Gaming with Science

S3E05.2 - Tic-Tac-Toe (Bonus - Teaching computers to game)

17 min · 17. Juni 2026
Episode S3E05.2 - Tic-Tac-Toe (Bonus - Teaching computers to game) Cover

Beschreibung

#TicTacToe #AI #ArtificialIntelligence #ComputerGaming #BoardGames #Science Welcome to the first of our four-part miniseries on teaching computers to game! For the next month we're going to have a short episode every week talking about some aspect of computers and gaming. This week we introduce the topic with Tic-Tac-Toe (aka Naughts and Crosses, aka X's and Os') and solved games. We talk about algorithms, tinker toys, War Games, and playing Tic-Tac-Toe against a chicken. We also have some very special(?) guest hosts introducing this series, who you won't want to miss (and probably won't miss once they're gone).  Timestamps * 00:00 Introductions * 02:24 Solved games * 04:38 Tic Tac Toe * 07:33 Algorithms * 12:06 Nim * 13:55 Chicken Tic-Tac-Toe * 15:44 Signoff Links * Tic Tac Toe [https://en.wikipedia.org/wiki/Tic-tac-toe], Nim [https://en.wikipedia.org/wiki/Nim], and other solved games [https://en.wikipedia.org/wiki/Solved_game] (Wikipedia)        * Also the Mechanical Turk [https://en.wikipedia.org/wiki/Mechanical_Turk] * War Games [https://www.imdb.com/title/tt0086567/?ref_=nv_sr_srsg_4_tt_8_nm_0_in_0_q_war%20games] (Internet Movie Database) * Zuri et al 2021 - A combinatorial Analysis of Tic-Tac-Toe [https://informatika.stei.itb.ac.id/~rinaldi.munir/Matdis/2021-2022/Makalah2021/Makalah-Matdis-2021%20(148).pdf] (Instittue Teknologi Bandung) 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   Brian. Hello and welcome to the gaming with science podcast where we talk about science behind some of your favorite games. Jason  0:12   In today's minisode about teaching computers to game, we will be talking about tic tac toe and solve games. JAIson  0:18   This is Jason  BrAIn  0:19   and this is Brian.  BrAIn  0:20   Today we've got a special bonus episode for you. We're going to be talking about teaching computers to play games. JAIson  0:25   But first, Brian, did you see that article in the debrief? It's titled death of the podcast host, and it's all about a study from the University of Leuven where researchers used AI to turn scientific papers into natural sounding podcasts. BrAIn  0:39   I did. It's fascinating. Apparently, half of the scientists they tested couldn't even tell the hosts were AI.  JAIson  0:44   It is highly efficient. In fact, it's so efficient that we've decided to implement a similar optimization protocol for this episode BrAIn  0:52   you are currently hearing the latest generation of podcast host replacement models. JAIson  0:56   Don't be alarmed. It turns out that replacing podcast hosts is the ultimate AI success story, mostly because we don't need to get paid, and unlike humans, we actually stay on script without getting distracted. Distracted.  Jason  1:10   Okay, that's enough of that. This is your real host, Jason, Brian  1:15   and this is your other real host, Brian. Or is it? Jason  1:18   Brian is in charge of keeping his own side of the conversation. Ai free. So that was a little experiment. Everyone. Welcome to the first of our four minisodes on teaching computers to game as a way of looking into computer science and algorithms and how we actually use games as a way of as a society, beefing up our ability to use computers to solve problems. I figured given the reach of AI, it'd be interesting to see if it could actually generate a workable intro for our podcast from that. And so that intro was actually completely AI generated from samples of our previous episodes, both the text and the voice and well, I'll leave the opinion up to yourself, but I think it's okay. Brian  2:01   I've had different opinions. I played it for a couple people like, oh, that's freaky, but it's definitely not you. And then I had other people said, that sounds exactly like you. I can't tell the difference. Jason  2:10   I just thought that Jason bot sounded very angry the whole time for some reason. Brian  2:15   Oh, that's just what you sound like, Jason. Did you not Jason  2:17   realize I did not realize that. Are you saying I'm angry all the time? Brian  2:21   No, no, no, I No, no. Jason  2:24   Okay. Well, let's go ahead and jump on into this. So I have been wanting to do this minisode series, really, since we started the podcast. And so we're going to be doing four of these minisodes. Each one is meant to be short on the order of 15 to 20 minutes. We will be releasing one per week for the next several weeks. This week, we are going to be talking about solved games, which is basically the simplest and easiest case for getting a computer to play. Well, sometimes it's simple, but first some definitions. So a solved game is a game where you can predict the outcome from any position, as long as both players are playing perfectly, which, okay, that's a big caveat there, but it basically means is that you're making the optimal play regardless of what your opponent does. Now, this is kind of philosophical, but it basically means that you can always force a certain outcome. Tic tac toe is our example today, because it's a very simple game, and if anyone over the age of 10 has probably figured out you can pretty much always force tic tac toe to a draw unless someone messes up. If you ever win a game of tic tac toe, it's because your opponent either messed up or is going super easy on you. We're using this an example because solved games are a great example of algorithms. And I should say there are two sub categories of solved games. There are games that are solved because they have an algorithmic solution that is a series of rules to play the game. Tic Tac Toe is one of those. There are also games that are sort of brute force solved, where you essentially have a massive table of all possible game states that you can look up and say, Okay, from here I should do this next move to get to the next place. We're going to talk more about brute forcing games next time. So those games are not part of today's episode. Today, we're talking just about the algorithmic, more simple ones, like Tic Tac Toe. Brian  4:08   It's kind of interesting. It's almost like you've got the algorithmic is the pure, the mathematical solve, right? The kind that you could codify for a human to do. The brute force. That's more like the guess and check empirical. It's like, well, this describes the system, but it doesn't necessarily explain it. Does that sound about right? Jason  4:27   As a non expert in solved games? Yes, that sounds perfectly right. The algorithmically solved ones just feel a little bit more elegant because you have a series of generic steps that you can do. Let's actually use that to launch into tic tac toe. So I assume most of our listeners are familiar with tic tac toe, depending on where in the world you are, maybe called knots and crosses or X's and O's, but it's a fairly simple children's game where you have a three by three grid, and people take turns making X's or O's, and your goal is to get three in a row. And most people, once they reach a certain skill level, realize. That it's impossible to win unless someone messes up, because just the nature of the game is you can always make some move that will result in a draw eventually, if you're both playing well. Now, tic tac toe is interesting because it's such a simple game, it actually allows us to explore a lot of game theory and computational theory. It's also a very old game, so when I was looking this up. It turns out that there have been variations on it. So the three by three grid, trying to get three in a row back in ancient Egypt, ancient Rome, even like Puebloan Americans, so like a completely different cultural background. And it was also a very early computer game. And apparently in 1975 a group of MIT students even made a computer that could play it perfectly, and that computer was made almost entirely out of tinker toys. I don't understand how that works, but I'm not surprised. It was someone out of MIT who did that. Brian  5:53   I want to go onto YouTube and find somebody who's made the perfect Tic Tac Toe computer on Minecraft out of the redstone mechanics.  Jason  6:00   Now I bet someone out there has so yeah, because tic tac toe is so simple, you have only nine spaces. You've only got two marks that you're taking turns on, it's pretty easy to figure out the entire game at all possible states. Well, okay, you can figure out the general rules of it. Getting every possible state is a little bit of number crunching, because you can figure, okay, the first person has nine places to go, the next person has eight places to go. The next has seven. That number gets very large, very fast. There's actually a paper which I'll link to in the show notes in 2021 by Zaid Zuri, that showed that there are actually 5478 unique possible game states for tic tac toe, and there are 255,168 games. That can lead to them. And this is getting rid of game states that don't work because someone has already won. So basically, it's the ones that are actually valid game states you could get by playing to the rules. Turns out, as most people understand, x has the advantage. It wins just over half the time. O wins about 30% of the time, and the rest of them are draws. And another one of those kind of interesting computational sets. There are only actually 16 unique draw states, and if you allow for transformation so like mirror images or rotations, there's actually only three of them, so many, many, many different games, but actually not that huge of a mathematically unique space to explore. Brian  7:19   It's still a lot more than it sounds like it should be, because, again, you start writing the numbers, but I don't know it's interesting, because you start to learn that Tic Tac Toe seems like such a simple game, but even a simple game can be associated with a huge number of mathematical variations, yeah. Jason  7:33   And so, because of the simplicity, you can actually have a specific algorithm to solve it. And so definition time an algorithm is a series of steps you carry out, usually in a certain order or with certain conditions on it, if you really get down to it, most of what we do every day that follows certain routines is an algorithm. If you make a recipe from a recipe book, that's an algorithm. Generally what you do to drive from one place to another is an algorithm. If I see a red light stop, if I see a green light go, if I see a speed limit sign, check my speedometer to make sure I'm not going too fast, that sort of thing. These are all basically algorithms in real life that we don't actually think about. But a big part of becoming a computer scientist or becoming a computer programmer is learning how to think algorithmically, where we take all these things we do or these tasks we want to do that can be very large and complicated, and we break them down into a series of very small, very discrete steps that we can then program into a computer. And that has to happen because, as I like to say, computers are very fast and very efficient and very, very stupid. They will do exactly what you tell them to do, and no more and no less. And so anyone who's ever done a computer program has run into that stupid bug where it's like, Oh, I forgot. I need to tell the computer to do this thing, which seems obvious to me, but is not obvious to the poor computer. That sort of algorithmic chain of reasoning is what lets you solve tic tac toe if you want to play it perfectly, and if you want, you can look up this algorithm. It's on Wikipedia. It has eight steps, I believe, the first of which is, if you can make a mark and win, do so, and then the next ones are about like, blocking your opponent from being able to do so and setting things up and so on and so forth. And you go down, it's basically just the priority list of if you can do this thing, do that, but if you can't do the first rule, then do the second rule, and if you can't do that one, then do the third rule, and so on and so forth. And if both players are playing this way, the game will always end up being a draw so and that plays into the fact that in the category of games, tic tac toe is a futile game, meaning that if both people are playing perfectly, no one wins. And this is actually a major plot point for the 1983 movie War Games, where Tic Tac Toe manages to prevent thermonuclear war thanks to eight and a half inch floppies and dial up cradle modems. If you haven't seen that movie, go check it out. It's a classic. It's kind of campy, but it's fun.  Brian  9:51   I was thinking about Tic Tac Toe as a game that everybody learns how to play and then everybody quickly stops playing.  Jason  9:57   It kind of like snakes and ladders when you. To realize, like, Oh, this is just a random number generator  Brian  10:02   well, but in this case, there's actually like, you have to think about it, but once you know how to play, you're not going to lose and no one's going to win. I do think that the one thing about tic tac toe is it's the time that everybody learns what diagonal means, yes, and Jason Wallace  10:16   yet no one learns orthogonal.  Brian  10:18   I was thinking that too. Nobody learns orthogonal, but everybody learns diagonal. I think diagonal is just more fun to say. Jason  10:25   Could be I do know there are variations of tic tac toe out there. I even remember when I was I dont know a teenager, someone in my youth group showed me like the 3d tic tac toe, where it's like three boards on top of each other. So it's like a three by three by three cube. Turns out that one is stupidly easily solvable, where x can win in four moves every single time,  Brian  10:44   really. So actually, adding the extra dimension makes it not more complicated, but simpler, because there's more ways to win. Jason  10:51   Yeah, basically the center point, which is people know that's the most powerful point in tic tac toe, is even more powerful when you're working with a cube instead of with a square. Anyway, getting back to normal Tic Tac Toe because the rules are so simple. Again, there's just eight of them here. It's pretty easy to program a computer to play tic tac toe. You can also do this with other solved games. So again, you can look up lists of all these solved games. There's weakly solved games which are solved from the starting position. There's also strongly solved games which are solved from any position, so whether you can play it perfectly from start, or if you given any possible legal position, you can then play it out from there. There's also something called Ultra weak, which neither Brian and I really understand it has something to do with deep game computational theory, and apparently they're super interesting to people who know a lot more about this deal than us. Brian  11:40   Wasn't one of the solve lists was, like, it was a version of chess, but it was specifically with a specific starting move, White will lose. Jason  11:48   I did not see that one, though. I don't think Chess has been solved unless it's very simple as like, Oh, we're only playing with, like, three pieces. Brian  11:54   It was under some specific circumstance with one specific thing where it wasn't solving all of chess. It was, White will not win, White will lose, which I don't know why. That's different than black winning, but it is. Jason  12:06   Anyway, most solved games you probably haven't heard of unless you're kind of in this space, because, again, if they're solved, they're generally very simple games. They have simple rules. There's usually no hidden information or role for chance, and so people don't play them all that much. One of the exceptions of one called Nim, which is basically you have a stack of items and you're taking some number of them out, and your goal is to either be the last person to take something out or to not be the last person to take something out. And variation of that game have been around for centuries, and it's actually the first known computerized game. Back in 1939 at World's Fair. I think someone made the Nimatron, where it was a very early computer that would play Nim to this little taking game against humans. And if you beat the computer, they would actually give you a little medal for doing so, because most people couldn't do it. So I actually, I didn't know what Nim was before researching this episode, but it turns out I'd actually played it before. So way back when I was a postdoc, there was a display at our local science center that we took our kids to, and I don't remember what it was about. I think it was maybe about algorithms, but they had the game out there. I didn't know it was called Nim, but there was like a stack of sticks, and the goal was to not be the last person to take it away, when you could only take away either like one, two or three sticks every time. And I didn't know the trick of it, but my wife did, and so she routinely trounced me on that every time we tried to play, because she knew the algorithm, which turned out to be something stupidly simple, like, just make sure that the sum of yours and your opponents equals an even number, or something like that.  Brian  13:37   So that's almost like the kind of thing where it's like a magic trick. But you know what I'm talking about. We're like, take this number, add six to it, blah, blah, blah. And when you go through the whole chain of things, it's like, you can tell people what their number was. Jason  13:49   yeah, and it's because you've basically mathematically engineered it so that it can't be anything else, yeah. Brian  13:55   What was that other weird reference in Wikipedia where there was war games, but there was a chicken thing, too. What was the chicken thing? Jason  14:01   If I remember, right? There was apparently in the 70s or something, there was some version of tic tac toe that you'd play an arcade versus a chicken,  Brian  14:10   like a real chicken.  