How do you represent the duality between a superhero and their alter ego? Can you have different types of resources that can still be used interchangeably? What should you do
Why should you foreshadow random events? How do you encourage players to stay on-theme for their characters? Do games need strict turns and timing? Join Ananda, Charlie, and Trevor as
How much communication do players need in a coop game? What happens when somebody loses the game for everybody? What makes for a good twist on a familiar mechanic? Charlie,
In this special episode, Ananda, Charlie, and Trevor discuss the tactical combat genre.
How do you make progression fun when players are getting weaker over time? Does AI for tactical combat need to be complicated? Can you have too much content? Trevor, Ananda,
How granular does a representation of space actually need to be? Can you really give players access to their entire deck without overwhelming them? Where does simultaneous gameplay best fit
What are the advantages of only allowing players to move one piece per turn? Are one-hit kills broken? Should you design a variant? Charlie, Trevor, and Ananda discuss the classic
In this extra-fun episode, Trevor, Ananda, and Charlie discuss logical induction games and their design.
How do you avoid unintentional information leaks due to player choices? How can you avoid making people feel dumb in games about being clever? What should happen when a player
Do induction games always need unambiguous secret rules, or can fuzzy rules work? Can asymmetric roles work with induction? Check out the Visitor in Blackwood Grove with Trevor, Ananda, and