:56    pretty much. Yeah, like, if we didn't have video cameras, we'd all be a lot, you know, would we get ourselves? I mean, not that I look nice now, but if this was a video Jason Wallace  32:10   that's okay. It's an audio podcast,  Emily  32:11   exactly if This was a video recording, it would have looked much different. So, yeah, I think it's the same for fish, yeah, no, it is. They can't see each other. So, you know, and it's not just the attracting a mate piece, but it's also it is the camouflage piece, although some fish do use light for camouflage. So that bioluminescence, there are some fish, because if you think about the light filtering down from above, if you have a predator below you, they can actually see your shadow. So there are actually some fish that use bioluminescence on their underside as a form of camouflage. So that's one of the purposes of that kind of bioluminescence that we see in the game as well. Jason Wallace  32:46   That is actually a great transition to my next question, which is about a bunch of these fish abilities we see on the cards. Most of them come into play in terms of the weekly bonus goals, but we've got, like, bioluminescence, electrolocation, also electric discharge, predation, camouflage, that sort of thing. So you just mentioned bioluminescence, and I love bioluminescence like I love anything that glows. I owned a glowing Petunia for a while, until it got infested with spider mites. You already told us why things glow. Well, part of it camouflage. Why else do things glow in the ocean? And how do they do that? Emily  33:21   Yeah, so there is actually a chemical reaction that occurs. And I'm forgetting the names of the chemicals involved.  Emily  33:28   It's luciferin and luciferase.  Emily  33:30   Thank you. Yes. So it's a chemical reaction that occurs. So some of the fish actually produce that chemical reaction themselves. Others have bacteria that, again, it's a symbiotic relationship. So an example is the angler fish that you mentioned already in Finding Nemo. So they're kind of famous because they have this lure dangling out in front of them that glows to actually lure their prey. So that's a different reason for that bioluminescence. But those angler fish don't actually produce that bioluminescence themselves. They use a bioluminescent bacteria, whereas some fish actually will have a chemical reaction in their own bodies,  Brian  34:04   huh, I didn't know that the angler fish use symbionts to do that,  Emily  34:07   yeah? So it's symbionts. Brian  34:08    So like, inside that little bulb, there's just a little bacterial, well, not a little a very large bacterial colony, Emily  34:14   yeah, I'm not sure exactly of the like, where it is, if it's in the how exactly that works, but I do know they don't produce it themselves, Brian  34:21   but some of them do, yeah, some fish do, so some of them use symbionts. Some of them do it themselves.  Jason Wallace  34:26   All right, so what about Venom then? Emily  34:27   So, I mean, venom is a classic, you know, it's the same reason as creatures on land use venom. It can either be for protection or for predation. If we think about something like a lionfish, you know, they have these amazing spines that come out of them, and those are primarily a defense mechanism. That's one of the reasons they're such a problem as an invasive species. Is, in the Caribbean, they don't have any natural predators, because they have these spiny venomous spikes. But you can also have, I'm trying to think of an example, but you do have fish that will use venom to stuff. One and immobilize their prey as well, but you'll have both of those. Brian  35:03   Yeah, I'm thinking about mollusks. I was just reading about cone snails. And I mean, they're impressive with it, but they're not fish, so they don't count. Emily  35:09   So a lot of mollusks, like octopus, use venom, so the blue ring octopus is actually one of the most venomous creatures on earth. So that's a great example. Thank you for giving me one, because the blue ring octopus does use venom to immobilize its prey. They're tiny, tiny, tiny, little octopus, and they're one reason that if you're ever scuba diving, of course, they're only in certain places of the world, but you don't ever stick your hand down into the sand, because you never know what is under there. And a bite from a blue ring octopus could be deadly. Pretty quickly. Jason Wallace  35:41   They're in like, Australia, right,  Emily  35:43   yeah, yeah. Australia, Indonesia, yeah. Australia has all the dangerous critters are in Australia, but yeah, primarily that area, the Philippines. They're found, I've seen them in the Philippines, Indonesia, that kind of South Pacific area. Yeah. They're not in the Caribbean, the Atlantic, unfortunately for us, well, fortunately, if you you know, like sticking your hand in the sand, but unfortunately, because they're really cool to see Brian  36:07   Australia, where the venom has been taken to the ultimate biological art form, Emily  36:12   indeed, and other forms of killing also, like kangaroos, aren't venomous, but They sure are scary, Jason Wallace  36:20   but they're so cute, yeah, but they are also not fish. So let's go back to fish.  