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Tim FerrissTim Ferriss

The Strategies and Tactics for Building a Bestseller from Nothing — Elan Lee of Exploding Kittens

This is a very special episode for me. COYOTE is a fast, casual card game I created with the amazing Elan Lee and the Exploding Kittens team. It has been my obsession for two years. It is available in ~8,000 locations worldwide, including Walmart, Target, Amazon, and many others. Learn more: https://coyotegame.com. This episode is brought to you by: Gamma AI design partner for effortless presentations, websites, social media posts, and more: https://gamma.app (Use code TIM at checkout for 30% off any plan.) Shopify global commerce platform, providing tools to start, grow, market, and manage a retail business: https://shopify.com/tim (one-dollar-per-month trial period) Wealthfront high-yield cash account: https://wealthfront.com/tim (Start earning 4.00% APY on your short-term cash until you’re ready to invest. And when new clients open an account today, you can get an extra fifty-dollar bonus with a deposit of five hundred dollars or more.) Terms apply. Tim Ferriss receives cash compensation from Wealthfront Brokerage, LLC for advertising and holds a non-controlling equity interest in the corporate parent of Wealthfront Brokerage. See full disclosures here: https://wealthfront.com/tim Elan Lee is the co-creator and chief executive officer of Exploding Kittens, a leading gaming and entertainment company. Under his leadership, Exploding Kittens has expanded its portfolio to nearly 30 different games with more than 60 million games sold in more than 50 countries since its founding in 2015. cc: @ExplodingKittensInc [00:00] Start. [00:26] Coyote: a game 47 years in the making. [03:46] Who is Elan Lee? [04:45] How our motivations behind game creation intersect. [07:54] The nutshell view of pitching a game to a retailer. [09:51] Salesmanship is a learnable skill, but Elan’s a natural. [11:06] Why I’ve always wanted to make my own game and how development began in earnest. [21:28] First contact with Elan and our fast-forged, fun-focused friendship. [26:44] The Hanabi and Rock, Paper, Scissors-inspired Toronto trip breakthrough. [34:15] Early prototyping and testing. [40:12] The Zero Effect. [42:18] Recommended game design rationales, resources, and reading. [47:49] The beginner’s mind approach to writing effective game instructions. [51:24] A simple fact: less complication = more fun. [52:51] Cooperative vs. competitive play. [53:26] Leveling the playing field with attack cards and sabotage mechanics. [56:46] Tricking people into cognitively bettering themselves by gaming. [01:03:30] Finding the sweet spot. [01:06:11] It takes a lot of work to make a game effortlessly fun. [01:09:12] How many games does Exploding Kittens publish per year? [01:10:18] Exploding Kittens’ number-one seller was designed by Elan’s four-year-old daughter. [01:14:11] Prototypes and pitching. [01:18:16] Improving on the industry’s fundamentally flawed testing procedure. [01:20:47] Analyzing passing/failure with play testers’ video and feedback. [01:24:29] Risks of internal testing. [01:27:41] Coyote’s first positive signs from the wild. [01:30:19] Online vs. physical store sales and tweaking variables to gauge market interest. [01:37:28] What a successful line review looks like. [01:39:58] Line review hoops through which lesser-proven companies have to hop. [01:44:15] Elan’s field-tested line review meeting strategies. [01:50:16] The importance of finding proper agent representation. [01:55:42] In modern marketing, social media (especially short-form video) is king. [02:00:50] The best and worst ways for an aspiring designer to sell a game. [02:09:12] Crowdfunding pros and cons, and Kickstarter alternatives. [02:16:08] Dealing with deal terms. [02:20:04] The Exploding Kittens attitude toward rare partnerships. [02:21:54] The types of games that capture Elan’s attention. [02:23:47] Common game design mistakes. [02:25:55] How we tried to avoid these mistakes when packaging Coyote. [02:30:00] Self-publishing vs. conventional publishing. [02:34:42] Business considerations and risks. [02:41:04] Parting thoughts and a tantalizing Hollywood-mansion-party offer

Elan LeeguestTim Ferrisshost
Aug 6, 20252h 52mWatch on YouTube ↗

At a glance

WHAT IT’S REALLY ABOUT

Tim Ferriss and Elan Lee reveal how COYOTE became retail-ready

  1. Tim Ferriss and Elan Lee describe the two-year process of co-creating the card game COYOTE, from early prototypes to retail distribution.
  2. Elan Lee lays out practical game design principles: bias toward simplicity, design for player interaction, and create a difficulty ramp that alternates confidence with new constraints.
  3. They explain how COYOTE emerged from combining cooperative play inspiration (like Hanabi) with the ‘players playing players’ dynamic of repeated Rock, Paper, Scissors.
  4. Elan Lee details Exploding Kittens’ playtesting system (video-based ‘Kitty Test Pilots’) and why typical market research testing is misleading for games.
  5. The conversation breaks down how games are sold at scale via retailer line reviews, why agents matter, and why short-form social video has become central to marketing plans.

IDEAS WORTH REMEMBERING

5 ideas

Stay outcome-open during brainstorming to make iteration inevitable.

He describes the “zero effect” as shifting from hunting for one perfect solution to hunting for anything usable, then iterating. In his view, that mindset makes brainstorming enjoyable and keeps teams willing to test lots of “what if” variants without fear of failure.

Design for player-to-player interaction, not a game that performs for the table.

He says his foundational design premise is that games shouldn’t be entertaining on their own; they should make the players entertaining by creating interaction and “players playing players.” He contrasts this with pitches he dismisses where the game works hard to entertain while players feel isolated or are effectively “playing solitaire.”

Less complication (in rules and components) is a primary path to more fun.

He argues simplicity is a feature: remove components and rule nuance whenever possible, and treat any “except if…” branching as a warning sign. He ties this to writing rules with a “beginner’s mind,” anticipating confusion points the way a live explainer would.

Build a repeating confidence-and-challenge cycle to hit the difficulty sweet spot.

He describes a difficulty ramp where players must first feel “I can do that,” then quickly encounter a twist that blocks autopilot, followed by “I know what I have to do” and “I can do that too.” He says sustaining this loop is the craft of keeping people engaged and progressing toward mastery.

Test games in the real social context—then judge readiness by ‘do you want to play again?’

He calls the industry’s typical external testing (strangers in a room with a one-way mirror and surveys) “fundamentally flawed,” since most people play games with friends, not strangers. Exploding Kittens built “Kitty Test Pilots,” mailing prototypes to families/friend groups who record play sessions; the key question at the end is whether they want to play again, and the team uses video to spot unspoken confusion (like reactions to instructions).

WORDS WORTH SAVING

5 quotes

My fundamental premise behind all game design is games should not be entertaining, games should make the players entertaining.

— Elan Lee

If, if it takes longer than five minutes to explain a game, I am gone.

— Elan Lee

The testing procedure that all these other companies go through is fundamentally flawed.

— Elan Lee

Every responsibility is my responsibility, not theirs.

— Elan Lee

70% of our sales are in-person retail. Only 30% are online sales.

— Elan Lee

COYOTE origin and core gameplay conceptCooperative vs. competitive modes and sabotage mechanicsRapid prototyping with blank cards and iteration loops“Zero effect” brainstorming mindsetWriting instructions with beginner’s mind and QR video supportPlaytesting via video-based “Kitty Test Pilots”Retail line reviews, agents, and meeting choreography

High quality AI-generated summary created from speaker-labeled transcript.

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