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.
Why subtract points for leftover cards? What makes once-per-game actions compelling? Charlie, Trevor, and Ananda climb the ladder in Scout.
What are the advantages of board games over video games for autobattlers? How do you make random actions look intentional? Ananda, Charlie, and Trevor discuss autobattlers.
What makes for satisfying blocking mechanics? Why does repetition matter? Trevor, Ananda, and Charlie duke it out in Tag Team.
Are choices necessary to keep players engaged? How does art support gameplay? Ananda, Charlie, and Trevor choose their racers in Magical Athlete.
How do you scale the strength of an automa opponent? Is it okay to score random amounts of points? Charlie, Trevor, and Ananda fill up the bench in Challengers.
Does phase order matter? How do you reward bookkeeping? Ananda, Charlie, and Trevor pick up some flashy tricks in The Cones of Dunshire.