Brian  36:25   Well, I don't know are they, because I thought we No, it's fine. Jason Wallace  36:29   There's an entire podcast called no such thing as a fish like, I think they have the monopoly on that particular discussion. Brian  36:35    Fair Jason Wallace  36:35    So we talked earlier about ocean conservation and ocean habitat, and it's like, okay, yes, we get like our human population is doing a lot of stuff all over the world, including to the ocean, and we hear about some things, acidification, the Great Pacific Garbage Patch. What are the major threats to fish in the ocean right now? Emily  36:53   There are a lot. Unfortunately, one of the biggest ones, of course, is climate change. Climate change in terms of both rising temperatures as well as ocean acidification, as we've talked about, a lot of this is about the ecosystem, right? It's not just about the fish themselves. Climate change can have both direct and indirect impacts. So climate change affects coral reefs. It's causing degradation, massive loss of coral reefs worldwide, which are one of the most important habitats, as well as food sources for fishes around the world. But then you also do have direct impacts on fish as a result of climate change. So we are seeing some species of fish move more and more northward as a result of rising temperatures, because they are so adapted to these environments. So if you think about something like, you know, a two degree Celsius warming of the ocean, it may not sound like that much, but think about if you walked around with a fever of 103 104 degrees all the time, that would not be a way to live. And so we're having some really rapid changes that are affecting fish. So that's one of them. Another, of course, is habitat loss, habitat degradation, both from climate change, but also from physical impacts as well things like developments, things like eutrophication, runoff from things like farm and agriculture can be really problematic. Jason Wallace  38:14   So eutrophication, can you define that for us? Emily  38:17   So eutrophication is essentially excessive nutrients in the water, so a lot of nitrogen, a lot of phosphorus, and that's often run off from things like agriculture. It can also be from wastewater, things like that. And it can be really problematic, both to the fish themselves, as well as, again, to habitat. Brian  38:35   That's when we get, like, the algae go crazy and, like, consume all the oxygen, right?  Jason Wallace  38:40   This sort of, like that big dead zone that shows up in the Gulf of Mexico every year, right?  Emily  38:44   Yeah, yeah, something like a red tide that we hear about, yeah. Jason Wallace  38:48   And so these are really big problems, obviously. And it's one of those things that are, they're so big, it's hard to get a grapple on, like, I can't stop climate change, like we talked about this with Daybreak, like it's a big problem. Are there things that individual people can do that have some sort of measurable impact to make things better, even if it's just like, picking up a bits of trash or something Emily  39:06   absolutely I mean, one of the best things I always say you can do is, especially if you live in a coastal environment like I do, is shop local try to support local small scale fishers. For one thing, those small scale fishers tend to I mean, of course, fisheries management is extremely complicated, and so I can't simplify it in a quick these fisheries are good and these are bad. However, small scale fisheries tend to be more sustainable than some of the larger imported commercial fisheries. But there also is just the carbon impact. You know, if you're able to eat local, the more we're reducing our carbon impact. Of course, I realize that that's easier said than done. You know, we all are in a system where it's very difficult to access affordable local foods, and certainly in some places more than others. But to the extent we can choose local producers and kind of reduce our carbon footprint, that's helpful as well as just generally. You know, we always hear Reduce Reuse, Recycle, and I would put reduce and reuse as far, far far above recycle. So the more we can reduce our consumption in general, reduce the amount of stuff we purchase, reduce the amount of stuff we use, and try to reuse and make do with what we already have, the better it is for our environment. Brian  40:17   Is there an equivalent to farm to table for fisheries? Emily  40:20   So there are some locally supported fisheries. So I would encourage you to look and see if there's one in your community. There used to be one here in coastal North Carolina, unfortunately, it was a victim of the