Episode 221: Player Count Problems and Solutions
A game development episode in which Pete, Paul, and Brendan ask the important questions:
What makes games flexible or inflexible when it comes to player count?
Should a publisher put a suboptimal player count on a box?
Are there games that you would only play at one player count?
Timestamps
02:40- main topic begins
05:00- games with fixed player count
18:03- challenges and solutions for player count flexibility
30:00- game design discussion
40:30- player count variants
49:45- games that are naturally scalable
54:15- games you would only play at one player count
58:20- what player counts should go on the box?
1:08:50- closing thoughts
Games Mentioned
Unrest, Werewords, Codenames, Star Realms, Magic the Gathering, A Feast for Odin, Fromage, Earth, Planet Unknown, Wingspan, Honey Buzz, Crits & Tricks, Lobby Snacks, Enchanted Plumes, Viticulture, Age of Innovation, Dune Imperium, Watches and Clocks of Dickory Docks, Robotrick, 7 Wonders, The Crew: Mission Deep Sea, Fellowship of the Ring the Trick-Taking Game, Santorini, Race for the Galaxy, Kingdomino, Cascadia, Incan Gold, Not Alone, A Game of Throne: The Board Game (second edition), Unlock, Tigris & Euphrates, Root, Orapa Mine, Santa's Workshop, No Loose Ends, Trinket Trove, El Grande