The Board Game Secret Show – Details, episodes & analysis
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🇨🇦 Canada - games
03/07/2026#84🇨🇦 Canada - games
02/07/2026#54
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From Z-Man to Play-to-Z | 30 Years of Board Game Publishing | BGSS ep_023
mercredi 1 juillet 2026 • Duration 02:04:49
One of the most storied résumés in the entire board game industry. Zev founded Z-Man Games, published 🦠 PANDEMIC and the first English 🌾 AGRICOLA (and basically invented the "animeeple" by deluxing it), signed the original ENDEAVOR, spent seven years exploding the WizKids catalog with ~100 games, and now runs his own publisher — ✨ PLAY TO Z.
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🎙️ IN THIS EPISODE, WE GO DEEP:
💰 The real economics of conventions
🏆 Why Origins beats GenCon for a premiere
🃏 The CCG days & Shadow Fist
🤝 Betting on co-op when NOBODY wanted it
📦 Under-printing Pandemic
🌶️ His (spicy) take on expansions
📜 IP licensing headaches & the Middle-earth project
🚀 Crowdfunding, paid previews vs. review copies
🔮 What's next for Play to Z
👉 If you care at all about how the board game industry ACTUALLY works, this one's a masterclass.
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🔗 LINKS
⚔️ Siege Perilous — LIVE on Gamefound now (through July 14)
▶ https://gamefound.com/en/projects/play-to-z/siege-perilous
✨ Everything Play to Z has going
▶ https://www.playtozgames.com/
❤️ Support My Work — Join Cardboard
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🎧 TOO LONG TO WATCH? THIS IS NOW A PODCAST!
🍎 Apple Podcasts: https://podcasts.apple.com/us/podcast/the-board-game-secret-show/id6785378165
🟢 Spotify: https://open.spotify.com/show/033GRnTDINaxqcoJksaCl4
🔵 Amazon Music: https://music.amazon.com/podcasts/01414914-23bd-4f4c-a29f-50daa231f364
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⏱️ CHAPTERS
00:00 ▸ Intro — who is Zev Schlasinger
00:39 ▸ Origins & how the con has changed
03:04 ▸ Why publisher attendance is dropping
04:15 ▸ Conventions are marketing — money is gravy
05:03 ▸ The ROI secret: premiere something new
06:56 ▸ Why release at Origins instead of GenCon
🃏 THE CCG YEARS
09:07 ▸ From CCGs to board games — the Z-Man origin
09:53 ▸ Always a gamer: wargames, Magic & judging
11:31 ▸ Grave Robbers From Outer Space changes everything
13:16 ▸ Breaking into board games & the "Rio Grande wall"
16:40 ▸ How you found games to sign back then
18:33 ▸ Selling off Shadow Fist / leaving CCGs
23:38 ▸ Would he ever do a CCG again?
📈 BUILDING Z-MAN
24:49 ▸ When did Z-Man feel like a success? ("one disaster from bankruptcy")
28:21 ▸ Under-printing Pandemic & Agricola / print runs
33:04 ▸ Lead times then vs. now / the Soothsayers reprint
🦠 THE BIG HITS
36:01 ▸ Meeting Matt Leacock & signing Pandemic
38:03 ▸ Betting on co-op when nobody wanted it
42:22 ▸ Play to Z's philosophy: engaging & different
43:31 ▸ Signing Agricola, the $70 euro risk & animeeples
48:48 ▸ Publishing the very first Endeavor
52:40 ▸ Zev's honest take on expansions
🏢 Z-MAN, WIZKIDS & IP
1:05:00 ▸ Why he sold Z-Man (and kept working there)
1:07:28 ▸ The WizKids years — 100 games in 7
1:11:47 ▸ The reality of working with IP & licensing
1:20:54 ▸ The Middle-earth game & Asmodee's curation
✨ PLAY TO Z & THE INDUSTRY TODAY
1:27:08 ▸ Why start Play to Z — hitting the ground running
1:29:40 ▸ Crowdfunding — why he resisted it for so long
1:33:02 ▸ Crowdfunding vs. bank loans & publisher risk
1:39:37 ▸ Paid previews, review copies & marketing ROI
1:47:27 ▸ Social media & staying transparent with the community
1:52:29 ▸ Board games vs. digital / BGA & the tactile future
🎯 WHAT TO PLAY NOW
1:54:40 ▸ Play to Z's lineup — Siege Perilous, 23 Knives & more
1:56:52 ▸ The most slept-on Play to Z game
2:00:45 ▸ Late-year releases — Dogs of War, Soul Journey
2:03:21 ▸ Where to find Siege Perilous & wrap-up
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#boardgames #boardgamedesign #zmangames #pandemic #agricola #tabletop #playtoz #boardgamepodcast
Let’s Talk Rolling Deep & More w/ Peter C. Hayward | BGSS ep_022
mercredi 24 juin 2026 • Duration 03:15:01
Board game designer Peter Hayward (Rolling Deep, Things & Rings, That Time You Killed Me) sits down for a wide-ranging, 3-hour conversation about what actually makes a game fun, why he's stepping back from designing to chase screenwriting, and how he reverse-engineered the feeling of Balatro into a tabletop roguelike.
