
Insights from recent episode analysis
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Platform Reach
Insights are generated by CastFox AI using publicly available data, episode content, and proprietary models.
Total monthly reach
Estimated from 2 chart positions in 2 markets.
By chart position
- 🇦🇺AU · Games#1675K to 30K
- 🇳🇱NL · Games#8910K to 30K
- Per-Episode Audience
Est. listeners per new episode within ~30 days
7.5K to 30K🎙 ~2x weekly·139 episodes·Last published 1w ago - Monthly Reach
Unique listeners across all episodes (30 days)
15K to 60K🇦🇺50%🇳🇱50% - Active Followers
Loyal subscribers who consistently listen
6K to 24K
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Reach across major podcast platforms, updated hourly
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* Data sourced directly from platform APIs and aggregated hourly across all major podcast directories.
On the show
Recent episodes
GDU 142 - Diplomacy: The Golden Blade
Jun 2, 2026
43m 06s
GDU 141 - Inkwell
May 19, 2026
32m 28s
GDU 140 - Wine Cellar
May 5, 2026
37m 44s
GDU 139 - Side Effects
Apr 21, 2026
42h 43m 22s
GDU 138 - Song Survivor
Apr 7, 2026
30m 58s
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| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 6/2/26 | ![]() GDU 142 - Diplomacy: The Golden Blade | In episode 142 of Game Design Unboxed, we talk with freelance game designer Rosco Schock about his first published game, Diplomacy: The Golden Blade, released by Renegade Game Studios. The conversation focuses on the challenge of translating the ”feel” of a classic, beloved strategy game into a streamlined and more approachable card game experience. We also discuss the path from prototype to publication, finding the right publisher and timing for a licensed project, and balancing respect for a 60-year-old franchise while creating something new. Rosco explains how Diplomacy: The Golden Blade now serves as an on-ramp to the larger Diplomacy experience, why understanding a game’s unique selling points matters, and how patience and persistence pay off in game design. Plus, we learn what a game triathlon is. Featuring: Rosco Schock - Guest Danielle Reynolds - Host | 43m 06s | ||||||
| 5/19/26 | ![]() GDU 141 - Inkwell | In episode 141 of Game Design Unboxed, we talk with librarian and game designer, Lewis Graye, whose game design journey began after relocating to Syracuse, becoming part of the local tabletop scene, and participating in a game design contest at a wedding. They share the story of Lewis’ first published design, Inkwell, and its unexpected path to publication, which began as a playtest mechanic that DVC Games expanded into a full game whose theme was inspired by the animated movie, The Secret of Kells. The discussion continues into the use of historical, open source inscriptions for content, the importance of balancing gameplay so it stays fun without becoming overly cutthroat, adapting designs to publisher constraints like box size and component changes, how player experience can shift depending on the group, designing escape rooms, the importance of getting a playable prototype to the table early, and how the salt in the Syracuse water yields some pretty great game designers. Featuring: Lewis Graye - Guest Danielle Reynolds - Host | 32m 28s | ||||||
| 5/5/26 | ![]() GDU 140 - Wine Cellar | In episode 140 of Game Design Unboxed, we talk with Andrew Stiles, game designer and co-host of the podcast Tabletop Submarine, about how discovering GDU early in his design journey helped him better understand the tabletop space, and how a life reset during COVID (and a challenge to get a game signed in 6-months by his wife) sparked a career pivot into game design. We talk about his first game, Wine Cellar, and how the inspiration came from his previous background as a sommelier, prompting him to lean into the “design what you know” mentality. Andrew talks us through key development decisions, such as scaling player counts, reworking card math, and how table space and visibility shape the player experience. The episode also covers other topics, including the realities of breaking into the industry, the value of the UNPUB mentorship program, researching and targeting the right publishers, why smaller conventions are a great place to network for new designers, Board Game Arena (BGA) implementations, designing for non-gamers, and bad fonts that keep you up at night. Featuring: Andrew Stiles - Guest Danielle Reynolds - Host | 37m 44s | ||||||
