How Sarah Reed Makes Games

How Sarah Reed Makes Games

Tell us about yourself - Who are you? What do you do?

I’m Sarah Reed. I’m an enthusiastic player of games as I enjoy board games, role-playing games and video games. I’m married to a wonderful and smart man named Will. We have a lot of shared interests like games, but also LEGO. Work is what pays for the hobbies we’re into, as both games and LEGO are expensive! In a nutshell, I do data processing and analytic work for the state of California.

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How Chris Renshall Makes Games

How Chris Renshall Makes Games

Tell us about yourself - who are you? What do you do?

My name is Chris Renshall. I am a securities analyst by day, board game social media freak by day, publisher/designer by night and weekends. I read a lot of financial reports and news and look at spreadsheets for my day job.Because of this I have to work really hard to not make all my designs financial game.

I am lucky enough to have a job that allows me to be on social media all day while I get my day job work done at the same time. Because of that I get to spend a lot of time getting to know and chat with the great game people on twitter and I have recently jumped into the learning curve that is BGG.

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How Ryan Laukat Makes Games

How Ryan Laukat Makes Games

Ryan Laukat is the classic renaissance man. He is the founder and president of Red Raven Games, the designer and illustrator of Empires of the VoidCity of IronEight-Minute EmpireEight-Minute Empire: LegendsThe Ancient World, and more.

He pretty much does it all, which is something that few game designers can claim. How does he do it? Read on, dear reader: READ ON!

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How Reiner Knizia makes games

How Reiner Knizia makes games

Reiner Knizia needs no introduction. As the most prolific game designer in the world today, you've almost certainly encountered his games, of which there are many. During our conversation, I was struck with not only how kind and funny he is, but also how much wisdom he's amassed over the years, wisdom that he was more than willing to share with me.

And now I'm going to share it with you.

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How Anthony Conta, Designer of Funemployed!, Makes Games

How  Anthony Conta, Designer of Funemployed!, Makes Games

Tell us about yourself - who are you? What do you do?

My name’s Anthony Conta, and I’m the Founder of Urban Island Games, LLC. Urban Island Games is a digital/tabletop game design studio located in New York City that focuses on interactive games – we like games where everyone’s engaged, not just in the world of the games we create, but also in its mechanics, its aesthetic, and its overall experience.

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How Kim Vandenbroucke, Designer of Cheese Louise, Makes Games

How Kim Vandenbroucke, Designer of Cheese Louise, Makes Games

Kim Vandenbroucke is the creator of The Game Aisle, and a self-proclaimed Brainy Chick – a title that may be an understatement. Kim is an intelligent person who doesn't just think – she acts on those thoughts, and the result is a flurry of activity that makes the world a better place. She blogs, reviews games, is active on social media, finds time to do brainstorming/consulting work at Brainy Chick Inc., and - oh, yeah - makes lots of great games. She's worked with organizations like Mattel, Hasbro, Winning Moves, and Cranium, and she's designed a wide variety of games, among them Scattergories CategoriesCheese Louise, and Marco's Polos.


Basically, she gets stuff done, faster and better than most of us could dream.

Here's how she does it:

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How Jamey Stegmaier, Designer of Viticulture, Makes Games

How Jamey Stegmaier, Designer of Viticulture, Makes Games

Jamey Stegmaier has blown my mind more times than I can count - even with my socks off. His incredibly helpful, detailed, step-by-step guide to being a Kickstarter god(my hyperbole, not his) is must-reading for anyone interested in the business of game design. Jamey doesn't just run hugely successful Kickstarters, write one of the most useful blogs on the internet, write books, and run an amazing business  - he also designs games, such as Viticulture and Euphoria. He told me how he does it:

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How Gil Hova, Designer of Battle Merchants, Makes Games

How Gil Hova, Designer of Battle Merchants, Makes Games

Gil Hova is the head of Formal Ferret Games, the designer of such titles as Bad MedicineBattle Merchants, and Prolix, and an incredibly nice guy – which I can tell even though I only know him through the internets. We'll get to game design (Gil was incredibly generous with information), but first things first: He's the proud owner of two adorable fuzzy ferrets, and he sent me a picture:

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How Chip Beauvais, Designer of Chroma Cubes, Makes Games