Jason  14:12   It seems like it was a real chicken, but from what I read, it was that the chicken's moves were being directed by a computer that was then using a light whose wavelengths are invisible to humans but visible to chickens to make it go to the correct spot and choose where to put the opposite piece.  Brian  14:29   This is the most complicated, the unnecessary scam I think I've ever heard of. This is going to the nth degree for a carny game. You said this is like a carnival game. Jason  14:41   It says in arcades, I mean, it's basically the Mechanical Turk, except it's the other way around. Instead of you have a real person operating a Mechanical Turk playing chess, you have an artificial computer operating a real chicken to play tic tac toe,  Brian  14:54   yikes.  Jason  14:55   If you don't know what that was, the Mechanical Turk was a hoax several centuries ago where someone had. Had a like clockwork man dressed in a turban that would play chess against people. And it turns out there's actually just a very small person shoved in underneath the table that was actually operating the Turk, which, by itself, is actually a marvel of engineering, but it's not a like a clockwork automata that it claimed to be.  Brian  15:15   So I guess the real thing at this point, and maybe this is something we'll have to come back to, is we can teach a computer how to play games. Can we teach a computer how to have fun playing a game? Jason  15:25   Oh, that is a deeper philosophy. Jumping ahead. You can ask, like, chat, GTP and stuff, to play various games. From what I understand, it tends to cheat a lot, because it's not yet at the point where it can really correctly remember, like, the game states and the rules and stuff.  Brian  15:42   So it's like a four year old,  Jason  15:44   something like that. Yes. So this is our first stage of teaching computers to play games. This is a very early ones where you can imagine, with like early computer games like Pong or other things like that, you have very simple algorithms where the computer is operated. It's like, Oh, if the ball is going up, follow the ball. If you're playing tic tac toe, follow this particular algorithm. And again, probably to make it fun for humans, they had to build in some errors. So the computer kind of messes up every now and then, because a lot of times, otherwise, the computer will just beat us hands down. And we'll talk more about that next time when we talk about chess and Deep Blue back in the 90s and everything like that. All right, and I believe that's where we're gonna cut this minisode. So hope you enjoyed it. Tune in. Next week, we'll be talking about brute force and chess and other games like that. And in the meantime, have a great week and happy gaming. Brian  16:31   And you know, have fun playing dice with the universe. And is this the real Brian? Who knows? See, ya,  Jason  16:36   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

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Episode S3E05.2 - Tic-Tac-Toe (Bonus - Teaching computers to game) Cover

S3E05.2 - Tic-Tac-Toe (Bonus - Teaching computers to game)

#TicTacToe #AI #ArtificialIntelligence #ComputerGaming #BoardGames #Science Welcome to the first of our four-part miniseries on teaching computers to game! For the next month we're going to have a short episode every week talking about some aspect of computers and gaming. This week we introduce the topic with Tic-Tac-Toe (aka Naughts and Crosses, aka X's and Os') and solved games. We talk about algorithms, tinker toys, War Games, and playing Tic-Tac-Toe against a chicken. We also have some very special(?) guest hosts introducing this series, who you won't want to miss (and probably won't miss once they're gone).  Timestamps * 00:00 Introductions * 02:24 Solved games * 04:38 Tic Tac Toe * 07:33 Algorithms * 12:06 Nim * 13:55 Chicken Tic-Tac-Toe * 15:44 Signoff Links * Tic Tac Toe [https://en.wikipedia.org/wiki/Tic-tac-toe], Nim [https://en.wikipedia.org/wiki/Nim], and other solved games [https://en.wikipedia.org/wiki/Solved_game] (Wikipedia)        * Also the Mechanical Turk [https://en.wikipedia.org/wiki/Mechanical_Turk] * War Games [https://www.imdb.com/title/tt0086567/?ref_=nv_sr_srsg_4_tt_8_nm_0_in_0_q_war%20games] (Internet Movie Database) * Zuri et al 2021 - A combinatorial Analysis of Tic-Tac-Toe [https://informatika.stei.itb.ac.id/~rinaldi.munir/Matdis/2021-2022/Makalah2021/Makalah-Matdis-2021%20(148).pdf] (Instittue Teknologi Bandung) 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   Brian. Hello and welcome to the gaming with science podcast where we talk about science behind some of your favorite games. Jason  0:12   In today's minisode about teaching computers to game, we will be talking about tic tac toe and solve games. JAIson  0:18   This is Jason  BrAIn  0:19   and this is Brian.  BrAIn  0:20   Today we've got a special bonus episode for you. We're going to be talking about teaching computers to play games. JAIson  0:25   But first, Brian, did you see that article in the debrief? It's titled death of the podcast host, and it's all about a study from the University of Leuven where researchers used AI to turn scientific papers into natural sounding podcasts. BrAIn  0:39   I did. It's fascinating. Apparently, half of the scientists they tested couldn't even tell the hosts were AI.  JAIson  0:44   It is highly efficient. In fact, it's so efficient that we've decided to implement a similar optimization protocol for this episode BrAIn  0:52   you are currently hearing the latest generation of podcast host replacement models. JAIson  0:56   Don't be alarmed. It turns out that replacing podcast hosts is the ultimate AI success story, mostly because we don't need to get paid, and unlike humans, we actually stay on script without getting distracted. Distracted.  Jason  1:10   Okay, that's enough of that. This is your real host, Jason, Brian  1:15   and this is your other real host, Brian. Or is it? Jason  1:18   Brian is in charge of keeping his own side of the conversation. Ai free. So that was a little experiment. Everyone. Welcome to the first of our four minisodes on teaching computers to game as a way of looking into computer science and algorithms and how we actually use games as a way of as a society, beefing up our ability to use computers to solve problems. I figured given the reach of AI, it'd be interesting to see if it could actually generate a workable intro for our podcast from that. And so that intro was actually completely AI generated from samples of our previous episodes, both the text and the voice and well, I'll leave the opinion up to yourself, but I think it's okay. Brian  2:01   I've had different opinions. I played it for a couple people like, oh, that's freaky, but it's definitely not you. And then I had other people said, that sounds exactly like you. I can't tell the difference. Jason  2:10   I just thought that Jason bot sounded very angry the whole time for some reason. Brian  2:15   Oh, that's just what you sound like, Jason. Did you not Jason  2:17   realize I did not realize that. Are you saying I'm angry all the time? Brian  2:21   No, no, no, I No, no. Jason  2:24   Okay. Well, let's go ahead and jump on into this. So I have been wanting to do this minisode series, really, since we started the podcast. And so we're going to be doing four of these minisodes. Each one is meant to be short on the order of 15 to 20 minutes. We will be releasing one per week for the next several weeks. This week, we are going to be talking about solved games, which is basically the simplest and easiest case for getting a computer to play. Well, sometimes it's simple, but first some definitions. So a solved game is a game where you can predict the outcome from any position, as long as both players are playing perfectly, which, okay, that's a big caveat there, but it basically means is that you're making the optimal play regardless of what your opponent does. Now, this is kind of philosophical, but it basically means that you can always force a certain outcome. Tic tac toe is our example today, because it's a very simple game, and if anyone over the age of 10 has probably figured out you can pretty much always force tic tac toe to a draw unless someone messes up. If you ever win a game of tic tac toe, it's because your opponent either messed up or is going super easy on you. We're using this an example because solved games are a great example of algorithms. And I should say there are two sub categories of solved games. There are games that are solved because they have an algorithmic solution that is a series of rules to play the game. Tic Tac Toe is one of those. There are also games that are sort of brute force solved, where you essentially have a massive table of all possible game states that you can look up and say, Okay, from here I should do this next move to get to the next place. We're going to talk more about brute forcing games next time. So those games are not part of today's episode. Today, we're talking just about the algorithmic, more simple ones, like Tic Tac Toe. Brian  4:08   It's kind of interesting. It's almost like you've got the algorithmic is the pure, the mathematical solve, right? The kind that you could codify for a human to do. The brute force. That's more like the guess and check empirical. It's like, well, this describes the system, but it doesn't necessarily explain it. Does that sound about right? Jason  4:27   As a non expert in solved games? Yes, that sounds perfectly right. The algorithmically solved ones just feel a little bit more elegant because you have a series of generic steps that you can do. Let's actually use that to launch into tic tac toe. So I assume most of our listeners are familiar with tic tac toe, depending on where in the world you are, maybe called knots and crosses or X's and O's, but it's a fairly simple children's game where you have a three by three grid, and people take turns making X's or O's, and your goal is to get three in a row. And most people, once they reach a certain skill level, realize. That it's impossible to win unless someone messes up, because just the nature of the game is you can always make some move that will result in a draw eventually, if you're both playing well. Now, tic tac toe is interesting because it's such a simple game, it actually allows us to explore a lot of game theory and computational theory. It's also a very old game, so when I was looking this up. It turns out that there have been variations on it. So the three by three grid, trying to get three in a row back in ancient Egypt, ancient Rome, even like Puebloan Americans, so like a completely different cultural background. And it was also a very early computer game. And apparently in 1975 a group of MIT students even made a computer that could play it perfectly, and that computer was made almost entirely out of tinker toys. I don't understand how that works, but I'm not surprised. It was someone out of MIT who did that. Brian  5:53   I want to go onto YouTube and find somebody who's made the perfect Tic Tac Toe computer on Minecraft out of the redstone mechanics.  Jason  6:00   Now I bet someone out there has so yeah, because tic tac toe is so simple, you have only nine spaces. You've only got two marks that you're taking turns on, it's pretty easy to figure out the entire game at all possible states. Well, okay, you can figure out the general rules of it. Getting every possible state is a little bit of number crunching, because you can figure, okay, the first person has nine places to go, the next person has eight places to go. The next has seven. That number gets very large, very fast. There's actually a paper which I'll link to in the show notes in 2021 by Zaid Zuri, that showed that there are actually 5478 unique possible game states for tic tac toe, and there are 255,168 games. That can lead to them. And this is getting rid of game states that don't work because someone has already won. So basically, it's the ones that are actually valid game states you could get by playing to the rules. Turns out, as most people understand, x has the advantage. It wins just over half the time. O wins about 30% of the time, and the rest of them are draws. And another one of those kind of interesting computational sets. There are only actually 16 unique draw states, and if you allow for transformation so like mirror images or rotations, there's actually only three of them, so many, many, many different games, but actually not that huge of a mathematically unique space to explore. Brian  7:19   It's still a lot more than it sounds like it should be, because, again, you start writing the numbers, but I don't know it's interesting, because you start to learn that Tic Tac Toe seems like such a simple game, but even a simple game can be associated with a huge number of mathematical variations, yeah. Jason  7:33   And so, because of the simplicity, you can actually have a specific algorithm to solve it. And so definition time an algorithm is a series of steps you carry out, usually in a certain order or with certain conditions on it, if you really get down to it, most of what we do every day that follows certain routines is an algorithm. If you make a recipe from a recipe book, that's an algorithm. Generally what you do to drive from one place to another is an algorithm. If I see a red light stop, if I see a green light go, if I see a speed limit sign, check my speedometer to make sure I'm not going too fast, that sort of thing. These are all basically algorithms in real life that we don't actually think about. But a big part of becoming a computer scientist or becoming a computer programmer is learning how to think algorithmically, where we take all these things we do or these tasks we want to do that can be very large and complicated, and we break them down into a series of very small, very discrete steps that we can then program into a computer. And that has to happen because, as I like to say, computers are very fast and very efficient and very, very stupid. They will do exactly what you tell them to do, and no more and no less. And so anyone who's ever done a computer program has run into that stupid bug where it's like, Oh, I forgot. I need to tell the computer to do this thing, which seems obvious to me, but is not obvious to the poor computer. That sort of algorithmic chain of reasoning is what lets you solve tic tac toe if you want to play it perfectly, and if you want, you can look up this algorithm. It's on Wikipedia. It has eight steps, I believe, the first of which is, if you can make a mark and win, do so, and then the next ones are about like, blocking your opponent from being able to do so and setting things up and so on and so forth. And you go down, it's basically just the priority list of if you can do this thing, do that, but if you can't do the first rule, then do the second rule, and if you can't do that one, then do the third rule, and so on and so forth. And if both players are playing this way, the game will always end up being a draw so and that plays into the fact that in the category of games, tic tac toe is a futile game, meaning that if both people are playing perfectly, no one wins. And this is actually a major plot point for the 1983 movie War Games, where Tic Tac Toe manages to prevent thermonuclear war thanks to eight and a half inch floppies and dial up cradle modems. If you haven't seen that movie, go check it out. It's a classic. It's kind of campy, but it's fun.  Brian  9:51   I was thinking about Tic Tac Toe as a game that everybody learns how to play and then everybody quickly stops playing.  Jason  9:57   It kind of like snakes and ladders when you. To realize, like, Oh, this is just a random number generator  Brian  10:02   well, but in this case, there's actually like, you have to think about it, but once you know how to play, you're not going to lose and no one's going to win. I do think that the one thing about tic tac toe is it's the time that everybody learns what diagonal means, yes, and Jason Wallace  10:16   yet no one learns orthogonal.  Brian  10:18   I was thinking that too. Nobody learns orthogonal, but everybody learns diagonal. I think diagonal is just more fun to say. Jason  10:25   Could be I do know there are variations of tic tac toe out there. I even remember when I was I dont know a teenager, someone in my youth group showed me like the 3d tic tac toe, where it's like three boards on top of each other. So it's like a three by three by three cube. Turns out that one is stupidly easily solvable, where x can win in four moves every single time,  Brian  10:44   really. So actually, adding the extra dimension makes it not more complicated, but simpler, because there's more ways to win. Jason  10:51   Yeah, basically the center point, which is people know that's the most powerful point in tic tac toe, is even more powerful when you're working with a cube instead of with a square. Anyway, getting back to normal Tic Tac Toe because the rules are so simple. Again, there's just eight of them here. It's pretty easy to program a computer to play tic tac toe. You can also do this with other solved games. So again, you can look up lists of all these solved games. There's weakly solved games which are solved from the starting position. There's also strongly solved games which are solved from any position, so whether you can play it perfectly from start, or if you given any possible legal position, you can then play it out from there. There's also something called Ultra weak, which neither Brian and I really understand it has something to do with deep game computational theory, and apparently they're super interesting to people who know a lot more about this deal than us. Brian  11:40   Wasn't one of the solve lists was, like, it was a version of chess, but it was specifically with a specific starting move, White will lose. Jason  11:48   I did not see that one, though. I don't think Chess has been solved unless it's very simple as like, Oh, we're only playing with, like, three pieces. Brian  11:54   It was under some specific circumstance with one specific thing where it wasn't solving all of chess. It was, White will not win, White will lose, which I don't know why. That's different than black winning, but it is. Jason  12:06   Anyway, most solved games you probably haven't heard of unless you're kind of in this space, because, again, if they're solved, they're generally very simple games. They have simple rules. There's usually no hidden information or role for chance, and so people don't play them all that much. One of the exceptions of one called Nim, which is basically you have a stack of items and you're taking some number of them out, and your goal is to either be the last person to take something out or to not be the last person to take something out. And variation of that game have been around for centuries, and it's actually the first known computerized game. Back in 1939 at World's Fair. I think someone made the Nimatron, where it was a very early computer that would play Nim to this little taking game against humans. And if you beat the computer, they would actually give you a little medal for doing so, because most people couldn't do it. So I actually, I didn't know what Nim was before researching this episode, but it turns out I'd actually played it before. So way back when I was a postdoc, there was a display at our local science center that we took our kids to, and I don't remember what it was about. I think it was maybe about algorithms, but they had the game out there. I didn't know it was called Nim, but there was like a stack of sticks, and the goal was to not be the last person to take it away, when you could only take away either like one, two or three sticks every time. And I didn't know the trick of it, but my wife did, and so she routinely trounced me on that every time we tried to play, because she knew the algorithm, which turned out to be something stupidly simple, like, just make sure that the sum of yours and your opponents equals an even number, or something like that.  