pandemic, so it no longer exists. But there are some community supported fisheries around the world and around the country, similar to like how you would have a CSA, a community supported agriculture. There are some local community organizations that will have ways that you can support your local fishers, as well as check in with local fish markets. You know, check a local fish market. Ask where places are getting their fish. Where did this come from? One of my favorite things to do when I eat fish, because I do eat fish, is I just go into the local seafood market, and I ask, what's fresh? You know, what's freshest and what's best, and you know, what's sustainable? You know, I come across some of my new favorite fish. I love Trigger Fish. Trigger Fish is not something I'd ever eaten until I moved here, because it's not something that's really marketed at a mass scale. So you might find something that you really love just by going into your local fish market. You know, the people who work in this industry, both the fishers as well as the people who sell the fish, care a great deal about maintaining their livelihoods and maintaining their industry. So they tend to be really well connected. So if you just go in and strike up a conversation at your local fish market and ask them, like, what should I be eating? I'm sure they'd be happy to talk to you about that Jason Wallace  41:39   related to that. Can you say anything about, like aquaculture? So farmed fish? Is it good? Is it bad? Is it, as with all the other things complicated, Emily  41:47   as with all other things, it's complicated. One of the things I focus on for my work is that it's so important to think not just about what we are doing as individual consumers, but as a policy standpoint, because a lot of the challenges that we face as individual consumers is that it's simply impossible for us to know whether a given aquaculture product is from a sustainable practice or not. So the more we can kind of talk to our representatives about Fisheries Policy and aquaculture policy, the more impact we can have, because aquaculture can be really great. There are plenty of sustainable aquaculture practices, but there is also a lot of really problematic aquaculture that happens in some places in the world. Sometimes they're using tremendous amount of fish feed that can actually have an even more detrimental impact than wild fisheries, because the fish feed comes from some really unsustainable sources themselves. You know, it's not a cure all to say we can just farm fish, because those fish still have to eat something. But there are aquaculture facilities that are increasingly trying to use things like algae. We have some folks at our marine lab who work on that, trying to use algae as feed to kind of increase the sustainability of those aquaculture systems. So the answer is, it's complicated, and it certainly can be a really important supplement to the seafood industry. But as with anything, sometimes it's good and sometimes it's bad,  Jason Wallace  43:06   all right, last and final question, arguably most important one, what is your favorite fish not necessarily to eat. Emily  43:15   Well, I'm gonna go with a hammerhead shark today. That's today.  I love a hammerhead not to eat. That is one thing. Do not eat shark, please. It is not illegal to eat shark in the United States. It's not necessarily illegal to fish for shark in the United States. That is one those apex predators take so long to kind of reestablish themselves. So that is one thing. I will say, Please don't eat shark. So not to eat. But I love a hammerhead shark. They're just so cool Brian  43:39   and they're the gossips, right?  Emily  43:40   And they are. They love to spill the tea. Jason Wallace  43:46   We're gonna wrap that discussion up then and move on to our constructive criticism corner. So the game has a lot, I think, of science in there. Typically, they've got some really good illustrations. They apparently, when thinking of the different abilities the fish would have, they tried to look at every individual fish and figure out what of the abilities we have makes sense for this fish. And I don't necessarily understand the connection between them, but is there anything we think they could do better? With the caveat that they mentioned the most obvious ones in the rule book already about like food and other things like that, I Emily  44:17   think that point that you just made is actually one of the nitpicks that I had about the game is I actually don't think that the fish's abilities necessarily relate to the biology of the fish. So to give an example that red lion fish, I noted that the fish's ability is to allow you to play another fish, and that doesn't really relate to anything about the biology of a red lionfish. You know, they're actually predate on other fishes young. That would have made more sense for something like a bait fish or a sardine, because you're going