We get into the apex of game design, the difference between fun, satisfaction, and winning, why Flip Seven sparked a friendly fight, the $120k debt that nearly ended it all, the "offer he couldn't refuse," and the absurd timeline that took Rolling Deep from first prototype to Kickstarter in under six months.
🎲 Rolling Deep hits Kickstarter June 23rd: https://www.kickstarter.com/projects/bitewinggamesnick/rolling-deep-and-eureka-dice-adventure-roguelike-and-campaign
⏱️ CHAPTERS
0:00 Cold open
0:42 Designer vs. salesman: the dream nobody warns you about
1:37 The real daily grind of a working designer
3:02 Willow, his sisters & "external processing"
5:27 23 Slack channels with his sister
8:44 How does Peter have fun?
9:07 Fun vs. satisfaction vs. winning
11:02 The apex of game design
11:48 Making "dumb apes feel clever"
12:32 Puzzles, Sudoku & writing sitcoms
15:47 Intrinsic vs. extrinsic joy
22:20 Breaking So Clover (and co-op games)
23:59 Is Flip Seven even a game?
25:29 The threshold of agency
26:03 Why Flip Seven might be a top design of 20 years
30:34 Being a board game "sommelier"
32:30 The Candyland question
33:40 Why he's ending the Fun Problems podcast
34:50 The screenwriting dream & getting into the US
39:02 A "typical" day & external obligations
43:12 $120k of debt to a net worth of zero
44:32 The offer he couldn't refuse
50:14 The ridiculous Rolling Deep timeline
51:36 The Cuphead artist & the cover
53:42 Why Peter designs mechanics-first
55:05 The three hooks: mechanical, component, thematic
1:08:42 Falling in love with Balatro
1:09:31 What Balatro actually is
1:24:08 So what is Rolling Deep?
1:30:39 Translating planet cards into mushrooms
1:33:08 Turning interest into a real decision
1:38:13 Bosses & engine destroyers
1:43:41 Jokers become tableau rows
1:48:13 Broken combos: feature or bug?
1:55:21 "Use the paints already on the tray"
2:04:48 Custom dice faces & the rules budget
2:19:11 Discovery cards
2:28:35 Achievements & roguelike unlocks
3:02:00 Going full-time: fuck around and find out
3:07:45 Peter's other income streams
3:09:40 Building an "engine" on YouTube
3:11:17 Wrap up
#boardgames #gamedesign #rollingdeep #kickstarter #tabletop #balatro
The Man Behind Board Game Bollocks | BGSS ep_013
samedi 9 mai 2026 • Duration 02:05:10
The NSFW Episode Beware ;)
My @BoardGameBollocks conversation. He is human, hilarious and incredibly thoughtful. Whether you agree with his takes or not I can assure you this conversation shows a side you almost surely have never seen before. If you don't know Bollocks then even more reason to sit down with us and hang out for a while.