| 4/21/26 | ![]() GDU 139 - Side Effects | In episode 139 of Game Design Unboxed, we chat with Jade Shames and Ben Bronstein, co-founders of Pillbox Games and co-designers of this episode’s spotlight game, Side Effects. They talk about how a mental illness–inspired card game idea (later titled Side Effects) sparked their collaboration and company, the power of bold visuals, why skeletons make perfect models, the balance between realism and accessibility, adjusting setup rules for varying player counts, and being innovative when it comes to product design for your games. They also discuss homebrew variants, the all-too-familiar and disturbing medical side-effect warnings in commercials, and the hope that, if a misprint or typo occurs in print, it might become a collectible one day! Featuring: Jade Shames and Ben Bronstein - Guests Danielle Reynolds - Host | 42h 43m 22s | ||||||
| 4/7/26 | ![]() GDU 138 - Song Survivor | In episode 138 of Game Design Unboxed, we chat with Edwin D. Benton II, Founder and CEO of Doin’ the Most Games, about how his journey into game design stemmed from an addiction to app games like Words With Friends and a frustration with their limitations. This inspired him to build his own inclusive, slang-driven app where players could contribute words from around the world, a mindset that evolved into the world of tabletop card games, which were gaining popularity at the time. We talk about the spontaneous vacation sing-along moment that sparked Song Survivor, his playtesting process (from parties with friends to blind tests), his passion for designing for players with disabilities and specific cultural groups, hiring experts, packaging for mass market (why box size matters), and leveraging celebrity endorsements (and how to get them). Featuring: Edwin D. Benton II - Guest Danielle Reynolds - Host | 30m 58s | ||||||
| 3/24/26 | ![]() GDU 137 - A Place for All My Books | In episode 137 of Game Design Unboxed, we chat with freelance game designer and developer for Druid City Games, Michael Mihealsick who shares industry insights from years of working for multiple companies, taking on freelance projects, and continually refining his game design craft. We discuss the rise of cozy game design and what that means for different players, the niche book-collecting concept featured in this episode’s game highlight, ”A Place for All My Books,” and how ditching a victory point tracker allowed for a competitive game to still feel safe and inviting. Other topics in this episode include how games can adopt an audience or become a lifestyle experience, the feeling of being “typecast” as a designer, the definition of laundry day and frankenstein in game designer language and artwork differences for the same game in different countries. Featuring: Michael Mihealsick - Guest Danielle Reynolds - Host | 48m 12s | ||||||
| 3/10/26 | ![]() GDU 136 - 3 Tricky Pigs | In episode 136 of Game Design Unboxed, we chat with freelance game designer (and Danielle’s co-designer on Tricky Kids), Steven Ungaro, who shares his “zero-to-three-games-in-a-year-hero” design journey. They discuss how discovering hobby games led him down the research rabbit hole many aspiring designers fall into, and how resources like the long-running Ludology podcast have evolved over the years. Because it is Steven’s specialty, the episode covers a lot about trick-taking games, including designing for “bad hands,” the genre’s popularity in the Midwest, and making it more accessible to non-trick-takers. They also talk about how playtest feedback can shift your perspective on terminology, mechanics, and rule clarity, common phobias in games, matching art aesthetics to theme, and how players can rely on familiar stories (like The Three Little Pigs) when learning new games. Featuring: Steven Ungaro - Guest Danielle Reynolds - Host | 41m 50s | ||||||
| 2/24/26 | ![]() GDU 135 - Stable Times | In episode 135 of Game Design Unboxed, we chat with freelance game designer Kristen Mott, whose game design journey began with creating games for her kids to play at home to supplement homeschooling. We talk about how kids are great built-in playtesters, how her children’s interests were her thematic inspiration for designs, what kids learn through play, and the wild thematic evolution of Stable Times from a game about starfish, to tattooing sea monsters, to horses. Other topics include how co-designing expands your skills, the value of feedback, her experience self-publishing, and the realities of waiting on contracts, ghosting, and publisher limbo. The conversation also talks about adding personal Easter eggs to your game and the collection of real horses featured in Stable Times. Featuring: Kristen Mott - Guest Danielle Reynolds - Host | 42m 53s | ||||||
| 2/10/26 | ![]() GDU 134 - Wispwood | In episode 134 of Game Design Unboxed, we chat with first-time game designer Reed Ambrose about his family-weight, tile-laying game Wispwood. Reed shares how his journey began with BoardGameGeek (BGG) contests just for fun, and how collaborating with published designers pushed his craft forward and helped him take design seriously. We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus. We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game. This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026! Featuring: Reed Ambrose - Guest Danielle Reynolds - Host | 48m 17s | ||||||