How Chip Beauvais, Designer of Chroma Cubes, Makes Games

Gil Hova is the head of Formal Ferret Games, the designer of such titles as Bad Medicine, Battle Merchants, and Prolix, and an incredibly nice guy – which I can tell even though I only know him through the internets. We'll get to game design (Gil was incredibly generous with information), but first things first: He's the proud owner of two adorable fuzzy ferrets, and he sent me a picture:

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How Matt Leacock, Designer of Pandemic, Makes Games

How Matt Leacock, Designer of Pandemic, Makes Games

I met Matt Leacock at the Cocktail Party known as Twitter. He's the designer of some of the best co-op games in the world, including PandemicForbidden Island, and Forbidden Desert - all fantastic games that should be a part of any game collection. I wanted to know how he got so much done, and what techniques, abilities, and tools contributed to his success.

Here's what he told me.

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How I created my own Game Design Course

(Here's the class) It's common for many people to come out of college and stop learning. When no one is forcing you to learn and improve yourself, it's easy to do nothing. Sonia and I recently realized that we've really slacked off in the learning category since college - we still read good books, but the focused, intentional learning has gone out the window.

We decided to change things by reorganizing our lives to look more like college - focused, limited, intentional blocks of learning.

I chose game design as my first class.

Here's what I did, and how you can set up your own game design course.

(If you're interested in learning other subjects, check out my blog post here):

Define your semester

How long is your semester?

I set mine for three months, but you're free to set it for as long as you'd like. Just be sure to set a time, so you can define when you need to finish the "class". If you don't have a time limit, it won't get done.

Assemble your curriculum

Look for classes

There are so many places to go to get free classes. Just check out this list, or Google "Free (subject) classes". It's amazing how varied the free resources available are.

I decided to go with Game Design Concepts, a cool class that I'd never really gotten around to finishing, because I didn't schedule time to do it, and unstructured time tends to desert me. The 20 lessons in this class is a perfect amount for the three month class...but that's not all I did - I was just taking one class instead of 16-18 credit hours, so just a single college class wouldn't be enough for me -  I went to the blogs.

 Finding lots of useful blog posts

You can create your entire education from blogs, if you know how to find the good blog posts. I selected one blog post on my subject per day for the entire "semester". How do you select the blog posts?

a. Select good blogs

This is an inexact science, but I suggest googling "game design blogs". You might also e-mail or Tweet some experts in the field, and ask for their recommendations.

b. Snarf up any top ten lists

Once you've found the blogs, check the about page and the sidebar. Oftentimes blog authors will post top ten lists, or lists about game design specifically. Don't bother looking at the blog posts, just grab all of the links and paste them into a spreadsheet. (right click>copy link)

I also used Buzz Sumo to select blog posts according to amount of shares. It's not precise, but it helps you select posts that have a high likelihood of being useful.

c. Check out tags/categories

In the case of a blogger that writes about a variety of subjects, check to see if they place the posts in a certain category - look at the top and bottom of a post for categories and tags, which will allow you to filter the posts by subject. Grab everything in that category. Usually you can find all of the posts in a wordpress blog by entering this URL (if they have a game design category):

Assigning tasks

Figure out what small projects and tasks that you could do do better learn about your subject. This could be short papers, projects, exercises, etc.

I chose to create micro-games representing concepts that I was learning in the class.

Assign these throughout the semester, so you're actually applying what you learn. At the very least, assign yourself to blog every day (or few days) about the subject you're learning. You learn by teaching, so teach (even if you're not an expert)!


I just created a speadsheet with all the dates until the end of the semester, with a different column for each assignment type.

Reading and reviewing

While you're reading the blog posts, I suggest installing the Diigo app, which allows you to highlight and markup posts on the internet, and it saves everything. Highlight key points, words you want to remember, and Diigo will save the highlighted text in your Diigo library.


Here's how to set up a semi-automated review e-mail. In the Diigo library, click "my groups" and create a new group just for your class.Screen Shot 2014-10-11 at 12.33.02 PM

At the end of each day of study, select all of your new highlighted items in your Diigo Library, and send them to your group:

Screen Shot 2014-10-11 at 1.16.10 PM

Adding the notes to the group will trigger an e-mail, sending all of the newly added highlighted sections and notes to your e-mail. Boom! Review sheet! The next time you're studying, review what you highlighted in the last session, and that will aid retention.

Catchup dates

Set days during the week where all of the previous assignments/readings are due, instead of making daily due dates. This will allow you to miss days and still be able to catch up before "class". Your life is unpredictable: don't assume that you'll be able to work on your class every day. Have catch-up days so you can be more flexible.