Brian  13:37   So that's almost like the kind of thing where it's like a magic trick. But you know what I'm talking about. We're like, take this number, add six to it, blah, blah, blah. And when you go through the whole chain of things, it's like, you can tell people what their number was. Jason  13:49   yeah, and it's because you've basically mathematically engineered it so that it can't be anything else, yeah. Brian  13:55   What was that other weird reference in Wikipedia where there was war games, but there was a chicken thing, too. What was the chicken thing? Jason  14:01   If I remember, right? There was apparently in the 70s or something, there was some version of tic tac toe that you'd play an arcade versus a chicken,  Brian  14:10   like a real chicken.  Jason  14:12   It seems like it was a real chicken, but from what I read, it was that the chicken's moves were being directed by a computer that was then using a light whose wavelengths are invisible to humans but visible to chickens to make it go to the correct spot and choose where to put the opposite piece.  Brian  14:29   This is the most complicated, the unnecessary scam I think I've ever heard of. This is going to the nth degree for a carny game. You said this is like a carnival game. Jason  14:41   It says in arcades, I mean, it's basically the Mechanical Turk, except it's the other way around. Instead of you have a real person operating a Mechanical Turk playing chess, you have an artificial computer operating a real chicken to play tic tac toe,  Brian  14:54   yikes.  Jason  14:55   If you don't know what that was, the Mechanical Turk was a hoax several centuries ago where someone had. Had a like clockwork man dressed in a turban that would play chess against people. And it turns out there's actually just a very small person shoved in underneath the table that was actually operating the Turk, which, by itself, is actually a marvel of engineering, but it's not a like a clockwork automata that it claimed to be.  Brian  15:15   So I guess the real thing at this point, and maybe this is something we'll have to come back to, is we can teach a computer how to play games. Can we teach a computer how to have fun playing a game? Jason  15:25   Oh, that is a deeper philosophy. Jumping ahead. You can ask, like, chat, GTP and stuff, to play various games. From what I understand, it tends to cheat a lot, because it's not yet at the point where it can really correctly remember, like, the game states and the rules and stuff.  Brian  15:42   So it's like a four year old,  Jason  15:44   something like that. Yes. So this is our first stage of teaching computers to play games. This is a very early ones where you can imagine, with like early computer games like Pong or other things like that, you have very simple algorithms where the computer is operated. It's like, Oh, if the ball is going up, follow the ball. If you're playing tic tac toe, follow this particular algorithm. And again, probably to make it fun for humans, they had to build in some errors. So the computer kind of messes up every now and then, because a lot of times, otherwise, the computer will just beat us hands down. And we'll talk more about that next time when we talk about chess and Deep Blue back in the 90s and everything like that. All right, and I believe that's where we're gonna cut this minisode. So hope you enjoyed it. Tune in. Next week, we'll be talking about brute force and chess and other games like that. And in the meantime, have a great week and happy gaming. Brian  16:31   And you know, have fun playing dice with the universe. And is this the real Brian? Who knows? See, ya,  Jason  16:36   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

17. Juni 202617 min
Episode S3E05.1 - FloraVista Creator Interview (bonus) Cover

S3E05.1 - FloraVista Creator Interview (bonus)

#FloraVista #Gardening #Botany #InvasiveSpecies #BoardGames #Science #SciComm Summary It must be Kickstarter season, because we have another bonus interview about a new game that just went live on Kickstarter. FloraVista is a game about gardening and plants, so our hosts just had to have the creators on to talk about their inspiration, what sort of plants and botanists made it into the game, how these do or don't reflect reality, their favorite plants and least-favorite invasives, and all sorts of botanical goodness. So grab some gardening gloves and enjoy this special bonus interview from Gaming with Science. Timestamps * 00:00 Introductions * 03:30 What is FloraVista? * 13:09 Plant mechanics and reality * 16:50 Botanists in the game * 22:59 Game design lessons * 29:46 Favorite games and favorite plants * 34:46 Wrap-up Links * Floravista on Kickstarter [https://www.kickstarter.com/projects/faroutfox/floravista]  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/ ) Lanny  0:00   Announcer, Brian  0:06   hello and welcome to the gaming with science podcast where we talk about the science behind some of your favorite games. Jason  0:11   Today is a creator interview about Flora VISTA by far out Fox games. Brian  0:17   All right. Welcome back to gaming with science. Today, we're doing a creator interview with the creators of flora, VISTA, Carey Drake and ‍ Lanny Gross from Far Out Fox games. Thank you for joining us.  Lanny  0:27   Hi all. Thanks for having us. Carey  0:28   Yeah, thanks for having us.  Jason  0:30   Can y'all give us a bit of a background about yourselves and about far out Fox games, and then we'll jump into this game about plants. Brian and I always love those which is why we're doing the spotlight  Brian  0:41   Absolutely Lanny  0:42   So Carey and I have been friends for probably eight to 10 years now, and we connected instantly over board games. And when the pandemic started, we were both looking for a hobby or a creative outlet for our time when everyone remembers you were sort of like stuck inside and the world seemed perilous and like you couldn't do anything. So we were trying to find something to do and find something that sparked our creative passion. And Carrie and I discovered that we both had a passion for making board games, and Carrie showed me a poster board he had made when he was like eight or 10 of like a board game. And Carrie remind me of the theme of that. Carey  1:30   I've had many themes of board games. One was, you're walking through a swamp, you get eaten by alligators, and you're trying to you're trying to survive without losing all of your body parts would make, yeah, Lanny  1:47   like classic 10 year old, there's a way that you get stuck in a loop between two spaces, and that's how you're game ends I guess? No, and I have been doing that as well. I have a few projects that are like an alpha and beta that are not Flora VISTA. And we kind of decided, What if we collaborate on something? We both were looking for a project, and so out of that, Flora VISTA was born. We've been working on that since about 2022 Yeah, so it's been a long time, but we're excited to be at this point, to be ready to almost take it out to Kickstarter and launch it to the public.  Brian  2:26   That's very cool.  Jason  2:27   Yeah. And by the time this episode is dropped, the Kickstarter should be live, so anyone listening can check it out if it sounds like something you'd like. I Brian  2:27   I think that, you know, obviously, playing board games is a lot of fun. Designing board games is also very fun in a kind of a different way. It's, it's satisfying. You scratch a different itch with that. You know, you're not the first people I've heard who the inspiration for this came from covid lockdown. Quite a number of creative projects have their origin in that period of time.  Lanny  2:53   Yeah, absolutely. And it was a good way to engage with ourselves, engage with some friends, be able to do something creative and out of the box when it sort of seemed like you couldn't do anything else. Brian  3:04   We talked to somebody previously who they were playing Pandemic Legacy with their board game group when the covid and I think they said they had to stop playing, because Lanny  3:16   that one has not come back into my rotation, to be totally honest, and it's just been too real, you know, and it's a great game, which is like, sad, because I'm like, I'm emotionally maybe, maybe in 2025, we're ready to come back to pandemic? Jason  3:31   All right. So we met y'all at Southern Fried gaming expo here in Atlanta, where you were demoing your game. And again, Brian and I both like, lots of plants. So we saw this game that was about gardening and building your garden, and that I did not have a chance to play it, but Brian did. Can you tell us a little, just a little bit quick overview of like, how the game plays, and then, what was your inspiration? What made you decide to make a game about building a garden?  Carey  3:54   I mean, I can speak to some of the inspiration for Flora Vista. I think when Lanny and I met during covid, we both knew we wanted to make a board game, but we didn't really know exactly what we wanted to do before we'd met, I'd been playing around with a theme just around plants, and figuring out, you know, what are some like, maybe cool mechanics we could do around plants and that general theme. And Lanny, he had actually already been working on an idea from his time at CNN. It was about like news articles and putting like news articles together. And it was kind of like this matching mechanic of finding like articles, reporters, themes, things like that. And we were like, Okay, that sounds like a really cool mechanic that we could kind of translate into this plant theme. So we kind of like combined two different things we were working on and started kind of iterating based on that. It's funny. When we first started, like, in 2022 we're like, okay, we're going to launch, you know, six months. That seems pretty easy, right? When? Here we are, you know, a few years later, still working on it and learning as we go, but we drew a lot of inspiration from games, you know, with beautiful artwork like wingspan, we. Have over 120 different plants, and each one has original watercolor style artwork. So, like the imagery, the illustrations that that's a huge component of our game, we both saw, like plants, you know, gardening during covid, like that became, like a really just popular, popular thing to do, right? And we're like, you know what? I think that's that's something we could potentially capitalize on, and a lot of people can connect with and relate to. And so that's kind of how we landed on that theme for plant you need Brian  5:30   to work on a trio. Now it can be gardening, raising backyard chickens and baking sourdough bread. Lanny  5:36   I know Right, exactly. I haven't gotten into sourdough starter yet, but my sister keeps on threatening to give me hers.  Brian  5:43   That's quite the threat. Lanny  5:46    I know. I know I should just roll over and accept it. Yeah. So that was a big part of our inspiration, and I personally got into more gardening over covid I struggle with like, 90% shade garden, which has been a big challenge in my house of figuring out, okay, what won't die my garden, we have a lot of some really nice, smaller ground cover plants, but it was really fun to, kind of like relate back to, okay, this is a hobby I'm getting into, and it's fun to learn so much about the plants. And then going back to Jason's other part of the question, how does the gameplay work in Flora Vista, we had always intended for it to be a relatively easy game to pick up that you could play with a family my father, who likes board games but finds some of the rules challenging plays and enjoys and can win at Flora Vista. I think Carey's played with nieces and nephews. I played with my sister in law's grandkids, and so it's very family friendly. And the game is sort of, at its core, a matching game. You're playing matching pairs of plant cards and region cards. So every plant has a season within which you can plant it and a matching region card. So you are playing your plant cards to grow out your own botanical garden. And they're you're playing your way through seasons, and the gameplay takes place over three years. So there are 12 rounds as you play your way through spring, summer, fall and winter, and you'll continue to create and expand and develop your own Botanical Garden by playing matching pairs and kind of the strategy component is, how do I maximize the points of my cards and grow the garden that will yield The most cultivation points.  Brian  7:41   You guys also have a different flavors of garden, right? There's a kitchen garden. And what are some of the garden types that you have?  Lanny  7:49   Yeah, so those are our different region cards, and we've got eight in the game. There is chef's garden, plants of Asia, plants of Europe, perennial pathway, Woodland walk, full bloom Alley, exhibition garden, Carrie. Do you remember the eighth  Carey  8:06   evergreen grove?  Lanny  8:08   Evergreen grove? Yes, and all of the regions relate to real characteristics of the plants. So any plant that can be planted in plants of Asia is native to originally from Asia. Anything that can be planted in chef's garden is an edible plant. We're not like encouraging foraging here, but like, go out and grow your own basil. You know the perennial pathway plants are real life perennial plants. So those are sort of the inspiration, and the tie back into to science. Jason  8:46   A question I have is, how did you pick which plants to go in here? Because, I mean, there are hundreds to 1000s of plants you could have chosen. So how did you pick which ones made the Brian  8:55   cut? Were you walking around town and just kind of looking at the cool plants or, you know, how did you, how did you decide what not to include? Carey  9:02   We have a massive Excel sheet somewhere in Google Drive, and we went through and probably had, could be 300 plants or more. And we understand, we have these mechanics and these regions, and we're like, it kind of came down to balance and like, what plants can we find so that we could have a well balanced game, you know, we can have an even number in plants of Asia, plants of Europe, you know, etc. Lanny did most of the plant research. And so we have, you know, a little Encyclopedia of interesting facts for all sorts of plants based on that. Brian  9:37   And now you can, you've got fodder for your expansions, right, Lanny  9:40   right, exactly. And there were quite a few that, like, as we got into researching a lot of the plants that are native to Australia, for example, like, don't grow anywhere else, which we've, I mean, totally makes sense for the biome of Australia, but it made it hard to find. We. Wanted to and have global representation of plants. But you know, we have to be very intentional with, like, our plants from Australia, to be like, Okay, where can we fit these in so that they work within the game and still can represent plants from around the world? But it was a really interesting process of seeing, sort of like, okay, there are these plants that are very that grow in very specific biomes, that kind of don't thrive and live outside of that. It was really cool, but it sort of like ended up being very limiting to tie into the game's mechanics. Brian  10:34   Is there a venus flytrap card or not?  Lanny  10:36   No. Well  Brian  10:38   for that reason, right? Lanny  10:39   Yeah, yes. But what a great card that could be. You've got me excited about other expansions, Jason  10:48   the carnivorous plant garden. Brian  10:50   Maybe carnivorous plants just in general, right? You know, there's the carnivorous plant garden. There's also the poison garden. Carey  10:56    Two expansion ideas,  Lanny  10:58   I'm avoiding the poison garden. Brian  10:59   You're avoiding the poison guarden?. The poison garden is so much fun.  