In Interview with Hisashi Hayashi and Ryo Nyamo, of Okazu Brand
This week we heard the great news that Bombusters won the Spiel de Jahres for 2025. This blog interview was written just before the SdJ ceremony in Germany. We want to congratulate everyone involved in the design and production of Bomb Busters and its predecessor Bomb Squad. We also have available the new Okazu Brand game Extreme Mission and if you are luck you may get one of the Signed and Illustrated copies mixed in with our stock. Aren’t they the cutest!!! Extreme mission is a competitive set collection game where you have to collect incrementally harder to obtain sets of cards, using and resetting special agent cards along the way.
Anyway on to the review… but before that, a HUGE congratulations to Hisashi and Ryo!!!
Introduction
Congratulations on the Spiel des Jahres 2025 nomination for Bomb Busters! How did you feel when you heard the news?
I was very happy and honored. It’s been 30 years since I first encountered German board games, and I’ve always admired the iconic red pawn symbol printed on the boxes of famous German games. That made this recognition all the more special for me.
Questions for Hisashi Hayashi (Game Designer)
Do you have a design philosophy or idea that you use again and again, no matter what kind of game you are making?
My motto is to always bring in a new and interesting mechanism in every game I design. Also, though this may not be a philosophy per se, I’ve noticed that when I do the very first playtest of a new idea and it already feels solid, that game tends to become a success.
Are there any games you have made that you think are good, but didn’t get much attention?
Yes—Emperor's Choice. It’s a heavy game based on Chinese history, a theme I personally love, and I was quite satisfied with the design. But it didn’t get much attention.
Do you have any plans for a follow-up to Bomb Busters? Some of the game’s mechanisms were only used a few times—We would love to see them return, even in a new game.
I might make one if I’m asked, but right now I’m more interested in creating something new. During development, I always think, “This game is the best!” but once it's finished, that excitement fades for me.
Questions for Ryo Nyamo (Game Artist)
Okazu Brand games have many different art styles. Which style do you enjoy drawing the most? Do you have a favorite game cover that you have designed?
I personally enjoy working on games that feature lots of animals, but it’s also great fun to explore different art styles to match Hisashi’s games. My favorite style is the one I used in 12 Seekers, which was inspired by old-fashioned educational comics for children in Japan from several decades ago. Before drawing, I studied and copied some of those retro comic styles to develop the visual tone. Best of Neapolitan uses that same style too.
You are working on Best of Neapolitan for Travel-Games.co.uk, a game where ice cream flavors change in popularity each round. In your opinion, what is the best ice cream flavor?
Definitely mint chocolate chip! I’m very happy that it made it into the game.
Questions for Both Hisashi and Ryo
How do you work together when making a game? Does the art affect the game mechanics, or do the mechanics influence the art more?
Hisashi usually completes most of the game system first. Then we discuss possible themes together with test players and Ryo, and finally Ryo starts working on the artwork. By the time the art begins, the mechanics are already fully locked in.
Are there any small or hidden details in Bomb Busters or any other games that you are proud of, even if most players might not notice them?
Since I want players from all over the world to enjoy my games, I try to avoid language-dependent mechanics whenever possible. I make an effort to use icons and symbols to communicate game instructions clearly. Bomb Busters and my latest title Fantasy Rank Master do involve some language, but I believe they are mostly language-independent.
Do you plan to attend any board game conventions outside of Japan this year or next year?
I’ll be attending TOBE in Taiwan this September. As for Essen Spiel, I might go for fun—it’s still undecided.
What games are you currently playing for fun?
I really enjoy THE GANG and Faraway. I often play them with friends.
What is coming next for Okazu Brand? Can you give us a little hint?
I’m currently working on a poker-like game that allows you to build various kinds of combos.
If you could work with any other board game designer, who would you choose? Or do you prefer to design games on your own?
I generally prefer designing on my own. If I were to collaborate with another designer, I think it would work best if I created the core mechanics and then let the other designer expand on them.
You have a number of games based in Yokohama (a beautiful area), if someone was visiting for a day what is a sight or activity they must see?
Rinko Park, a seaside park, is one of our favorite spots to take a walk. From there, you can visit Yokohama World Porters, a shopping mall full of cute and interesting items. It even has a small zoo, so you can enjoy the whole day there. I wonder if it’s just a coincidence that I made a word game called Word Porters—or maybe it’s because Yokohama World Porters is one of our favorite places?
Lastly, I want to say—Gummi Tricks and Sail to India are two of my all-time favorite games. When you look back at those titles today, how do you feel about them?
Sail to India was originally created as part of a project to sell affordable games at Game Market for just 500 yen. It ended up receiving great feedback, and many people have since listed it as one of their favorites—I’m very grateful for that. Gummi Tricks was my attempt to add a twist to traditional trick-taking games. Usually only one player wins a trick, but I thought—why not let multiple players win a trick? That idea became the foundation for the game.