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135. Heroscape
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.
134. Card Shedding Games
When is losing options a relief? How many cards should players be able to play per turn? Charlie, Trevor, and Ananda talk about card shedding games.
133. Custom Heroes
Must progression be personal? How can you customize a card? Trevor, Ananda, and Charlie craft heroes in Custom Heroes.
132. I Know...You Don't
Why do game titles matter? What makes for a great game box? Ananda, Charlie, and Trevor search for patterns in I Know...You Don't.
131. Scout
Why subtract points for leftover cards? What makes once-per-game actions compelling? Charlie, Trevor, and Ananda climb the ladder in Scout.
130. Autobattler Board Games
What are the advantages of board games over video games for autobattlers? How do you make random actions look intentional? Ananda, Charlie, and Trevor discuss autobattlers.
129. Tag Team
What makes for satisfying blocking mechanics? Why does repetition matter? Trevor, Ananda, and Charlie duke it out in Tag Team.
128. Magical Athlete
Are choices necessary to keep players engaged? How does art support gameplay? Ananda, Charlie, and Trevor choose their racers in Magical Athlete.
127. Challengers
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.
126. The Cones of Dunshire
Does phase order matter? How do you reward bookkeeping? Ananda, Charlie, and Trevor pick up some flashy tricks in The Cones of Dunshire.
125. Trading Card Games
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.
124. Star Wars: Unlimited
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.
123. Pokémon TCG
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 the Pokémon TCG.
122. Magic: The Gathering
Do keywords make deckbuilding approachable? How do you spotlight certain cards? Charlie, Trevor, and Ananda tap their lands for mana in Magic: The Gathering.
121. Set Collection Games
How do thresholds differ from spending? Are there any genres set collection doesn't work with? Trevor, Ananda, and Charlie talk about Set Collection.
120. Spooktacular
When should all actions be mandatory? How can turn structure foreshadow interactions? Ananda, Charlie, and Trevor get out the popcorn in Spooktacular.
119. Bohnanza
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 in Bohnanza.
118. Splendor
How do you balance wildcards while still making them appealing? Can mechanics serve as mnemonics? Trevor, Ananda, and Charlie dig up gems in Splendor.
117. Engine Building Games
When do you end the game? Why does urgency matter? Ananda, Charlie, and Trevor discuss engine-building games.
116. Sprocketforge
How do you keep players engaged when it is not their turn? Should you use faction-specific disadvantages? Charlie, Ananda, and Trevor spin their gears in Sprocketforge.
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The Tabletop Takeaway: A Board Game Design Podcast has published 142 episodes since November 2023, covering topics in Arts, Design.
The Tabletop Takeaway: A Board Game Design Podcast is currently highly active with new episodes weekly. Average episode length is 23m.
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