Saashi on Design, Inspiration & India
A Conversation at Tokyo Game Market 2026
At Tokyo Game Market 2026, I had the privilege of sitting down with one of Japan's most celebrated board game designers, Saashi. Known for beautifully crafted games like A Gentle Rain, Coffee Roaster, Get on Board, and The Great Evening Banquet, Saashi shared his thoughts on game design, creativity, and what he thinks about India's growing board game industry.
India Through Saashi's Eyes
Phalgun: What do you think of India and Indian board games? If you had the chance to visit India, what would excite you the most?
Saashi:
India feels very mysterious to me, with such a rich sense of history. As for Indian board games, I've only had the chance to play Mozaic Games' titles so far. I was pleasantly surprised because they felt like modern board games with a European-style approach.
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Does a Designer Plan Years Ahead?
Phalgun: India now has hundreds of new designers creating games inspired by our culture. Looking ahead, do you have a direction for the next few years? Are you focusing on small games, medium games, or larger productions?
Saashi:
I don't really think that way.
If I've been making card games for a while and start getting bored, I'll make a tile game. After tiles, maybe dice. Then perhaps a full board game.
I simply enjoy working with different kinds of components. It keeps the design process fresh. Honestly, I have no idea where I'll be in three years!
"I choose my next game based on what keeps me excited as a designer."
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Where Do Ideas Come From?
Phalgun: What inspires your games? And how long does the design process usually take?
Saashi:
Ideas can come from anywhere. Sometimes I'm simply cooking in the kitchen when an idea appears.
For my latest game, Railway Potters, the original idea came in January, and development took about three months.
During those months I changed the rules almost every week. The last two weeks are usually the hardest because playtesting often forces major changes—but those final changes can make the game dramatically better.
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Advice for Indian Game Designers
Phalgun: India and Japan share many cultural similarities. If you could give one piece of advice to Indian designers, what would it be?
Saashi:
Enjoy the process.
Game development can be difficult. There will be moments when you feel like giving up. But even those difficult moments should become part of the enjoyment.
Don't design games because you feel obligated to. Create because you genuinely enjoy creating.
"If you're not enjoying the journey, you're making it much harder than it needs to be."
A Message for Indian Gamers
Phalgun: Do you have a message for gamers in India who enjoy your games?
Saashi:
It makes me incredibly happy to know that people so far away in India are playing my games.
Thank you, and I hope you continue enjoying them for many years to come.
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Theme or Mechanics?
Phalgun: One final question. Which comes first for you—the theme or the mechanics?
Saashi:
Usually, the theme comes first.
Very often, when I think of a theme, a mechanic naturally appears alongside it. Those games tend to come together much faster.
It's actually more difficult when I have an interesting mechanic but can't find the right theme for it.
Eventually, the two become inseparable. If I choose an elevator as my theme, for example, I'll adjust the mechanics until they feel like riding an elevator.
"Theme and mechanics eventually become one."
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Closing Thoughts
Phalgun: This has been incredibly valuable for Indian designers and gamers alike. Thank you so much for taking the time to speak with us.
Saashi: Thank you!
Phalgun: We hope to welcome you to India someday—with a truly warm Indian welcome.

