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Essen 2026: Floor Buzz vs. the Kitchen Table

  • Oct 28, 2026
  • 19 min

Show notes

What the episode covers

Can a single card do two jobs and still earn a second play? Miles and Grant explore that question with Minikin City by Luciani and Verdier, alongside Luciani and Cuneo's Shugendo, and grade both as early impressions rather than final verdicts.

They weigh Minikin City's double-meaning cards against Shugendo's push-your-luck bust rule, then look at the long queues for Queen Alice and what a line at a booth does and does not tell you. They also cover Artengarten, Mathias Wigge's Deutscher Spielepreis winner built on Arche Nova, and how a fan-vote prize works. The episode closes with a scorecard that includes a split grade on Queen Alice and a couple of honest incompletes.

The broader lesson: design for the second play, not just the demo.

Timeline

In this episode

7 moments worth skipping to. The timecodes match the player above.

  1. 0:15Introduction
  2. 1:23Minikin City: Do Double-Life Cards Hold Up?
  3. 4:28Shugendo: Push Your Luck, Verdict Pending
  4. 7:33The Turn: Queen Alice and the Longest Queue
  5. 10:58Artengarten: What Wins the Table
  6. 14:41The Scorecard and the Design Lesson
  7. 18:14Outro

Quick answers

Straight from the episode

The questions this one settles, without the listen.

What is Minikin City and who designed it?
Minikin City is a 2-5 player game for ages 10+ that plays in about 30 minutes. It is designed by Luciani and Verdier and published by Cranio Creations and Capstone Games. A Dale Yu review excerpt describes double-meaning cards whose colors and values give rewards each round. The excerpt covers setup only, from one publisher review copy, so the hosts graded the game incomplete.
What is Shugendo and how does it play?
According to an undated pre-release Frogames page, Shugendo is a Luciani/Cuneo deck-builder with push-your-luck. Too many yokai icons bust your turn. It has a medium learning curve and takes several plays to optimize. No independent reviews exist yet, so the hosts graded it incomplete, and Miles called it a brochure incomplete.
Was Queen Alice really the hit of the show?
A Gus and Co roundup dated Oct 28 reported that Queen Alice had the longest queues and sold out. Early feedback was more cautious: praise for the theme, but also a heavy puzzle, analysis paralysis, and a hard-to-read score. All of it came from short demos, so these are impressions rather than reviews. The hosts refused to call it a fizzle and debated whether a queue measures the design or just the hook.
What grades did the hosts give Queen Alice, Shugendo and Minikin City?
Minikin City and Shugendo both got an incomplete because the evidence is too thin. Queen Alice got a B-minus from Miles and a C-plus from Grant. The hosts treated the Gus and Co pieces as first-impression writing, with real verdicts to come later.
How does the Deutscher Spielepreis work and who won?
Artengarten by Mathias Wigge won, ahead of Boss Fighters QR and Galactic Cruise. It is based on Arche Nova, a zoo-building game with a 135-tile open supply. The prize is a fan vote in Germany, Austria and Switzerland, with five picks plus one children's game and a May 1 to April 30 window. Nothing the hosts read ties the prize to Shugendo or Minikin City.
What is the design lesson from this episode?
Design for the second play. The hosts applied it to Minikin City's double-meaning card and to Shugendo's bust rule. They also argued over how much weight thin evidence deserves, such as a hard-to-read score as a design complaint versus the feel of a payoff-less think.

Transcript

The full conversation

Every word of the episode, 3,340 of them, in the order they were said.

Read the transcriptHide the transcript

GrantOkay, so get this. Last time, we graded a pile of games on hype alone. Nobody had played anything. We were basically reviewing the box art.

MilesAnd the show's over now, so we have to check our own homework.

GrantWhich, plot twist, is way less fun than writing it.

MilesI'm Miles, that's Grant, and this is The Design Deck.

GrantHere's the scorecard. Floor-buzz design is photogenic and easy to demo in 10 minutes. Kitchen-table design is the stuff people replay and can teach to their uncle.

MilesTwo very different report cards. One gets you a crowd at the booth, the other gets you a second play at home.

GrantExactly. And we flagged two bets before the show, Shugendo and Minikin City. Those are our test cases.

