Are choices necessary to keep players engaged? How does art support gameplay? Ananda, Charlie, and Trevor choose their racers in Magical Athlete.
How do you scale the strength of an automa opponent? Is it okay to score random amounts of points? Charlie, Trevor, and Ananda fill up the bench in Challengers.
Does phase order matter? How do you reward bookkeeping? Ananda, Charlie, and Trevor pick up some flashy tricks in The Cones of Dunshire.
What can you do if you want to make a TCG? What makes a good resource system? Charlie, Trevor, and Ananda talk about Trading Card Games.
What limits should there be on deck construction? Should all cards be usable as resources? The Force is with Trevor, Ananda, and Charlie in Star Wars: Unlimited.
Should mechanics call out specific cards by name? Why would a player use a weaker attack instead of a stronger one? Ananda, Charlie, and Trevor gotta catch ’em all in
Do keywords make deckbuilding approachable? How do you spotlight certain cards? Charlie, Trevor, and Ananda tap their lands for mana in Magic: The Gathering.
How do thresholds differ from spending? Are there any genres set collection doesn’t work with? Trevor, Ananda, and Charlie talk about Set Collection.
When should all actions be mandatory? How can turn structure foreshadow interactions? Ananda, Charlie, and Trevor get out the popcorn in Spooktacular.
When should players be encouraged to make trades? What is the point of charging players for a third plot if everybody buys one anyway? Charlie, Trevor, and Ananda grow beans