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All Episodes

Nerdlab Podcast — 101 episodes · page 1 of 2

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Title
1

101 – Inside Board Game Marketing at Nerdlab Games

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100 – 100 Episodes of Making Games

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099 – Mindbug Survey – How you saved us from making Mindbug worse

4

098 – The Secret Formula Behind Successful Card Games

5

097 – Life of a Game Designer with Chris and Christian Kudahl

6

096 – Nerdlab Games – Behind the Scenes of Publishing Board Games

7

095 – Designer Diary for Mindbug Beyond with Richard Garfield, Christian Kudahl & Skaff Elias

8

094 – Mindbug Kickstarter Lessons Learned

9

093 – A Working Day as a Games Publisher

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092 – Mindbug – Officially Announced

11

091 – The Journey of AracKhan Wars with Robert Palmer

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090 – Designing Slay the Spire – The Boardgame – with Gary Dworetsky

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089 – The Design Philosophy of Riftforce with Carlo Bortolini

14

88 – The Game Design Process of Bruno Cathala

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87 – Victory Points and Player Agency with Tom Lehmann

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086 – How to Start an E-Mail List as a Game Designer

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085 – Why you need an E-Mail List as a Game Designer

18

084 – The Importance of Getting Involved in the Board Game Community

19

083 – Richard Garfield on Physical and Digital Card Game Design

20

082 – Creating Expansions with Bruce Glassco, Designer of Fantasy Realms

21

081 – Blue Ocean Strategy in the Board Game Industry – Part 2

22

080 – Blue Ocean Strategy in the Board Game Industry – Part 1

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079 – Preliminary Print and Play Kickstarter Campaigns

24

078 – Point Scoring Mechanics

25

077 – The Design of Radlands with Daniel Piechnick

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076 – The Interplay of Hidden and Visible Information in Magic’s new set Kaldheim

27

075 – How to Learn your Customer’s Language?

28

074 – Designing Heart of Cthulhu with Patrick Kelleher

29

073 – The Evolution of Deckbuilding with Andrew Parks, Designer of Core Worlds

30

072 – Elegance in Game Design with Dario and Fabian of Crimson Company

31

071 – 2020 in Review and Goals for 2021

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070 – License Agreements & Game Design Contracts

33

069 – Designing & Publishing D&D Content with Frank Tedeschi

34

068 – Design Diary of Duelist, the first Nerdlab Co-Design with Christian Kudahl

35

067 – How to lead a Playtest by asking the right Questions

36

066 – Combining Game Genres in Dinn TCG with Gabriel and Hayley

37

065 – How to write a Board Game Rulebook

38

064 – 10 Common Mistakes of new Game Designers

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063 – Diverse and Innovative Attributes and Stats in Strategy Card Games – Part 2

40

062 – Diverse and Innovative Attributes and Stats in Strategy Card Games

41

061 – Fun and Frustration in Roguelike Deckbuilding Games like Monster Train and Slay the Spire

42

060 – Set Collection in Board Games

43

059 – Iterate, Iterate, Iterate, Iterate, Iterate … Succeed

44

058 – How to Improve the Time Value Coefficient by Reducing Game Length

45

057 – Keyword Counters and their benefits in Magics new Set Ikoria

46

056 – How to Design Quest Cards Players won’t forget

47

055 – Bloodrage – 11 Exceptional Design Choices and what we can learn from them

48

054 – GWENT – 5 Exceptional Design Choices and what we can learn from them

49

053 – Simultaneous Action Selection in Ambal Tournament with Bernardo Bittencourt

50

052 – Interaction in Board Games and Strategy Card Games

51

051 – Complexity in Strategy Card Games (CCGs, LCGs, TCGs, etc.)

52

050 – Why you should join a Game Design Mastermind Group

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049 – Setting Constraints and Designing within Strict Limitations – Interview with Ed Rodriguez – Designer of Animus

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048 – Legends of Runeterra – 10 Exceptional Design Choices and what we can learn from them

55

047 – 15 Ways to Reduce Analysis Paralysis during Game Design

56

046 – A Walkthrough of Jamey Stegmaier’s proven Game Design Process

57

045 – Designing RPGs with and for Kids with Kevin Ferrone the Designer of Starport

58

044 – Marketing a Board Game as a First Time Publisher with Brandon Seeger (Battle Babies)

59

043 – How to create a Design Skeleton in 7 Steps

60

042 – Mythgard Review – 8 Exceptional Design Choices and what we can learn from them

61

041 – A year of Game Design and Podcasting in Review

62

040 – The Role of Keywords in Strategy Card Games like TCGs, CCGs, and LCGs

63

039 – Graphic Design & and Illustration for Board Games with Patrick Rauland

64

038 – Gloomhaven and Designing Epic Games with Isaac Childres

65

037 – Game Design Documentation – Tools, Methods and Best Practices

66

036 – How to create the perfect Hook for your Game?

67

035 – Designing Solo Games with Gabe Barrett of BGDL

68

034 – Take-Aways of Essen Spiel 2019

69

033 – Spirit Island and Asymmetric Game Design with R. Eric Reuss

70

032 – Success Factors in the modern Board Games Industry

71

031 – Theme vs. Setting in Boardgames with Paul Grogan

72

030 – Card Drafting Mechanic – Part 3

73

029 – Card Drafting Mechanic – Part 2

74

028 – Card Drafting Mechanic Part 1

75

027 – Battlefield Options for Tactical Combat Card Games

76

026 – The Compound Effect – How to be Consistent as a Game Designer

77

025 – Synergies and Combos in Everdell with James Wilson

78

024 – Gambit and Designing RPGs for Kids with Chevas Balloun

79

023 – Resources and Restrictions

80

022 – The one thing you need to know as a Game Designer

81

021 – Level up – Character Progression in Card Games

82

020 – Designing Adventure Card Games with Mike Selinker

83

019 – Artificial Intelligence in Board Games – Part 2

84

018 – Artificial Intelligence in Board Games – Part 1

85

017 – Ending Games using Fatigue & Exhaustion Mechanics

86

016 – Preparing for Playtesting and Scattershot Testing

87

015 – Aeons End & The Early Design Phase with Kevin Riley

88

014 – Cardpocalypse and Legacy Elements in CCGs with Angelo Nikolaou

89

013 – Turn Order and Initiative in Cooperative Card and Board Games

90

012 – Co-Op Mechanics Part 2 – Fighting the Alpha Player Problem, Creating Team Decisions and Adding Tension

91

011 – Co-Op Mechanics to Encourage Teamplay in Card and Board Games

92

010 – Faction Design & Color Identity in Card Games

93

009 – Keyforge – A Game Developer’s Review of the Unique Deck Game (UDG) Concept

94

008 – Goal Setting for Game Developers

95

007 – Health Mechanics in Board and Card Games – Part 2

96

006 – Health Mechanics in Board and Card Games – Part 1

97

005 – Emergent Narrative & Storytelling in Board Games

98

004 – Building an Encounter System Part 3

99

003 – Building an Encounter System Part 2

100

002 – Building an Encounter System Part 1