MilesFair warning, though, these are early impressions, not final verdicts. Nobody's had months of table time yet.

GrantOh, so we're grading on a curve?

MilesWe're grading on a very thin pile of play reports, Grant.

GrantWait for it. I'll still get a grade out of it.

MilesThen start with the game that has an actual review out, Minikin City.

GrantOkay, so get this. Dale Yu put up a review of Minikin City on October 22nd while the show was still going. A review with an actual table behind it.

MilesWhich already puts it ahead of most of the show floor chatter. The listing has Simone Luciani and Matthieu Verdier as designers.

GrantLuciani, of course. That man's name shows up on a box and everyone sits up straighter.

MilesIt's Cranio Creations with Capstone Games publishing. Two to five players, ages 10 and up, about 30 minutes on the box.

Grant30 minutes? That's a suspiciously friendly number for a game that calls itself strategic.

MilesDale Yu's review describes it as a strategic game where every card you play has a double meaning. Colors and values give you rewards each round.

GrantHold on. Rewards from the colors and the values?

MilesThat's the excerpt. You're the systems guy, Grant. What does that do to a turn?

GrantHere's the mechanics read, and I'm only reasoning from that one sentence. If a card carries two meanings, then one decision has to serve two purposes, and whenever one choice serves two purposes, you can't maximize both. That's a trade-off built into every play. I won't pretend to know the exact rules beyond that.

MilesAnd that's from my side of the table starts. A trade-off on paper is one thing. How does it feel? Picture a demo. Someone holds up a card, points to two things, and everybody goes, "Ooh, clever."

GrantRight, and that's what makes me nervous. Clever on a demo table is cheap. A two-job card is a cost on every decision. First turn, you're doing arithmetic in your head. Third turn, you're still doing arithmetic.

MilesOkay, but a double meaning is easy to feel, and that's the point. One card, two readings, and you can see the temptation on everyone's face. That's a story waiting to hop in, not a legend of icons nobody remembers.

GrantIs it a decision or is it homework with cardboard? I love a puzzle, I just don't want the best play to be a tax form.

MilesYou're describing a game you haven't played.

GrantNeither have you.

MilesTrue, but here's what I'd watch for, because it's all about feel. A good double-meaning card should make you wince a little when you pick one job over the other, not groan at a spreadsheet. Wince like you gave something up. If it lands that way, it becomes a story at the table. I sacrificed my best color to grab the payout. If it doesn't, it's bookkeeping.

GrantAnd that's exactly what we can't tell from here. The excerpt doesn't give us the reviewer's verdict, only the setup. It says the review was played with review copy from the publisher, so that's one table, one copy.

MilesSo all we can say is the hook exists. The double meaning is in the pitch and in the review's opening description.

GrantAnd a hook is the floor buzz half of our scorecard. The kitchen table half asks whether it still works by game three.

MilesWhich a one-paragraph excerpt can't answer.

GrantNo way. Not yet.

MilesSo plot twist for the scorecard then. The sibling game doesn't even have that much.

GrantShugendo, yeah. Minikin City has a review. Shugendo has almost nothing.

MilesSo what do we do with almost nothing?

GrantOkay, so get this. Shugendo's best description comes from a pre-release page on Frogames, and the page has no date on it.

MilesNo date at all?

GrantNone. So treat it as a pre-release read written before anybody outside the building had touched it.

MilesFine. What does it say the game is?

GrantA Luciani and Cuneo deck builder with push your luck baked in, and the page lists it for two to four players with yokai all over it.

MilesYokai. Okay, I'm already happier than I was with a spreadsheet.

GrantOf course you are. Now, push your luck. Let me give the systems definition for anyone who's never been burned by it.

MilesGo for it.

GrantYou keep taking a thing that helps you, and every extra grab raises the chance you lose it all. Think pushing one more card at a blackjack table. Here, you reveal cards, and if you reveal too many Yokai icons, you bust. Your turn is gone.

MilesOuch.

GrantOuch. Picture it as a thought experiment, since I don't have exact numbers. You've revealed a few cards, your turn is going great, and the next reveal could be the one that tips you over. Do you stop here or flip again? That's the whole tension. And the page says the push your luck is meant seriously, not decoration.