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
Follow Bollocks here: https://www.youtube.com/@BoardGameBollocks
TIMESTAMPS:
0:00 - Board games in a digital world: getting real people in a room
0:48 - Fan messages that warm a coal heart
1:41 - Running 104 miles (London to Oxford) for charity
3:47 - Training for ultras: slow and steady wins the race
9:14 - How it all started: Magic Robot and 1970s childhood games
11:42 - Defending Monopoly as a gateway game
12:15 - Fighting Fantasy game books and spending 2p pocket money
14:08 - Discovering D&D at school (1985) — the cool kids played it
17:14 - Why 1st Edition AD&D is still the best (and why the DM WILL kill you)
22:29 - Games Workshop glory days: White Dwarf, Dungeon Quest, Blood Bowl
24:08 - University, a philosophy degree, and coming back to board games
25:00 - Discovering board game YouTube / Wil Wheaton's Tabletop
26:49 - Why he started his channel: rough naval city, not a posh boy
27:45 - First video: iPhone 4, Railways of the World, absolutely horrific
29:35 - Getting comfortable on camera and building confidence
31:04 - "What if a football hooligan did board game reviews?"
33:27 - No paid or sponsored content. Ever.
33:54 - Bands, music, and a guitar solo he's proud of
34:59 - Getting kids into board games (and why he had them in the first place)
36:52 - Games are for human interaction: playing with his 74-year-old mum
37:47 - Nemesis and the wife who got eliminated and sat waiting for her lift home
39:11 - Three kids: 15, 12, and 9 — all trained correctly
42:14 - SU&SD and other channels: respect, but they don't speak to him
43:23 - Channel philosophy: nasty, aggressive, funny — walking the tightrope
44:47 - Getting banned from Board Game Geek and telling them to do one
49:03 - Dealing with critics: "Where's your Godfather?"
50:35 - Recognition at UK Games Expo: selfies and people shouting across rooms
52:07 - Making videos: film degree, no script, all ad-lib, bullet points only
58:53 - Reviews vs top ten lists: where the views actually come from
1:00:09 - Are we heading for a board game crash? Market saturation parallels
1:05:06 - The Catan moment (1995), Zombicide, and Kickstarter bloat
1:06:32 - The psychology of anticipation: why games sit on shelves unplayed
1:08:05 - How Kickstarter killed game development: selling you the game in pieces
1:10:07 - Expansions: when they work and when they absolutely don't
1:13:53 - War Room all-day session and games the wife refuses to touch
1:16:59 - Tom Vassal and respecting anyone who puts their face on camera
1:19:07 - UK Games Expo press pass drama: Vanguard Tactics can do one
1:20:02 - This is a hobby, not a business — and that's exactly the point
1:21:41 - Life is cyclical: the board game market will go back to basics
1:25:19 - Gary Gygax changed the world, but designers are running out of ideas
1:28:49 - Obsession: the last game that truly blew him away (2018)
1:33:10 - Kickstarter and the game discovery problem
1:35:00 - Best designer of the last 5 years: John D. Clair (Space Base, Mystic Vale)
1:38:22 - AI-generated board game content: "Someone went on ChatGPT and made a script"
1:40:37 - AI in board games: why the table itself is safe from digital takeover
1:43:02 - AI as a tool for indie publishers: if the game's good, who cares?
1:44:22 - There's no such thing as originality: Picasso, Van Gogh, and 12 musical notes
1:46:11 - Wrapping up: 30 years left and must choose games more wisely
This Board Game Channel Is A Hidden Gem | BGSS ep_012 | The Grove
mardi 5 mai 2026 • Duration 02:04:49
Eleven friends from college in central Arkansas turned game night into a YouTube channel — and they're in debt doing it. In this episode I sit down with Matt, Eli, and Robert from The Grove Games to talk Twilight Imperium betrayals, why they refuse to trash a game even when it's bad, and what it actually takes to build something real in the niche of all niches.
🔔 Subscribe to @TheGroveGames : https://www.youtube.com/@TheGroveGames
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
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⏱ TIMESTAMPS
0:00 Intro & cold open
0:36 Hot dog hypothetical & desert island game picks
2:21 Solo picks: Ten, Void Fall, Cosmic Encounter
6:06 Desert island game durability problem
8:13 Would you design a game on the island?
