Personal
The Game I Sold Everyone On That Nobody Else Loved
July 18, 2026 · by Nolan Mercer
There’s a specific kind of embarrassment in being the person who pushed everyone to buy into something and then watching it not land, and I went through the full version of it earlier this year with a heavy engine builder I won’t name here because it’s not really about the game, it’s about what I did wrong pitching it.
I’d read about it for weeks before it hit the table, watched playthroughs, built up a picture in my head of exactly why my group specifically would love it, the kind of tight resource interlocking I know Priya goes for, the thematic depth Marcus usually responds to, the pure mechanical cleanliness I go for myself. Pitched it hard. Bought it before anyone else had even seen it played, which in hindsight is the first mistake, I’d already made an emotional commitment to liking it before a single die had been rolled at our table.
First session went fine, everyone was polite about it, first sessions of anything heavy are usually a little rough regardless of the game’s actual quality. Second session is where it started to slip, Marcus visibly checking out around the ninety-minute mark, Priya doing the thing where she plays efficiently but stops making conversation, which for her is the tell that she’s not having fun. Third session, nobody suggested it when it was my turn to pick, and I had to be the one to bring it up, and got a round of polite hesitation that told me everything.
What I got wrong, going back over it, wasn’t the game itself, I still think it’s a genuinely well-designed system. It’s that I pitched it based on what I thought each person would like in the abstract instead of paying attention to what they’d actually been gravitating toward in practice. Priya’s been drifting toward more player-interactive designs the last year or so, and this one’s almost entirely solitaire in structure, exactly the shape of game she’s told me directly, more than once, that she’s cooling on. I had the information. I just wasn’t listening to it because I was too attached to my own read of the box.
I still play it, solo, every couple months, and I think that’s actually fine, not every game in the collection needs to be a group game. What I’ve changed is how I pitch things now, I ask what people have actually enjoyed lately before I bring something new to the table instead of building a theory in my head first and getting invested in being right about it. Small process fix, again, same pattern as the insert tolerances and the hostile-pass thing with drafting games. I keep learning the same lesson in different rooms, apparently: test against reality earlier, get less attached to the theory before you have.