Should you penalize players for guessing wrong? How can you force players to rely on each other? Ananda, Charlie, and Trevor think of unique clues in Just One.
How do you choose a good word list? Why should games have multiple end conditions? Trevor, Ananda, and Charlie avoid the assassin in Codenames.
What mechanics go well with racing games? How can roll-and-move be made strategic? Trevor, Ananda, and Charlie discuss racing games.
Why must Bumpo always bump? How can instant death mechanics mitigate feel-bad moments? Charlie, Trevor, and Ananda jockey for position in Thunder Road: Vendetta.
How do you make losing fun? What makes a satisfying arc in a racing game? Ananda, Charlie, and Trevor visit Velocitron in Robo Rally Transformers.
Why should you pay off player debts automatically? What is the benefit of running two laps versus one? Trevor, Ananda, and Charlie put the pedal to the metal in Heat.
Why are two-player asymmetric games easier to design? How do you come up with variants on a core ruleset? Trevor, Ananda, and Charlie discuss asymmetric games.
How do you make turn order feel important? Why should you limit your players’ ability to adjust their own prices? Ananda, Charlie, and Trevor honor the gods in The Great
What makes creating a server so satisfying? Should you include both passive and active playstyles? Charlie, Trevor, and Ananda fight the system in Android: Netrunner.
How can you get players to understand what other players are doing when their factions are different? How can common resources be made to feel different to different factions? Trevor,