Nerdlab Podcast: Recent Episodes

Marvin Hegen

The Podcast about board game design and card game design! Together we will explore the secrets of different game mechanics and grow as a game designer!

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In this episode, I discuss with Richard Garfield, Skaff Elias and Christian Kudahl about the design process of Mindbug Beyond.

Support our Current Kickstarter Campaign for Mindbug Beyond:

Mindbug Beyond Kickstarter Campaign

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Hello everyone and happy new year. Today we have January 2nd and I have a special guest today. It is my co-designer and friend Christian Kudahl. Hi Christian and welcome to the show.

Today we’re going to be looking back at the year 2022, and reflecting on our very first Kickstarter campaign for the game, Mindbug.

For those who may not know, Mindbug was a project that was funded on Kickstarter in 2021.

For us, the Kickstarter campaign was a huge success, raising almost $400,000 from more than 10.000 backers all over the world. This was way more than we anticipated and it allowed me to fully realize the vision I had for Nerdlab Games and turn this from a Hobby Podcast into a Games Publishing Company. We spent the entire year 2022 designing, producing, and fulfilling Mindbug.

Unfortunately, this also led to a shift in priorities and I no longer had as much time for the podcast. It always makes me sad because without the podcast the game wouldn’t have happened in the first place and I’m incredibly grateful for all the support from you throughout the journey.

Anyway, that’s one of the reasons why we wanted to review 2022 and talk about the lessons learned from the Kickstarter campaign here on the podcast.

Let’s start with a few things that went well:

  • The campaign started very strong with a lot of backers in the first minutes and hours. I think this had some reasons.
      1. You, the podcast audience who supported us from the very first second
      1. Our Newsletter List
      1. The influencers posting their updates about the game
      1. Low barrier of entry (compared to many other Kickstarter campaigns the price of 15 € for the first pledge level was very low.
      1. And of course that being a Richard Garfield Game helped a lot
    • ⇒ As a result we made it to the Kickstarter front page and got featured by them.
  • Interaction with the backers during the campaign
    • Competitions
    • Proposals for Creature Types
    • Votings on artworks etc. was very very good
    • Running those competitions and votings on BGG helped us to get into the hotness list there which was also very helpful.
  • Communications
    • Overall communication with the backers was very good through all the channels. We answered thousands of messages and tried to help everyone who had questions about the game or the campaign.
    • However, sometimes we missed a message or a comment here and there and we apologize for that. To improve, we have now implemented a ticketing system that will help us to better organize incoming messages.
  • The Game itself
    • We are quite happy with how the game itself turned out. It is a lot of fun to play and yet is giving us enough room for future expansions and new game modes to explore.

