All Episodes
Nerdlab Podcast — 101 episodes · page 1 of 2
101 – Inside Board Game Marketing at Nerdlab Games
100 – 100 Episodes of Making Games
099 – Mindbug Survey – How you saved us from making Mindbug worse
098 – The Secret Formula Behind Successful Card Games
097 – Life of a Game Designer with Chris and Christian Kudahl
096 – Nerdlab Games – Behind the Scenes of Publishing Board Games
095 – Designer Diary for Mindbug Beyond with Richard Garfield, Christian Kudahl & Skaff Elias
094 – Mindbug Kickstarter Lessons Learned
093 – A Working Day as a Games Publisher
092 – Mindbug – Officially Announced
091 – The Journey of AracKhan Wars with Robert Palmer
090 – Designing Slay the Spire – The Boardgame – with Gary Dworetsky
089 – The Design Philosophy of Riftforce with Carlo Bortolini
88 – The Game Design Process of Bruno Cathala
87 – Victory Points and Player Agency with Tom Lehmann
086 – How to Start an E-Mail List as a Game Designer
085 – Why you need an E-Mail List as a Game Designer
084 – The Importance of Getting Involved in the Board Game Community
083 – Richard Garfield on Physical and Digital Card Game Design
082 – Creating Expansions with Bruce Glassco, Designer of Fantasy Realms
081 – Blue Ocean Strategy in the Board Game Industry – Part 2
080 – Blue Ocean Strategy in the Board Game Industry – Part 1
079 – Preliminary Print and Play Kickstarter Campaigns
078 – Point Scoring Mechanics
077 – The Design of Radlands with Daniel Piechnick
076 – The Interplay of Hidden and Visible Information in Magic’s new set Kaldheim
075 – How to Learn your Customer’s Language?
074 – Designing Heart of Cthulhu with Patrick Kelleher
073 – The Evolution of Deckbuilding with Andrew Parks, Designer of Core Worlds
072 – Elegance in Game Design with Dario and Fabian of Crimson Company
071 – 2020 in Review and Goals for 2021
070 – License Agreements & Game Design Contracts
069 – Designing & Publishing D&D Content with Frank Tedeschi
068 – Design Diary of Duelist, the first Nerdlab Co-Design with Christian Kudahl
067 – How to lead a Playtest by asking the right Questions
066 – Combining Game Genres in Dinn TCG with Gabriel and Hayley
065 – How to write a Board Game Rulebook
064 – 10 Common Mistakes of new Game Designers
063 – Diverse and Innovative Attributes and Stats in Strategy Card Games – Part 2
062 – Diverse and Innovative Attributes and Stats in Strategy Card Games
061 – Fun and Frustration in Roguelike Deckbuilding Games like Monster Train and Slay the Spire
060 – Set Collection in Board Games
059 – Iterate, Iterate, Iterate, Iterate, Iterate … Succeed
058 – How to Improve the Time Value Coefficient by Reducing Game Length
057 – Keyword Counters and their benefits in Magics new Set Ikoria
056 – How to Design Quest Cards Players won’t forget
055 – Bloodrage – 11 Exceptional Design Choices and what we can learn from them
054 – GWENT – 5 Exceptional Design Choices and what we can learn from them
053 – Simultaneous Action Selection in Ambal Tournament with Bernardo Bittencourt
052 – Interaction in Board Games and Strategy Card Games
051 – Complexity in Strategy Card Games (CCGs, LCGs, TCGs, etc.)
050 – Why you should join a Game Design Mastermind Group
049 – Setting Constraints and Designing within Strict Limitations – Interview with Ed Rodriguez – Designer of Animus
048 – Legends of Runeterra – 10 Exceptional Design Choices and what we can learn from them
047 – 15 Ways to Reduce Analysis Paralysis during Game Design
046 – A Walkthrough of Jamey Stegmaier’s proven Game Design Process
045 – Designing RPGs with and for Kids with Kevin Ferrone the Designer of Starport
044 – Marketing a Board Game as a First Time Publisher with Brandon Seeger (Battle Babies)
043 – How to create a Design Skeleton in 7 Steps
042 – Mythgard Review – 8 Exceptional Design Choices and what we can learn from them
041 – A year of Game Design and Podcasting in Review
040 – The Role of Keywords in Strategy Card Games like TCGs, CCGs, and LCGs
039 – Graphic Design & and Illustration for Board Games with Patrick Rauland
038 – Gloomhaven and Designing Epic Games with Isaac Childres
037 – Game Design Documentation – Tools, Methods and Best Practices
036 – How to create the perfect Hook for your Game?
035 – Designing Solo Games with Gabe Barrett of BGDL
034 – Take-Aways of Essen Spiel 2019
033 – Spirit Island and Asymmetric Game Design with R. Eric Reuss
032 – Success Factors in the modern Board Games Industry
031 – Theme vs. Setting in Boardgames with Paul Grogan
030 – Card Drafting Mechanic – Part 3
029 – Card Drafting Mechanic – Part 2
028 – Card Drafting Mechanic Part 1
027 – Battlefield Options for Tactical Combat Card Games
026 – The Compound Effect – How to be Consistent as a Game Designer
025 – Synergies and Combos in Everdell with James Wilson
024 – Gambit and Designing RPGs for Kids with Chevas Balloun
023 – Resources and Restrictions
022 – The one thing you need to know as a Game Designer
021 – Level up – Character Progression in Card Games
020 – Designing Adventure Card Games with Mike Selinker
019 – Artificial Intelligence in Board Games – Part 2
018 – Artificial Intelligence in Board Games – Part 1
017 – Ending Games using Fatigue & Exhaustion Mechanics
016 – Preparing for Playtesting and Scattershot Testing
015 – Aeons End & The Early Design Phase with Kevin Riley
014 – Cardpocalypse and Legacy Elements in CCGs with Angelo Nikolaou
013 – Turn Order and Initiative in Cooperative Card and Board Games
012 – Co-Op Mechanics Part 2 – Fighting the Alpha Player Problem, Creating Team Decisions and Adding Tension
011 – Co-Op Mechanics to Encourage Teamplay in Card and Board Games
010 – Faction Design & Color Identity in Card Games
009 – Keyforge – A Game Developer’s Review of the Unique Deck Game (UDG) Concept
008 – Goal Setting for Game Developers
007 – Health Mechanics in Board and Card Games – Part 2
006 – Health Mechanics in Board and Card Games – Part 1
005 – Emergent Narrative & Storytelling in Board Games
004 – Building an Encounter System Part 3
003 – Building an Encounter System Part 2
002 – Building an Encounter System Part 1