The math behind expected values and high-variance strategies, and the game design decisions that determine whether players are rewarded for steady progress or taking big swings:
A deep dive into magnetism and the many ways magnets are used in games (audio):
https://thespiel.net/node/1415
(heard while prototyping our own magnetic game, Mini Discus!)
Expansions for successful board games: designing them, working on them for publishers, players’ views, and more:
https://faidutti.com/blog/blog/2026/09/08/les-extensionsexpansions/
How do you define “interesting choices” and design a game with them? A Reddit board game design forum discussion:
https://www.reddit.com/r/BoardgameDesign/comments/1vovj61/how_do_you_design_an_interesting_choice/
Thoughts on managed chaos and why it’s not necessarily a bad thing for a game to be “unfair”:
https://www.penny-arcade.com/comic/2026/07/13/rex-ready-player-one-part-four
Arguing that frustration is an essential part of games, neither inherently bad nor good:
https://lestmyopinions.com/2026/07/05/right-in-the-bad-feels/