Things we can improve

  • Delivery Time / Fulfillment
    • To be honest, we are quite happy with the timing of our deliveries in Europe. We were a little later than we had hoped, but not far from our announced target.
    • For the rest of the world, unfortunately, it didn’t look quite so good. We had long waiting times at the ports for customs declarations and some delays in the supply chains. In addition, there were resource bottlenecks, production problems, natural disasters with the hurricane in Florida, and other unforeseen things. All this is difficult to predict and plan for. Overall, in most cases, I am satisfied with how we and our partners have responded to solve those problems. However, we would have liked to be quicker in the worldwide delivery. In the future, we will probably plan for even more buffers and place even more emphasis on proper customs documents. We will also rethink some of our partnerships.
    • We were definitely a bit naïve here because we believed that if we worked with experienced fulfillment partners, we could hand over the topic and no longer have to worry about it. Unfortunately, this was not the case and it is safe to say that we spent most of our working hours in 2022 on fulfillment. This is not something you dream about when you think about becoming a game designer. But it was the most important topic this year to bring Mindbug to you.
  • Translation Error
    • Translating into 6 languages was a big challenge and, in retrospect, probably not the right decision. 2 of the 6 languages are probably still rather loss-making businesses today. Overall, the translation from the community went well. The professional agency also played its part, but without the community, it certainly wouldn’t have turned out so well. And yet I think we can improve here to become even more consistent in the wording on the cards and also in the rules.
    • The biggest annoyance was of course the mistake on the German Kangasaurus Rex. One missing word cost us 1000s of €. And then the replacement card was also a bit bigger than the original. It was all very, very annoying. We have always tried to decide in the interest of our backers, even if it was very painful and expensive for us in the end.
  • Shipping Costs
    • We hate shipping costs. We think the costs were really high in our campaign. But it’s not like we earned anything from it. On the contrary. The actual costs were even higher. We would like to reduce the prices in the future, but the logistics service providers have even increased the prices again in the meantime. Such things as fuel surcharges or high season surcharges were not known to us before. We consider shipping more ourselves in the future to reduce costs. So one recommendation I have is. Be aware of the shipping costs and plan enough buffer. I can imagine that miscalculations and surprises in this area can ruin an entire campaign. In some cases, it makes sense to take the issue into account during product development.
  • Exclusiveness
    • Some backers would have liked a bit more exclusivity. And we can totally understand that. For us, it has always been important that Mindbug is set up in such a way that no one is excluded. That is part of our design philosophy. Every player should be able to get the same game feeling. So we don’t want individual cards to be out of reach for some players or only very expensive to buy on the secondary market.
    • Nevertheless, we understand the desire of the Kickstarter backers who have supported us from the beginning to get something special. We certainly could have done something more. For example, foil cards, alternative art cards, or something like that.
    • We have received really good suggestions and feedback on this and will certainly think about something for the future.
  • The black box:
    • And now to our biggest headache. The black box. The box was cursed from the very beginning. Everything that could have possibly gone wrong with the box did go wrong. During the campaign, we wanted to replace the box with a more stable version and give our cheeks a free upgrade. But we didn’t expect how many backers were against it and finally decided to row back and stick to our initial promise to provide the box with a unique number. This was the most critical situation during the campaign and cost us a lot of sleepless nights. We learned two things from this:
    • Don’t make important decisions based on a few user commentsOne should not make important decisions based on the user comments of a few users. You quickly get the impression that all backers are of the same opinion if you receive 5, 10, or 15 comments on a topic. In the end, however, these are just individual opinions of a few backers. I’m not saying that those opinions shouldn’t be taken seriously. Of course, this is direct feedback from your customers. This is very important and they should be answered and taken into account in the decision-making process, but in the end, 10 comments do not reflect the opinion of 10,000 backers. This part is easy to be misled.
    • Never change the product or the pledge levels during the campaignUltimately, it’s about finding the right balance between incorporating user feedback and staying true to our original concept. But you should never ever take away anything you have promised.
    • But that wasn’t all that went wrong with the box. It was produced incorrectly and thus played a large part in the delay in the project. As a result, we had to send them to the different hubs by express, which cost us a lot of money. And although we chose the best and most stable material that our supplier could offer, the box was and is clearly too unstable and did not meet our quality requirements. We really regret that and we will definitely put more emphasis on it in the future.

However, overall we still think the campaign was a great success. There will always be challenges and unplanned events. One of the most important things we learned is that the vast majority of backers on Kickstarter understand that a project of this size can’t always run smoothly.

In return, however, they expect a high degree of transparency in your communication. After all, the backers are part of this project and therefore deserve to be informed about all relevant topics.

We are very happy that we have successfully delivered all products and that with your help we have reached our first milestone for Nerdlab Games in 2022. Now we are working hard on the next milestones for 2023.

Thanks for tuning in to the Nerdlab Games Podcast. Until next time. Keep shooting for the moon and nerd like a boss!

