What makes unique abilities legible to other players? When should victory points be spent as currency? Ananda, Charlie, and Trevor go into decline in Small World.
How do you escalate risk and reward? Should game markets be predictable? Charlie, Trevor, and Ananda make mosaics in Azul.
When are wildcards necessary? How do you reward topdecking? Trevor, Ananda, and Charlie punch their tickets in Ticket to Ride.
Should players roll defense dice? When should you use counterattacks? Ananda, Charlie, and Trevor discuss miniature wargames.
How do you represent momentum? What should be the consequences of holding debt? Charlie, Trevor, and Ananda shoot first in X-Wing.
What distinguishes melee and ranged attacks? Do persistent corpses enhance combat? Trevor, Ananda, and Charlie don their caster rings in Necromolds.
How do you make the entire map important? Does line of sight need to be complicated? Ananda, Charlie, and Trevor summon their warriors in Heroscape.
When is losing options a relief? How many cards should players be able to play per turn? Charlie, Trevor, and Ananda talk about card shedding games.
Must progression be personal? How can you customize a card? Trevor, Ananda, and Charlie craft heroes in Custom Heroes.
Why do game titles matter? What makes for a great game box? Ananda, Charlie, and Trevor search for patterns in I Know…You Don't.