The Tabletop Takeaway: A Board Game Design Podcast

PODCAST · leisure

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!

  1. 138

    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.

  2. 137

    131. Scout

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

  3. 136

    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.

  4. 135

    129. Tag Team

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

  5. 134

    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.

  6. 133

    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.

  7. 132

    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.

  8. 131

    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.

  9. 130

    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.

  10. 129

    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.

  11. 128

    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.

  12. 127

    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.

  13. 126

    120. Spooktacular

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

  14. 125

    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.

  15. 124

    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.

  16. 123

    117. Engine Building Games

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

  17. 122

    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.

  18. 121

    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.

  19. 120

    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.

  20. 119

    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.

  21. 118

    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.

  22. 117

    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!

  23. 116

    110. Element

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

  24. 115

    109. Iron Designer Challenge 2025

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

  25. 114

    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.

  26. 113

    107. Indonesia

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

  27. 112

    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.

  28. 111

    105. No Thanks!

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

  29. 110

    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.

  30. 109

    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.

  31. 108

    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.

  32. 107

    101. Hearts

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

  33. 106

    100. Top 10 Takeaways

    Ananda, Charlie, and Trevor each give their top 10 takeaways in this very special 100th episode.

  34. 105

    99. Listener Takeaways

    Charlie, Trevor, and Ananda respond to listener takeaways in this special 99th episode.

  35. 104

    98. Route Building Games

    What should happen when two locations are joined by a route? Which mechanics work well with route-building? Charlie, Trevor, and Ananda talk about Route-Building games.

  36. 103

    97. Bus

    Do routes need to branch? How do you get players to care about action resolution order? Ananda, Charlie, and Trevor build a public transit network in Bus.

  37. 102

    96. Wabash Cannonball

    When players share control of assets, how do you give them unique advantages? What should happen to the money spent in an auction game? Trevor, Ananda, and Charlie listen to the jingle, the rumble, and the roar in Wabash Cannonball.

  38. 101

    95. Akrotiri

    Can victory points and progression go together without snowballing? How can you draw a map to something when even the game doesn't know where it is? Charlie, Trevor, and Ananda discover temples in Akrotiri.

  39. 100

    94. Tabletop RPGs

    How should authority be divided amongst players? How should conflicts be resolved? Trevor, Ananda, and Charlie discuss tabletop role-playing games.

  40. 99

    93. Dread

    How does the illusion of control affect players' perception of conflict resolution mechanics? Can players be made to look forward to their elimination? Charlie, Trevor, and Ananda face their fears in Dread.

  41. 98

    93b. RPG Session Three - Dread Part 2

    Broken glasses, angry ghosts, and dwarven journalists. Charlie, Trevor, and Ananda seek justice.

  42. 97

    93a. RPG Session Three - Dread Part 1

    Loss, baby dragons, and giant pecs. Charlie, Trevor, and Ananda flee their doom.

  43. 96

    92. Dungeon World

    What is a player's role in worldbuilding? When should a campaign end? Ananda, Charlie, and Trevor make moves in Dungeon World.

  44. 95

    92b. RPG Session Two - Dungeon World Part 2

    Bounty hunters, magic rituals, and burning roots. Ananda, Charlie, and Trevor traverse the wilds.

  45. 94

    92a. RPG Session Two - Dungeon World Part 1

    Crazy cows, omens, and magical trails. Ananda, Charlie, and Trevor attempt a side quest.

  46. 93

    91. Dungeons & Dragons

    How often should players level up? Should you split the party? Trevor, Ananda, and Charlie roll for initiative in Dungeons and Dragons

  47. 92

    91c. RPG Session One - D&D Part 2

    Berries of straw, free wine, and priceless vases. Trevor, Charlie, and Ananda meet the villain.

  48. 91

    91b. RPG Session One - D&D Part 1

    New adventures, squishy rocks, and magical flowers. Trevor, Charlie, and Ananda start a new game.

  49. 90

    91a. RPG Session Zero - In This World Story Creation

    A world, a villain, and three heroes. In this (true) bonus episode, Ananda, Charlie, and Trevor create an RPG setting from scratch using In This World.

  50. 89

    90. Drafting Games

    What are the advantages of dwindling options? What information should players have? Charlie, Trevor, and Ananda discuss drafting games.

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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

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