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It's been over half a year since I recorded the last podcast episode. That's definitely far too long. I hope that I will be able to record new episodes much more often in the future. Because I really missed being able to exchange ideas with other game designers and to delve deeply into specific game

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A lot has happened in the last couple of months in the Nerdlab. Christian and I got the chance to work with industry veterans Richards Garfield and Skaff Elias on our Game Mindbug. In this podcast episode, I talk about the things I have been working on with regards to Game Design, Game Development and

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Today we have a great guest on the show and I am really excited to learn more about his game. He is the designer of AracKhan Wars, a strategy card game that just got successfully funded with more than 100k on Kickstarter last month. It’s a highly strategic game about card placement, positioning, and maximizing

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Today we have a great guest on the show. Gary Dworetsky is the designer and publisher of the very successful game Imperium: The Contention. The game has an incredible 8.1 rating on board game geek and is a 4-X card game about deploying fleets, moving ships into the right position, and then crushing your opponent

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This week I had the chance to talk to Carlo Bortolini, a fellow game designer (Memoarr and Riftforce). Riftforce is a dueling card game that involves factions, drafting, combos, and different strategies. All the good stuff I love so much about card games. So I was very happy to talk to Carlo Bortolini and

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This week I have the incredible honor of hosting one of the best game designers in the world. He has designed countless games and it doesn’t seem like he is going to stop :-) And the majority of them are incredibly successful. For example he designed Kingdomino, Five Tribes, Seven Wonders Duel, Shadows over Camelot,

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This week I have the honor of hosting Tom Lehmann, one of the best game designers in history. I wanted to talk to him for quite a while and am very happy that I now have the chance to do so. He has been designing many many games over the last 20 years. What makes

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This week follow up on the topic of E-Mail Listbuilding as a Game Designer. Last week I talked about why you should start an E-Mail List. This week the focus is on how to do it. In the podcast, I cover the high-level process of: Creating a Lead Magnet and a nice Pitch Setting

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This week we tackle a very important topic. Last week I talked about why it is important to pput yourself out there and be active in the board game community. This week I am going to talk about why I think it is super important to create a relationship with the people you get in

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This week I talked about the importance of being part of the community and why it is so important to give without asking for anything in return. These are some of the topics we talked about on the show:   Why I started the podcast and the nerdlab community What I got back from

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If you want to join our Nerdlab Game Design Mastermind Groups, you can apply here:   Join a Mastermind Groups   This week I have the honor of hosting one of the best game designers in history. Without overstating, I can say that he and his games are the reason I got interested in

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Fantasy Realms on Boardgamegeek Fantasy Realms on Wizkids Today we have a great guest on the show. One of his earlier games is an industry highlight and has won a Gamers' Choice Award for the Best Board Game in 2004. One of his newer creations is a super cool fantasy-themed card game with an

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This is the second part of me applying the Blue Ocean Strategy to Board Game Design. In this week I go through the methodology step by step and try to explain how to come up with innovative new ideas for the board game industry.   Do you want to use the Blue Ocean Strategy

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Do you want to use the Blue Ocean Strategy for your Game? Check out the Slides I prepared for you   In today's episode, I asked myself: Why are new games developed? How does it start? And how do the groundbreaking successes differ from less successful games?   I think many games are created

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Today's episode will be a bit different from the other episodes. Usually, I interview experienced game designers or do a lot of research about a topic before I cover it here on the show. Today it's more of a discussion I'd say. But since I'm alone today calling it a discussion is kind of

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Today's episode is about point-scoring mechanics. I went through different games like Sushi Go, Cat Lady, Point Salad or Go nuts for donuts. What do those games have in common? They all have some form of card distribution mechanic and a final scoring at the end. Since I am working on an insect-themed point-scoring

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Please take a look at Radlands on Kickstarter. I honestly think the game looks amazing. And I don't only mean the astonishing art, but also the gameplay and mechanics. I just backed it myself and am looking forward to adding it to my collection. (and no, I don't get paid for saying that (unfortunately

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In today's episode, I analyze the new keywords and mechanics of the Magic the Gathering set "Kaldheim". Especially "Foretell" and "Boast" which are very different. One has a lot of clear visible information and asks a very precise and direct question to your opponent, while the other is adding hidden information and keeps your

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In today's episode, I explain my method of learning the language of my target audience? In order to do so, I asked people over at Reddit about what they like about Dueling Strategy Card Games and identified their answers and especially the words and language they used. The goal is to later adopt their