9:45 Stone Saga & the crafting system that surprised me
11:02 Aphantasia, hyperphantasia & how it affects rulebook learning
13:02 Visual imagination & reading rulebooks
16:23 Meet The Grove — 12 people, one channel
17:11 How a 12-person friend group stays together after college
19:23 How The Grove all met (college RAs and dorm life)
21:43 Taco Bell is ruining us financially
24:50 How board games entered the picture
27:01 Why you need to play Twilight Imperium IV
31:25 The great 5 vs 6 player TI4 debate
33:40 14-hour game days, lunch break rules & secret texting
35:10 The psychological warfare of TI4 alliances
36:41 Galactic nukes and the Embers of Muaat
39:35 Holding a secret winning path for an hour (chest pains)
40:15 The 3D printed TI4 trophy
40:53 Blood on the Clock Tower
44:08 Grove game nights: 20 people, custom lights, full immersion
45:07 Chris Couch Games & Holiday Hills
47:08 Garden Club vs Pedal — the debate
48:44 What it means to give a game a 10
50:55 "When my brain starts to buzz" — the flow state ten
53:50 The Grove's review philosophy
57:52 Do you have an obligation to report the bad?
1:00:28 How many people are actually in The Grove?
1:04:03 Are you compromised by knowing designers?
1:05:06 Everyone has a full-time job — this is pure passion
1:07:15 The Earth playthrough disaster (6 days, no sleep)
1:10:19 How to get noticed by publishers when you're small
1:12:57 Algorithm vs. depth — the niche content trap
1:15:44 Their worst video has 150,000 views (and they hate it)
1:16:46 Why do they actually do this?
1:17:39 Bonanza filming sessions & the grind origin story
1:22:07 Playing Arcs in 94° heat with no AC
1:24:38 Advice for small creators trying to grow
1:32:39 How they landed partnerships with major publishers
1:33:27 Cold emailing 40 publishers a week
1:37:19 Authenticity as the only real strategy
1:40:33 The Ivy Studios relationship story
1:48:26 Dream publishers they haven't worked with yet
1:55:26 What's next for The Grove
1:57:33 Eli's big goal: become the go-to How to Play channel
1:58:11 Could The Grove and Cardboard work together?
2:00:27 How they built a studio in a detached garage
2:00:54 Wrap up
We Talk Board Games & Books w/ @ZeBoardandShield | BGSS ep_21
lundi 15 juin 2026 • Duration 01:48:21
I need your help to keep this going. The #1 way you can support me is join my community here: https://crdbrd.app/
Zeshawn from Board and Shield has played over 500 board games — and he's just as deep in the book world as the board game one. In this episode of the Board Game Secret Show we go all the way down the rabbit hole: how a Game of Thrones version of Risk pulled him into the hobby, why he merged books and board games onto one account, the narrative campaign games worth your table (Dragon Eclipse, Oathsworn, Spire's End), a hot take that might get him canceled (Castles of Burgundy is overrated), and his complete all-time Top 10 — including why Black Rose Wars will NEVER leave the #1 spot.
We also cover the board-game-to-book pipeline: what to read if you love Blood Rage, the cozy parallel to CozyStickerville, and the standalone novels every gamer should pick up.
🎲 Follow Zeshawn here:
@ZeBoardandShield
https://www.instagram.com/boardandshield/
https://www.tiktok.com/@boardandshield
The #1 way you can support me is join my community here: https://crdbrd.app/
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⏱️ TIMESTAMPS
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0:00 — Cold open / teaser
0:30 — Who is Zeeshan & Board and Shield
1:03 — How we connected on TikTok
2:34 — Cross-posting TikTok / IG / YouTube + why he hates editing
5:08 — Being authentic beats high production
6:07 — His first videos: nerves, photos → talking to camera
7:53 — Will we ever get long-form? The monthly-recap idea
9:29 — The origin story: Game of Thrones Risk changed everything
13:08 — Champions of Midgard & his first worker placement
14:31 — Getting people into the hobby (the gateway-game problem)
16:13 — Top 10 lists & the YouTubers that hooked him
18:26 — Books or board games — which came first?
18:53 — Between Two Fires: a horror book deep dive
21:57 — His reading journey & the deluxe-edition parallel to board games
25:01 — Why he merged books + board games onto one account
27:21 — Niching down vs. being yourself (and dealing with haters)
29:13 — Booktok creators worth following — and how huge that world is
31:39 — The golden age of Lord of the Rings board games
33:35 — There and Back Again & the "cozy" debate
34:22 — Cozy Stickerville obsession
37:15 — Corey Konieczka (Twilight Imperium → Cozy Stickerville) & Vantage
41:33 — Narrative campaign games: Dragon Eclipse & Oathsworn
44:04 — Dragon Eclipse as an arena battler ("I wish it were Pokémon")
47:03 — Can board game writing ever match a real novel?
