Game Design Brain Dump: January 30, 2026

Happy Friday, Geekly Gang! Today may be the first month where I had two game design brain dumps. Let’s keep the streak going. Yay! Thanks to everyone reading. You’re awesome. We all know it. The past couple of weeks were eventful for a couple of my board game designs. I’ll save Rustbucket Riots’ updates for a future game design brain dump. Instead, let’s discuss the changes for Spill the Beans. I can sum up all the updates in two words: production considerations.

Originally, Spill the Beans featured double-sided jelly bean tokens where most beans had different bean types on both sides. Players would pick beans from their supply, add them to the bean jar, shake beans from the jar, and shed cards from their hands. The game was dumb fun.

Despite being a card-shedding game (like Uno) with extra steps, Spill the Beans worked well. But I thought of how the game worked. I marketed Spill the Beans as a party game. Party games usually accommodate at least six players should be able to play the game, and if I include enough cards for six players, I would’ve needed 120 cards. That’s a lot of cards for a party game. It could work if Spill the Beans only included cards. But I intend on having jelly bean tokens. The card-shedding mechanism also took away focus from the jelly beans. At first, this wasn’t that big of a deal. The jelly bean tokens were flat and circular with jelly beans printed on them. And then, I 3D printed the jelly beans.

The original game had too many cards, and I couldn’t have the cards upstage the cute jelly beans. So, I cut the game mechanisms that no longer worked and reduced Spill the Beans’ game components to the jelly bean tokens, the jar to shake them from, and five mason jar (point-value) cards. Players still shake the jar and try to get so many beans from the jar. Then, they place at least one bean on one of the jar cards and eat the rest (add them to their score pile). As soon as three of the five mason jar cards are filled, play ends. Whichever bean has area majority in each mason jar card, claims that jar’s point value. Then, players score their “eaten” jelly beans. Whoever has the most points wins.

This new ruleset is simple. It puts emphasis on the jelly beans, not card shedding. And the new Spill the Beans scales well at higher player counts. Perfect for a “party game.” And the new game’s toy factor is through the roof. I can’t wait to codify the rules, pitch to publishers, and see Spill the Beans on shelves. Yay!

That’s all I have for this week’s game design brain dump. If you’ve made it this far, you’re awesome. Thank you for reading, and wherever you are, I hope you’re having a great day.

Monthly Check In

Hey, hey, folks! Just checking in with another personal update. It’s been a month since the last update, and we’ve had weekly posts up until this point. I’ll have another post later today. Hopefully, that won’t be too many emails from me in a single day. 😊



I’m still waiting to hear back from the company who said they were interested in Spill the Beans. I discussed this game more in last month’s update. They had promised me that the contract would be finished by the end of August, and I haven’t received an official contract yet. I believe they had some issues with their upcoming Kickstarter; it was supposed to launch in June or July at the latest and hasn’t yet hit Kickstarter. Fingers crossed that everything is okay.



I won’t hear back from publishers for another couple of months for the other game I submitted Whistlestop Pets. From what I’ve seen and heard, it takes about three months or more for a game publisher to respond to an email query. There isn’t a standard, so it could be a longer wait.

Speaking of waits, I also heard back from a literary agent for my novel Crooked as a Dogwood last month. The agent asked for a full manuscript. Yay! But it will also take an additional couple of months for a response. It takes time to read a full novel and even longer to figure out if it’s something an agent would like to take on. Fingers crossed for some good news in a couple of months.

So, it looks like I’ll have to busy myself with projects, so I don’t dwell on all of that waiting. Eek!

As a result, I’ve pursued other projects. Let’s begin with tabletop games. There a few games that far away from discussing here, but one stands above the rest: Pick Your Poison.



The phrase “Pick Your Poison” comes from the Prohibition era. Not only did prohibition ban alcohol, they added literal poison (like thallium and strychnine) to household products like after shave and the like (this is also called denaturing alcohol) in order to dissuade people from switching to drinking those household products. So, when a bartender at a speakeasy would say, pick your poison, they knew they were serving their customers poison.

In the game Pick Your Poison, you play as a public figure in the final year of Prohibition, and you dictate how much poison is in those household products. For prohibition to succeed, one needs to kill enough citizens…but not too many or you’ll incur the public’s wrath. Players add or subtract marbles from test tubes that will show how many people die from denatured alcohol each round (which is every two months).



If your role card is face down, you win the game if Prohibition has a positive public opinion at the end of a year. If your role card faces up, you win the game if Prohibition has a negative public opinion. Pick Your Poison is a semi-cooperative game for 3-6 players.

I’m ironing out the details but intend to submit Pick Your Poison to next year’s Zenobia Award. It’s a contest for designers belonging to underrepresented groups. The games must be based on history. I think Pick Your Poison fits that bill.



In terms of writing (not related to Geekly), I continue to work on the unnamed novel that’s based in the same universe as Whistlestop Pets and two other games in the offing. I should have a working draft by the end of the year. NaNoWriMo (national novel writing month) is in November, and I typically participate each year with the Omaha chapter. I encourage others to reach out to their local NaNoWriMo groups if they’d like to write a novel. You could make new friends. And I’ve noticed that my group holds people accountable. They’re focusing on getting people published.

And of course, Geekly has been another escape from remembering that I have multiple projects out for review. I appreciate everyone who has spent time and who does spend time reading these posts. Thank you!

That’s all I have for this month’s personal update. This may become a monthly thing. We’ll see.

I hope that wherever you are, you’re having a great day.

~ Kyra