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Important Links for this episode: Heart of Cthulhu on Instagram Heart of Cthulhu Video Today we have a fellow game designer in the Nerdlab. I can remember that I followed his Instagram profile a time ago because I was impressed by the art of the game. It is hard to explain on a podcast without

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Important Links for this episode: Quixotic Games Website Core Worlds on Facebook Core Worlds Nemesis (on BGG) Today I have the honor to talk to a very experienced and very successful game designer. I don't think I know anyone else who has worked with so many super exciting IPs . This includes brands such as

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Important Links for this episode:Crimson Company WebsiteUpcoming Kickstarter Expansion of […]

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Today I would like to talk a bit about the […]

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For many independent board game designers, licensing their game to […]

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Connect with Frank Tedeschi:Deadbox GamesInstagram Account (<– check this out […]

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I have been asked several times which game design projects […]

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Get the free Playtesting Questionnaire Template Join the Nerdlab Discord […]

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Connect with Gabriel and Hayley of Dinn:Dinn Website Dinn on […]

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Upcoming Twitch Game Design Live Stream:Wednesday at 10pm CEST, that’s […]

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Connect with Ambal Tournament (Bernardo Bittencourt):Ambal Tournament WebsiteAmbal Tournament Article […]

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Animus – The Draft Building Game:Animus WebsiteAnimus on FacebookAnimus on […]

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Starport:Starport WebsiteStarport on TwitterStarport on Instagram Connect with the Nerdlab […]

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Battle Babies:Kickstarter Campaign for Battle BabiesStuffed Horse Games WebsiteStuffed Horse Games on FBStuffed Horse Games on Instagram Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord Hello fellow adventurers and welcome to the Nerdlab - Where we transform our gaming passion into incredible game designs

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Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord Hello fellow adventurers and welcome to the Nerdlab - Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss. My name is Marvin and I am an ambitious game

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Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord Hello fellow adventurers and welcome to the Nerdlab - Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss. My name is Marvin and I am an ambitious game

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Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord Hello fellow adventurers and welcome to the Nerdlab - Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss. My name is Marvin and I am an ambitious game

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Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord This week I am going to talk about the power of a single word. A single word that is typically printed boldly on a card and holds a lot of information. The words I am talking

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In Episode 39 of the Nerdlab podcast, I had the honor to talk to Patrick Rauland the art director of the games Fry Thief, Samhain, and Mintsugi. And he is also a fellow podcaster and host of the show “Indie Board Game Designers Podcast”. We talked about the difference between Graphic Design and Illustration and

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In Episode 38 of the Nerdlab podcast, I had the honor to talk to Isaac Childres about the design process of Gloomhaven. In our discussion, we focussed on the following questions: What games did influence the design of Gloomhaven? What was the design process of Gloomhaven like? How to playtest big epic games like Gloomhaven?

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Check Out the following Kickstarter Campaigns:Goblin TeethDark Metal Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord I have been asked several times if it is worth to write a Game Design Diary. And if so why?  What are the benefits? And how do you

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Connect with the Nerdlab Community:Join the Nerdlab CommunityNerdlab Website Nerdlab Facebook PageNerdlab on TwitterNerdlab on InstagramJoin the Nerdlab Discord Today I have one question for you. Why do you buy games? Probably to play them. Although some games on my shelf I have never played. But well most people buy games to play them. But

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Go check out the "Hunted" Kickstarter Campaign! In today’s episode of the Nerdlab, I have a guest to whom I really look up to. His work was, and still is a great inspiration for my own journey. Especially as a content producer. He has probably interviewed every successful game designer on this planet. But he

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Today I have a slightly different show again. After I was at Essen Spiel 2019 last week, I wanted to share my experiences of that unique trade fair with you today. There were so many impressions. It really took me a few days to process all of them. But now I am ready to share

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In Episode 33 of the Nerdlab podcast, I had a great discussion with R. Eric Reuss about the design process of Spirit Island and asymmetric games in general. In our discussion, we focussed on the following questions: How was the design process of Spirit Island? What is asymmetry in board games? What are the best