Getting it done

Ok, so you've compiled a great course. Now what's gonna make you do it? Your superhuman discipline? Yeah, right. We need some psychological tricks to force your lazy mammal brain into doing the painful, hard work of learning.

Treat it like a class

If you were studious in school, this could work - just imagine that this is a real college class, with a grade and everything - and treat it as such. You worked your butt off to get a good grade in college? Treat your own due dates with the same respect.

 Imagine THAT teacher

I know you had one. THAT teacher who scared you to death, who you wouldn't ever turn in anything less than fantastic, precisely on time. Mine was "the dragon", who was terrifying, and who I would work hard and stress endlessly about the assignments "the dragon" assigned. I did a good job, and I learned a lot. When I'm feeling unmotivated, I pretend that I'm doing an assignment for "the dragon", and somehow I feel like getting down to work.


 Get outside consequences

If all else fails, pick one of your mean - I mean strict - friends to enforce your class. Give your friend a check for a painful amount of money, and get your friend to agree to cash the check - no matter what - if you fail to turn in an assignment. It might be scary, but it's really effective.

Sometimes your brain just has to be bullied, you know?

Have a good time running your own micro college. Continued learning is one of the best ways to improve yourself as a person, and improve your financial prospects. Plus, learning about game design is a blast. Do it.


(Here's the class)

My Two-Year-Old is prototyping for me.

I've been working on polishing up the game mechanics for Thiefdom, and I've been leaving a lot of half-finished indexcard/game cards lying around. My Two-Year-Old daughter has been filling them in for me. She's been refining the text on my thief cards:



She's been writing rules for me:




She's created a few new characters to help her not-nearly-as-creative dad:

IMG_0251 IMG_0252


...and she's taken plenty of notes so I know what's going on:




It's so great being a dad.

How to improve your game art instantly (with my own examples).

You're an indie board game developer. You don't have the money to hire an artist, or maybe you know your way around a stylus and you want to produce your own art for your game. I've got a tip that will improve your art instantly in a vary tangible way. You'll have to do a bit more work when you're setting up your art, but it will save you time and energy in the long run, and your art will look ten times better. I'll have an actual example of my art improving because of this tip below.

Get reference photos.

I've drawn stuff for a long time. I've always doodled, drawn from my imagination, and created fantastic worlds on paper. I'm pretty good at it. I've taken scads of art classes, and I've drawn and designed and painted constantly for years. You'd think that I would be able to "make stuff up" instead of drawing from photos.

Myth: Great artists are so good, they just draw from their imagination.

I'm going to be vulnerable here, in an attempt to convince you that you can do better art.

I'm going to draw a character from my imagination, right now. I'm just going to sketch him out. He's a planned character from my game, a faceless fellow in a trench coat. Here we go:

Screen Shot 2014-08-01 at 7.55.15 AM

Not bad, huh? I've got some nice details, I've got an interesting posture, and it looks ok. It would be easy to take this picture and develop it into a full painting without another thought.

Read on, though.

Truth: Great artists know to draw from references.

I know, this isn't exciting, especially. Coming through royalty-free photos or taking your own photos is busywork, and you want to get on to the real fun of painting/drawing!

Wait, do you want to improve your art? Are you really willing to put in the time to make your game look fantastic? Then follow this advice, because it works. Here's the proof - here's my drawing of "no face" with a reference photo:

Screen Shot 2014-08-01 at 7.53.28 AM

Just about the same amount of time invested, and it looks so much better, in several ways: he's more lifelike, he's more realistic, more fluid and alive, and he's got more (and better) realistic details. When you draw from references, you don't just draw a generic image that you happened to have stored in your head, you draw a real person, and that makes the drawings more interesting.

But where do you get reference photos without spending a bunch of money?

0. NOT Google images

Don't even think about it. You don't own the rights to those pictures, so just don't go there. If someone could look at your drawing and tell that it was based on a picture that you don't own the rights to, you could really get in a mess. Don't go there.

1. Take your own.

This is always the best option. You can often get exactly what you want, and you don't have to worry about someone suing you for using their photo. Do this, if at all possible.

2. Free pictures

There are a few places where you can get royalty-free pictures for nothing. Here's a few of my favorites:

MorgueFile - Free photos. Morguefile doesn't have a huge selection, but it's totally safe to use the photos.

