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.
Day two is over, but we’re just getting started, because it’s all about those Gen Con nights. We’re up way too late, yet again, to give you the scoops from the floor. We talk about Finger Guns at High Noon, Realm of Sand, and Medium.
Gen Con! It’s time yet again for freezer pants, gourmet coffee and going between the sheets. Join us for our quick day one impressions from the floor, and I mean that quite literally. We talk about Mechanica, Nine Tiles Panic, and Letter Jam.
Gimmicks are elements of a game that are the fundamental selling point, the core attention grabbing mechanic or experience that the game is built around. This episode, we’re breaking down gimmicks in board games, figuring out if they’re good or bad for the hobby, and talking about some of the most notable. Before we cave to flashy marketing, we also talk about Are You A Robot?, Jaws, and FUSE.
This week we’re talking about hidden trackable information. That is, information about the game state that could be remembered or recorded, but the game design (usually) assumes that players haven’t. Is it okay to memorize or divulge this information? Before we take notes, we also talk about Papà Paolo, Oceanos, and Pax Pamir (Second Edition).
Gen Con 2019 is mere weeks away, and I bet you don’t even know what games are going to be there. Fear not, we’ve got you covered! We’re counting down our most anticipated games of the show, having meticulously studied BGG’s preview list, and looked at all the pretty pictures. Before we plan our trip, we talk about Cryptid, Two Rooms and a Boom, and Planet.
So, you’re coming in last. You could sigh, lean back, mutter to yourself about all the things you should’ve done better … or you could get back in there, soldier! Back on your feet! This week on the show, we discuss what’s worth fighting for in a board game, when you’re clearly not going to win. Before we lose with dignity, we talk about Murder on the Cosmic Express, TAMSK, and Diplomacy.