After last week’s love-fest made us all uncomfortable, we had to get back to what do best, spirited in-fighting. To that end, we’ve devised three debates around the same core: is that often criticized mechanic a design problem, or a player problem? Before we pit designers against players, we talk about Red Rising, Via Magica, and Alma Mater.
We had so many fun ideas for this week that we couldn’t settle on just one! It’s always great getting topic suggestions from our listeners, but not all of them can make a full episode, so we figured we’d work through some of them here. Keep sending them in! Before we spice our lives with variety, we talk about Jekyll vs. Hyde, Seikatsu, and Merv: The Heart of the Silk Road.
We love Friedemann Friese, so much so that we’re devoting a whole episode to the green-haired designer – a comprehensive look back at his contribution to the hobby, and how we’ve gotten on with his games over the years. If you’ve never played one of his games, let us help correct that. Before we give the fantastic fellow our full focus, we talk about Kubb, Pictures, and The Field of the Cloth of Gold.
We’re starting to see the light at the end of the tunnel, and with the exciting possibility of actually being able to play games together again, we cast our minds forward to all the wonderful games yet to arrive in 2021. Did I mention it’s a BGBBOB? Before we look ahead (never back), we talk about Clever Cubed, Tainted Grail: The Fall of Avalon, and Keyper.
Dan Hughes from Sporadically Board joins us to flip the podcast on its head. Now that we’ve spent a hundred and sixty seven episodes raving about board games, it’s only fair that we discuss all the reasons they suck. Before we turn heel, we talk about Blackout: Hong Kong, Royal Visit, Marvel Champions: The Card Game and Deckscape: Test Time.
As important as it is to talk about that which we have received, so must we mark the loss of the games whose time has passed. Board games leave our collections for many reasons, so we’re going to revisit the ones that found better homes in the past year. Before we press F, we talk about Long Shot: The Dice Game, Hallertau, and Welcome to New Las Vegas.
Design often builds heavily on what has come before, but some designers, have made an art of iteration, taking their own beloved designs, and frequently reinventing them in new ways. We dig into this practice of extremely iterative design, and how it fits into an industry hungry for fresh ideas. Before we do it again, we talk about Dirge: The Rust Wars, Electropolis, Vinhos Deluxe Edition, Architects of the West Kingdom, and Sagani.
There are two good ways to create engagement in a board game: One is to let the player feel like they’re achieving something constantly, the other is to keep them feeling like any wrong move could tank their game. We’re dubbing this the “thriving to barely surviving” spectrum, but first, we need to figure out where some of our favourite games fit on it. Before we surthrive, we talk about Carnegie, Divvy Dice, and Underwater Cities.
It’s getting a bit too comfortable around here. Time to put stones in our shoes, tighten our belts, and get out of our comfort zones. We talk about the times that we’ve found ourselves in unfamiliar or uncomfortable gaming situations, and what we learned about ourselves in the process. Before we unfluff our pillows, we talk about Lord of the Rings: The Confrontation, Reavers of Midgard, and Paleo.
Wow! We asked for your top twenty lists, and boy did you deliver. We’ve crunched the numbers on the hundreds of submissions, and created what we think is the definitive list of BGB listeners’ favourite board games. Now let us tell you how we think you did. Before we outsource our work, we talk about Santa Monica, Steam Works, and Cthulhu: Death May Die.