Who says you can’t successfully design an abstract game? Definitely not our latest guest. In episode 15, we speak with Danny Zondervan, the designer of the upcoming game, Rushi.
During our discussion, we chat about why the next game you design should be purely abstract (if you’re strong enough), the importance of double and triple checking everything before clicking the launch button, and why you just can’t afford to become attached to your new game design. We play the Game Design Challenge and create what is perhaps the most Ameritrash game in history.
We have a frolicking discussion, chatting about why it’s so critical to enjoy the game design process, why being open and honest with your backers is best, and why it’s just as important to test your game’s name as it is to test the game’s mechanics. We play the Game Design Challenge and find ourselves at the queen’s command, battling stinging nettle.
If there is one thing in D&D that is more terrifying than a tarrasque, it’s how long it takes to get through a game. By the time you’ve killed a handful of goblins, four hours have flown by, and it’s time to call it a game. But thankfully, there’s now an app for that.
In episode 13, we speak with Todd Medema, the founder of Fabricate IO and the creator of the upcoming roleplaying system, Expedition.
We discuss the importance of streamlining gameplay, why it’s so important to listen to your backers, and why it’s so important to ignore your backers. We play the Game Design Challenge and wind up with a dungeon crawler… under water.
…and wouldn’t you know it, we happen to be there! For all you Android-toting tabletop gamers, you can now connect with us there. Give us a review while you’re there; we always love hearing from our listeners.
It’s 70 degrees below zero, half your crew are dead, and a severe storm is headed your way. But will you give up? Of course not – you’re out to prove God and country. In episode 12, we speak with Robert van Zyl & Simon McGregor of Pleasant Company Games and the designers behind the upcoming game Snowblind.
We discuss why computer scientists make great board game designers, how the game Ancient Terrible Things was almost launched as an RPG, and why too much game balancing can actually render a game not all that fun. We play the Game Design Challenge and find ourselves in a very, very dark play.
The king is dead and lesser nobles are scrambling to fill the void. In episode 11, we speak with Michael Kanarek, the founder of Aviary Games, and the designers behind the game Crown of Exile.
We discuss how Twilight Struggle is a great, but not terribly fun game, how to encourage euro-gamers to flip the table, and how Kickstarter has spoiled Latin for the rest of us. Mike plays the Game Design Challenge and creates a game themed around bed and breakfasts (and not ravaging hordes).
Who hasn’t dreamt of flying through the skies in a post-apocalyptic world? In episode 10, we speak with Aaron Kluck and Jon Mietling, the founders of Portal Dragon, and the designers behind the game, Zephyr: Winds of Change.
We chat about what board games can learn from their video game cousins, how to design a coop game that prevents quarterbacking, and why Magic the Gathering just isn’t quite geeky enough. We play the Game Design Challenge and work up a game around breaking up both asteroids and relationships.
During our conversation, we discuss why Cthulhu has jumped the shark, why optimizing Facebook ads is worth your time, and why testing (or in this case, cooking) your pledge rewards beforehand is a valuable endeavor. We play the Game Design Challenge, in which Andrew pitches the Transient Atlantic Railroad.