Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Where do games come from? Most are direct descendants of other games. We're joined by designer Heather Dixon (Apistocracy) to discuss the games that motivated us to do some design work of our own, from house rules to interface tweaks to brand new bouncing baby game designs. Kenan examines the origin story of a popular classic, and Alba helps us break the ice. Then we discuss the games that irked and inspired us in ways we couldn't let go, including Werewolf, Wingspan, un/appealing themes, the ultimate pick-up-and-deliver game, One Night Ultimate What-Have-You, art that inspires fan art, what constitutes game design, Arraial, Tetris, action points vs. counters, Patchwork, retro art, art that looks like art, usability and readability, learning to teach, what constitutes a game designer, Akrotiri, Splendor, layering theme onto games as you play, Splendor vs. Splendor Duel, the unassailability of our early faves, and how to accelerate toward an endgame. Then we hear from our beloved Rabble about the games they house-rule, including Wingspan, Catan, Tidal Blades, Targi, Everdell, Santa Monica, and Scarface 1920. We close with a discussion of implied house rules and why we do or don't edit the the media/art/games we consume.
Check out Heather and her game Apistocracy at https://www.apistocracy.com/
Music by Alba and the Might Lions and Kenan. Thanks to Zach Lapidus for an invaluable editing assist. Break the rules.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.
There are the games we dream about, and the games we actually come home to. What's the difference?
In this episode, we discuss top 10 lists, reviews and reviewers, Dune Imperium, Witchstone, Forest Shuffle, Grove, Beacon Patrol, small solo games, The Quest for El Dorado, Kingdom Builder, Splendor + Cities of Splendor, Cribbage, Forgotten Depths, trick-taking, Atiwa, the challenge of getting your faves to the table, solo modes, and more. Alba proposes some compelling titles for nonexistent games. Then we learn what games have been hitting your tables lately and opine.
Hosted on Acast. See acast.com/privacy for more information.
Sometimes you make up your mind about a game before you've even played it. What's that about?
Discussed: GenX, hipsters, Brass v. Gloomhaven, corporate IP's, hateration, Disney Lorcana, Wingspan, Lost Ruins of Arnak v. Dune Imperium, minimalism v. maximalism, Unmatched, Tapestry's slow burn, Concordia, learning games on BGA, Trudvang Legends, Massive Darkness 2, buying games v. investing in systems, Magic: the Gathering, hype aversion, snap judgements, eating crow, taking board games "seriously," and pulling people in. Then we look at the games that exceeded your expectations and try to figure out why we're all so judgey.
Hosted on Acast. See acast.com/privacy for more information.
Hosted on Acast. See acast.com/privacy for more information.