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All Episodes

Fun Problems — 89 episodes

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Title
1

BONUS: Rolling Deep interview

2

#87 The best design advice on the internet - Part 9

3

#86 Careers in Board Games - Grab bag

4

#85 The best design advice on the internet - Part 8

5

#84 Board Game Fragility - Grab bag

6

#83 The Three Pillars of Game Design

7

#82 It took me a decade to get this interview with Elan Lee

8

#81 Board Game Contracts

9

#80 Peter's Board Game Design Finances 2025

10

#79 Would Exploding Kittens Publish This?

11

#78 The Levels of Designer

12

#77 Hooks and Introversion

13

#76 The Best Design Advice on the Internet – Part 7

14

#74 - How to Find, Build, and Run Playtest Groups

15

#73 - Regretisode

16

#72 - Types of Fun

17

#71 - The problem with end game scoring (Game Feedback) Minisode

18

#70 - An entire episode about taking an action

19

#69 - Why We Are Ending the Podcast

20

#68 - Listener Questions

21

#67 - Grab Bag Minisode 2

22

#66 - The Best Design Advice on the Internet – Part 6

23

#65 - How to make a (DEEP) Childishly Simple Game

24

#64 - Helpful Advice with Tim Armstrong

25

#63 - A Week in the Life of a Game Designer

26

#62 - Audience Sell-Sheets 3

27

#61 - Amazing Board Game Hooks

28

#60 - An Entire Episode About Drawing Cards

29

#59 - The Best Design Advice on the Internet – Part 5

30

#58 - Audience Sell-Sheets 2

31

#57 - How to Balance your Board Game Part 2

32

#56 - How to Balance your Board Game Part 1

33

#55 - Catch-Up Mechanisms and Hooks

34

#54 - Would CMYK Publish This?

35

#53 - Critter Kitchen Design Diary

36

#52 - Would AEG Publish This?

37

#51 - Audience Sell-Sheets

38

#50 - Board Game Industry Predictions

39

#49 - Would Allplay Publish This?

40

#48 - Grab Bag Minisode

41

#47 - Why Your (GOOD) Game Won't Sell – Part 2

42

#46 - Why Your (GOOD) Game Won't Sell – Part 1

43

#45 - The Best Design Advice on the Internet – Part 4

44

#44 - Peter's 2024 Finances (Industry Talk)

45

#43 Co-designing

46

#42 BONUS Holiday Special

47

#41 - The Best Design Advice on the Internet – Part 3

48

#40 - The Best Design Advice on the Internet – Part 2

49

#39 - The Best Design Advice on the Internet – Part 1

50

#38 - Sell Sheets (Industry Talk)

51

#37 - Fidelity

52

#36 - Rethinking Rethinking Genres

53

#35 - The Third Type of Coop Games

54

#34 - Unhelpful Advice

55

#33 - Play Patterns

56

#32 - Fundamentals of Game Design and the Magic Circle

57

#31 - Foundational Games

58

#30 - Minimum Viable Prototype

59

#29 - The absolute best way to Prototype

60

Intuitive Rules – Peter solo episode!

61

#28 - Cutting Rules and Rules Exceptions

62

#27 - Game State

63

RIP (Zebras and Horses)

64

#26 Kids Games and Kid Friendly Games

65

#25 That Time You Killed Me Design Diary

66

#24 Alex Horne Interview! The Design of Taskmaster

67

#23 Brain Chemistry Part 2

68

#22 BONUS Inhuman Conditions

69

#21 Robotopia Design and Development Lessons

70

#20 Brain Chemistry, The Bedrock of Fun (Part 1)

71

#19 Structure VS Content

72

#18 Hook, Craft, Spirit (Part 2)

73

#17 Hook, Craft, Spirit (Part 1)

74

#16 Interview with Shannon McDowell (Puzzle and Escape Room Design)

75

#15 Interview with John Brieger (Developing and solo modes)

76

#14 Board Game Strengths and Weaknesses (of the medium)

77

#13 Jeff Fraser Interview (Cartouche, Codesigning and more!)

78

#12 Fixing BGG (Rethinking Genres)

79

# 11 Elegance and Cognitive Load

80

#10 - BONUS Game Names

81

#9 - Onramping (Designing for the first play)

82

#8 - Board Game Terminology (Part 3)

83

#7 - Board Game Terminology (Part 2)

84

#6 - Board Game Terminology (Part 1)

85

#5 - Community Submitted Pitches/Hooks

86

#4 - Design Space

87

#3 - Common Mistakes New Designers Make (Part 2)

88

#2 - Common Mistakes New Designers Make (Part 1)

89

#1 - Ideas