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Last week I saw the documentary movie "The Game Designers" by Eric Rayl which was successfully funded through Kickstarter and indigogo. First of all, I can recommend watching the movie. It covers a lot of great game designers. Some of them have already been guests on the Nerdlab Podcast as well. The documentation is about

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In Episode 31 of the Nerdlab podcast, I have the honor to talk to Paul Grogan of the Gaming Rules! Youtube Channel. Paul is creating a huge amount of content in the board game industry. He is famous for his instructional youtube videos. He explains rules, does a lot of reviews and playthroughs but he

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In Episode 30 of the Nerdlab podcast, I continue talking about card drafting. This week the goal is to finish the 3 part podcast series. I am super excited about today's episode. The topic of card drafting as a method of simultaneous action selection is so huge that I could probably spend even 2 or

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In Episode 29 of the Nerdlab podcast, I continue talking about card drafting, my favorite game mechanic. Today, I covered 4 great drafting games and distill their unique and secret game design ingredients from which we can learn why these games are so great. Games Covered in this Episode:Sushi Go7 Wonders7 Wonders DuelElysium Important Links:Join

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In Episode 28 of the Nerdlab podcast, I talk about my favorite game mechanic: Card Drafting. YOu'll learn why I think this is the best mechanic of all time, how to overcome its design challenges and what kind of tactics you players can use during the draft. Follow the link to join the discord server

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In Episode 27 of the Nerdlab podcast, I talk about different battlefield options to represent a tactical battle in a tabletop game by using cards. I discussed the differences between miniatures and cards and took a deeper look at some games of the genre to analyze the battlefield options that have been used in other

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In Episode 26 of the Nerdlab podcast, I talk about consistency, why it is important for game designers and how to achieve it. If you listened to the show: This is how you join the discord server and become part of the Nerdlab Mastermind: Join the Nerdlab Discord Important Links: Join the Nerdlab CommunityJoin the

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In Episode 25 of the Nerdlab podcast, I chatted with James Wilson, the designer of Everdell. We talked about his journey and how he developed Everdell. In our discussion, we have put a special focus on the design of synergies and combos. What are synergies? How do they differ from combos? What is the best

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In Episode 24 of the Nerdlab podcast, I chatted with Chevas Balloun the designer of Gambit. Gambit is a Tabletop RPG without Pen and Paper and a lot of visualization that started when Chevas drew a dungeon-like Maze for his 5-year-old son and realized that he could play through the maze as a kind of

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In Episode 23 of the Nerdlab podcast, we will tackle a challenge many game designers have to face when they create a game. Today I am going to take a look at resource mechanics. At their heart, resources are a way of restricting a player to do whatever they want. The main challenge for me

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Get the companion PDF File for this episode in order to transform this incredible advice into actionable items for your own journey. In Episode 22 of the Nerdlab podcast, you will be listening to 14 of the greatest game designers of all times. All of them have answered one question:What is the one thing you

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In Episode 21 of the Nerdlab podcast, we will talk about level ups and progression systems in card games. We will talk about character progression by upgrading cards or adding new cards to a deck. We will talk about roguelikes, deck builders, deck construction games and adventure card games. All of these games have progression

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For Episode 20 of the Nerdlab, I have had the honor to interview Mike Selinker. A legend in the Game Design industry. He is the brain behind many of the games that inspired me to start my quest as a game designer. Just to mention a few: Pathfinder Adventure Card Game Apocrypha Betrayal at House

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In episode 19 of the Nerdlab we will follow up on last weeks episode. So if you didn’t listen to episode 18 I strongly recommend listening to this episode first. Because I discussed a lot of basics about Artificial Intelligence. We talked about some design principles and different levels of AI in board games. Today

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In Episode 18 of the Nerdlab we will talk about AI which stands for artificial intelligence. AI is a form of intelligent agent that perceives its environment and takes actions that maximize its chance of successfully achieving a goal. While this is also a huge topic in computer science, we will only focus on AI

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In Episode 17 of the Nerdlab we will talk about the topic "How to finish a game" and will especially deal with the situation when a game takes much longer than expected. To avoid this situation in our games, we will also look at some fatigue and exhaustion mechanics that can be used as secondary

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In episode 16 of the Nerdlab, I am talking about how I approach an upcoming playtesting weekend. In particular, I am talking about Scattershot Testing, a method I use to test as many different mechanics as possible in a single playtesting session: Instead of hunting for the answers to the core problems of my game I want

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In episode 15 of the Nerdlab, I have the honor to interview Kevin Riley designer of Aeons End, one of my favorite games. Kevin shares with us some incredible design principles that I'm definitely going to apply to my game design as well. And To be honest, I think every card game designer should follow these principles.