to be recruiting some of those larger fish that would come into the ecosystem. So I didn't necessarily think that there was a connection. For example, the venomous fish have no particularly venomous ability, which I recognize that's partly a choice of the game mechanic. You know, there's no negative player interaction in this game, which I think it's nice and it makes it a fun gaming experience. But you don't have that kind of connection. I didn't think between the actual biology of the fish and the fish's ability, because in wingspan, I think it's a lot more closely related, you know, not to focus on wingspan, but I think they've tied in wingspan, the birds abilities more closely to what the birds actually do in nature. And I don't think that finspan necessarily did that. And I think that might be a choice of the simplification of it. You know, like you mentioned, they've chosen a more simplified mechanic. And so, you know, I don't necessarily fault them for that, but it would have been cool to see, you know, like some of the venomous fish actually using their venom in some way in the game, or something like that.  Brian  45:41   Are we allowed to make our nitpicks in comparison to wingspan? It feels mean it's, it's in the game. You can't, not, right?  Jason Wallace  45:47   Yeah, there's sibling games. You're allowed to compare them and pick favorites. Brian  45:51   I think there were ones maybe a little bit of a science nitpick, and one's a little bit of a gameplay nitpick. The Science nitpick was, I'm thinking that, like, sometimes it seems like you've got fish that can go across a wider variety of depths than maybe would necessarily be realistic. The one that caught my attention in particular, and maybe I'm wrong on this, was the whale shark. They're not going to go down into the Twilight Zone or deeper, because there's nothing for them to eat there, right? Emily  46:12   I wouldn't think so. Primarily, when we see whale sharks, we see them near the surface, because they primarily feed on some of those kind of surface schoolers. So yeah, I do think that there's been a little leniency with that. The other one is that I didn't see necessarily any biological or ecological relationship in the horizontal habitats either. You know, it was more tied to the mechanic, yeah, which I think they could have done something really cool with having, like, a mangrove habitat, a coral habitat, an open sea habitat, and having it more. But I think they, again, they made that choice for the gameplay. And I don't know that you could really do both of the things I just said, you know, you tie it to the fish's ability and to that kind of habitat piece. Brian  46:53   One of the things that you do get in wingspan, that you don't get in finspan is movement. There were birds that could move between habitats. And again, once you put your fish down, it's just there forever. There's no upwards or downwards movement. There's no movement between zones, and that's unfortunate. It's a simplification, but it seems like something was kind of a lot of the fish have a end game mechanic, or when played, much more so than wingspan, where I feel like a lot more of the abilities they would be activated through each round,  Jason Wallace  47:19   yeah. And I think that's a conscious design choice, because they mentioned that they wanted to, again, streamline the game and try to make it so that you could play it easily in like 45 to 60 minutes, and I think, be a little bit more beginner friendly. When I was reading the designer diary, they actually specifically said that, okay, they got wingspan and then wyrmspan, the fantasy version that will never actually appear on this podcast is considered their crunchier, heavier game. And finspan is actually like the lighter game out of the three.  Brian  47:46   interesting Emily  47:47   I agree with you, Brian, I think that simplification did lose a little bit if we're comparing, but I will say my parents were here for the holiday, and we can't play wingspan. It's they find it too complicated, and they did enjoy finspan. so, you know, so there's, there is a choice. And I also wondered if part of the reason they made this choice is, frankly, so many of the species in this game we know almost nothing about. So it would be really hard to tie or maybe not almost nothing. But you know, our knowledge about specific species is still very limited. We study mostly commercially relevant species, socially relevant species, so there's a lot of information we don't know, so it's much harder, and it seems like what we know is constantly changing. So if you tie a game mechanic to a fish's ability, when you don't know much about that fish, that makes it a lot more difficult. So I wonder if that's part of the reasoning as well. Brian  48:37   Okay, so maybe their choice was, was actually one of academic caution. Emily  48:41   Who knows? I'll be charitable and assume that. Jason Wallace  48:45   And Brian, I just looked it up. Apparently, while whale sharks spend most of their time, like in the top, you know, 500 meters of the ocean, apparently they can go down to 2000 meters.  