How many turns does a player actually need? Should personal actions be less efficient than public ones? Trevor, Ananda, and Charlie cross the bridge in The White Castle.
Do workers need to block each other? How do you limit exponential growth? Charlie, Trevor, and Ananda free their workers in Architects of the West Kingdom.
How do you identify genre-defining mechanics? When does replayability matter? Trevor, Ananda, and Charlie talk about Gateway Games.
What makes unique abilities legible to other players? When should victory points be spent as currency? Ananda, Charlie, and Trevor go into decline in Small World.
How do you escalate risk and reward? Should game markets be predictable? Charlie, Trevor, and Ananda make mosaics in Azul.
When are wildcards necessary? How do you reward topdecking? Trevor, Ananda, and Charlie punch their tickets in Ticket to Ride.
Should players roll defense dice? When should you use counterattacks? Ananda, Charlie, and Trevor discuss miniature wargames.
How do you represent momentum? What should be the consequences of holding debt? Charlie, Trevor, and Ananda shoot first in X-Wing.
What distinguishes melee and ranged attacks? Do persistent corpses enhance combat? Trevor, Ananda, and Charlie don their caster rings in Necromolds.
How do you make the entire map important? Does line of sight need to be complicated? Ananda, Charlie, and Trevor summon their warriors in Heroscape.