DeviantArt Stock - Photos on DeviantArt are not all free. However, many artists put photos up that they allow you to use. Check the text below the image. Sometimes they just want you to ask permission, sometimes you can just use the image. BE WARNED: make sure that the image is available for commercial use before you use it, if you're planning on selling your game. Many artists allow you to use the photo for personal or DeviantArt-only use. If you're not sure, contact the artist!

Wikimedia Commons - Lots of old photos in the public domain.Check the permissions on this site. Sometimes attribution is required, sometimes use isn't allowed at all. Just check.


Sometimes when you have something specific in mind, you might have to frankenstein some photos together. That's totally cool, it still works if your reference is from several photos. It will still make your art better.

Any questions? Any other sources of great reference photos? Let me know!


Quee 3: The "I'm Feeling Lucky" button

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Back at his ship, Queequeg surveyed his lovely crop of tomatoes.

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At this rate, he would fill up his well-protected Super Cool Storage in no time at all, and would have to seek new storage options - a delicious problem to have, it seemed to Quee. He smacked his lips - or, rather, he smacked where his lips would have been if he didn't have a beak instead.

Quee was glad that he had a beak, even if the smacking sound made by a beak was not quite a pithy and satisfying as lip smacking, because the beak was so much more versatile than a pair of lips. Sure, lips were used for articulating words, eating, and smooching, but the beak could be used to eat, articulate, groom, kill pray, fight, court females, and feed babies. Smooching was still a tad problematic (especially concerning to Quee, having just met Angereena) but considering the wide breadth of other uses that the versatile accouterment had, Quee thought it a fair trade-off.
Quee beamed down to the surface of the planet, and fought a few aggressive monsters, who, not possessing beaks, were clearly jealous of Quee's genetic superiority.
Quee paid a quick visit to the avian township and spent all of his pocket pixels on fresh tomatoes.
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Quee had it in mind that he would raid the robot base again, because he seemed to always be hard-up, partially because the shopkeeper kept raising the price of tomatoes just as Quee was walking up to his shop.
Quee broke into the robot base, but was so unnerved by a close encounter with a giant tank of what appeared to be lava, that he ran away squealing, and had to go on a calming-and-relaxing walk while eating a tomato-capible-of-soothing-frayed-nerves.
He was still calming himself down when he stumbled on an avian house.
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Inside was a beautiful chocolate-colored avian named Snicksee and another cactus (Quee tried not to comment on how formulaic the interior decorators on this planet were, not wanting to insult Snicksee). Quee attempted to respond to her cheerful greeting, but no words came out, and he ended up dropping a few tomatoes and exiting the house, with a friendly look that he hoped gave her the impression that he was a handsome sort, generous to a fault, and perhaps boyfriend material. As he walked away, she spoke to him, using phraseology that indicated that she had, indeed, seen Queequeg as the potential boyfriend that he was.
Display 1 2014 03 14   04 52 04 PM
Queequeg felt deeply conflicted, his befeathered head filled with thoughts of Snicksee and Angereena. He liked them both very much, but they were both very stylishly-dressed avians, and Quee felt that he would have to do better than the thread-bare loin-cloth smelling faintly of manure that he had worn as long as he could remember, and had washed twice. He started digging to clear his head. He eventually dug a deep hole, and unearthed an axe that made fire when swung.
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This was pretty cool, and it reminded him of his earlier embarrassing encounter with lava. He grasped the axe with a newfound courage that comes when one upgrades his weaponry, and charged the robot base like a fool who has just discovered an axe that creates fire when swung. Quee had a rich inner life, and his head was filled with visions of smoldering cross-sections of robot guards, but no sooner had he come to the robot base when his outer life took precedent, and he resorted to his old technique of piling dirt on their heads.
He didn't see many spare pixels lying about since he had already plundered the base the time before, but he did find somethin that - in his mind- was incalculably more valuable: a pair of Scientist Glasses.
Display 1 2014 03 16   01 06 01 PM
Quee put them on, and instantly felt 200% smarter, 130% more cooler, and - Queequeg hardly dared to hope - 23% more eligible for the attentions of an attractive female - now that Quee was a scientist  he had to use percentages like that-scientists are precise. But which attractive female? This was the thought the troubled Quee, like a belly full of undigested hairpeas. Finding no more pixels, Quee decided to steal the Robot's shiny steel platforms, which would certainly help him in his digging operations. Quee went back to the mine, and dug deep into the earth, until he unearthed a giant cavern of gravel. The gravel proved to be quite unpredictable, and soon - Quee wasn't quite sure how it happened - he found himself up to his neck in gravel.
Display 1 2014 03 16   01 21 41 PM
Quee sat there for a moment- he had never before realized how soothing getting buried in cool gravel could be. He sat neck-deep in the gravel for well over two hours, until he had an epiphany: he needed to leave the planet. With the female avians hounding him for attention and gravel collapsing every step he took, he was fed up and overwhelmed. He has a good stock of tomatoes on the Dungboat 2, and enough coal to power her - he would set off, immediately, to seek out new places to hang out. Perhaps he would be able to sort through some of the voices in his head.
Display 1 2014 03 16   01 24 21 PM
He beamed back to the Dungboat 2, clicked the "I'm feeling lucky" button on the navigation instrument panel, and burst off through space, away from the robots, away for the creepy hooded men who where under the impression that Quee was a heathen who desperately needed his face carved off, and off into the vastness of space, in hopes of finding new life and strange new tomatoes - and perhaps a world without bewitching female avians to befuddle his thinking.
Of course, a transformation was looming in Quee’s future, that would change Quee’s life, perhaps as much or more than tomatoes did…but we get ahead of ourselves.

