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The Tabletop Takeaway: A Board Game Design Podcast
PodcastFreizeitDesignEnglisch

The Tabletop Takeaway: A Board Game Design Podcast

Neu158. Time Loop Games11.11.2026 · 32 Min.
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165
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wöchentlich
Letzte Folge
11. Nov. 2026

Über den Podcast

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!

Folgen 165

  1. 158. Time Loop Games

    32 Min.

    What gives NPCs moral weight? How do you shake things up between loops? Ananda, Charlie, and Trevor talk about Time Loop Games.

  2. 157. Monikers

    18 Min.

    How do you create familiarity? Where do inside jokes come from? Trevor, Ananda, and Charlie guess the words in Monikers.

  3. 156. Moon Colony Bloodbath

    34 Min.

    How can you make negative events fun? When do players feel they are 'all in this together'? Charlie, Trevor, and Ananda work things out in Moon Colony Bloodbath.

  4. 155. Tragedy Looper

    28 Min.

    Why do mysteries work well with time travel? How should you model NPC relationships? Ananda, Charlie, and Trevor try again in Tragedy Looper.

  5. 154. Recipe Fulfillment Games

    31 Min.

    How complicated should recipes be? To what extent can they be customized? Ananda, Charlie, and Trevor talk about Recipe Fulfillment games.

  6. 153. Cannes

    23 Min.

    Do resources need multiple uses? What is the appeal of resource compression? Ananda, Charlie, and Trevor join the old boy's club in Cannes.

  7. 152. Age of War

    20 Min.

    What provokes revenge? How should you mitigate dice rolls? Charlie, Trevor, and Ananda pick their battles in Age of War.

  8. 151. Distilled

    32 Min.

    What is the difference between recipe fulfillment and set collection? How much uncertainty is okay when completing a recipe? Trevor, Ananda, and Charlie age their spirits in Distilled.

  9. 150. Civilization Building Games

    29 Min.

    How should civilizations interact? Why does obsolescence matter? Ananda, Charlie, and Trever talk about Civilization-building games.

  10. 149. Terra Mystica

    28 Min.

    Does slowing down resource recovery benefit players? Should bonuses have a cost? Charlie, Trevor, and Ananda join the cult in Terra Mystica.

  11. 148. Innovation

    24 Min.

    How do you keep low-level abilities relevant? Is it okay to have broken combos? Ananda, Charlie, and Trevor demand you listen in Innovation.

  12. 147. Through the Ages

    32 Min.

    How do opportunities drive decisions? What creates strategy? Trevor, Ananda, and Charlie build their wonders in Through The Ages.

  13. 146. Worker Placement Games

    32 Min.

    In what ways can workers interact? How do you vary the efficiency of an action? Charlie, Trevor, and Ananda talk about Worker Placement Games.

  14. 145. Alchemists

    28 Min.

    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.

  15. 144. The White Castle

    26 Min.

    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.

  16. 143. Architects of the West Kingdom

    26 Min.

    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.

  17. 142. Gateway Games

    29 Min.

    How do you identify genre-defining mechanics? When does replayability matter? Trevor, Ananda, and Charlie talk about Gateway Games.

  18. 141. Small World

    29 Min.

    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.

  19. 140. Azul

    26 Min.

    How do you escalate risk and reward? Should game markets be predictable? Charlie, Trevor, and Ananda make mosaics in Azul.

  20. 139. Ticket to Ride

    26 Min.

    When are wildcards necessary? How do you reward topdecking? Trevor, Ananda, and Charlie punch their tickets in Ticket to Ride.

  21. 138. Miniature Wargames

    44 Min.

    Should players roll defense dice? When should you use counterattacks? Ananda, Charlie, and Trevor discuss miniature wargames.

  22. 137. X-Wing

    30 Min.

    How do you represent momentum? What should be the consequences of holding debt? Charlie, Trevor, and Ananda shoot first in X-Wing.

  23. 136. Necromolds

    18 Min.

    What distinguishes melee and ranged attacks? Do persistent corpses enhance combat? Trevor, Ananda, and Charlie don their caster rings in Necromolds.

  24. 135. Heroscape

    29 Min.

    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.

  25. 134. Card Shedding Games

    26 Min.

    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.

  26. 133. Custom Heroes

    19 Min.

    Must progression be personal? How can you customize a card? Trevor, Ananda, and Charlie craft heroes in Custom Heroes.

  27. 132. I Know...You Don't

    20 Min.

    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.

  28. 131. Scout

    24 Min.

    Why subtract points for leftover cards? What makes once-per-game actions compelling? Charlie, Trevor, and Ananda climb the ladder in Scout.

  29. 130. Autobattler Board Games

    24 Min.

    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.

  30. 129. Tag Team

    22 Min.

    What makes for satisfying blocking mechanics? Why does repetition matter? Trevor, Ananda, and Charlie duke it out in Tag Team.

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