48:32 — Tainted Grail & the Spire's End games
53:08 — Sponsor break: Cardboard
54:01 — Getting board gamers INTO books
56:08 — Legends & Lattes: the cozy book pick
57:06 — Can a book capture the *feeling* of a board game?
59:36 — Standalone book recs (The Sword of Kaigen, Blood Over Bright Haven)
1:00:21 — The paid-content & publisher journey
1:03:36 — Staying selective + the one publisher he hasn't worked with (Awaken Realms)
1:04:40 — Auto-buy publishers & designers: Board & Dice + Stefan Feld
1:05:41 — HOT TAKE: Castles of Burgundy is overrated
1:08:38 — Favorite Board & Dice game (Teotihuacan)
1:09:46 — Windmill Valley & Danny Garcia
1:11:20 — More hot takes: Ark Nova & Viticulture
1:14:07 — THE ALL-TIME TOP 10 — #10 Marvel Champions
1:17:36 — #9 Avalon
1:19:09 — #8 Nusfjord
1:21:13 — #7 Blood Rage
1:22:23 — #6 Primal: The Awakening
1:23:31 — #5 Dominion
1:26:36 — #4 Santorini
1:29:30 — #3 Inis
1:30:57 — #2 Spirit Island (is it really cozy?)
1:33:01 — #1 Black Rose Wars (the forever #1)
1:38:09 — Breaking into the list: Grimm Coven
1:44:15 — The future of Board and Shield & where to follow him
1:45:20 — How he finds time for all of it
1:46:37 — Closing thoughts: the stories behind the hobby
#boardgames #boardgamecommunity #tabletopgames #booktok #blackrosewars
The Unhinged Takes of @BigPasti + Much More | BGSS ep_20
samedi 6 juin 2026 • Duration 02:50:49
BigPasti makes $1,000 a month on YouTube, refuses every free game publishers send him, and is building his own game designed to make you miserable. So we sat him down and ran through 20 of the spiciest board game takes on the internet — Earth, Secret Hitler, Zombicide, FOMO, sleeving, AI art, and whether the designer even matters.
Agree? Disagree? Drop your own hot take in the comments. 👇
🎲 Back his game, SUNLIT'S EULOGY, on GameFound: https://gamefound.com/en/projects/dear-euthyphro-studio/sunlits-eulogy
📺 Subscribe to BigPasti: https://www.youtube.com/@BigPasti
Support this show by becoming a member: https://www.crdbrd.app/pricing
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
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⏱️ CHAPTERS
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0:00 Intro
2:58 Who is BigPasti
3:31 How the channel blew up
4:21 He makes ~$1K/month (and won't take free games)
13:11 Why he refuses publisher copies
18:10 His game: Sunlit Eulogy (the religion game)
32:03 How Sunlit Eulogy actually plays
49:14 Designed to make you miserable
51:09 TAKE: If you bring it, you learn it
52:10 TAKE: A game is 90% discovery
58:43 TAKE: Bad rulebooks & the 30-second rule
1:02:22 TAKE: House rules aren't cheating
1:05:37 TAKE: Camel Up is the best game ever made
1:08:12 TAKE: Did you even play the game?
1:11:34 TAKE: Suboptimal play is still playing to win
1:12:45 TAKE: Don't trash a borrowed game
1:14:22 TAKE: Sleeving is a waste of time
1:18:12 TAKE: "Good mad" is good game design
1:30:10 TAKE: Multiplayer solitaire is boring
1:33:48 TAKE: Can you trust BGG ratings?
1:40:28 TAKE: What even IS a game?