Quee: The Amiable Cactus

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Queequeg ran on, twenty-five luscious tomatoes stuffed in his bag...


(all except for the largest tomato, which Quee wouldn't let out of his sight, keeping it clutched to his bosom like it was a kidney that his dearest-old-uncle Chipfee needed because his had failed and left him without the ability to regulate the composition of his blood and create urea, and Quee was the one tasked with the onerous job of live organ transportation through a very inhospitable and unsanitary environment. As a side note, Uncle Chipfee's body accepted the kidney, which was about the size of a tomato and delicious - not Uncle Chipfee's in particular, we haven't tasted that one, but kidneys generally, when skinned, cut in half, and simmered with olive oil, onions, garlic, and tomatoes, uncovered, over a gentle heat for about 25 minutes).

Quee soon discovered an abandoned house, in which he found little of interest, except a very striking cactus.
Quee would have pinched the cactus immediately, but first: he wasn't raised to be a thief (except in the rare occasion that someone attacked him, which was how he justified his earlier theft of the awesome saw blades) and second: he wasn't quite sure whether it was a houseplant or the legitimate occupant of the house, in which case, if caught, Quee wouldn't just be charged with theft, but also with kidnapping.
He wisely continued on without the plant.
He gathered another wild tomato, and was just chuckling to himself happily when he noticed a giant structure next to the tomato plant.
It was filled with extremely-hostile robots who were not-at-all-friend-material, in Quee's mind. His Uncle Chipfee had always told him (a bit racist-ly) that robots were no good, and not to be trusted, and this had a big effect on Quee in his tender, formative years.
Quee would have avoided the structure altogether, but Uncle Chipfee also told him in a overly simplistic way that robots were all extremely wealthy, due to the fact that they were miserly and would cheat you out of your hard-earned pixels as soon as look at you, and Quee was in need of pixels to buy more luscious tomatoes. Quee grasped his Very Defensive Stick (which was about to become more offensive than the amiable stick, if he was really honest, was comfortable with), hoping that he would not have to use it, and walked into the fortress.
Uncle Chipfee was right: robots were loaded, and miserly. They unreasonably objected to Quee pilfering their pixels, so Quee was forced to resort to an old tactic: piles of dirt.
It seemed robots had trouble with piles of dirt, and Quee made short work of the crystals where they held their pixels, and also stole a very Cool Chest, which Queequeg planned on stuffing with tomatoes (his pack was getting a mite full, and soggy).
On the way back, Quee stopped again at the house of the hospitable - but quiet - cactus, and decided to risk it. He threw the Avian Prime Directive to the wind and captured an alien species, which he placed most decoratively on the dash of the Dungboat 2.
The last time Quee had attempted to ornament his dashboard with an alien species, it had ended…badly. Quee had determined, that not only was the quagerian mudwort not a plant, it was also not friendly when plucked unceremoniously from its home and placed on the dash of a spacecraft next to a dancing hula lady and a pile of manure. The Mudwort had pinned Quee to the ceiling and plucked feathers until Quee agreed to transport him back down to the planet, where he would presumably finish the nap that Quee had interrupted by kidnapping him. The mudwort also stole the dancing hula lady, which was a slight that caused a deep, burning resentment that was still in Quee's chest fifteen years later.
The cactus, however, seemed amiable, and docile - a perfect pet. Quee laid an offering of chopped-up tomatoes at the stem of the cactus, but he secretly hoped cacti didn't care for tomatoes, so Quee could keep more to himself.
Quee then whipped out the super Cool Chest which he had stowed in his implausibly spacious pack, and began stuffing it with piles of tomatoes, every single tomato that was in Quee's possession went into super cool storage.
Quee stood back proudly, admiring the chest and feeling the warm, secure feeling of a squirrel who has just stuffed the ground full of provender for the winter.
