How do interrupts keep players engaged? What do goals look like in a game about telling a story? Charlie, Trevor, and Ananda struggle to control the narrative in Once Upon
What skills are transferable across pattern recognition games? What makes a competitive puzzle different than a solo puzzle? Ananda, Charlie, and Trevor review pattern recognition games in this bonus episode.
Do hex-based tile placement games actually need hexagonal tiles? Should players be penalized for recognizing patterns the fastest? How do you make players care about other players’ boards? Ananda, Charlie,
How much room is there for special rules cases in real-time games? How do you create complex interactions from simple rules? Join Charlie, Trevor, and Ananda for Ricochet Robots.
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,