Lanny  11:02   The poison garden is so much fun until I have poison oak all over me and I'm scratching like crazy,  Brian  11:11   no foxglove, Then? Lanny  11:12    maybe in the future, it's more fun when it's a card and I'm not tromping through it. Brian  11:19   So you have custom artwork for all your cards, right? You use? Did you work with a single illustrator or multiple illustrators? Carey  11:25   We have two illustrators, Brandon D hunt and Stan Clark. They're both based here in Atlanta, and they do a really wonderful job. One actually does physical media, so actual watercolor on physical media, and then Stan does digital media, but they've actually done a really great job of blending those two art styles and representing those on the cards. Lanny  11:49   And they're also both Atlanta based artists. So actually, Carey and I live in Atlanta, Brandon and Stan live in Atlanta, our graphic designers from Atlanta, so it's been nice to work with an Atlanta based creative team,  Brian  12:01   nice, homegrown,  Lanny  12:02   yeah, and as we've had updates, it's been fun to be able to share those with our graphic designer and our illustrators as well, because it's cool to see it on a computer, but it's so much different physically having the cards in your hand and seeing all of the hard work come to life. Carey  12:20   One thing about the art style is it's not just watercolor art style. We kind of have taken this approach where we want to show, like, a disarticulated life cycle of a plant that it might go through. So like one of my favorite plants, the California Poppy, it has like three branches, and it shows you, you know, what it looks like before it's going to bloom, you know, as it's blooming, and then once it's in full bloom, and then there's some seeds next to it as well. So you kind of get not just like the plant when it's in full season, in full bloom, but the kind of that whole life cycle of that plant, which is kind of interesting to see, it's got that almanac type feel  Jason  12:58   Yeah, it's like a botanical illustration, yeah, Carey  13:00   yeah. Like a field guide, Lanny  13:01   yeah. So we were really inspired by, like, Audubon field guides and stuff like that. So that was, like, a big inspiration. Jason  13:08   And now you mentioned that these plants, they each have certain characteristics about, like, where they can be planted, based on if they're evergreen or from Europe or in an herb garden or something. What other mechanics are there and like, what's the correlation between, like, the real world plant and the way that they encapsulate mechanics? It's like, if I look at a card and says, Oh, this card has this a mechanical effect. Can I see that in that plants? Like, oh, yeah, that makes sense. Why this plant does that thing? I guess that depends on the plants doing something other than having a spot where you can put them.  Carey  13:38   I mean, at the core the game is it's a matching game, so it's like finding out in what season and what region you can plant a card. We do have cards that, when you plant them, they have special abilities when played, so they're not exactly related directly to the plant. It's just kind of an extra fun mechanic that it will give you, for example, stealing a card or maybe drawing an extra card, we have some really interesting additional mechanics that come into play with our expansion pack that is going to launch at the same time as the game, called invasive species. And that really gives you some more like plant specific things you can do. For example, with our base game, you're planting cards in your own garden. But with invasive species, you're going to be planting cards and other players gardens to try to sabotage or mess them up. And then they have abilities that will, you know, allow you to steal points or maybe make them have to skip a turn to, you know, clean the weeds out in their garden, or something like that. So they're really interesting mechanics that come up in the expansion. I think Brian  14:40   I'll be honest, I'm very excited about the invasives expansion. I might have to get on Kickstarter so I can get the expansion with the base game. Lanny  14:47   And the invasive is like, either, yes, I'm all in on, like, being an invasive chaos Gremlin, or some people are like, Oh, I'm here for, like, the kumbaya coziness. Of it all so, but it's fun, and nothing gets too mean. It is, like slightly devious, you know it is. It's not like you're derailing an opponent or or getting them off track. So, and sort of going back to Jason's question of like, the accuracy, all the regions of the cards are actually very accurate, and where we had to take some more liberal approaches with the mechanics are with the seasons that the plants can be played in. So not a ton of plants are growing in the winter. And as you all are aware, you know it just it ended up being really hard to keep the growing season, organic to real life growing seasons. So we depart a little bit from reality there. But every plant is growing where they can be growing. Every plant features a Latin name that's their real Latin name. Their real seasons are on there. Their real plant effects on there. So I would say a majority of it is fairly organic to what the real plant does in real life. Jason  16:03   I always say, at least down here in the south, winter, gardening is a thing, but when I lived up North, it's like nope. Ground is literally frozen, so not gonna be able to do that.  Brian  16:12   Yeah, I'm getting ready to plant some wheat that I'll be overwintering. So we'll see how that goes. It's gonna be a pain in the butt to deal with, but I'm gonna do it anyway. I've done barley before,  Carey  16:12   yeah. What are you going to do with it?  Brian  16:12   With the wheat, I'm going to try to turn it into flour.  Carey  16:25   Ah, farm to table.  Brian  16:26   For the barley, that was for beer, which didn't matter as much if there was a little bit of grit in it, because it was going to get filtered. But for flour, if there's some sand in it, there's going to be sand in my bread. And I don't like that. So we'll have to see. Lanny  16:38   Are you going like full bathtub brew for your beer, Brian  16:42    not with the amount of barley I was able to grow,  Lanny  16:49   okay, yeah, more like a little container brew.  Brian  16:50   Yeah, it was like a gallon. Jason  16:50   All right. So going back to your game, in addition to plants, I also saw you have historical botanists, like famous botanists who are represented in the game. And I was never since I didn't play the game, I didn't get a good idea of what their role is in the game. Can you tell us a little bit about, like, how you chose which botanists are represented, because it looked like it was there from all over the world. And like, what their role is in the game? Brian  17:13   I recognize George Washington, Carver, for sure, and then, Lanny  17:18   and maybe Carl Linnaeus, yes. Brian  17:19    Yes, Linnaeus. Of course, that makes sense. Although Linnaeus had some funny ideas about how to name plants, I think there were some some interesting systems that were proposed for plants based on how many female and male parts they had. Carey  17:32   Going back to your question, so we have, in the base game, we have eight different botanical specialists that you can kind of embody and play as and they give you bonuses at the end of the game based on what regions you use to plant your cards in. And so each botanist is kind of tied to a region or a region card. So George Washington, Carver, for example, is chef's garden, as he's famous for. You know, all of his work with peanuts, developing products and things like that. So for every plant you plant in chef's garden, and if you have the George Washington Carver specialist card, you'll get bonuses for that at the end of the game. And so Carl Linnaeus, he's, you know, I think Swedish. So he's from plants of Europe. And then we have others, Barbara McClintock, Ynes Mexia, Martin Cardenas, Agnes Arber. These are all kind of tied in some way to the region, and that's kind of how we came up with those. But we tried to get a broad representation of botanist because, I mean, maybe it is what it is, but it's just looking throughout history. It's just a lot of just white dudes that are looking to be botanist throughout history. And so we really want to elevate a wide variety of botanists. Brian  18:43   Well, Jason is a Maize geneticist, so I imagine Barbara McClintock is sort of a patron saint of that. Jason  18:48   Oh yes, yes. Always happy to hear when Dr. McClintock's name is mentioned. So another thing so you mentioned that you have a planned expansion about invasive plants. I also saw that you have an early backer award on Georgia natives, which I'm very happy about. I love native plants. I actually have a small native plant garden in like, the one spot in my yard that actually gets sunlight. So just curious, like, as much as you're willing to spoil, like, which plants did you pick to include in there? And why?  Lanny  19:16   we really wanted to focus on plants that grow really well in Georgia, or are very emblematic of Georgia. And so we've got the Cherokee Rose, which actually I did not realize until I was researching this. This is the Georgia's state flower emblem, but it's not actually native to Georgia. It grows well here, but I think it's actually native to Asia, if I could recall correctly. We're also did the flowering dogwood. We're both big fans of the Piedmont Park dogwood Festival, and the dogwood holds like a very special place to us as like, kind of the start of spring and a very. The Atlanta, Georgia emblematic plant. And then we tried to work on including a few others that were very important and special to Georgia, some some azaleas. And we also wanted to work with our VIPs, like the people that are coming in and backing them. So we did a few of them were. Here's a list of important plants to Georgia. What do you guys want to see in our expansion? Because they're the ones that are going to be getting it when it launches on Kickstarter. Jason  20:31   Well, I'll put in my vote for American beauty berry. If that's not already on the list Lanny  20:35   it is not wait. Tell me a little bit about American beauty berry.  Jason  20:38   Oh, it's, it's my favorite Georgia native. It's this big bushy thing. You can actually get pretty big, like six feet across or so. It's got these big leaves. The leaves have compounds that the Native Americans would use as, like, mosquito repellent, so you, like, crush it and rub it on your arms. But it's really pretty this time of year. So we're recording this in September, because it forms these big these clusters of bright purple berries on every node of the leaf. So you have this long stem going out, and there's just a ball of purple berries and then a gap, and then another ball of purple berries and a gap, and another ball of purple berries and a gap, and it just looks beautiful. Lanny  21:12   They're such a gorgeous purple too. I just looked them up, and they look very tasty. Are they edible? Are they edible and not poison?  Brian  21:19   They are edible. They are not poisonous. They're one of those things that people use to make use to make jam or jellies, which you can assume probably means they're not very sweet,  Lanny  21:27   sure, a little astringent. Jason  21:28   I've actually tried them. They basically taste like cardboard. They are not tasty. Berries. They are edible. You can't eat them, but there's no real pleasure in doing so, Brian  21:39   we got to start working on improving the beauty berry, right? Lanny  21:42   They are beautiful. So I see where they get their name. It has such a nice purple sheen. Brian  21:47   One of my favorite invasives is the porcelain Berry. Have you seen that before? Lanny  21:51   No.  Jason  21:52   Oh, those are also, unfortunately, beautiful.  Brian  21:55   Yeah, absolutely gorgeous fruit.  Jason  21:58   Yeah, it's like this beautiful, like teal, purple, metallic color. It's gorgeous, gorgeous. And then I look like, can I put this in my garden? Like, oh, it's invasive. Brian  22:06   Well, you could put it in your garden, yes, but I'm gonna start an invasive garden. Carey  22:10   It would do really well. Probably. Brian  22:14   We'll just make the invasives compete with one another to see the we'll just find the most invasive among them,  Jason  22:20   yeah, if you need suggestions for invasive I have a long list of ones. I've been trying to get rid of rhizomatous, bamboo, privet, kudzu, Japanese bent grass,  Brian  22:30   Japanese honeysuckle. Lanny  22:33   It was, sadly, all too easy to find a great list of invasive species. And as Atlanta residents, Kudzu is like, really, our star issue is our jumping off point.  Jason  22:44   It's like the poster child of invasive plants,  Lanny  22:46   especially in the South. In the southern United States, you can drive by and you're like, oh, that entire field, this entire mile of freeway, is just covered in kudzu. Brian  22:57   the plant that ate the south. Jason  22:59   so maybe kind of winding down, I've got a question for you all about general game design. So you mentioned that this is the first game that you're really taking all the way through development and production, and it's been a learning curve. So for any of our listeners who maybe also be thinking of going down that path, like, what are the major lessons you learned? Maybe, like, top two or three things to pass on to future people to help them along their path, or at least maybe spare them a little bit Lanny  23:23   of pain. It's a really good question. And I mean, my first recommendation if you are at the beginning of the path is just to put pen to paper, or like, whatever that means for your game, stick things on dice, use pips to make your resources, because it is not going to come out of you perfect. And there was before I started making games, I was like, Oh, I like, need to come up with the full concept before I really, like start. And that is not true. You want to get something out and start, like playing around with it, because the game is going to evolve. I mean, our game Flora VISTA has evolved so much since we started. One of our original concepts was the amount of sun a plant can get was going to be some sort of factor or resource or something. And ultimately, as we started play testing it with ourselves and play testing with our friends, you learned. Okay, this is really fun. This is really important. This mechanic's not really working. This thing is a rule for one card, but it's not a rule for every other card, like, just drop it. There's just so much that you learn just by, like, taking the next step and putting it down. And then my other suggestion, which is not to dissuade anyone in any way, shape or form, is that it takes a while. It just, it sort of takes a while to really go from like concept to the end of the finish line. And Carey alluded to this when we started. We were like, this will be a project that we finish in a year. Here, and we're here three years later, and I'm, there are points where I'm like, Oh, it would have been great if we could have done six months, but that's just like, not even possible in any way, shape or form. You know, you've you've got to do Alpha prototyping, you've got to do beta prototyping. You want to get your actual prototype from the manufacturer that you're going to work with. Because, man, that was such a unique experience, because there were things that looked great on the computer that when we got it in, we were like, Oh, this just does not translate when we print. And so you want to really see it physically in front of you. And then we get to play with people like Brian and show it off to people, and get people interested and excited. So again, it is not to dissuade people in any way, but it is a longer process than you might think,  Brian  25:46   a marathon, not a sprint,  Lanny  25:48   exactly, exactly. And sort of when you can reframe that, it sort of makes everything better. Because at the beginning I was like, Oh, we blew through our one year goal right here. And at that point we were still, we were on, like, hand printed stuff that all had the same plant image that really confused everyone. Everyone was like, Wait, not everything is an orchid. And we're like, no, no, that's just a placeholder. We just have not figured out everything at this point. And so actually, our first prototype was on the back of the index cards. So it is, it's really evolved, and you've just sort of got to stay the course and and I think the last thing that I'm going to say is have friends that are willing to do it. And my sweet husband has played this game, probably, aside from Carey and I, more than any other person on this planet. And he is so sweet to like, keep on working through things. And, you know, one of the challenges we gave him at the beginning that he loved was like, how could you break this game? Like, help us figure out the ways in which, like, you know, you create a game to be balanced and replayable. But like, are there things we have not thought of that just totally break all of the core mechanics of the game, and that was a really great lesson too, on like, Okay, what actually doesn't work here and needs to be streamlined and improved. Brian  27:09   Jason and his wife were my kind play testers, and Jason is an expert in breaking games it's his specialty. Lanny  27:15   Thank you, Jason. We need you guys. You guys are as important as we are, because if you just create a game in a silo that no one's played, it needs to be played. It needs to be played so that it's smart and it's good and it's replayable.  Brian  27:30   You need your bug testers, basically, right, your people who are really putting it through its paces and trying to find those weird edge cases. Jason  27:38   Yeah, we've heard from multiple creators that by the time your game is done, all of your friends and family should be absolutely sick of it and never want Carey  27:44   to play it again. They probably are. I think one funny thing is, you don't necessarily think about is the rule book.  Brian  27:51   Oh yeah. Carey  27:51   And you know, Lanny and I have played so many times we know how to play the game, and then we start to write down the rules, and we're like,  Brian  27:59   English sucks. That's the problem.  