1:45:51 TAKE: All games are art
1:53:00 TAKE: Looks-maxing wins
1:53:52 TAKE: Be honest about player count on the box
1:56:15 TAKE: Complexity isn't depth
2:02:18 TAKE: Secret Hitler is a baby game
2:05:02 TAKE: FOMO is the sin of the decade
2:13:42 TAKE: Zombicide is Funko Pop board gaming
2:14:35 TAKE: Earth is hollow
2:16:16 TAKE: AI art is cringe
2:27:26 TAKE: Reveal your income
2:31:29 TAKE: Does the designer matter? (Phil Eklund)
2:44:26 Wrap-up + the thumbnail A/B challenge
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#boardgames #boardgame #tabletop #hottakes #bgg #boardgamereview #gamefound #kickstarter
He Made 40+ Elder Scrolls Videos | BGSS ep_019
jeudi 4 juin 2026 • Duration 01:53:22
Daniel from@thinkgaming fled his country in 2022 with no job, no money, and no plan. Three years later he's running one of YouTube's most dedicated nerdy strategy channels — 500+ hours into Elder Scrolls, the official How-to-Play creator for Too Many Bones, and somehow he's never missed an upload week.
We talked about losing everything in a single day, sleeping on a friend's couch in London, why he treats his channel like a library instead of a newsstand, and what it actually takes to build a niche board game channel without selling out to the algorithm.
If you've ever been told "the only way to grow is top-10 lists and preview videos," this episode is your permission slip to ignore that advice.
Support this show by becoming a member: https://www.crdbrd.app/pricing
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
Chapters
0:00 — Cold open
1:24 — Fleeing Moscow with nothing
6:15 — The bus across the border
9:14 — Discovering the Global Talent visa
10:25 — Falling into board games (Mice and Mystics → Gloomhaven)
14:23 — Finding purpose during visa limbo
16:11 — The first (failed) YouTube channel
20:03 — "A library, not a newspaper kiosk"
23:26 — Hobby vs. business: the Ali Abdaal scale
31:55 — Ikigai and the why behind the work
34:17 — The two things he's most proud of
35:50 — Two jobs, never a missed week
44:30 — Watching metrics without serving them
49:58 — Only covering games he actually loves
57:44 — Family, Cheltenham, and the introvert problem
1:04:08 — "I have to do this. This is my mission."
1:14:15 — Going deep on Grimcoven
1:24:03 — Too Many Bones and the Wave 2 wait
1:29:15 — Filming the official Too Many Bones tutorial
1:32:41 — Elder Scrolls vs. Too Many Bones
1:39:17 — Why he still hasn't reviewed Elder Scrolls
1:49:03 — Advice for aspiring creators
The IV Studio Episode | BGSS ep_018
samedi 30 mai 2026 • Duration 02:06:58
@iv-studio-games started making commercials for Nike, Amazon, and Bad Robot. Then one Christmas, Zac invited Austin over to "just make a board game" — for fun, for nostalgia, no plan. That became Moonraker. Six years later, IV Studios is one of the most design-forward indie publishers in the hobby — shipping on 9-to-12-month timelines, running 800-person community tours, and somehow maintaining a reputation for quality across many titles while Austin keeps losing his rondels every time he goes on vacation.
We talked about the moment they stopped making ads and decided to make the thing itself, what it actually looks like when three designers with contradictory ideas have to build one game, why they published their press kit publicly, and what Zac wrote a 120-page screenplay for. (It's a board game. It ships next year.)
If you've ever wondered how a small team ships beautiful games on time while also designing the next five and running a community tour — this is the blueprint.
Check out Altera: https://gamefound.com/en/projects/iv-studio/altera
Check out Honors End: https://www.kickstarter.com/projects/ivstudios/honors-end
Check Out Realm of Reckoning: https://www.kickstarter.com/projects/ivstudios/realm-of-reckoning
Support this show by becoming a member: https://www.crdbrd.app/pricing
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
Chapters
0:00 — Cold open
0:34 — Intro
1:48 — Animation studio to board games: the origin
4:22 — Ten years making ads for Nike, Amazon, and Bad Robot
5:34 — "We wanted to make the thing, not the thing talking about the thing"
5:59 — The Christmas break that made Moonraker
9:29 — "Grossly underqualified" — Austin runs the division anyway
13:22 — When did they actually believe this could be real?
15:06 — Six months in: "You should stop paying me"
18:32 — What happens when the design team disagrees?
24:03 — "Don't go on vacation — they'll take your rondel"
27:52 — Who leads a project and how does it get handed off?