| 1/27/26 | ![]() GDU 133 - Honey Buzz | In episode 133 of Game Design Unboxed, we chat with game designer and Creative Director Paul Salomon about his innovative worker placement and tile-laying game, Honey Buzz. The conversation covers the creative path that led him from math, music, and juggling into tabletop game design, the balance between aesthetics and mechanics, designing with math in mind, and why a strong elevator pitch that clearly defines your game’s core theme and mechanics is essential when pitching. The episode also includes a thoughtful discussion on collaboration and co-designing, the differences between game designers and game developers, and the sometimes awkward conversations that can come with crediting creative work. Featuring: Paul Salomon - Guest Danielle Reynolds - Host | 56m 27s | ||||||
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| 1/13/26 | ![]() GDU 132 - Season 6 Recap | In episode 132 of Game Design Unboxed: Inspiration to Publication, Amanda Rivera returns from behind-the-scenes to behind-the-mic as a guest host to chat with Danielle about GDU’s sixth season. They talk about how thematic season 6 was, recall insights about arguably one of the most common questions in game design (to pitch or self-publish), share how designers make games accessible and approachable, comment on the power of networking in the tabletop community, and share more about the amazing games and guests who were featured this season. Danielle also shares previews of her upcoming games and expansions, discusses the trials and tribulations of the gaming industry in 2025, and highlights trends she’s noticed on the horizon. Other interesting highlights from the season six recap: - How games can inspire connections between people (especially cooperative games that link players together with a common goal). - Networking, networking, networking! - How Amanda always needs to know the flavor text for who the first player is. - Danielle explains the definition of her term ”art correction” rather than art direction. Featuring: Danielle Reynolds - Guest Amanda Rivera - Guest Host | 1h 14m 32s | ||||||
| 12/30/25 | ![]() GDU 131 - Pandemic | In episode 131 of Game Design Unboxed, we chat with game designer Matt Leacock about his “infamous” game Pandemic. Matt explains how his path into game design was shaped by watching his artsy uncle create games as a hobby and by growing up surrounded by ”bad” games from the 1970s that he couldn’t help but try to improve. We discuss how overly competitive family game nights pushed him toward cooperative play, and how his first true co-op game inspired him to design experiences where players succeed or fail together. That philosophy, paired with an interest in chain reactions and the cultural relevance of disease in the early 2000s became the foundation of Pandemic. We talk about the thought process behind the game’s map, designing with real-world locations, drawing from existing game mechanics, and the value of diverse and remote playtesting. We also discuss working on game expansions, legacy design, teamwork, and how strong design skills support better prototypes and long-term vision. Featuring: Matt Leacock - Guest Danielle Reynolds - Host | 42m 46s | ||||||
| 12/16/25 | ![]() GDU 130 - 3 Chapters | In episode 130 of Game Design Unboxed, we chat with game designer Joe Hout about his fairytale-themed trick-taking game, 3 Chapters, accessibility in gaming, and his design journey. Joe shares how his path into game design began by tweaking games he loved and then took off after completing a passion-project game he self-published via Kickstarter. We break apart 3 Chapters and how the creation of the game was a culmination of favorite mechanics and key moments from various games he’s designed over the years. This episode covers common barriers to entry in board games, from rule overload to games that are difficult to teach, and why familiar themes like fairytales can make learning feel intuitive. Joe and Danielle discuss how storytelling can help teach and pitch games - especially trick-taking games - which can feel frustrating or intimidating to players who are new to certain mechanics. Joe talks about the joy of hearing players say, “let’s play again,” the value of sticky rules that make it easy to return to a game after time away, and why a game’s weight matters less than its intended audience and purpose. We also discuss learning through design podcasts and tools, collaborating with great publishers, and how those relationships open doors across the tabletop industry. Featuring: Joe Hout - Guest Danielle Reynolds - Host | 43m 15s | ||||||