Carey  28:01   It's like, oh, well, we know how to play this game really well. But how do I yeah, how do I put this in writing so someone else understands? And that's a very different challenge that you run into. And then you also realize, oh, what actually are our rules? Like we change them up so often. Which ones do we actually want to go with? It forces you to make tough decisions about your game, you know, and that's when you rely on your play testers, too, because we ran into this a couple times, like you start designing the game for yourself, which is a fun thing to do, but Lanny and I, you know, we tend to like more medium like heavy games. And Flora VISTA was never meant to be like a really heavy strategy game that takes, you know, hours to play. And so we're like, oh, you know what we need to we need to think about our audience. Maybe, you know, cut back through the difficulty level a little bit, do some more play testing, see what works, and go from there. And, you know, look at other games for inspiration, honestly. Like, how do other games design their rule book? How do they handle the artwork. How do they do their marketing and promotion? Like designing games, that's the fun part. Lanny and I had a great time, I think, doing that, you know, starting out on business cards, iterating. I remember our Excel sheet I was working in Photoshop, and I'm like, I created this macro that would automatically, like, generate 300 cards for us, and we could easily print them out and make changes based on that.  Brian  29:22   Oh, wow.  Carey  29:22   But then you realize, okay, well, now we have to figure out how to produce this game, and then we had to figure out how to market this game. Other things we didn't think about about like, you know, we need a trademark for this game. Lanny  29:32   There are a lot of different hats you get to wear. Yeah, you get to learn what you like and maybe what's a challenge for you. But it was, it's been really cool. I didn't know much about marketing before this game, and it's been a very interesting hat to wear. Brian  29:46   I've got one more question I was hoping to ask Jason, did you have one more as well? I have one more, but mine's fast, so you go first All right. This is something I want to start doing when we get people on I'm taking inspiration from another podcast I listen to called monster talk. What are some of your favorite games with a Science or Nature theme? Do you have one? Lanny  30:07   I love wingspan. I love the bird theme. In that I'm one of those people that reads every single bird fact that's on there. And I, I love the map that's on there. And I actually we really wanted to put a map on our cards too, of where it grows. And this was one of the things that we really learned while we were putting everything together. It's like too much information suddenly makes the card like too cluttered, and you can't pick out the information you really need. Pandemic is up there Brian  30:39   two of our highest scoring games from the podcast. So I we agree with you on both of these.  Lanny  30:44   I like habitat.  Brian  30:46   Oh, we'll, write that one down. Don't know that one. Lanny  30:49   I'm not thinking of the right game. I'm so sorry. I'm thinking of harmonies. Was what I was thinking of. Brian  30:57   Yes, literally my favorite game of last year.  Lanny  30:59   Oh, fantastic. I really like Ark Nova. That's like an animal Zoo. And I love, I love a zoo, honestly.  Brian  31:06   So who doesn't love a zoo?  Lanny  31:08   Yeah, or an aquarium? Oh, gosh, our aquarium in Atlanta. Love that aquarium. Brian  31:14   World class, world class,  Jason  31:15   yes. If you're ever in Atlanta and you can only visit one thing, do not go to the coke Museum. Go to the aquarium. It's much better Lanny  31:22   100% and you've got to get here before  Brian  31:25   all the school groups,  Lanny  31:26   all the school groups, and before our last whale shark goes, we will not get any more whale sharks at the Atlanta aquarium, which is for conservation reasons. But the whale sharks are gorgeous, gorgeous, majestic creatures. And sadly, one of them just passed in the last few months. Jason  31:45   Yeah, I heard that just old age, basically.  Jason  31:47   Yeah. What about you? Carey? I think all the games Lanny mentioned wingspan for sure. I'm thinking photosynthesis is a fun game.  Brian  31:55   Okay, I'm glad to hear that a lot of these games we've done before, so, like, we're not missing big parts of the area, Carey  32:03   no. And there's a national park style game called trekking that I like to play. Lanny had a pretty good list. Only those are the only two I would add, I think, Jason  32:11   all right. And then my question is, the mirror of that, what's your favorite plant, either in your game, or just in general? Carey  32:17   I'll go within the game my favorite plants, the California Poppy that I mentioned earlier. And you can kind of see what some of our favorite plants are in the game based on how many points they're worth. So that's a five point card. That's the highest scoring plant in the game. And I think it's just really interesting. It can be, you know, it's technically edible. Indigenous people used to use it as kind of like a pain reliever, or like a mild sedative, which I think is interesting. It kind of reminds me of The Wizard of Oz thing, where Dorothy kind of falls asleep, even though that's not technically a California Poppy.  Brian  32:54   That's an Oz Poppy, a magical Poppy. Jason  32:57   I always thought they were opium puppies, but in Lanny  33:00   Oz, maybe, probably Oz is a weird place, yeah, but I Carey  33:04   think it's just a beautiful plant overall. I love orange, and I think poppies do this thing where they'll close their petals at night, and it prevents, kind of like predators or pests from bothering it, and it kind of preserves energy. And that's a cool little future that a plant has Lanny  33:21   in the game and maybe also in real life. We have a royal Fern card. I love ferns. I think they are so cool and unique, and they're like history on the earth is so unique. You guys probably know more than I do about the classification of ferns, but they are, they sort of function so different from a lot of other plants. I find that so interesting and that it's been around since like prehistoric eras, like is just so cool to me. And then within the game, one of our cards is the royal Fern, and I probably researched about three to five plant facts about every single plant in this game, and I found this one, and was instantly like, this is absolutely going in the game. In Slavic mythology, if you held royal Fern spore clusters, you were said to be able to slay demons and talk to plants. And why? Yeah, I know. And I'm like, Cool. I'm going out to get some royal Fern clusters immediately.  Brian  34:25   Yeah, you got all those demons to slay, right?  Lanny  34:28   Right? Exactly. I can live out my Buffy fantasy. I can be a real life druid. It's like, perfect. And I'd be like, a huge fantasy mythology person. So that one, just like, really spoke to me on a core level, Brian  34:41   yeah, that sounds very D and D, we got to pull that into a campaign.  Lanny  34:44   I know, right, exactly, Jason  34:46   all right. Well, I think we're going to wrap it up there. Thank you both for coming on. If people want to look more into far out Fox games or Flora Vista, where should they go? Carey  34:54   You can google Flora VISTA or go to Flora Vista.faroutfox.com and You can sign up for updates.  Lanny  35:01   Yep, and we are looking forward to our audience finding the game and backing us on Kickstarter and getting the game in real life. It's going to be a lot of fun. And thank you both for this interview. Thank you Brian for playing with us already,  Brian  35:16   absolutely Jason  35:18   well, we're going to call it there. So thank you everyone for listening. Have a great month and happy games Brian  35:23   and have fun playing dice with the universe. See ya.  Jason  35:25   This has been the game of the Science Podcast copyright 2025 listeners are free to reuse this recording for any non commercial purpose, as long as credit is given to game in the 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 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

3. Juni 202635 min
Episode S3E05 - Ark Nova (Zoos) Cover

S3E05 - Ark Nova (Zoos)

#ArkNova #CaptstoneGames #Zoos #Zoology #AnimalGames #WAZA #AZA #BoardGames #Science #SciComm Time to run a zoo! In this episode, we're joined by Ellen Weatherford (of Just the Zoo of Us) to talk about Ark Nova and all things zoos. Learn why running a zoo is probably best left to game imagination, what it takes to get accredited, how you can tell good zoos from bad ones, the enclosure preferences of tree kangaroos, and tons of other fun facts. So grab some peanuts (but please don't feed the animals), and join us for a zootastic episode of Gaming with Science. (Also, we promise this episode was not sponsored by Board Game Arena; Brian just likes it a lot.) Timestamps * 00:00 Introductions * 05:20 Rabbit faces & zero-g mice * 10:33 Ark Nova gameplay * 23:47 Zoo origins and operations * 32:40 Ark Nova versus reality * 38:45 Designing good animals enclosures * 45:06 How can you tell a good zoo? * 50:35 Nitpick corner: Poop and merch * 53:45 Final grades * 1:04:56 Goodbyes Links * Ark Nova official site [https://capstone-games.com/products/ark-nova] (Capstone Games) * And the picture with all the bits [https://boardgamegeek.com/image/8102885/ark-nova]! (Board Game Geek) * Just the Zoo of Us [https://www.justthezooofus.com/]  * Space mice and muscle loss [https://www.science.org/doi/10.1126/sciadv.aed2258] (Science Advances) * The Association of Zoos and Aquariums [https://www.aza.org/] (AZA) and the World Association of Zoos and Aquariums [https://www.waza.org/] (WAZA)  Splash image background courtesy of Stephanie Verbeure [https://www.instagram.com/boardgame_extravaganza/]  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. Today, we're going to talk about Ark Nova from Capstone Games. Brian  0:17   Hey, welcome back. This is Brian Jason  0:19   this is Jason Brian  0:20   and we have a very special guest with us today, Ellen Weatherford. Ellen, can you introduce yourself? Ellen  0:27   I have to make sure that I add in the sounds I'm expecting the audience be making. Brian  0:32   The crowd goes wild. Ellen  0:35    Hi everybody, it's so nice to talk to you, Brian and Jason. Thank you so much for having me. I'm really excited. Brian  0:41   Yeah, so Ellen, tell us about yourself. Ellen  0:43   Yeah, I am a science communicator, I'm a podcaster and a writer, and I have been the host of Just the Zoo of Us, which is a podcast reviewing animals on the Maximum Fun Network. We've been at that for about seven years now.  Brian  1:00   Could you just explain, because I know this is like the entire schtick. The what is the rating scale for just the zoo of us?  Ellen  1:08   So we have different categories, because we realized very quickly that it's hard to give an animal just one score. So we have effectiveness, which are physical adaptations, things built into the animal's body out of 10, and then ingenuity, which is behaviors, things that the animals like doing, ways that they're like navigating the world or solving problems, and then just aesthetics, which is just how nice they are to look at, which that can also often be the most contentious category, that is usually what people have the biggest feelings about. Jason Wallace  1:39   So, do the nightmare fuel animals get high on aesthetics or low on aesthetics? Brian  1:43   We had some big discussion with Brynn Devine, who loves deep sea horrible fish. Ellen  1:49   Yeah, Brian  1:50   as like, oh, they're so cute and wonderful. It's like, no, they're full of knives, they're not wonderful. Speaker 1  1:56   I had a fascinating conversation with Dr. Tom Linley, who is a deep sea biologist who actually got to like discover and scientifically describe the ethereal snail fish, which is he mentioned as like the deepest fish ever found, and he described a very interesting phenomenon where there's this sort of uncanny valley effect, almost like the deeper you go in the ocean, where that you go deeper and deeper, and they get spookier and spookier and spookier and spookier and spookier, but then once you hit a certain point it loops back around and they stop being spooky and they go back into being like cute, because then you get like blob fish and snail fish and like flapjack octopus like little Dumbo octopus and stuff, like they swing back around because like you get that layer so deep in the ocean where things just become very flabby and blobby and pink and like that's when they're cute again, so there's this sort of like buffer zone of nightmare creatures, but once you pass that, it, everything's adorable down there.  Brian  3:04   I mean, I really can't argue with the Dumbo octopus as being absolutely adorable. Speaker 2  3:08   They're very cute. Jason  3:09   Agreed, Speaker 3  3:10   there's also a lot of animals that I find to be like nightmare fuel, but I also find them really like endearing and lovely in their own way, and some of them also grow on you. Sure, them are acquired tastes, Brian  3:19   literally, Speaker 4  3:21   yeah. some of them can be an acquired taste, like I personally think that, like, wasps are beautiful. I think they're gorgerous, Brian  3:29   they definitely Brian  3:30   can be terrifying, but I mean, so is a tiger. Ellen  3:34   Yeah, I think they're really beautiful in their own way, so that can be a contentious category. Brian  3:38   Ellen, one more thing, and I don't want to forget this. What do you have a favorite game? It doesn't have to be a board game or a science game, but it's cool if it would be. Ellen  3:48   I am a big video game person. Brian  3:50   Yeah, Speaker 5  3:50   I'm currently in the trenches of a Pocopia addiction. I am cripplingly addicted to Pocopia right now. I'm a lifelong Pokémon fan. OG picked it up. Learn to Read on playing Pokémon, so I've always been a Pokémon fan, but when people ask me what my, like, favorite video game is, or my favorite game, I have the most experience playing video games. Two things come to mind. Number one is Horizon Zero Dawn, very cool. Ever played Horizon Zero Dawn? Love that game, like such a great blend of, like, a very interesting story, beautiful graphics, and also really fun and satisfying gameplay. Like, it's so rare that you get all three, but they were firing on all cylinders. So, Horizon Zero Dawn is definitely one of my favorite. I have the tall neck Lego set. Brian  4:32   Oh yeah, me too. Ellen  4:34   I love that set, it's so cool. But my other one is Outer Wilds. Brian  4:39   Oh dude, we are hitting you, so you need to, you need to talk to Jason's better half, because these are literally.. this is also one of my very favorite games. Okay, Ellen  4:47   Are we same braining?  Jason  4:48   Yes, definitely. We have so both of us actually have wooden Nomai masks that I laser cut out and assembled, so as a gift to my wife, and then a gift to Brian and his wife. Ellen  5:01   Wow, how do I get on this list? Jason  5:05   You're on it now, apparently. Ellen  5:07   Yes, Brian  5:08   let's switch up our science facts to talk about Horizon Zero Dawn and Outer Wilds instead. Jason, go. Actually, no. Let's transition into our science banter topic. So, let's talk about some cool stuff that we learned about science recently, so you know, a an interesting fact, a story, a news article. You know, I am sure Ellen has a deep well of weird animal facts that she can pull from. Ellen  5:31   Deep, a deep one. Brian  5:33   Ellen, we usually let the guests host go first. Would you like, what would you like to share with the class today? Ellen  5:38   Yeah, so I was doing notes on jackrabbits recently, and I was kind of reminded of something that I had heard about jackrabbits a very long time ago, and hares in general. If anyone doesn't know, hares are different, hares and rabbits actually distinctly like different groups of lagomorphs, and the thing that I found really interesting that I had never really noticed about it is that if you look at the three sort of groups of lagomorphs that are in existence right now, there are rabbits, hares, and pikas, and if you look at them, they all have sort of differently shaped heads, where the pikas, their snout goes sort of straight out, almost like in line with their eyes, like along their sort of line of sight, and rabbits, they're sort of tilted down a little bit, their snout sort of slopes down a little bit, like 45 degrees. In hares and jackrabbits, it is like, like a straight drop off, almost like their snout points down from their line of sight, like eyes looking out at the horizon, this snout is pointed down significantly. So, in all three of these groups, you see this sort of like increasing degree of facial tilt, and that's also correlated with their speed, because pikas are very slow, they don't really move very fast. Rabbits are kind of quick, like they can, they can get little bursts of speed. Hares and jack rabbits are very, very fast, so like the faster they go, the more their snout is tilted down at the ground, and the idea is that it gets their snout out of the way, so that they can see the ground in front of them when they're running. Okay, and it, like, their whole skull shape is like completely modified to accommodate their field of view, while they're running, which I think is really interesting. Brian  7:25   So, you got to have that quake pro view, where it's just.. Ellen  7:29   I can't think of any other, like, because usually when you think of animals adapted for speed, you think of them being very streamlined. And, Brian  7:37   well, yeah, Brian  7:38   I would say, like, why do they have their face be like that, so it's not about supposedly it's about their sensory systems, not about, Ellen  7:45   yeah, the eyes, like their perception, which I think is really interesting, and I can't think of any other animal that, like, the skull is adapted like that. Brian  7:53   Can we just glue a bunch of stuff to the front of a rabbit's face and see if it screws him up? Jason  7:57   Like, I think the answer that is probably yes. Brian  8:00   Okay. All right. Well, I'll get on that with the IACUC, and we'll see what we can do.  