Avsnitt
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Do goals need to be unambiguous? How do card combinations encourage creativity? Ananda, Charlie, and Trevor ad-lib silly solutions to ridiculous problems in Wing It.
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How do interrupts keep players engaged? What do goals look like in a game about telling a story? Charlie, Trevor, and Ananda struggle to control the narrative in Once Upon a Time.
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Saknas det avsnitt?
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What skills are transferable across pattern recognition games? What makes a competitive puzzle different than a solo puzzle? Ananda, Charlie, and Trevor review pattern recognition games in this bonus episode.
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Do hex-based tile placement games actually need hexagonal tiles? Should players be penalized for recognizing patterns the fastest? How do you make players care about other players' boards? Ananda, Charlie, and Trevor talk about Factory Funner.
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How much room is there for special rules cases in real-time games? How do you create complex interactions from simple rules? Join Charlie, Trevor, and Ananda for Ricochet Robots.
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What sorts of puzzles work well for pattern recognition games? How do you introduce perception-based catchup mechanics? Do skill-based games need progression? Trevor, Ananda, and Charlie draw lessons from Set.
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Do deckbuilders need any choices besides which cards to add? What are the differences between drawing from a deck and drawing from a bag? In this bonus episode, Trevor, Ananda, and Charlie talk about deckbuilding games.
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Do victory point cards need to be useless? How can you reward players for helping each other to spell words? Ananda, Charlie, and Trevor take a look at Paperback.
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What are the benefits of having a card market? How does forcing players to play all their cards change the dynamics of a deckbuilding game? Trevor, Ananda, and Charlie discuss Clank!
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What are the advantages and disadvantages of untargeted attacks? How do you teach new players lessons that might be counterintuitive? Is it more fun to gain something good or eliminate something bad? Charlie, Trevor, and Ananda talk about Dominion.
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What can you do to make games less stressful for the evil team? How do you structure interesting puzzles when information is not trustworthy? Learn about social deduction with Ananda, Charlie, and Trevor on this bonus episode!
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What happens when the traitor is left in the dark? Can you have a social deduction game without conversation? Charlie, Trevor, and Ananda discuss A Fake Artist Goes to New York.
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Why should you balance information and doubt in social deduction games? How do you encourage people to talk to each other? Is dying actually good for the good team? Join Ananda, Charlie, and Trevor for Blood on the Clocktower.
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Do players need to know what team they are on? What is the purpose of minion roles? What are the benefits of super-short games? Trevor, Ananda, and Charlie talk about One Night Ultimate Werewolf.
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How do you encourage interactions when it is the players versus the game? What makes an AI opponent compelling? Charlie, Trevor, and Ananda wrap up the cooperative game genre.
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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 when a player is eliminated? Trevor, Ananda, and Charlie give their thoughts on Marvel Champions.
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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 they talk about Spirit Island.
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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, Trevor, and Ananda discuss The Crew: Mission Deep Sea.
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In this special episode, Ananda, Charlie, and Trevor discuss the tactical combat genre.
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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, and Charlie analyze Gloomhaven: Jaws of the Lion.
- Visa fler