What sorts of puzzles work well for pattern recognition games? How do you introduce perception-based catchup mechanics? Do skill-based games need progression? Trevor, Ananda, and Charlie draw lessons from Set.
Do deckbuilders need any choices besides which cards to add? What are the differences between drawing from a deck and drawing from a bag? In this bonus episode, Trevor, Ananda,
Do victory point cards need to be useless? How can you reward players for helping each other to spell words? Ananda, Charlie, and Trevor take a look at Paperback.
What are the benefits of having a card market? How does forcing players to play all their cards change the dynamics of a deckbuilding game? Trevor, Ananda, and Charlie discuss
What are the advantages and disadvantages of untargeted attacks? How do you teach new players lessons that might be counterintuitive? Is it more fun to gain something good or eliminate
What can you do to make games less stressful for the evil team? How do you structure interesting puzzles when information is not trustworthy? Learn about social deduction with Ananda,
What happens when the traitor is left in the dark? Can you have a social deduction game without conversation? Charlie, Trevor, and Ananda discuss A Fake Artist Goes to New
Why should you balance information and doubt in social deduction games? How do you encourage people to talk to each other? Is dying actually good for the good team? Join
Do players need to know what team they are on? What is the purpose of minion roles? What are the benefits of super-short games? Trevor, Ananda, and Charlie talk about
How do you encourage interactions when it is the players versus the game? What makes an AI opponent compelling? Charlie, Trevor, and Ananda wrap up the cooperative game genre.