Decision Space: the podcast about decisions in games.
Latest Episodes
This week Brendan tries to convince his co-hosts that "sandbox objectives" and "point salad" are not not the same thing. Jake isn't convinced. Also the gang deep dives the new polyomino game Frosted Blooms, designed by Bruno Cathala and Ludovic Maublanc.
That types of questions do games ask us as players? When should I score? Who can I trust? Why did they do that? How should I sequence this? This week we dig into what the central questions are in different games and think about how this can help us as players and designers.
This time we're going digital! How do games like Balatro and Slay the Spire build on physical games and where do they diverge?
Pete is joined by Cardner Babakitis of Odd Candy Games and Buried Giant Studios. They discuss the historical games they played at the inaugural SD HistCon North
All four hosts are together to play a game as a way to choose a consensus list of the best board games from the early 2010s
What is hand management and what types of decisions do games featuring this mechanism offer?
A one-on-one interview with one of the most prolific designers in boardgames, Phil Walker-Harding
Latest Articles
An insightful strategy article for Sid Sackson’s classic 1980 push-your-luck game, Can’t Stop.
An exploration of the three types of objectives we see in games and how those objective types impact a game’s Decision Space.
7 Wonders Architects is a simple game with surprising depth and competitive potential. At first glance it seems incredibly random, but upon reaching a certain level of understanding the depth of your decisions become apparent.
