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.
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
What should happen when a hider is found? Should hiders have a goal besides avoiding capture? Trevor, Ananda, and Charlie talk about Hidden Movement.
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.
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
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.
Ananda, Charlie, and Trevor hold their first-ever live episode as a panel at Protospiel Twin Cities, discussing three prototypes.
What makes storytelling games different from role-playing games? Why are stories so memorable? Charlie, Trevor, and Ananda talk about Storytelling games.
Can games be creative tools? Do games always need a winner? Trevor, Ananda, and Charlie craft realities that never were in “In This World”.
Do goals need to be unambiguous? How do card combinations encourage creativity? Ananda, Charlie, and Trevor ad-lib silly solutions to ridiculous problems in Wing It.