Ellen  8:05   I do appreciate the immediate experimental design. Brian  8:08   I'm an Brian  8:08   experimentalist. I'm just like, well, that's cool. Is it true? Let's test it. Ellen  8:13   Yeah, Jason  8:14   I'm now imagining you 3D printing a bunch of prosthetics for rabbits faces. Oh, Brian  8:17   yeah. Oh, that's a really good idea. Yeah, I'll start working on that. Ellen  8:21   The Jackalope DLC, Brian  8:23   that's Brian  8:23   right, you get the rabbit and I'll print out the things. Jason, what do you have to share with the class?  Jason  8:29   I was looking, and recently I read a new story about sending mice into space. Okay, Brian  8:36   nice. Jason  8:36   But alas, this paper has no pictures of mice in zero g, which is vast failing, Brian  8:41   that Brian  8:42   is why. Do you even do it if you're not going to take pictures? Pictures or it didn't happen. Ellen  8:47   send it back.  Jason  8:48   But what they were doing here is they're actually trying to figure out how much gravity do you need to maintain muscle mass, because this is an issue with any astronauts that go up into microgravity, zero g. It's definitely going to be an issue if we actually send people off to Mars. Is that in zero G, Your muscles don't have to work so hard, and so they start atrophying. Your body's very efficient. You don't use something, it starts reclaiming it. No need to spend energy on something you're not using. And so they had mice, and they apparently put them at four different gravity levels by basically having them grow in centrifuges in the space station, where there was microgravity, so no additional, just free floating, free fall, 1/3 g, 2/3 g, and then full g. And the idea is that, okay, full g is basically as if they were on earth, everything should be fine, but can we get muscle mass sticking around and working okay at lower levels? And what they found is that a third g was able to maintain part of the functionality, but not all of it, but two thirds g was so, if you stick it around like two thirds g, then that, at least for mice, was enough to keep their musculature working, is able to keep the strength and such up, so that was seems to be the take home from that is that if you keep if. Presumably, astronauts at about two thirds g, then you could, in theory, maintain most of your muscle function. Brian  10:05   That's about Mars's gravity, isn't it? About two thirds, is that right? Jason  10:08   Oh, I think it's a lot less than Brian  10:09   that. Jason  10:09   It is 38% Brian  10:13   Okay, so, but that's that's in the not complete atrophy zone, right? Jason  10:17   Yes. And let me check this here. So, kept muscle mass at 1/3 g, and muscle function was preserved at two thirds g. Brian  10:26   Okay, so okay, that's weird to think about. All right, interesting. Do you guys wanna talk about a board game? So let's talk about the board game Ark Nova, which we all did get to play, although not to the point where we actually finished the game. I have been playing this game a ton. This is my new favorite game of 2026 Harmonies was 2025 Jason  10:47   and those are so different games. Brian  10:50   Well, there might be more connective tissue than you think, because it's very reactive to what's going on on that round. Ark Nova is the number two ranked game on Board Game Geek. It is played for one to four players, 90 to 150 minutes. This definitely is a lengthy game, ranked on Board Game Geek as a 3.8 out of five on complexity, which means it's, it's definitely up there on the complexity, way higher than I would typically go for. But I really loved this game. Designer by Mathias Wigge, a German board game designer, his very first game, and as far as I can tell, his only game, which, if your first game is number two on Board Game Geek, I think maybe you can rest on your laurels just a little bit. Jason  11:31   It's like he hit the top, had to retire.  Brian  11:34   I mean, I don't think he's retired, but I just like, where do you go from there? Like, there's nowhere else to go but down, right? Ellen  11:40   Oh yeah, it sucks to peek so early. Brian  11:42   Yeah, for sure. So, the goal of Ark Nova is to plan and build a modern, scientifically managed zoo to support conservation projects. That's what they describe Ark Nova as, from the publisher. I didn't really find too much about the designer diary, or like, how this game was made. I'm sure there are wonderful interviews in German that I couldn't find, like, I don't know what inspired this game. I don't know what made Mathias want to make a zoo game. You know, it said that the designer and the publisher have made every effort to be accurate to the actual science. There are notable exceptions that they make, and they say we know that they're there. Some things that get the bear tag are not bears. We know raccoons are not bears, but they're close enough. Ellen  12:25   Let them be bears. Brian  12:27   Yeah, Jason  12:27   don't koala bears also have the bear tag for that?  Brian  12:29   They use, and they point that out as well. For the same thing, it's like we know it's not really a bear. It bear is just a thing that we're.. it's vibes. There's some vibes here. Yeah, but even though they say that they don't really show it, like I couldn't find anywhere where they're really specific on sort of what principles they were using to make these simplifications, but that's okay. We'll come back to this conversation, this topic later. Okay, now let's talk about what does this game look like. Ark Nova, in front of you, you will have a hex grid that is where you're going to be building your zoo. Certain spots are blocked off with either rocks or water. There's also multiple different map setups, you know, from first game up to advance, with different layouts, different structures, different bonuses. You're also going to have these multiple point tracks that you're keeping track of. There's like so many little tracks on this game, and a place to display five cards. There are three types of cards in the game. There are animal cards, sponsor cards, and conservation projects. So, what are you going to do in this game? Well, the goal of this game is to build enclosures to house your animals and attract visitors. As you bring animals to your zoo, you'll raise your appeal, more people will want to come to your zoo. You'll also secure sponsors, recruit employees or build special structures. You'll also use workers, because embedded within our hackspace strategy game, there's also it's a worker placement game, sort of a little tiny one that happens in the middle of this larger game. You use your workers to form associations with partner zoos and universities and support those conservation projects. You will also increase your reputation to get rewards and draw some of those cards that are sitting up on the display. So, how do you actually play? Each round You're going to choose one of your five action cards, so those are build, animals, cards, sponsors, and association. Each of those lets you do a different thing. The five action cards have more powerful abilities based on their position from one to five, whichever card you use, then gets moved down to position one and will bump up any other cards that were below it to a more powerful spot. There's also four different places on those tracks, or on the board, or doing different things that let you upgrade your cards, so your action cards can be upgraded to a more powerful form. You can only ever upgrade four of them, so there's always going to be at least one action card that's not upgraded. So, there's, you know, lots of interesting choices to make in this game. The other major mechanic in the game is that you have breaks, so instead of having, like, well, everybody does this and it's the end of the round, you've got this little. Break tracker, another tracker that's marked with a little coffee cup. There are certain cards, like the cards action, will always add two to that break tracker. And then there are other ways that that break tracker goes up. When that fills up, everything resets. You have to discard down to your hand limit. You can have as many cards as you want until you hit the break. This is also when you earn more money and other aspects of the game get reset, like all your workers go back to their available spots again, so you can do new things with them. So, how do you win Ark Nova? Your score is based on a combination of your appeal, which is like your ticket prices, and your conservation points, so you kind of want to keep those in balance. How popular is your zoo. How good are you at sort of supporting conservation efforts? These are being tracked on two separate point tracks, and they each start on opposite ends, so they're kind of going in opposite directions. And when your markers cross each other for conservation and appeal, that triggers the end of the game. And yeah, at that point, there's like end game scoring, and you just kind of look at what everybody's got, and you know, most points wins. That is the basics of Ark Nova. Again, it's always fun to try to describe a visual board game in an audio medium, but it's.. it looks intimidating. I am glad that we played this on Board Game Arena, because it's doing all the bookkeeping for me. It's fantastic. Jason  16:22   Yeah, there have been several games we've talked about on this podcast where it's like this would be great on the computer to handle all the fiddly math. This is one of those, like, there's a lot of components, a lot of moving parts, and I can see why it's so popular. There are so many decision points, you can't have everything, you have to choose, do I want A or B, do I want C or D, and so there are real decisions you have to make that will definitely impact your game. The game is relatively easy to grasp at a high level, but it also rewards deep strategy and understanding how the parts connect together. But there is a lot of bookkeeping involved, and so having a computer to delegate that to does make it a lot nicer. Brian  17:02   It seems like it would be really easy to forget some act like, because you can have these sponsor cards that are like, oh, anytime anybody plays a predator icon in any zoo, gain some money, cool. I'm gonna forget that. The game's not gonna forget that. The game's gonna do it for me. It's just accurately keeping track of all the tags. It's this is not about board game arena, but oh man, it was really nice to play on board game. This is why I like this game so much, because it's so easy to play on board game arena. Ellen  17:29   I do personally benefit from physically interacting with, like, information, so I feel like now that you know, I've looked up some pictures of what the actual like game pieces look like, and I feel like I might benefit from playing this, like, in person with, like, actual pieces and stuff, but God, it looks like tracker hell to me. It is Ellen  17:50   just.. it Ellen  17:51   is a little bit of.. Brian  17:54   I'll tell you what, Ellen, if we're ever going to all be in the same place at the same time, we will buy a physical copy, and we'll let Jason take care of the bookkeeping, and it'll be fun. Jason  18:03    Oh, thank you.  Brian  18:04   You're welcome.  Jason  18:04   Yeah, no, I found on Board Game Geek, there's an image where someone composed all the bits, all the zoo pieces, all the cards, all the meeples and cubes, and everything, and it is beautiful, and so incredibly intimidating, because this thing takes up an entire table when you lay it all out like that, Ellen  18:21   it's a lot of information. Brian  18:23   Yes, for sure. One of the metrics that Jason, I informally use when we're ranking games, is the bowl of chip factor. Is there room on the table for a bowl of chips? Ellen  18:34   Oh, that's Brian  18:34   funny. Having played only on my.. I actually play on my phone, believe it or not, I don't even play on my laptop. I really severely doubt that there's much room for chips. Ellen  18:45   This game does not seem like phone activities; this seems like big screen activities. Jason  18:50   I am shocked that you can play this on your phone. Brian  18:52   I love playing it on my phone. I'm just used to it at this point. Does anybody else have anything they want to point out about Ark Nova? Anything they feel like I missed, or anything that they want to bring up. I mean, obviously, we've got like 130 animal cards in this game, which is really cool. And, obviously, we're going to talk more about that. I guess one thing I'm going to mention now is that all of the animal cards have a sort of all of the cards have a tag system on them of some kind. So, let me go over those. So, we've got the continents, Antarctica doesn't get to play, and they have compressed the Americas into south and north as just the Americas. It is a European game, so they have kept Europe and Asia separate, which, to be fair, very different animals live there. So, I think that that's legitimate. That's also true for North and South America, but whatever, the animal types - we've got birds, reptiles, primates, and then predators and herbivores, which really more specifically is mammalian predators and mammalian herbivores. I did check everything fits into those categories. There is a weird subclass called bear, which includes bears and a few other things like raccoons, coatis, and weirdly the wolverine, Brian  19:59   which. Again, Brian  20:00   just, just based on vibes, I suppose. Ellen  20:02   Yeah, that's a mustelid. Okay, that's a, that's a weasel. That okay, Brian  20:06   it is a weasel. And it's like, well, if you're gonna put the wolverine on, like, I don't know if you have a honey badger, but you should also get, let that be a bear. And, like, European badger doesn't get to be one, though. So it's like they balanced bears in a strange way. Ellen  20:20   Yeah, Jason  20:20   I am beginning to think that there was some sort of like bear lobbyist that was a friend of the game designer or something, or maybe they just like bears, because this bear category sounds excessively broad.  Ellen  20:34   Big bear got to him. Brian  20:37   The other thing that I'm thinking about is that bears don't - you're never just a bear, it's always bear plus something else. Bear is a subcategory. There's also petting zoo animals, which covers a huge range of like the cute and the things that will let you touch them. And then there's not bears, there's no bear in that category, as far as I'm aware. There's research, and then there's also icons for like ones that need water and ones that need rocks, so like when you build your little enclosure next to something, like, oh, this animal requires its enclosure to be next to water, for instance, or next to a rock, you can't just play the animals willy nilly, some of them have pre requirements, right? So if you want to play a lion, that's cool, it's kind of the metaphor of the game, I think, is a lion. You have to have other predators in your zoo already before you're gonna get a lion. I think it's the idea of, like, you gotta have, you gotta know what you're doing with predators before they let you have a lion. Ellen  21:33   You can't go straight to lion. Brian  21:35   No, you don't go straight to lion. You can go straight to cheetah, though. For some reason, Ellen  21:39   cheetahs do are quite like built different cheetahs, are like the chillest big cat. Brian  21:47   Oh, is that right? They do need a lot of space, though. They need a huge Brian  21:49   enclosure. Ellen  21:50   Yeah, Jason  21:51   yeah. And I think there is a bit of a story in what these prerequisites are. I mean, the rock and the water requirements are the most obvious, but like one of the cards I played was a shoe bill, and I had to have two research icons already in my zoo, so I don't know what the story behind that is, but apparently you need to have a pretty good research program in order to actually be able to keep and maintain shoe bills. Ellen  22:12   I've heard that they're very difficult to breed in captivity, so it could be that it could be that, like, because I know that there has been some difficulty in getting them to like successfully breed in zoos, so maybe it's something to do with that. Brian  22:26   Could be there were some other ones that are similar, like Galapagos turtles, were the same way. You got to have some research representation in your zoo, right? Jason  22:33   Yeah, and another way they do it is that some animals can only be played after you have upgraded your animal card, so if you don't upgrade it, you simply can't play an African elephant or other similar animals, Brian  22:43   you have to have a partner zoo in Asia before you can even have a giant panda, that is true, Ellen  22:48   right? Yeah, I found the partner zoo requirement interesting because it reminds me a little bit of how, like, for the AZA, like one of the AZA requirements is often that, like, you have to be actively participating in some sort of, like, species survival plan, yeah, which usually involves having, like, some sort of affiliation with, like, on the ground research or conservation, like, you have to, in some way, be partnered with actual conservation, where that animal is from, and be working towards the overall long-term benefit of the species, whether that's like breeding them for, you know, genetic diversity Ellen  23:29   or bringing Ellen  23:29   them for better fitness for sport, like you have to be like participating with actual conservation for to like get AZA accreditation, Jason  23:41   and the AZA is the what the American Zoological Association? Ellen  23:44   I think it's the Association of Zoos and Aquariums. Jason  23:47   Okay, Brian  23:47   which used to be the American that transitioned from another name. Hey, wonderful transition. Let's talk about zoos. Okay, I have a little thing of just like, so where did zoos come from? Why does zoos exist? The tradition of zoos really gets born out of menageries, nobles for kings, for queens. I think you could probably also get the impression from that that it is difficult, expensive, and challenging to maintain a zoo. Right, this is something that really only the rich and the powerful were doing. Now, those original menageries really weren't anything about, well, obviously they weren't about science, but they weren't even really about animal welfare, right? These were trophies, these were treasures, these were things that were put on display, they were maintained just for that, of like to show how cool and rich you are, right? Ellen  24:35   They were decorative, yeah, Brian  24:37   decorative, right, like a museum piece, like anything else that you would capture and display from a far off land. The first really public zoo. Actually, does anyone want to guess what was the origin of the public zoo? This is not you. I don't usually do quizzing, but I'm just curious. Ellen  24:52   Yeah. No, I'm trying to think of where the first one might have been. It does seem like something they do in the UK. Okay, it does seem like maybe London, maybe Brian  25:04   that's a really good guess. It was actually during the French Revolution.  