Then an icy finger of panic snaked up Quee's back. Sure, the tomatoes were secure in their new super cool home, but where they safe? Even though the multi-phasic shield technology that Quee had was 35 years out-of-date, no one would be able to transport onto the Dungboat 2 without Quee's permission, but - this was where Quee saw a flaw in his plan - what about his new dashboard ornament/roomate/New Best Friend... Who Probably Likes Tomatoes And Has No Concept Of Personal Property. Quee glanced back at the cactus in a nonchalant way, as if he were making sure that there weren't any smudges on the windshield of the Dungboat 2.
The cactus was staring nonchalantly back at Quee, but to Quee's eye, he seemed a bit…standoffish and bristly. He hadn't touched the tomatoes yet, but that might be in order to lull Quee into a false sense of security.
Quee secretly wondered if the cactus had a distant relative who was a robot, because the cactus certainly was seeming suspicious and greedy.
Then relief washed over Quee like tomato juice from a ripe tomato over the tongue of a enraptured avian. He remembered the decorative Sawblades that he pinched from the man who had tripped under mysterious circumstances. Quee whipped them out and placed them in very defensible and sinister positions around the Cool Chest.
Now his tomatoes would be safe from that prickly interloper, thought Quee.
Quee teleported back to the surface, and sprinted wildly towards the Cactus's house, in hopes that he could find some furniture, or perhaps a family picture, to soothe and welcome his friend, because (if Quee was honest) he really didn't want his Best Friend to be ripped into graphic chunks by a saw blade, even if the saw blade was decorative.
Quee returned to the house and looked around, but he released that before he could perform a thorough search, he would have to lie down for a bit: he was quite exhausted from the run. He inspected the bedding for stray needles, and, finding none, laid down to rest, much relieved that the cactus was so tidy.
Just then, an attractive pink avian entered the room, and, finding Quee sleeping in her bed, proceeded to beat him over the head with a very abusive board, until Quee got the distinct impression that he was not wanted, and exited the building.
The pink avian, whose name Quee would later learn was Angereena, followed Quee out of the house looking bashful. She introduced herself, apologized and reassured Quee that the bruises did make him look manlier than before. Quee and Angereena discussed the weather for a few seconds before Quee awkwardly turned away and continued on. She was the most beautiful creature Quee had ever seen. But she was scary and violent at times, so Quee wasn't sure if a long-term relationship would be possible, no matter how manly she thought he seemed to be.
All of a sudden, Quee didn't want to return to his ship.
He wanted to think and walk, which couldn't feasibly be done in Dungboat 2, not only because of the size constraints, but also because the manure fumes were so intense that they rendered any logical thought impossible.
Quee was thinking of Angereena as he walked past the robot base, and he was thinking of Angereena as he hit a robot repeatedly with a stick to get to the tomatoes that the robot was very selfishly hoarding (indeed, this was the first time that Queequeg's thoughts were not consumed with tomatoes since he had first eaten one, which made the discovery of a new wild tomato plant significantly less exciting)... and when Quee saw a house in the distance, he thought dreamily about how much the house looked like Angareena's house.
Except there was another mysterious man inside, and he was wearing a necklace of brightly colored feathers, speckled with blood. Quee noticed another cactus, and wondered vaguely, before he blacked out again, if all cacti were homeowners.
When Quee came to, the man was lying on the floor, a mangled mess.
Quee thought how very coincidental it was that these men were always tripping before they were about to introduce their weapons to Quee's internal organs…and suddenly the many confusing thoughts that flew into Queequeg's pacifist mind overwhelmed him, and he had to sit down for a while.
All the stress had him really jonsing for a tomato.