A podcast about making a board game company making a board game!
We’re getting close to locking in a theme, so this week we explore where and how it can weave into the game. Mark takes “The Night Sky” and runs with it—imagining two friends lying on the ground, gazing up at the stars.
We present to you "Starfold"—our abstract game with a theme! We talk about entering the BoardGameGeek Two-Player Design Contest and how playtester advice pushed us to build a proper Print-and-Play to meet the requirements.
We kick things off with a funny misplay in Harmonies and share news about our new sponsor, Spielmas. Then it’s time for a round of “Jason Can’t Possibly Disagree,” where we debate whether our abstract game Currents should have a theme—or stay theme-free.
We spent four consecutive nights playtesting online with Protospiel Online and Golden Gate Gamemakers (GGG). We gathered a ton of notes and are busy folding them into the next build of the game.
We're back in studio and give a more complete Gen Con debrief and share highlights from playtesting in the First Exposure Playtest Hall. We cover a BoardGameGeek contest we entered and our recent Unpub mentorship program. Plus, we look ahead to the upcoming Protospiel Online and a Golden Gate Gamemakers online meetup.
Mark is joined by Mike C. of Brickly Games, live from Lucas Oil Stadium at Gen Con 2025. With Jason out this episode, the two dive into their Gen Con highlights and share insights from testing in the First Exposure Playtest Hall.
As we prep for the First Exposure Playtest Hall at Gen Con, we get real advice from designers at the East Bay Board Game Con. We sharpen our elevator pitches and learn what makes a great demo.
We pause our abstract board game design to play the real game: chasing likes, shares, and followers. We’re pulling back the curtain on our marketing—sharing stats, analytics, and what’s working (or not) as we try to build an audience before finishing the game.
We took our abstract game into the wild—to Golden Gate Gamemakers, to friends, to family—and came back with real feedback and big takeaways. Plus, we debut a new segment on the show called Not A Game.
We dig into the mechanics of our abstract strategy game—how tiles interact, the patterns they create, early balance issues, and the ongoing challenge of designing a system for drawing new tiles.
A dark forest would be a great setting for Animal Kingdom. However, it has become the basis for a pivot. Listen in to hear about the new direction we are heading as Gen Con and Indianapolis loom over us.
If we can invent the word unstucking, we'd better figure out how to do it. We talk through the sticky stuff and create a plan to continue moving forward. Plus, we lighten things up with a game where we try to guess board game titles.
We know creative blocks come with the creative process—and we’re squarely in one. Do we change direction? Scrap everything? Simplify? Or maybe just admit our game will never be as good as Monopoly and move on?
We laugh at a ridiculous misplay we made in our own game. A broken strategy in Animal Kingdom forces us back to the redesign table. Along the way, we dive into gamer identities and how they shape both playstyles and game design.
We attend our first Golden Gate Gamemakers event at Guildhouse in San Jose, where we meet Board Game Casual. We also share highlights from recent meetings, including one with breakout rooms to spark new ideas and get things done.
We chat with game designer Randy O'Connor from Randy O Games, creator of Roll in One and Gun It. We explore the art of playtesting—especially defining "the turn", the moment when you’ve gone from idea to game.
We discuss our latest playtest of Animal Kingdom, inspired by a fresh take on the game. Plus, we attempt a round of board game trivia—but it doesn’t go exactly as planned.
We sit down with the talented and creative minds behind City Square Studios, a game design team from New Zealand. They share their story, their ethos about sustainability in games, and give us a glimpse into their brand, including 52 Pickup and the world of TTRPG zines. Plus, we discuss fostering community engagement and strategies for growth.
Our playtest protocol has been put into action for the first time with Animal Kingdom this season. Tuckman would be proud! Plus, we share a quote from our notes—what were we thinking?
We begin defining how we want our game to feel. From physical engagement to the atmosphere we create, and the emotions we want players to experience, we explore the three levels of feelings in game design.
If you've ever wanted to know about champagne, satanism, the Stonewall Uprising, chaos theory, LSD, El Nino, true crime and Rosa Parks, then look no further. Josh and Chuck have you covered.
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It’s 1996 in rural North Carolina, and an oddball crew makes history when they pull off America’s third largest cash heist. But it’s all downhill from there. Join host Johnny Knoxville as he unspools a wild and woolly tale about a group of regular ‘ol folks who risked it all for a chance at a better life. CrimeLess: Hillbilly Heist answers the question: what would you do with 17.3 million dollars? The answer includes diamond rings, mansions, velvet Elvis paintings, plus a run for the border, murder-for-hire-plots, and FBI busts.
The World's Most Dangerous Morning Show, The Breakfast Club, With DJ Envy, Jess Hilarious, And Charlamagne Tha God!
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