Episodes
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Do enemies need a clearly defined health stat? What should happen to a player who is eliminated early? Charlie, Trevor, and Ananda chart a course for Earth in Nemesis.
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What sorts of resources encourage players to betray their allies? When should you use spherical components? Trevor, Ananda, and Charlie build a raft in Hellapagos.
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Episodes manquant?
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How can you make attacking other players feel less hostile? What advantage do board games have over digital games? Ananda, Charlie, and Trever encounter the cosmos in Cosmic Encounter.
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Charlie, Trevor, and Ananda hold a live episode at 2DCon, the same convention where the podcast originated! They discuss lessons board game and video game designers can learn from each other.
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How can you frame new challenges to make players excited about them? Why do people enjoy performing mundane tasks in video games? Trevor, Ananda, and Charlie run a restaurant in Plate Up.
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Why are breaks important in a real-time game? Do players need an inventory? Ananda, Charlie, and Trevor go off the rails in Unrailed!
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Can players distinguish themselves when all are adding to the same challenge? How do you incentivize players to make a challenge the right difficulty? Charlie, Trevor, and Ananda build an obstacle course in Ultimate Chicken Horse.
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What are the strengths and weaknesses of roll-and-writes for designers and publishers? How do you ensure dice rolls are exciting? Ananda, Charlie, and Trevor discuss Roll-and-Write games.
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What are the advantages of scoring an objective twice over the course of a game? How can you represent combat in a roll and write? Charlie, Trevor, and Ananda map the territories of Cartographers Heroes.
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How can you create tension between waiting for bonuses and actively pursuing them? What are the benefits and drawbacks of action bonuses? Trevor, Ananda, and Charlie reap their rewards in Three Sisters.
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Can you incorporate player interaction into a roll-and-write? How do you encourage players to engage with all scoring categories? Ananda, Charlie, and Trevor serve up some insights in That's Pretty Clever.
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Why should the active player gain a special bonus? What sorts of choices can you give players after rolling dice? Ananda, Charlie, and Trevor talk about Probability Farming games.
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What are some ways to manipulate probability space? How can players benefit from complicated triggered effects during other players' turns? Trevor, Ananda, and Charlie deploy their thoughts about Space Base.
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How can take-that mechanics benefit from randomness? What other dimensions can you add to a simple number line? Charlie, Trevor, and Ananda roll dice and take coins in Machi Koro.
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What makes progress cards feel better than development cards? How do you get opponents to work together for the good of all? Ananda, Charlie, and Trevor settle the score in Catan: Cities and Knights.
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What should happen when a hider is found? Should hiders have a goal besides avoiding capture? Trevor, Ananda, and Charlie talk about Hidden Movement.
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How can you use attacks to reveal information? Do players need complex roles on a team? Charlie, Trevor, and Ananda listen for the enemy in Captain Sonar.
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What does hidden movement look like when the hider is also the seeker? How can light be used as terrain? Trevor, Ananda, and Charlie shine a light on The Stifling Dark.
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How much information do players need to find a player that is hiding? What should you reveal? Ananda, Charlie, and Trevor search for Mister X in Scotland Yard.
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Ananda, Charlie, and Trevor hold their first-ever live episode as a panel at Protospiel Twin Cities, discussing three prototypes.
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