The Tabletop Takeaway: A Board Game Design Podcast podcast artwork

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The Tabletop Takeaway: A Board Game Design Podcast

Join game designers Ananda Guneratne, Charlie McCarron, and Trevor Muller-Hegel as they analyze published games from a game developer's perspective. Each month, they pick a new game mechanic and three games to play in that genre. Each episode is 20 minutes of pure game design nerdiness!

Publisher-supplied feed metadata · PodParley refreshed Sep 4, 2026 · Source feed

  1. 155

    150. Civilization Building Games

    How should civilizations interact? Why does obsolescence matter? Ananda, Charlie, and Trever talk about Civilization-building games.

  2. 154

    149. Terra Mystica

    Does slowing down resource recovery benefit players? Should bonuses have a cost? Charlie, Trevor, and Ananda join the cult in Terra Mystica.

  3. 153

    148. Innovation

    How do you keep low-level abilities relevant? Is it okay to have broken combos? Ananda, Charlie, and Trevor demand you listen in Innovation.

  4. 152

    147. Through the Ages

    How do opportunities drive decisions? What creates strategy? Trevor, Ananda, and Charlie build their wonders in Through The Ages.

  5. 151

    146. Worker Placement Games

    In what ways can workers interact? How do you vary the efficiency of an action? Charlie, Trevor, and Ananda talk about Worker Placement Games.

  6. 150

    145. Alchemists

    How do you determine who goes first? Should you place workers one at a time or all at once? Ananda, Charlie, and Trevor publish or perish in Alchemists.

  7. 149

    144. The White Castle

    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.

  8. 148

    143. Architects of the West Kingdom

    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.

  9. 147

    142. Gateway Games

    How do you identify genre-defining mechanics? When does replayability matter? Trevor, Ananda, and Charlie talk about Gateway Games.

  10. 146

    141. Small World

    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.

  11. 145

    140. Azul

    How do you escalate risk and reward? Should game markets be predictable? Charlie, Trevor, and Ananda make mosaics in Azul.

  12. 144

    139. Ticket to Ride

    When are wildcards necessary? How do you reward topdecking? Trevor, Ananda, and Charlie punch their tickets in Ticket to Ride.

  13. 143

    138. Miniature Wargames

    Should players roll defense dice? When should you use counterattacks? Ananda, Charlie, and Trevor discuss miniature wargames.

  14. 142

    137. X-Wing

    How do you represent momentum? What should be the consequences of holding debt? Charlie, Trevor, and Ananda shoot first in X-Wing.

  15. 141

    136. Necromolds

    What distinguishes melee and ranged attacks? Do persistent corpses enhance combat? Trevor, Ananda, and Charlie don their caster rings in Necromolds.

  16. 140

    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.

  17. 139

    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.

  18. 138

    133. Custom Heroes

    Must progression be personal? How can you customize a card? Trevor, Ananda, and Charlie craft heroes in Custom Heroes.

  19. 137

    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.

  20. 136

    131. Scout

    Why subtract points for leftover cards? What makes once-per-game actions compelling? Charlie, Trevor, and Ananda climb the ladder in Scout.

  21. 135

    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.

  22. 134

    129. Tag Team

    What makes for satisfying blocking mechanics? Why does repetition matter? Trevor, Ananda, and Charlie duke it out in Tag Team.

  23. 133

    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.

  24. 132

    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.

  25. 131

    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.

  26. 130

    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.

  27. 129

    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.

  28. 128

    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.

  29. 127

    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.

  30. 126

    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.

  31. 125

    120. Spooktacular

    When should all actions be mandatory? How can turn structure foreshadow interactions? Ananda, Charlie, and Trevor get out the popcorn in Spooktacular.

  32. 124

    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.

  33. 123

    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.

  34. 122

    117. Engine Building Games

    When do you end the game? Why does urgency matter? Ananda, Charlie, and Trevor discuss engine-building games.

  35. 121

    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.

  36. 120

    115. Studies in Sorcery

    What makes for a good Winston draft? How can you make wildcards strategically interesting? Ananda, Charlie, and Trevor cram for finals in Studies in Sorcery.

