PODCAST · leisure
The Tabletop Takeaway: A Board Game Design Podcast
by Ananda Guneratne, Charlie McCarron, Trevor Muller-Hegel
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!
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150. Civilization Building Games
How should civilizations interact? Why does obsolescence matter? Ananda, Charlie, and Trever talk about Civilization-building games.
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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.
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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.
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147. Through the Ages
How do opportunities drive decisions? What creates strategy? Trevor, Ananda, and Charlie build their wonders in Through The Ages.
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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.
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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.
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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.
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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.
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142. Gateway Games
How do you identify genre-defining mechanics? When does replayability matter? Trevor, Ananda, and Charlie talk about Gateway Games.
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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.
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140. Azul
How do you escalate risk and reward? Should game markets be predictable? Charlie, Trevor, and Ananda make mosaics in Azul.
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139. Ticket to Ride
When are wildcards necessary? How do you reward topdecking? Trevor, Ananda, and Charlie punch their tickets in Ticket to Ride.
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138. Miniature Wargames
Should players roll defense dice? When should you use counterattacks? Ananda, Charlie, and Trevor discuss miniature wargames.
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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.
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136. Necromolds
What distinguishes melee and ranged attacks? Do persistent corpses enhance combat? Trevor, Ananda, and Charlie don their caster rings in Necromolds.
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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.
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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.
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133. Custom Heroes
Must progression be personal? How can you customize a card? Trevor, Ananda, and Charlie craft heroes in Custom Heroes.
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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.
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131. Scout
Why subtract points for leftover cards? What makes once-per-game actions compelling? Charlie, Trevor, and Ananda climb the ladder in Scout.
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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.
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129. Tag Team
What makes for satisfying blocking mechanics? Why does repetition matter? Trevor, Ananda, and Charlie duke it out in Tag Team.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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120. Spooktacular
When should all actions be mandatory? How can turn structure foreshadow interactions? Ananda, Charlie, and Trevor get out the popcorn in Spooktacular.
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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.
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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.
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117. Engine Building Games
When do you end the game? Why does urgency matter? Ananda, Charlie, and Trevor discuss engine-building games.
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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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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.
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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.
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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.
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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.
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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!
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110. Element
What is better, strategy or tactics? How does attack-left benefit multiplayer games? Trevor, Ananda, and Charlie manipulate nature in Element.
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109. Iron Designer Challenge 2025
Trevor, Ananda, and Charlie run the 2025 Iron Designer Challenge, a game jam event.
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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.
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107. Indonesia
Where should the money from an auction go? Does research need to be complicated? Ananda, Charlie, and Trevor merge companies in Indonesia.
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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.
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105. No Thanks!
Should currency be hidden? Why is liquidity so powerful? Trevor, Ananda, and Charlie pass the buck in No Thanks!
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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.
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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.
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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.
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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
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