Brian  48:54   Oh, wow. Okay, Jason Wallace  48:55    apparently it's not common, but they can. So I think that depth thing seems to be one of the things where they if they want to get their science right, they're probably going to get it right there  Brian  49:06   makes sense.  Jason Wallace  49:06   So I'm going to guess if it doesn't make sense to us, that's because we don't know enough about fish.  Brian  49:08   All right, nitpick withdrawn. Emily  49:11   But I also think it ties to your point about the lack of movement, because even though a whale shark can dive to that deep of a depth, it could never spend its whole life at that depth. So it's one thing to make a dive from time to time, but it's another to live in that habitat. So I still think it's a valid nitpick, even though a whale shark might appear at that habitat, you know, to place it there and have it live there, I don't think is necessarily scientifically accurate,  Brian  49:33   all right,  Jason Wallace  49:33   for me, I just think that they streamlined it to try to make it a lighter game. There are times where it definitely feels more complicated, just because there are so many places I can put my fish. It's not like, oh, I have three choices. It is whatever is the most open one in my current row. It's like, no, no. This fish can go literally anywhere in my ocean. Where do I want to put it? Those sorts of choices give a lot more options. Sometimes I get a little bit of decision paralysis. I was just trying to figure out where the best one is, and then I just give up, like, Okay, I'm gonna put it here and hope for the best.  Brian  50:04   This is the optimizer's demise. This is the well, what is the best choice? Jason Wallace  50:08   Yes, yes. And that may just be my personal play style.  Brian  50:11   It's not just you, but it definitely is you.  Jason Wallace  50:14   All right. Well, let's go on to letter grades then. So Brian, let's start with you. So we've got science and fun. How would you score this game?  Brian  50:23   I think I'm actually gonna give it a little bit lower score on science, because it does seem a little bit less integrated into the mechanics of the game. I think that there's just as much in the card, but it feels like a lot of the way that it's sort of blended in is maybe a little bit more of an afterthought. I think for science, I'm gonna go with probably a B, but I'm gonna keep it with the A. I do like playing fin span, so you gave a B for science and an A for fun, yes, B for science and an A for fun,  Jason Wallace  50:49   and Emily, how about you? Emily  50:51   Yeah, I overall agree, but I will say there's one thing I didn't mention explicitly. I alluded to it earlier, but the fact that the meeples are scuba divers going to the deep sea, I have to take off. I'm sorry. Those should have been submersible vehicles. They should not have been scuba divers. So I think I'm going to give it a B- for science, but I will give it an A for fun. I enjoyed playing the game. Like you said, it's hard not to compare it to wingspan, where I think the science was so integrated. So yeah, I'm going to do a B- for science.  Brian  51:22   I really think it's fine to compare it to wingspan. It's literally named after the same mechanic with the same designer. I agree Jason Wallace  51:28   it's legit to compare it. I'm gonna go on the record saying I think you two are being too harsh. Because, well, think about it, if this were not a relative of wingspan, if this were just some random other science game we'd gotten, we would score this at least an A- on science, because it has real world fish, it has real world habitat stuff. It has their sizes, it has details about them that are true. There is a lot of science in this game, okay, and it is, as far as we can tell, accurate. There are strategic simplifications, but I think if this were just some other random game off the shelf, I would give it no lower than an A-. Brian  52:01   Okay, I think that's a valid argument. I think that I've been grading on a curve, and I've been grading it relative to wingspan, and that's probably not fair, so I will change my grade to an A-. Emily  52:11    I'm not going to go into the A range, but I'll bump up to a B+. I think you're right. I think you're right, but I'm sorry, I can't give an a range where you have scuba divers going to the bottom of the ocean. I just can't. Brian  52:23   One of these days, I got to have you talk about t

25. Feb. 2026 - 56 min
Super gut, sehr abwechslungsreich Podimo kann man nur weiterempfehlen
Super gut, sehr abwechslungsreich Podimo kann man nur weiterempfehlen
Ich liebe Podcasts, Hörbücher u. -spiele, Dokus usw. Hier habe ich genügend Auswahl. Macht 👍 weiter so

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