  37. 119

    114. Wyrmspan

    How do you create long-term goals for players? Can one-shot cards progress your engine? Trevor, Ananda, and Charlie excavate lairs in Wyrmspan.

  38. 118

    113. Multiplayer Abstract Strategy Games

    How much theme can an abstract strategy game have? What makes abstract strategy games replayable? Ananda, Charlie, and Trevor talk about multiplayer abstract strategy games.

  39. 117

    112. Homeworlds

    Can supply limits define a game? How do you define spatial relationships without a board? Ananda, Charlie, and Trevor destroy stars in Homeworlds.

  40. 116

    111. Hey, That's My Fish!

    How do you design zero level heuristics for abstract strategy games? What are the benefits of limiting how many actions a player can perform? Charlie, Trevor, and Ananda break the ice in Hey, That's My Fish!

  41. 115

    110. Element

    What is better, strategy or tactics? How does attack-left benefit multiplayer games? Trevor, Ananda, and Charlie manipulate nature in Element.

  42. 114

    109. Iron Designer Challenge 2025

    Trevor, Ananda, and Charlie run the 2025 Iron Designer Challenge, a game jam event.

  43. 113

    108. Auction Games

    How do you get players to value things differently? What styles of auction are there? Trevor, Ananda, and Charlie talk about Auction games.

  44. 112

    107. Indonesia

    Where should the money from an auction go? Does research need to be complicated? Ananda, Charlie, and Trevor merge companies in Indonesia.

  45. 111

    106. Cyclades

    How do you encourage players to lead with their best bid? Why are catchup mechanics so important in auction games? Charlie, Trevor, and Ananda petition the gods in Cyclades.

  46. 110

    105. No Thanks!

    Should currency be hidden? Why is liquidity so powerful? Trevor, Ananda, and Charlie pass the buck in No Thanks!

  47. 109

    104. Trick Taking Games

    How do you make a game fun when players lose most of the hands they play? Should cards have effects when played? Trevor, Ananda, and Charlie talk about trick takers.

  48. 108

    103. Fishing

    Should players be encouraged to exploit catch-up mechanics? What are the benefits of stacking decks? Ananda, Charlie, and Trevor trawl the depths in Fishing.

  49. 107

    102. Cat in the Box

    Why is bidding popular in trick-taking games? What is a suit, really? Charlie, Trevor, and Ananda collapse superpositions in Cat in the Box.

  50. 106

    101. Hearts

    How do you make each suit feel different? Why shoot the moon? Trevor, Ananda, and Charlie avoid the queen in Hearts.

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ABOUT THIS SHOW

Join game designers Ananda Guneratne, Charlie McCarron, and Trevor Muller-Hegel as they analyze published games from a game developer's perspective. Each month, they pick a new game mechanic and three games to play in that genre. Each episode is 20 minutes of pure game design nerdiness!

HOSTED BY

Ananda Guneratne, Charlie McCarron, Trevor Muller-Hegel

CATEGORIES

Frequently Asked Questions

How many episodes does The Tabletop Takeaway: A Board Game Design Podcast have?

The Tabletop Takeaway: A Board Game Design Podcast currently has 50 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

What is The Tabletop Takeaway: A Board Game Design Podcast about?

Join game designers Ananda Guneratne, Charlie McCarron, and Trevor Muller-Hegel as they analyze published games from a game developer's perspective. Each month, they pick a new game mechanic and three games to play in that genre. Each episode is 20 minutes of pure game design nerdiness!

How often does The Tabletop Takeaway: A Board Game Design Podcast release new episodes?

The Tabletop Takeaway: A Board Game Design Podcast has 50 episodes. Check the episode list to see recent publication dates and frequency.

Where can I listen to The Tabletop Takeaway: A Board Game Design Podcast?

You can listen to The Tabletop Takeaway: A Board Game Design Podcast on PodParley by clicking any episode. We provide an embedded audio player for direct listening, and you can also subscribe via your preferred podcast app using the RSS feed.

Who hosts The Tabletop Takeaway: A Board Game Design Podcast?

The Tabletop Takeaway: A Board Game Design Podcast is created and hosted by Ananda Guneratne, Charlie McCarron, Trevor Muller-Hegel.
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