28:46 — "You don't know anything until it hits the table"
30:22 — The cutting room floor and the games that came back
31:55 — Time to Panic was designed in a weekend (while Austin was traveling)
36:16 — Moon Rollers and why it doesn't feel like a small box game
38:40 — Toby Arnell and why Tend is a game they couldn't have made themselves
43:09 — Tend's complicated Kickstarter — their lowest ever
45:30 — How does one small team ship this many games?
48:19 — Everyone wears multiple hats (and tariffs killed the hiring plan)
49:27 — Direct to consumer, FLGS, and the Amazon experiment
53:25 — Would IV Studios survive without crowdfunding?
55:41 — What crowdfunding lets them do that nothing else can
57:50 — 800 people on the Altera tour and how feedback actually gets used
59:50 — How to parse feedback when half the room says opposite things
1:01:46 — The playtest mistake Zach had to stop and correct
1:03:38 — Danny Garcia barely plays his own games
1:05:34 — Where IV Studios stands on AI
1:09:22 — Designing for play 1 vs. play 50
1:11:38 — Why Leder Games impresses Zach as much as it does
1:13:23 — "The cover is the most important part of the game" — Zach disagrees
1:15:24 — Old Kings Crown and the second-game problem
1:17:48 — Do they actually design for the 100-play game?
1:19:04 — The guy who played Tend solo through 200 scratch sheets
1:20:48 — Why Austin gives every content creator his personal number
1:25:40 — Publishing the press kit publicly after the backlash
1:28:47 — 100 tens and 100 sevens vs. 100 nines and 100 twos
1:31:38 — "The worst thing we could possibly do is bore you"
1:34:32 — Mythic Mischief: the outlier
1:36:06 — Realm of Reckoning: the pitch
1:40:07 — How Moonraker became a co-op game (Honors End origin)
1:42:26 — The card-tucking breakthrough
1:45:08 — "I'm a quarterback co-op player and I hate that about myself"
1:47:16 — 9-to-12-month turnarounds (and why Honors End is late)
1:47:38 — Austin wrote a 120-page screenplay for a board game
1:49:21 — Nine chapters, nine envelopes, New Game+
1:51:21 — Altera: dice-builder worker placement and 12 asymmetric factions
1:55:59 — The "is this too big?" video and the unanimous playtesters
1:58:42 — Why there are no metal dice (and the Moon Rollers math)
2:00:28 — Pre-Columbian sci-fi and how they hire artists
2:03:42 — Luck vs. skill ceiling in a dice game
2:05:00 — "Toby demolished all of us yesterday"
Hangin’ With @BoardGameHangover | BGSS ep_017
samedi 23 mai 2026 • Duration 01:52:54
Two Latvian guys, one YouTube channel, zero plans to stop — I sat down with Jānis G and Jānis T from Board Game Hangover to talk about building one of the most creatively ambitious channels in the hobby from Riga, Latvia, going viral with Eternals, refusing publisher money on principle, and what it actually costs to do this full time.
We get into the messy reality of running a board game channel you love — failed outdoor videos, box-sliding rituals, child labor allegations, two years without a paycheck, and why they're "cowards" who won't launch a Kickstarter. Plus a lightning trivia round featuring a truly catastrophic guess at the Monopoly man's name.
Board Game Hangover: @BoardGameHangover
Support this show by becoming a member: https://www.crdbrd.app/pricing
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
— CHAPTERS —
0:00 Intro
0:32 Meatball & Worker Placement Dad Joke
1:18 Their First Board Game Obsessions
7:26 How the Two Giannises Met
9:16 Latvia's Board Game Scene
14:27 Starting the Channel in 2020
15:44 Evolving Away From Top Ten Lists
20:18 Going Full Time
22:15 Their Biggest Failures (The Outdoor Video)
23:03 David's Camping Disaster ("Nobody at All")
27:35 Growth Story & Getting Recognized at Essen
32:35 Production Value & The Box Slide → Box Throw
39:15 The Team ("Child Labor on Our Channel")
40:12 Favorite Series to Make
47:33 The Eternals Video Nobody Expected
51:09 Covering Older Games vs. Chasing the Hotness
55:27 "We Don't Take Publisher Money"
1:01:35 Living Off Savings & Finally Getting Paid
1:06:13 "We're Cowards" — Why No Kickstarter
1:07:05 Review Copies: "Not Really Free"
1:13:03 Do You Still Love It? (Follow-Up Reviews)
1:18:19 Sons of Anarchy & Never Going Back
1:22:13 How Many Plays Before You Review?