MilesWait, that's a strange thing to feel the need to say.

GrantIs it? Plenty of games bolt a luck mechanic on and call it tension.

MilesFair. I've watched a deck builder where the risk was just a coin flip wearing a hat.

GrantA coin flip and a hat. Anyway, the page rates the learning curve as medium.

MilesMedium. So not a gateway game, not a doctoral thesis.

GrantAnd then this is where it gets good. It says deck optimization takes several plays.

MilesHold on. That's the honest line, and it's also the problem.

GrantSay more.

MilesA demo is one short sitting. If the real game is about tuning your deck over several plays, a demo shows you the busting and none of the tuning.

GrantHmm, okay. But the busting is the hook. You feel that stomach drop in two turns.

MilesSure, you feel the drop, but you can't tell if the drop is fun on play five.

GrantHmm. Or the demo helps because it gets you to play five at all.

MilesThat's the optimistic version.

GrantI'm an optimist about exactly one thing, and it's the systems. A bust rule teaches itself in two turns.

MilesAnd I'm the one who wants to feel the stomach drop

GrantLast piece. The page states plainly that there were no independent reviews yet.

MilesSo nobody outside has said a word, not a pass, not a fail.

GrantWhich means the grade is an incomplete. Not a pass, not a fail, just a sticky note on the folder.

MilesI can live with that, an incomplete that says why. And it's useful if you're a player deciding whether to chase this at a store. The page itself is telling you to expect a learning period, so don't judge it on one sitting.

GrantBecause the one thing we know the game demands is time, and time is what nobody has spent yet.

MilesSo both of the bets we flagged are still open.

GrantBoth. Minikin has one review. Shugendo has a pre-release page. And meanwhile, the whole hall was queuing for something else.

MilesQueen Alice.

GrantQueen Alice. Chess pieces, a long line, and a lot of people with opinions. Okay, so get this. Longest queues at the whole show. Sold out of its stock. Queen Alice was the game everybody wanted to see that.

MilesWhere's that from? Because I've seen a lot of Essen chatter, and most of it is vibes.

GrantA buzz roundup on Gus & Co., the French site. Their top 10 of the games that made noise, dated October 28th.

MilesSo the post-show number is queues, not plays.

GrantQueues and sold-out boxes. That's the hype side of the scorecard in writing.

MilesSold out is the part that gets me. That's money changing hands, not just people standing in a hallway.

GrantFair, though what those buyers had or hadn't played, I'd only be guessing. The roundup doesn't say.

MilesGood. Then neither of us gets to speculate yet.

GrantWait for it, though. Gus & Co. also collected the early feedback, and it's cautious.

MilesCautious how?

GrantThe site says players praise the theme. Then it turns. They describe a heavy puzzle, one that invites analysis paralysis.

MilesOf course it does. Chess moves is the engine. You pick a card, you pick a piece, and suddenly you're staring at the board forever.

GrantAnd the roundup adds that the score is hard to read mid-game. You don't know who's winning.

MilesOh, that one hurts. In a heavy game, you can live with the long think if you can see the payoff. Not knowing the score makes everything feel like a guess.

GrantRight. Now, the caveat, and it's a big one.

MilesShort demos.

GrantShort demos. The site itself says the opinions mostly come from quick demo plays. Impressions, not reviews.

MilesSo nobody's lived with it. Nobody's had it on the kitchen table for a month.

GrantNot that this roundup shows. So did it fizzle?

MilesNo, absolutely not. Mixed early feedback from a short demo is not a fizzle. Calling it one would be me doing exactly the thing we promised not to do.

GrantOkay, but here's my itch. We did that whole Queen Alice episode before the show, and the hook was the hook. Familiar chess pieces, instantly readable.

MilesAnd the hook worked. Look at the queue.

GrantSure, but does a queue measure the design or does it measure how good the hook looks from across the hall?

MilesBoth, and you can't separate them from out here. People queue because they understand it in one glance. Chess knights, everybody gets it.

GrantAnd then they sit down and discover the glance was the easy part.

MilesThat's your cynical read. Mine is that a heavy puzzle is exactly what some tables want. Analysis paralysis is a complaint from one group and a feature for another.