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In episode 14 of the Nerdlab, I'm very proud to talk with Angelo Nikolaou about the game Cardpocalypse and the specific design process of a single player CCG. We also discussed a lot about legacy elements in games and why we think they make a game more interesting through personalization. Angelo has a lot of practical advice

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Hello fellow adventurers, In today's episode, we are discussing Turn Order and Initiative in Cooperative Card and Board Games. My goal for this episode is to identify the different aspects of various turn order mechanics in order to enrich our game designer mindset. Hopefully, this will help all of us to create the best possible turn

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Hello fellow adventurers, In today's episode, we are discussing co-op game mechanics that can be used to: Fight the alpha player problem Foster team decision situations Add tension to the game What are the main goals of co-op mechanics: One problem in co-op games is the so-called quarterbacking. What it means is that one player makes

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Hello fellow adventurers, In today's episode, we are discussing at least 8 mechanics that can be used to encourage team play in cooperative games What is a Cooperative Card Game? A co-op game is by nature a game in which players work together as a team, usually against some kind of AI. In most co-op games

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Hello fellow adventurers, In today's podcast episode we're dealing with a topic that made me ponder and sometimes even despair during the last week. It's about dividing game elements into logically connected groups. In other words. How can I divide my cards into different factions or colors? I was wondering if my game even needs

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Hello fellow adventurers, and welcome in 2019. Let's start this year by talking about the Unique Deck Game (UDG) Keyforge from Richard Garfield and Fantasy Flight Games. I spent quite a bit of time thinking about the core concept of unique deck games and some of the mechanics of Keyforge in particular. Therefore, I decided

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Hello fellow adventurers, The new year is approaching fast. We are going to use this weeks episode to talk a little bit about goal setting and why it is especially important for game developers. Topics: Goal Setting / Life Planning Why is goal setting is so important for game designers? How to set goals as

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Hello fellow adventurers, In Episode 7 of the Nerdlab, we will focus on health tracking in card games. This is the second part of a 2 part series on health mechanics. In the last episode, we analyzed the different aspects of health systems and formulated some questions you could ask yourself in order to find

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Hello fellow adventurers, in Episode 6 of the Nerdlab, I will talk about health systems in board games and card games. This is the first part of a two-part series on health systems. My goal for the first episode is to analyze the different aspects of health systems and to provide you with a bunch

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Hello fellow adventurers and welcome to the Nerdlab - Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss. In Episode 5 of the Nerdlab, we will talk about storytelling. What is a story and why do we want one for our games. Today you will learn

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Hello fellow adventurers, in Episode 4 of the Nerdlab we will talk about the third and final building block of exceptional encounter design. In the first part of this 3 part series, we identified how to ask dramatic questions to our players by creating interesting conflicts and real decision points. In the second part we

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In Episode 3 of the Nerdlab we will talk about the second building block of encounter and combat design. Last week we identified how to ask dramatic questions to our players by creating interesting conflicts and real decision points. This week we will talk about fireballs and crushing blows. In other words: how to design

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In Episode 2 of the Nerdlab you will learn the three fundamental pillars of encounter and combat systems. This episode is the first in a series of episodes that will deal with the topic of Encounter Systems. Today we will focus on how to ask your players the right questions in order to make the

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In Episode 1 of the Nerdlab, I will today present my vision for this podcast and introduce the game I am currently developing. In addition to that I will talk a little bit about the importance of having a clearly defined vision and why I think you should have one for your game as well.