1:29:49 Responsibility to Publishers
1:37:23 TRIVIA ROUND
1:48:54 Top Three Channels — "We're Not Leaving Until You Tell Us"
1:50:44 Outro
Dani Garcia is a Genius | His Rise, Design & Diables | BGSS ep_016
mercredi 20 mai 2026 • Duration 01:17:19
Danny Garcia has quietly become one of the most thoughtful designers in board games — and in this episode, we go deep on exactly why. We talk about his unconventional design process (he builds entire games in his head before writing a single note), his obsession with action selection, why theme always comes first, and what it means to share your culture through cardboard.
We also get an extended look at Diabolus, his upcoming crowdfunding game inspired by the Ball de Diables — a Catalan fire festival Danny has attended over 100 times. It's unlike anything he's designed before.
In January, Danny announced he had been diagnosed with ALS. His resilience and dedication to doing what he loves, for as long as he can, make this conversation even more meaningful.
Support People Like Dani Here: https://fundaciomiquelvalls.org/es/ela/
Support Research Here: https://www.als.org
---
Go Follow Diables: https://gamefound.com/en/projects/saltandpepper/diables
Support this show by becoming a member: https://www.crdbrd.app/pricing
Join the Secret Club Here: https://www.crdbrd.app/hub/clubs?club=the-board-game-secret-show
Want to work together?: https://crdbrd.app/hub/creator/neon_gorilla
---
00:00 — Intro: Who is Danny Garcia?
01:10 — Danny joins / host expresses his admiration
01:45 — Is Coming of Age underrated?
03:25 — "I was winning 1,995% of the times" — the luck debate
04:08 — The frustration mechanic: thematic brilliance explained
07:09 — Danny's background: 15 years in the video game industry
08:40 — How he discovered Euro games (hint: a table across the room)
10:49 — The night Brass changed everything
11:23 — Learning to design by watching Rahdo
12:28 — Weight preferences: tactical vs. strategic
15:16 — "You make the games you want to play"
16:34 — Danny's design process: no notes, just thinking
17:23 — Building the entire game in his head before prototyping
18:34 — Waiting for ideas to arrive (and why forcing it doesn't work)
20:14 — Ideas coming at midnight — and redesigning the next morning
21:12 — How he had 5 games signed before anyone knew his name
23:21 — Getting publishers to take a chance on an unknown designer
25:10 — Why he sends "unfinished" games to publishers on purpose
26:09 — The mistake most new designers make: over-polishing
28:40 — Choosing the right publisher for each game
29:08 — Why Barcelona's theme was non-negotiable
30:48 — Theme-first vs. mechanics-first: how Danny evolved
32:25 — Why theme is now the only way he can generate original ideas
34:35 — Diabolus: the game, the festival, the inspiration
36:50 — The Ball de Diables explained — and why the drums had to be in the game
39:42 — Danny's design signature: action selection
41:03 — Why action selection is where originality lives
44:42 — How action selection works in Diabolus
47:48 — The main board modules and how scoring works
51:34 — The social media mechanic — why it's in a medieval fire festival game
54:15 — How Diabolus compares to Danny's other designs
55:47 — Reinventing yourself with every game (Stefan Feld, Tomas Holik)
58:29 — Games with lasting replay value / what Danny returns to
01:00:19 — How Danny designs replayability into his games
01:01:18 — The Barcelona expansion: does it make the base game better?
01:02:16 — On designing expansions: "publishers ask, I prefer something new"
01:04:38 — Why Danny never holds back content for future expansions
01:05:47 — Does he ever regret a design decision after release?
01:06:19 — His recent themes: Catalonia, culture, childhood, home
01:07:33 — Using board games to share your culture with the world
01:09:47 — What's coming: Gaudi, Windmill Valley dual, an archaeology + time game
01:11:29 — Positive interaction as a design philosophy
01:13:03 — His obsession with time travel (and a game being designed around it)
01:14:15 — Do aliens exist? Does Danny believe in time travel?
01:15:39 — Final words on Diabolus
01:16:26 — Closing


