Mark Rosewater, head designer for Magic: The Gathering, defined three player archetypes back in 2002, and we figured it’d be fun to see how we can apply them to, not just board games, but your three beloved hosts. We look into what makes a Timmy, Tammy, Johnny, Jenny, or Spike tick, and try to find some board games each might like. Before we profile ourselves, we talk about FlickFleet, Québec, and Ra.
Author: Orange Tank
Inspired by BoardGameGeek’s new system for classifying board game mechanisms, we give our thoughts on the changes, as well as talk about classification in general. Somehow it always leads to heated discussions, whether it’s arguing what a Civilization game even is, or why we need classification at all. I’m sure we’ll all agree in the end. Before we taxi into taxonomy, we talk about Piepmatz, Era: Medieval Age, and Cursed Court.
Hello again, Germany! Well, we don’t actually ever go to Essen, but boy do we wish we could. There are always so many games that debut at Essen SPIEL that we wish we could play or buy … and this year is no exception! We’re counting down the games we would most anticipate getting our hands on if it weren’t so goshdarn far. Before we cast our minds across the Atlantic, we also talk about Irish Gauge, Heroes of Terrinoth, and Tapestry.
No, not that game. We’re talking about the life cycles of games, how we acquire them, how we end up moving on from them. Where do we generally get our games from, and how do we typically get rid of them? Things get a little bit existential before the end. Before we, blinking, step into the sun, we also talk about Eternal: Chronicles of the Throne, 18Lilliput, and Tonari.
Look, there’s only so much time in the day, so we don’t get to play every game we ought to. But some of those missed games hurt more than others, in fact, some of them are downright shameful. This week we’re counting down the top five games we’re ashamed that we haven’t played. Before we atone, we also talk about Kobayakawa, Taj Mahal, and Twilight Imperium (Fourth Edition).
Kellen’s back, which some might say is too many hosts – apt, because we’re an episode of extremes today. We’re talking about games that are too simple, too complex, too short, or too long, that might otherwise have been among our favourites. Before we venture outside the Goldilocks zone, we talk about Q.E., Cartographers, and City of the Big Shoulders.
Kellen graces us with his absence, which means it’s time for Mark and Neilan to start talking numbers. Specifically, player numbers. We’re talking about optimal player counts for games, whether games ever mean what they recommend on the box, and how well they scale to various player counts. Before we count to ten, we talk about Vindication, Royal Palace, Throw Throw Burrito, and Pipeline.
We’re running components through our fingers this week, because we’re ranking our favourite games that require dexterity. Whether it’s flicking, stacking, or balancing, dexterity games tend to offer a respite from brain burning crunchiness, and a chance to exercise actual muscles. Before our hands tremble, we talk about The Wizard Always Wins, Genoa, and Paku Paku.
We just flew in from Indianapolis, and boy are our arms tired! From carrying all these games. But, more than the games, it’s the people you meet that make the memories, so we’re recovering from a very long weekend at Gen Con by telling some of our favourite little stories from the floor. Before we revisit our weekend, we talk about Tuki, God of War: The Card Game, and Wits & Wagers Vegas.
Our trilogy of Gen Con podcasts concludes with one last foray between the sheets! Join us on the floor in room [redacted] one last time, for our thoughts from day three. We talk about Sanctum, Potemkin Empire, MegaCity: Oceania, and Aegean Sea.