GrantThink of it like a restaurant line. A long line tells you the sign and the smell worked. It doesn't tell you whether anyone came back for a second dinner.

MilesBut a sold-out stock tells you something a line doesn't. Standing in a queue costs nothing. Buying the box costs real money.

GrantReal money spent on the promise, not the experience. That's still the hook doing the talking.

MilesOr it's self-selection doing the talking. Nobody wanders into a heavy chess-flavored puzzle by accident. The people who queued for it are the people most likely to enjoy it.

GrantHuh, that's fair. Which means the analysis paralysis complaints might come from the casual demo crowd, and the actual buyers might be happier than the roundup suggests.

MilesMight, but that's us speculating. The roundup says nothing about what buyers experienced at home.

GrantRight. So neither of us gets to hand down a final grade from a hallway. Plot twist, we're both right, and neither of us has a copy.

MilesHa. Probably.

GrantWhich leaves a nasty question. If queues don't predict table love, what does?

MilesThere's a game that won a prize this year, and it didn't win it in a queue. Let's look at that.

GrantOkay, so get this. The winner is a zoo game.

MilesA zoo game. Not a chess set, not a Yokai bust fest.

GrantArtengarten by Mathias Wigge. Brettspiel-News reported the result from October 21st, and it beat Boss Fighters QR and Galactic Cruise for the Deutscher Spielepreis.

MilesOh, I love that.

GrantRight? And that's the whole story. Brettspiel-News says Artengarten is based on Arkanova. It's Wigges and Feuerlands second win after Arkanova in 2022.

MilesSo the sequel crowd showed up.

GrantA zoo-building game with an open supply of 135 tiles. That's the number I'd keep because it's the pile everybody picks from.

MilesHold on. Who votes on this thing? Fans?

GrantSpielbox says the prize is a consumer award voted by fans in Germany, Austria, and Switzerland.

MilesNot a jury of designers in black turtlenecks.

GrantNot a turtleneck in sight.

MilesAnd the rules matter here. How does the voting work?

GrantMotek Games explains that each voter names five favorites plus one children's game, and only German-language releases qualify from a window running May 1st to April 30th.

MilesFive picks. So you can't just scream for one shiny thing. And that window means months of table time. By the time a game gets voted on, people have taught it to their in-laws and found out whether it survives a second Tuesday.

GrantWait for it. Spielbox even says the award reflects what people had already played at home, not Essen hype.

MilesThere it is. That's our whole scorecard premise handed to us by a magazine.

GrantThough, let me poke at it for a second. Home play isn't a pure signal either. People vote for what they've played, and they've only played what they could find.

MilesTrue, a fan vote has its own biases. Familiar names pick up votes because they're familiar. But five picks means you have to think about your actual shelf, not just one shiny thing.

GrantAnd from the system side, a game people keep pulling off the shelf is one where the fun doesn't depend on the surprise of a first play.

MilesWhich is the kitchen table test in one sentence, and it's different from the booth test where the surprise is the whole sales pitch.

GrantBut I'll argue the other side for a second. Isn't a winner that's a refined cousin of an older hit a little boring?

MilesBoring? Mo-Tech calls it a successor that simplifies many mechanisms. Simplifying is the hard part.

GrantEasy to say. Anyone can cut a rule. Cutting the right one without flattening the game is the trick.

MilesWhich is my point. A second pass is a chance to fix whatever got in the way of the fun the first time.

GrantSure, but the first generation is why anyone cared. Nobody votes for a refinement of a thing that never existed.

MilesFair. Arkhanova had to exist, and it had to be played to death.

GrantSo novelty buys you the first look, and refinement buys you the vote.

MilesMaybe. Though third place went to Galactic Cruise, and Mo-Tech notes it comes from Kickstarter. That's not exactly the cozy old guard.

GrantHa. Plot twist. The newcomer made the podium anyway.

MilesWhich is why I'd be careful. One prize doesn't crown a rule.

GrantAnd it definitely doesn't tell us anything about Shugendo or Minikin City.

MilesNot a word. Nothing we've read ties them to this vote. Different clock.

GrantRight. Artengarten answers one question. What do people keep playing at home? It's silent on whether our two bets will earn that.

