The Tim Ferriss Show
The Tim Ferriss Show

#821: My Two-Year Secret Project, COYOTE — The Strategies and Tactics for Building a Bestseller from Nothing with Elan Lee of Exploding Kittens

This is a very special episode for me. My brand-new card game, COYOTE, created in collaboration with Elan Lee and Exploding Kittens, is here. It is available in ~8,000 locations worldwide, including Walmart, Target, Amazon, and many others. Learn more: https://coyotegame.com.This episode is brought

Featured Speakers

Tim Ferriss HostAlon Lee GuestTim Ferriss Guest

Topics Discussed

Episode Summary

Executive Summary: Tim Ferriss and Alon Lee unpack the two-year creation of Coyote, a fast, social card game built from iterative prototyping, playtesting, and retail strategy. They explain how game design, instruction writing, packaging, social-video marketing, and mass-retail line reviews all work together, while offering practical advice for aspiring designers on constraints, testing, and selling.

Main Topics: Origin story and creative motivation (Priority: 5/5): Tim explains his lifelong desire to make a game inspired by Dungeons & Dragons, but adapted for adults and casual play. The project began as a personal, low-stakes creative experiment that became a collaboration with Alon Lee and Exploding Kittens. Game design principles and iteration (Priority: 5/5): The conversation details how Coyote evolved from rough prototypes into a polished game through rapid experimentation, removing unnecessary components, and using modifiers, attack cards, and public choices to make players interact with each other rather than just the game. Playtesting and instruction design (Priority: 5/5): Alon describes a rigorous playtesting system using a private network of families and video feedback, emphasizing that most failures come from unclear instructions rather than bad gameplay. The team iterated heavily on wording, visuals, and onboarding. Retail distribution and line reviews (Priority: 5/5): A major segment explains how mass retail works: buyers, line reviews, shelf placement, packaging, and the importance of getting a meeting. The episode shows how retail success depends on both product quality and pitch execution. Marketing, social video, and shelf appeal (Priority: 4/5): They discuss how modern game marketing depends heavily on short-form social video and packaging that stops shoppers in their tracks. The box, name, and visual hierarchy are treated as critical sales tools. Crowdfunding and pathways to publishing (Priority: 4/5): Alon outlines three routes for game creators—self-publishing, traditional publishing, and crowdfunding—and recommends crowdfunding as a learning and validation tool before approaching major publishers. Blank cards and creative empowerment (Priority: 4/5): Coyote includes blank cards so players can invent their own actions and modifiers, turning the game into a gateway for learning game design and encouraging listeners to experiment with making games themselves.

Key Arguments: Great games should make players entertaining, not try to be entertaining themselves; the best designs create interaction between people. Constraints improve creativity by forcing faster decisions, clearer goals, and more focused iteration. A game is only successful if it is both fun to design and easy for players to understand without the creator present. Most game failures come from poor naming, confusing packaging, or unclear instructions rather than the core idea. Retail success requires both a strong product and a strong pitch; line reviews are won through preparation, enthusiasm, and understanding buyer priorities. Modern game marketing is dominated by short-form social video that communicates both the experience and the desire to have that experience. Crowdfunding is best used as a validation and learning tool, not just a funding source, before moving to larger distribution channels. Testing with real families and friends is more valuable than internal expert-only testing because it reveals actual confusion and emotional response.

Data Points: Coyote launch locations: 8,000 locations worldwide - Tim says the game launched at major retailers including Walmart, Target, and Amazon. Social views: 300 million+ - Tim cites online gameplay views for Coyote. Exploding Kittens total sales: 60 million games - Alon describes the scale of Exploding Kittens after 10 years. Exploding Kittens ranking: #2 top-selling game - Alon says Exploding Kittens was the top-selling game until last year, when it was surpassed by Hurry Up Chicken Butt. Hurry Up Chicken Butt sales pace: 1 game every 4 seconds - Alon describes the success of the game designed with his four-year-old daughter. Retail sales mix: 70% in-person retail / 30% online - Alon explains that most game sales still happen in physical stores. Game output per year: 23 games expected this year - Alon says Exploding Kittens has scaled its pipeline significantly. Game development volume: 100 games per year, fewer than 20 shipped - Alon describes internal development throughput and selection rate. Test family network: 400 families - Exploding Kittens built a private playtesting network called kiddie test pilots. Playtest batch size: 5 games at a time - They send prototypes in small batches to isolate feedback and iterate. Playtesting cycle: 6 to 8 months - Alon estimates the time to move a prototype through the family testing system. Kickstarter campaign size: 219,000 backers - Alon references the original Exploding Kittens Kickstarter success. Crowdfunding failure rate: about 50% - Alon says many Kickstarter projects either fail to ship or ship poorly, damaging trust. Royalty range: 2% to 12% - Alon explains typical publisher royalty rates for game creators. Retail meeting scarcity: 10 meetings per line review - Alon says buyers have very limited time and only take a small number of meetings. Coyote card count: 66 total cards - Tim describes the game components during the origin discussion. Coyote player count: 3 to 8 players - Tim references the box details while discussing the game. Coyote age rating: 10+ - Tim notes the suggested age on the box, while saying younger kids can still play with modifications. Coyote challenge page: 3 challenge tiers - Tim mentions a page of increasingly difficult challenges, with one being nearly impossible. Coyote blank-card utility: Multiple uses - Blank cards can be used for action cards, modifier cards, attack cards, and custom rules.

Pivotal Quotes: "Games should not be entertaining. Games should make the players entertaining." — Alon Lee: Core design philosophy explaining why Coyote emphasizes player interaction over passive gameplay. "What would you do if you knew you would fail? In other words, what would you do for which the process alone would make it worth it?" — Tim Ferriss: Tim explains why the collaboration was worthwhile even before the final product existed. "If a component does not need to be in the game, remove it from the game." — Alon Lee: A key simplification rule used throughout Coyote’s development and instruction design.

Implications: For creators, the episode is a blueprint for turning a vague idea into a marketable product through constraints, testing, and distribution strategy. For the industry, it shows that physical games still thrive when designed for social sharing, retail visibility, and rapid comprehension.

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About The Tim Ferriss Show

Tim Ferriss is a self-experimenter and bestselling author, best known for The 4-Hour Workweek. In this show, he deconstructs world-class performers from eclectic areas (investing, sports, business, art, etc.) to extract the tactics, tools, and routines you can use.

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