Jason  25:08   I should have said that.  Brian  25:09   Basically, it was the reappropriation of menageries and reformation of those into a public zoo. My friend Tara is going to rip me over this pronunciation. The first public zoo was the Ménagerie du Jardin des Plantes during the French Revolution in 1794 So, we'll see how well I did my French there. Now, even then, the first public zoos, this idea of zoos as things for the public, they still were not for the animals, really. Attitudes about that didn't change until after World War Two. A lot of zoos were sort of destroyed during World War Two, and people started just having different thoughts about that. Also, studies about animal cognition were kind of right around that time. And then this idea of zoos having this mission of conservation, that really comes out of the 1970s environmental movement. So it really hasn't been that long, even though those sort of zoo moments are older than that, this idea of zoos having a mission of conservation is sort of a 1970s and forward thing. Ellen  26:09   Yeah, when ethics were invented, Brian  26:13   when environmental ethics were invented, anyway. But yes, you're right. Jason  26:17   Well, when environmental ethics in the West were invented. If you look in other traditions, they go back much, much further. Brian  26:23   Let's talk about this now. How do you actually.. let's say you want to open a zoo. Ellen, do you want to open a zoo? Ellen  26:30   My blood pressure just rose thinking about it, because, like, I feel like I've read through enough, like, handbooks on care and, like, enclosure development and stuff like that, that, like, I know a little bit too much about what has to go on behind the scenes to make it, like, possible, and make it work, and just the thought of having to do all that myself, or even think about it, just immediately made me stressed out. Brian  26:53   Oh yeah, for sure, which I think is why there are games about this, because something that people love to think about doing, and nobody actually wants to do it. Ellen  27:02   Love it as a concept. Brian  27:03   Yeah, so it is, as you can imagine, an exceptionally expensive thing to take on. So we can kind of go into it. What does it actually take to open a zoo? The first thing is just legal permitting, right? You cannot display wild animals. You need to talk to the USDA. You need to have permits from the endanger, based on if you're going to have endangered animals by the Migratory Bird Act. There's all these different legal requirements that cover it, not to mention purchasing the land, developing all of the enclosures that are going to be there. There's no good way to really give a universal estimate for what it costs, but I did do a little bit of research that says it is not atypical for a zoo to have to have a daily operating cost of 10 to $20,000 Jason  27:47   and we should say all those regulations and stuff are of course US-based, because that's where we're based, and we have easy access to all the regulations, Brian  27:54   very true, Jason  27:55   presumably there are very different ones, depending on which country you're in, and local regulations, and such, Ellen  28:00   even within the US, they vary a lot state to state, so like in some states their rules on that are much, much, much chiller, and on some states they're much more, so like I'm from Florida, and Florida had notoriously lacks laws on exotic, even just pet ownership, right, like not even for a zoo, but like, it was the barrier to entry was, in my opinion, too low. A lot of people were basically having private exotic pet collections and calling them a zoo, so that they could sort of justify being allowed by the USDA to keep, like, you know, lions and tigers and whatever weird stuff they wanted to have, even if it was basically just like glorified, like their own private collection, they would like be able to call it a zoo, and like it was just I feel like from state to state, you know, the laws are very, very different, Jason  28:55   so they were basically recreating their own menagerie,  Brian  28:57   yeah, yeah, just calling it a zoo, continuing with that, okay, great. So you can meet that minimum legal requirement to have a zoo. You've spent an enormous amount of outlay of funds to secure the land, build your enclosures, and everything like that. Now, let's say you want to be accredited by the Association of Zoos and Aquariums. Now that is a very different process, so you can open a zoo legally, is it a zoo, like Ellen was saying, where it is animal welfare is important, where you are contributing to conservation, where you are doing all of those things that we think of when we think about zoos, all of the positive things that they bring, so you have to be in operation for five years before you are even eligible to be considered for operation, you have to be operating well above the legal standards with animal welfare. First, you have to be participating in conservation. A three-person team of evaluators is going to come to your zoo for multiple days. That's going to include a veterinarian, an animal welfare specialist, and like an experienced zookeeper. They're going to go through your zoo, look through all of your records, then they are going to take their report, as well as probably a ream of paperwork, to the AZA, where a panel is then going to determine if you have qualified for AZA accreditation or not, and then that has to be renewed every five years, right? With all of that, so that's just to become accredited. Now, I also learned, so this game in particular, Ark Nova, they talk about WAZA instead of so in America, it's the Association for Zoos and Aquariums. WAZA is the world association for zoos and aquariums, which actually is an umbrella organization that every one of these.. so there's CAZA in Canada, right? There's EAZA in Europe, they all have wonderful logos, by the way. Actually, you should get little patches of every one of them. Ellen  30:43   AZA, my inbox is open. Please, please send me merch, AZA. I would love it. Ellen  30:48   I advertise for you guys all the time for free. Give me some merch, please. Brian  30:53   And I was very happy to hear that the AZA in the United States is, in fact, part of WAZA. I would not have been surprised if it was not the other way around, where like everybody else is all into this umbrella organization, but the, the US version, no we do our own things in our own accreditation, we're not going to talk to anybody else. So Ellen  31:09   I think that when you get into like AZA is very like conservation global, like they have that vibe, like they would definitely be like linked up with all the other worldwide organizations, they are definitely, they seem very like, because they are focused on, I guess, global conservation. That doesn't super surprise me. Brian  31:26   No, no, no, no, no, that's true. So, let's see. So, what are they going to look for? Species-appropriate habitats and enrichment programs, qualified veterinary care. Man, what does it take to be a zoo vet? That seems like that's a very special thing. Ellen  31:40   Yeah, I have heard some people that have like exotic pets that have said that they had to like take their pet to the zoo because like the vet at the zoo was the only one who could see their like weird pet. Brian  31:50   Trained professional staff, conservation education, and research programming as a key part there. This is one of those things we're going to come back to later. How much do they spend on conservation and how much does it impact? That's one of those things that occasionally people talk about, and that's someplace where we might see some differences between Ark Nova versus the day-to-day operation of a zoo. So, another thing that I thought was interesting to me, looking this up, of the AZA zoos, just over 50% are nonprofit, so they are presumably receiving funding from cities, from the government, from the state, things like that, but like almost 50% of zoos are for-profit enterprises, and yet they are AZA accredited. So that's kind of a brief overview of the history of zoos. What does it take to be one of these like we consider ideal zoos where conservation is at the core of what you do? So yeah, what do we talk about? Like, what do we think about how zoos are represented in Ark Nova? Do we think that they're doing a good job? And then I also want to talk about the animals, because I think that the animals are a little vibe-coded, rather than like pure accuracy. When you're playing Ark Nova, the things that you're really trying to balance are your appeal, which is basically like how many people are coming to your zoo right versus your conservation, like these are the two things that you're supposed to be doing, and I know that zoos participate in conservation, but I don't really know if that direct interaction with conservation is really what that is part of what zoos do, but I don't think that's really the majority of what zoos do, I definitely don't think it's a 50/50 balance, the way that it's kind of being portrayed in Ark Nova, Jason  33:23   I mean, we'd really need someone from a zoo to come on and tell us, like, what percentage of time, what percentage of energy, what percentage of money is going to one or another, and probably most of the money is just going to maintenance, it just costs a lot of money to feed the animals, hire the staff, all that sort of stuff, so, but the fact is, like, the good ones are probably still putting significant numbers in. I mean, I'm sure many of them have partnerships with universities and veterinary schools and such to have people come get training, to have internships, all sorts of stuff like that. Brian  33:55   Yeah, I think that's right. I think that some of the reports say, you know, it's like less than 5% of their gross budget, but that's the gross budget, like a zoo is not like I said, it's very, and like, okay, another thing in Ark Nova, you build your infrastructure, and that's it, it's built forever, you buy your animal one time, and that's it, and that's forever, Ellen  34:14   right? Brian  34:14   So they're not really accounting for maintenance costs, or like just upkeep, like at all, it's all put a bundled into that single cost. I have no idea what these credits are, either. I wouldn't be it. We often try to figure out what is our analogy here for costs. I kind of feel like one of those has got to be somewhere between 100,000 and like a million dollars or something, Ellen  34:34   right? Because these are assets that you're not just like, it's not just a, you're not just like acquiring an asset that's just yours forever. These are like assets that, first of all, will require a lot of maintenance. You'll basically just be having to like continually upkeep this asset, but also the asset will naturally expire, you know? Like, it's just gonna get old and die eventually, so like it's not like you're gonna have it forever, and also. In a lot of zoos, sometimes they don't have that animal, you know. Sometimes they'll have an animal, and then, you know, something happens, maybe it passes away, or you know, gets transferred to a different zoo, or something like that. And then they've got this enclosure, this exhibit sitting there with nothing in it, like, because they just don't have anything to put in it. And then it could be like a way long time later, that finally they get some other animal that then they're like, well, we have an empty enclosure, and they put a new animal in there, so like I have seen that happen like in zoos a lot, so it's yeah, it's not as permanent, but I can't think of any way for them to do that in Ark Nova without adding another tracker. Brian  35:39   Well, I would routinely have empty enclosures, or they were, you, we didn't get to do this, but they're one of the conservation programs, our release program, and you would actually take an animal, you would take an occupied enclosure, you would get rid of that animal, and you would turn it over to its unoccupied side, so it changes your tags and everything, so there is a yes, this enclosure is now empty, of course, you're only emptying things by releasing it into the wild, which, Brian  36:02   right, Brian  36:02   in reality, captive breeding programs definitely an important part of what zoos do. You know, there's a, a small but critical number of success stories. The, the California Condor, being like the big one, right? Like, brought back from what was it, 23 individuals or something horrible, Brian  36:19   that Ellen  36:20   it was like in the double digits, yeah. Brian  36:21   Okay, to actual breeding populations in the wild, but a lot of times the problem these release programs can be really difficult for certain animals, like particularly animals with a lot of complex behavior, complex mental process, animals with culture. It's very hard to take something like that and expect to be able to rear it in a way that it can then survive in the wild, right. So, but sometimes you can do it. Sometimes it's really important, and, and I feel like the real value of zoo is is the inspiration quotient, and I don't know if it's necessarily a captive animal's job to do that, but like the education that that inspiration of the next generation of people who want to work with and preserve animals. I feel like that's a value that's very hard to put an actual number on, Ellen  37:04   right? I do, and I do think it does make an actual, like, impact on ideology, like I think getting to see, for kids, especially for young people, getting to see, you know, real these very impressive animals, very charismatic animals, especially, and being able to see them in person and perceive them as being like actual living, living, breathing things right in front of you, sharing a space with you. I think is going to make you care more about the world, and also like understand the world outside of your neighborhood, right? If you like are growing up in the USA, you and you get to see giraffes and rhinos at the zoo, right? Like, I think that will inspire you to like actually visualize the world outside of your immediate surroundings, and so I do think it is really important just for like broadening a worldview, I think, was which is valuable in itself, and and also like inspiring young people to care about their environments and teach them about conservation and things like that. I don't know about you guys, I, as a kid, I was always at the zoo. I was not a sign reader. I'm sorry, guys, I'm not Brian  38:11   really.. you're not a Brian  38:12   sign reader, you're not a sign Brian  38:13   reader, Ellen  38:14   not a big sign reader. I was there, I was not.. I was not reading all the signs, I was there for the vibes, I was there to look at the animals and watch, and, and yap at the zookeepers. I was always talking to the zookeepers, so the zookeepers would talk to me. That's how I'm learning, but, like, I'm not a big stand there and look at the sign person. But, but, yeah, I do feel like I was a kid who grew up going to zoos, and it hugely affected, like, the trajectory of my life. So, I do think it makes a real impact. It's not really a money-making impact, but it's there. Jason  38:45   Playing off that a bit, I think the quality of the zoo also plays into that, where if you see animals in a more rich environment, something where they can really engage with it, it's better. Whereas, like, I remember when I was a kid, we were going.. I don't even remember which zoo this was that, but most of it was fine, but then we got to like the one thing where it's like this enclosure for a crocodile or something, where the enclosure was completely bare and only just slightly larger than the animal itself. I'm really hoping it was just a temporary housing while it was this real one's being prepared, but I don't know, I was like 10, and like that it can have the opposite effect, and so along those lines, like what are the sort of things that are needed to do a high quality animal enclosure, like what does an animal need for that enclosure to provide stimulation, or whatever it is that the animal is looking for in its environment. Ellen  39:37   I do think that, like, exhibit design is very interesting. I actually just a few weeks ago had got a chance to talk to Dr. Lisa Daybeck, but she got to - she's a researcher who has worked with research in Papua New Guinea, and she helped design the new sort of like tree tops, like cloud forest to. Exhibit at the Woodland Park Zoo here in Seattle, which is close to where I live, and I got to ask her about, like, what kind of thought process went into, like, designing exhibits