How do you balance wildcards while still making them appealing? Can mechanics serve as mnemonics? Trevor, Ananda, and Charlie dig up gems in Splendor.
When do you end the game? Why does urgency matter? Ananda, Charlie, and Trevor discuss engine-building games.
How do you keep players engaged when it is not their turn? Should you use faction-specific disadvantages? Charlie, Ananda, and Trevor spin their gears in Sprocketforge.
What makes for a good Winston draft? How can you make wildcards strategically interesting? Ananda, Charlie, and Trevor cram for finals in Studies in Sorcery.
How do you create long-term goals for players? Can one-shot cards progress your engine? Trevor, Ananda, and Charlie excavate lairs in Wyrmspan.
How much theme can an abstract strategy game have? What makes abstract strategy games replayable? Ananda, Charlie, and Trevor talk about multiplayer abstract strategy games.
Can supply limits define a game? How do you define spatial relationships without a board? Ananda, Charlie, and Trevor destroy stars in Homeworlds.
How do you design zero-level heuristics for abstract strategy games? What are the benefits of limiting how many actions a player can perform? Charlie, Trevor, and Ananda break the ice
What is better, strategy or tactics? How does attack-left benefit multiplayer games? Trevor, Ananda, and Charlie manipulate nature in Element.
Trevor, Ananda, and Charlie run the 2025 Iron Designer Challenge, a game jam event.