All Episodes
Fun Problems — 112 episodes · page 1 of 2
#109 The Final Episode
#108 Zones of Play
#107 The Best Design Advice on the Internet – Part 13
#106 The Problems with Victory Points – Grab Bag
#105 The Best Design Advice on the Internet – Part 12
#104 Would Stonemaier Publish This?
#103 The Best Design Advisor on the Internet – Part 4 (Daniel Piechnick)
#102 The Best Design Advisor on the Internet – Part 3 (Daniel Piechnick)
#111 How to Design Framework Games (Jon Perry and Christian Kudahl)
#101 The Best Design Advisor on the Internet – Part 2 (Daniel Piechnick)
#100 The Best Design Advisor on the Internet – Part 1 (Daniel Piechnick)
#99 The Best Design Advice on the Internet – Part 11
#98 Designing Solo Games
#97 The Best Design Advice on the Internet – Part 10
#96 The Upsides of Downsides – Grab Bag
#95 Decisions vs Calculations – Grab Bag
#94 Generating Infinite Content
#93 Would Bitewing Publish This?
#92 Complexity – Grab Bag
#91 Ideas We Won't Touch – Grab Bag
#90 Audience Sell-Sheets 4 (Guest Joe Wiggins)
#89 Party Games (Guest Alex Cutler)
#88 Ludonarrative Assonance (Guest Alex Cutler)
BONUS: Rolling Deep interview
#87 The best design advice on the internet - Part 9
#86 Careers in Board Games - Grab bag
#85 The best design advice on the internet - Part 8
#84 Board Game Fragility - Grab bag
#83 The Three Pillars of Game Design
#82 It took me a decade to get this interview with Elan Lee
#81 Board Game Contracts
#80 Peter's Board Game Design Finances 2025
#79 Would Exploding Kittens Publish This?
#78 The Levels of Designer
#77 Hooks and Introversion
#76 The Best Design Advice on the Internet – Part 7
#74 - How to Find, Build, and Run Playtest Groups
#73 - Regretisode
#72 - Types of Fun
#71 - The problem with end game scoring (Game Feedback) Minisode
#70 - An entire episode about taking an action
#69 - Why We Are Ending the Podcast
#68 - Listener Questions
#67 - Grab Bag Minisode 2
#66 - The Best Design Advice on the Internet – Part 6
#65 - How to make a (DEEP) Childishly Simple Game
#64 - Helpful Advice with Tim Armstrong
#63 - A Week in the Life of a Game Designer
#62 - Audience Sell-Sheets 3
#61 - Amazing Board Game Hooks
#60 - An Entire Episode About Drawing Cards
#59 - The Best Design Advice on the Internet – Part 5
#58 - Audience Sell-Sheets 2
#57 - How to Balance your Board Game Part 2
#56 - How to Balance your Board Game Part 1
#55 - Catch-Up Mechanisms and Hooks
#54 - Would CMYK Publish This?
#53 - Critter Kitchen Design Diary
#52 - Would AEG Publish This?
#51 - Audience Sell-Sheets
#50 - Board Game Industry Predictions
#49 - Would Allplay Publish This?
#48 - Grab Bag Minisode
#47 - Why Your (GOOD) Game Won't Sell – Part 2
#46 - Why Your (GOOD) Game Won't Sell – Part 1
#45 - The Best Design Advice on the Internet – Part 4
#44 - Peter's 2024 Finances (Industry Talk)
#43 Co-designing
#42 BONUS Holiday Special
#41 - The Best Design Advice on the Internet – Part 3
#40 - The Best Design Advice on the Internet – Part 2
#39 - The Best Design Advice on the Internet – Part 1
#38 - Sell Sheets (Industry Talk)
#37 - Fidelity
#36 - Rethinking Rethinking Genres
#35 - The Third Type of Coop Games
#34 - Unhelpful Advice
#33 - Play Patterns
#32 - Fundamentals of Game Design and the Magic Circle
#31 - Foundational Games
#30 - Minimum Viable Prototype
#29 - The absolute best way to Prototype
Intuitive Rules – Peter solo episode!
#28 - Cutting Rules and Rules Exceptions
#27 - Game State
RIP (Zebras and Horses)
#26 Kids Games and Kid Friendly Games
#25 That Time You Killed Me Design Diary
#24 Alex Horne Interview! The Design of Taskmaster
#23 Brain Chemistry Part 2
#22 BONUS Inhuman Conditions
#21 Robotopia Design and Development Lessons
#20 Brain Chemistry, The Bedrock of Fun (Part 1)
#19 Structure VS Content
#18 Hook, Craft, Spirit (Part 2)
#17 Hook, Craft, Spirit (Part 1)
#16 Interview with Shannon McDowell (Puzzle and Escape Room Design)
#15 Interview with John Brieger (Developing and solo modes)
#14 Board Game Strengths and Weaknesses (of the medium)
#13 Jeff Fraser Interview (Cartouche, Codesigning and more!)