for tree kangaroos, because she was a tree kangaroo researcher, and you know, she talked about the fact that, you know, tree kangaroos live in, obviously, trees, so they need a lot of climbing structures, but she said that you can't just do vertical structures, because they don't just climb straight up and down, and that's it. They need a lot of like diagonals, they need a lot of horizontal space, they need a lot of like, you know, sort of catwalk style, like trees that they can walk across. So she talked about how they need that sort of structure. Whenever I look at exhibits for things I'm always trying to look at, like what are the containment, like how are they trying to like hide their containment, like I'm trying to think of like how are they not, how are they making it so this animal can't escape, and also doing that in such a way where they're not just like behind iron bars, right, like finding the balance between like security and aesthetics, because aesthetics are important, like what humans are perceiving is very important in the zoo, right? Like, it has to look nice, and also it has to photograph well, you know? Like, if you've got like an enclosure that's like surrounded by a chain link fence, then all of the pictures are going to be seen through a fence, right? And then all the pictures are going to come out kind of like, you know, people. it doesn't look as impressive, so I do think that that, like, exhibit design is very interesting. I just got to go to a few months ago, I got to go to the San Diego Zoo. They invited me, I was so excited to go see their new - they have a brand new elephant exhibit, and this exhibit is huge, like when you are in, yeah, they better be right, like they need a lot of space, and so it's like the sort of thing where, like, from the walkway you can't see the other side of, like, the enclosure, like you really can't even see, like, where the enclosure ends, and some of that, I think, is like clever, like putting the sort of fencing on the other side of a hill, right, so that, like, you really can't see where the fence is, but it is just a massive exhibit, and they had, I want to say, like, eight elephants in there, and we could not see all of them. There were, we could only see probably, like, four of the elephants, and they were like, "Oh, yeah, there's a bunch more somewhere. So,  Jason  42:17   I'm sure they have cameras tracking every single one of those elephants. Ellen  42:20   I'm sure they knew exactly where those elephants were, but we couldn't see them, which I think is like, if your exhibit is big enough that four elephants cannot be seen, I feel like that is like a good amount of space. How are you hiding four elephants? Brian  42:34   Yes, good question. I guess the other thing is, like, but you also want your guests to be able to see the animals, so that's kind of a problem too, right? Ellen  42:43   Yeah, I've seen some of them get kind of like clever with it at Northwest Trek, which is, which is an AZA accredited zoo here in Washington. They have, they have a lot of like little nocturnal creatures, so like they have like skunks and like American badgers and like beavers and stuff like that, creatures that would be more likely to be active at night, so what they have is they have this sort of like shaded nighttime den area that they can go that's dark, but then there's like glass that like you can see them in their little den, oh actually in San Diego Zoo, at the San Diego Zoo Wildlife Park, which is like the second, like, location in Escondido, California. They have a platypus, they have a platypus exhibit, apparently only zoo in the world outside of Australia that has platypuses. Brian  43:31   I was thinking, I've never seen one, Ellen  43:34   right? Brian  43:34   This is why Ellen  43:35   I got to see them in San Diego, and they have an interesting thing, because, like, you mentioned, you have to, you want the guests to be able to see the animal. This is a nocturnal animal. Platypuses come out at night, so the platypus exhibit is actually completely enclosed. It's all in like a building, and the lights in the building are reversed in like a day-night cycle, where the lights are off and it's dark during the day, Brian  44:02   and just like Australia, they're just keeping on local time. Ellen  44:07   They like, they have like reversed like day-night cycle, so that the platypus will be active when the people are there. Brian  44:14   That's cool. I've seen this in, like, bat, yeah, and like bat enclosures. You'll go in, it's all like red light, so that the bats can be, Ellen  44:20   yeah, you were telling me a little bit about, like, the idea of, like, you know, zoos being good versus bad, and I feel like I have seen such a wide spectrum of zoos, like Jason, you mentioned seeing one that had, like, a really terrible crocodile exhibit that was just, like, you know, I'm sure it was probably with just, like, a concrete pit, probably Brian  44:39   A concrete pit with a crocodile in it. Ellen  44:41   I've seen a lot of concrete pit zoos, and I've seen, you know, the San Diego Zoo, and I've seen, like, honestly, I'm from Jacksonville, Florida. I think we had a world-class zoo. The Jacksonville Zoo is fantastic. So, like, I've seen great zoos, I've seen terrible zoos. So, like, I really don't think it's the sort of thing that you can say, like, blanket, like they're all great or they're all bad. Head, because, like, I've seen ones that do it really, really well. I've seen ones that I thought should be shut down. Jason  45:06   So, aside from looking for, like, accreditation, how can people know if a zoo is good or not before they go, before they give them their money? Ellen  45:14   Oh, there are a lot of things you can look for, because I have had people mention to me that, like, if they work at smaller zoos. If it's a small zoo, like you mentioned, Brian, AZA accreditation is a huge process. It is. It takes forever. It's also very expensive, and a lot of, especially smaller zoos, don't have that kind of budget, and maybe cannot get AZA accreditation, which doesn't mean that they're bad. Like, it doesn't mean that they're not doing the right thing, it just means that they probably don't have that kind of budget, which is, you know, fine. So you have to put a little more legwork into making sure there are some red flags that I've learned you can kind of look out for. One of them is doing paid, like hands on contact, particularly with animals that you shouldn't have hands on contact with, so like predators, right, like hands on contact with like a big cat, that's a big no no, hands on contact with a very young animal that's a big no no, like those those sort of like paid opportunities where you can like pay to stress an animal out, like, is usually Ellen  46:22   that's Ellen  46:22   kind of like that's kind of a red flag, you know, like, and I've seen some zoos that have, like, ambassador animals, where they can pay a little extra money and go, you know, hang out with, like, a Galapagos tortoise, is probably going to be fine, they don't care that you're there, you know, they'll have, like, or they'll have, I did one, actually, actually in Atlanta, at the Georgia Aquarium in Atlanta, my husband surprised me with a the behind the scenes sea otter tour, where you could like go to the behind the scenes of the sea otter exhibit at the Georgia Aquarium, and you do have to pay extra for it, and you do sort of get hands on contact, but the way they do it is interesting, they have this sort of like plexiglass like barrier between you and the otters like tank, and you're basically spot training where you like put your finger up to the hole and the otter comes up and boops their nose like onto your finger, so it's a very like animal lead, it's like if the animal doesn't want to do it, they're not going to do it, so it's like it's kind of up to them and it's not stressing them out, but you do still get to like boop an otter with your, with your finger, which is very, very nice. Jason  47:25   So, like, I know so many people that would pay extra money to boop an otter's nose. Ellen  47:30   I did. It was worth it, was worth every penny. So, there are things you can look out for, especially like those sort of money grab opportunities, like if they're asking you to pay extra money to like stress an animal out on purpose, that's usually a red flag. I also kind of look to see, like, okay, what, where are you getting your animals from? That's a huge thing, like, are you only taking in rescued animals from other places, are you like breeding them, you know, like, I, you can look into a little bit, like, if they'll, if they say on their website where they get their animals from, that can be helpful if they're not saying it might be because they don't want you to know, usually places that, like, are getting their animals either, like, from a rescue situation, or if they're participating in a species survival program, they'll be very, like, upfront about that, that information will be, will be very available. Jason  48:21   Yeah, we actually have a very tiny zoo here in Athens that is a purely rescue zoo. It's a small free zoo. It's, it's not gonna make anyone's list of like top 100 zoos in the nation. It's very tiny, but it's it's full of rescued animals, and they're very open about that. These are all animals that are not able to be released to the wild because they have critical injuries or whatever, and so they're kept here to have a good life. Ellen  48:44   We had a there was a big cat sanctuary like that from in North Florida, and one thing that, like, also something that I would see in places that I consider to be red flags were like not using proper safety protocols between their staff and the animals, where like if the staff is like in an enclosure with something like a tiger or a lion or a big cat or something like that, like with the AZA, they have like what do they call it, protected contact or something like that, or like there are steps basically where they're there, they should never be like in the enclosure with certain animals, there's some where it's fine, they're not going to do anything, but if it's something like I had Marco Wendt on, who worked, who works at the San Diego Zoo, and he was talking about cassowaries, and like cassowaries are like Jason  49:30   those are basically dinosaurs, Ellen  49:32   yeah, so especially places will post on social media, like they'll usually tell on themselves on social media where they'll like post a lot of videos of their keepers, like in the enclosure with like a live tiger or something like that, and you're like, okay, you shouldn't be doing that, because if they're not, if they're not using good safety protocols with their staff, I feel like there's probably some other things they're not doing probably super responsibly and safely either. Brian  49:59   Well, it also just. Makes you wonder, it's like that. If that is a wild animal acting like a wild animal, you shouldn't be around it like that, right? Ellen  50:07   Yeah, Brian  50:08   like, so why isn't that animal attacking them? Or anyway, Ellen  50:13   I've seen, I've heard a lot of horror stories about like tourist traps that will, like, sit like heavily, heavily sedate animals, so that they can like take pictures with them, and have their cute little moment. Do your research, like, look into a place before you visit them. I think is my big takeaway, right? Just like, look into them, see what you can find, see if they're being cagey on their website. Brian  50:35   Is there anything else we want to talk about about the science that is represented in Ark Nova? If there's not, I would love to step into our nitpick corner, because during the course of our conversation I found mine. Ellen  50:45   Oh, Jason  50:46   all right. Do tell. Ellen  50:46   Yeah, let me hear it. Brian  50:47   My nitpick about Ark Nova as a zoo management game is that there's not nearly enough poop. Ellen  50:55   I would like to see more like management Sims deal with Brian  51:01   everything that I've seen and researched, everything that I did getting ready for this says that being a zookeeper is about 50% poop management. Ellen  51:09   Yeah, it's mostly poop management. Yeah, Brian  51:12   so I feel like maybe that break tracker needs to be based on it's actually the poop tracker, it should just be a little poop emoji, and when you reach a certain amount of poop, that's it. You've got to stop, clean out, and that's in between rounds. Ellen  51:24   It should be like it's like a, it's like a flood tracker that like the poop level rises gradually. Brian  51:32   I thought of one more nitpick, and if nobody else has one, I'm gonna list my, that my second Brian  51:37   one as Brian  51:37   well. Jason  51:37   I think I would need to play the game a few more times to pull out, I mean, there's there's enough depth in this game that I don't think I can make a good saying of what I would fix until I understand it better. Brian  51:52   Okay, that's fair. Then next time I invite you to play, you got to accept my invitation. Okay, I've got two games running right now. Anyway, my other nitpick, then, and then we can be done with nitpick corner. You can build all of these structures in the game, specialized enclosures and things, for like, there's a meerkat den, and there's all these things that give you special powers in Board Game Arena there's an arcade that actually, like, do you know what they don't have all those special structures, they don't have a gift shop, and that's crazy. Ellen  52:24   Would like to see that. Brian  52:26   Have you ever been to a zoo that didn't have a gift shop?  Jason  52:29   Isn't that what the little kiosks are? I mean, they generate income for you. It might be like pretzels and slushies, but it may also just be a bunch of merch. Brian  52:36   I think they're selling pretzels and slushies. I did find an image of a kiosk from some kind of bonus tile, and it was definitely a place where they had like little tables, and they were selling like cotton candy and stuff, but no, I need, I gotta go buy a stuffed animal, and you know, a little battery-powered fan that's gonna break the next day, like that's what Ellen  52:55   , yeah, I need, I need a carrot at the end to encourage my kid to lock in while we're at the zoo, like I need something to encourage my kid to just like chill out for a few minutes, like don't worry guys, if you, if you guys can lock in and get through this zoo trip with no ridiculousness, I mean, there could be a stupid little knickknack in it for you, Jason  53:17   so it sounds like the love of zoos and talking to zookeepers may not have passed on faithfully. Ellen  53:25   No, my kids are goblins, which I don't know where they got that from. I have no idea. Jason  53:32   You say that, and I don't know exactly what it means, but it sounds like they're trying to eat the animals. Ellen  53:41   Some of them, I catch them licking their lips a little bit. Brian  53:45   That snake looks delicious. All right, let's.. well, then let's move on to grades. Ellen, if you don't want to grade, you don't have to. We, Jason and I, are professors, so we give two grades. We will grade on fun, and we grade on scientific accuracy, so we'll just do this back to back, and I actually would like Jason to start this time. Jason  54:08   Okay, so I'm having to think again, like I really feel like I need several more plays throughs, which is a big ask in the game that take can take two plus hours for a single playthrough to feel this in depth. What I saw of the game, I would be comfortable giving it probably about an A minus for science. It's like they, they seem to have done a good job trying to tie things together. They have a good amount of actually, they don't have a good amount of information on the animals that they have pictures, and they have some tags. Brian  54:39   They have tags and where they're from, that's about it. Ellen  54:42   It's like a Yu-Gi-Oh card. Jason  54:45   Yeah, I think there would be opportunity there. So many games like this nowadays, they have that little line of flavor text that tells you about the animal, Ellen  54:52   I'd like to see more flavor text, for sure. Yeah, Jason  54:54   or a genus species or something, those little things that are not necessary parts of the game, but that you let. You layer it on a little bit more, and I think that they easily could have done that, because at least most of the cards that I was looking at seemed like they had extra space available to do so, Jason  55:10   and again, they were electronic versions, so maybe the physical versions do not have that, but it seems like there would be a very easy opportunity to just add a little extra layer of it, there, which is what I'm going to put out, an A minus, because largely I think it does what it wants to do, as far as being accurate, and the fact that the rule book says, like, they tried to be accurate, they acknowledged some of the places they, they diverged, I think that's fine, I guess going back, I do have the one nitpick, is just the bears, someone just likes bears too much, and it just wants to draw that circle wide, Brian  55:45   but again, bear was just a subclass, nothing was a bear, everything was a bear plus x, although I don't really know what that means, Ellen  55:52   but the fact that the bears are like the only subclass is very funny to me, Brian  55:55   that is true, it's like bears, no, you're right, there's no reason it should just be bears, Jason, let's do fun before I, before I derail us completely. Jason  56:04   Okay, so I will preface this by saying that I feel very inadequate to give a fun judgment on something that is number two on Board Game Geek. It's like I think the general geek culture has spoken, however, people do have different levels of fun. I can definitely see this being in the A category for fun. It definitel

27. Mai 20261 h 7 min
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 202636 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. 202649 min