MilesSo we've got an incomplete, a cautious maybe, and a zoo.

GrantThen it's time to hand out the grades and figure out what any of this should teach a designer.

MilesPencils out. I'm feeling generous. Mostly.

GrantOkay, so get this. We hand out grades, and two of the three come back incomplete.

MilesWhich is a very honest report card.

GrantMinikin City first. Incomplete. All we have is a review excerpt, so I can't give it a pass or a fail.

MilesAgreed. And no sneaking in a positive signal. The excerpt told us the setup, nothing about round ten.

GrantShugendo, same stamp. Incomplete.

MilesFine, but I'd say the Shugendo incomplete is thinner than the Minikin one.

GrantWhy?

MilesMinikin has someone who sat down with a copy. Shugendo has a pre-release page. That's a brochure, Grant.

GrantOkay, I'll give you that. Brochure incomplete.

MilesNow, Queen Alice. Cautious B-minus from me. We argued the why a minute ago, so that's just the stamp.

GrantAnd mine is a C-plus. Same evidence, different weight on the unreadable score. The argument's already on the record.

MilesSo let's spend our time on what the evidence actually is. Gus & Co.'s October 24th piece is a tour of the show, and it describes contrasted first impressions. Their own framing is a notebook of eight games, not a verdict on any of them.

GrantAnd the October 28th buzz roundup says it outright, right? Impressions, not reviews.

MilesRight. Everything from this stretch is first impression writing. The real verdicts show up when people have played a game many times, and that's a while off.

GrantSo the weight we give thin evidence should be small.

MilesSmall, but not zero. A cautious signal still beats silence.

GrantLet me push back on myself, though. Silence at least doesn't mislead. A cautious signal from a short demo could point the wrong direction.

MilesIt could, but look at what kind of signals we actually have. The praise is about theme, which is the first look. The complaints are about a hard puzzle and a score you can't read, which is what happens in your head after the first look.

GrantAnd from the system side, a hard-to-read score is a design complaint, not a taste complaint. If you can't tell who's winning, you can't tell whether your thinking is paying off.

MilesThat's the part that stings on the feel side, too. A long think should end with a little payoff, a quiet, "Ha, I saw that coming." Without it, the think just sits there.

GrantEh. Fine. But I'll own that I'm leaning on one site's summary of short demos. That's thin, and my C-plus is a lean, not a ruling.

MilesSame for my B-minus. Neither of us is grading the game. We're grading how much to trust a hallway.

GrantWhich is a better thing to practice than pretending. Okay, the lesson. Design for the second play, not only the demo.

MilesSay more.

GrantIt's like a card in auction. The paint under the light sells it, but the owner finds out about the seats and the clutch six months later.

MilesAnd the game that wins the table is the one where turn 40 feels as clear as turn one. Teach it fast, then keep surprising people.

GrantApply it to our two bets. Minikin City's hook is the double meaning card. The second play question is whether that card keeps asking you a real question or whether you solve the pattern and coast.

MilesAnd Shugendo's hook is the bust. The page itself says deck optimization takes several plays. So the second play question is whether tuning a deck keeps that stomach drop interesting once you know the odds in your own deck.

GrantSame question, two boxes. Does the thing that sold you on the first play still have work to do on the fifth?

MilesAnd a demo can't answer it, no matter how good the demo is. A good demo opens the door. It doesn't pay the rent.

GrantPut that on a booth banner.

MilesAlready drafting it.

GrantThree games, one real grade if you count a cautious maybe. I'll take it.

MilesThen that's the scorecard. Let's wrap it up.

GrantOkay, final answers, one line each. Minikin City, incomplete, and I'm leaving the pencil on the table.

MilesShugendo, same. Queen Alice gets a B-minus from me. Grant, where's your C-plus going?

GrantRight back on the fridge, Miles, where it belongs. Filed under heavily biased grading.

MilesFloor-buzz gets you through the door. The kitchen table decides whether anyone brings the box back out.

GrantAnd we owe you a follow-up once real plays pile up. So tell us who's right. Come find us at thedesigndeck.com or tag us on social. New episodes every Thursday. Send us your own grades. Miles is still keeping his B-minus.

MilesAbsolutely I am. Homework's due next time.

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