| 12/2/25 | ![]() GDU 129 - Gelt Galore | In this festive episode 129 of Game Design Unboxed, we chat with sister duo Anya and Irina Kagan - game designers and the founders of Gifts Galore - about their Hanukkah-themed party game, Gelt Galore. They talk about how magical childhood traditions inspired them as adults to bring new energy to holiday gatherings and how a simple homemade game — originally crafted from post-its, stickers, and family trivia — turned into a full-fledged board game. We discuss several unique design challenges including how to compile authentic and accurate historical info for trivia questions and how to strike the right balance between questions that are easy/fun and questions that are deep or educational. The sisters also share how they designed Gelt Galore to be accessible and inclusive by using pictures along with colors (considering colorblind accessibility), designing mechanics that work for players of all ages and mobility capabilities, the “bribes” that help them attract playtesters (like candy or pizza), the inviting game design community in Kalamazoo, Michigan, stories of little-known Hanukkah heroines, and the age-old debate of the superior latke topping. Is it sour cream or applesauce? You decide! Featuring: Anya and Irina Kagan - Guests Danielle Reynolds - Host | 42m 37s | ||||||
| 11/18/25 | ![]() GDU 128 - Twinkle Twinkle | In episode 128 of Game Design Unboxed, we chat with game designer (publisher, art director, illustrator, and more!) Ammon Anderson about Twinkle, Twinkle, a game born from his lifelong fascination with space. We discuss the origin of the game’s gorgeous translucent acrylic tiles, its “out of this world” space themes and expansions, and the new scoring app Allplay is developing. Ammon shares how Twinkle, Twinkle being featured at PAX Unplugged streamlined it through the pitching process, and what it’s like navigating publisher timelines and offers. Other episode highlights include: celebrating completed projects, illustration costs, paying your kids tax-free to help your business, why he loves crafting high-quality prototypes, the importance of a well-written rulebook, and important lessons learned (like always bringing a friend to help you table at conventions). Featuring: Ammon Anderson - Guest Danielle Reynolds - Host | 43m 04s | ||||||
| 11/4/25 | ![]() GDU 127 - Super Snipers | In episode 127 of Game Design Unboxed: Inspiration to Publication, we chat with game designer, publisher, and trauma psychotherapist Galen McCown about how getting involved with the Syracuse game design community helped him grow as both a creator and collaborator. We also discuss his love for solo and two-player games, his fascination with post-apocalyptic themes, and how compact “mint tin” games make great travel companions. Galen dives into his process of collaborating with artists to bring worlds to life, drawing inspiration from 90s arcade classics, and incorporating catch-up mechanics to keep players engaged. The episode also highlights how games can serve as powerful tools for therapy and learning, the value of niche historical themes, the challenges and rewards of both pitching and publishing, how game design contests can motivate completion, and how documenting his Kickstarter journey through a blog provided transparency and insight for others in the community. Featuring: Galen McCown - Guest Danielle Reynolds - Host | 42m 24s | ||||||
| 10/21/25 | ![]() GDU 126 - Space Base | In episode 126 of Game Design Unboxed, we chat with John D. Clair about his journey from gamifying mazes to becoming a full-time tabletop designer. He shares how setting clear goals, focusing only on games he is excited about, and reworking mechanics from games that inspire him shaped his design approach. John shares how he reimagines mechanics from games he loves, making luck-based designs more dynamic by eliminating “nothing” turns, working with publishers—specifically creative control—rulebook FAQs, data from digital platforms like Board Game Arena, designer inspiration cycles, second editions, and the definition of a true 2v2 game. Featuring: John D. Clair - Guest Danielle Reynolds - Host | 53m 18s | ||||||
| 10/7/25 | ![]() GDU 125 - Gems of Iridescia | In episode 125 of Game Design Unboxed, we chat with Roberto Panetta, designer of Gems of Iridescia and founder of Rock, Stone & Dice Games. Roberto shares how his background in toy and game retail gave him the marketing and sales experience to start his own publishing company. He opens up about reigniting his creativity after feeling uninspired, collaborating with family to build the story and theme behind his first game, and learning the power of feedback from fellow designers. We also discuss common misconceptions about “pretty” games, the pros and cons of bringing your design to digital platforms, and why clear rulebooks matter. Roberto also talks about his experience with how welcoming and supportive the tabletop design community is, and his convention recommendations for new designers entering the space including UNPUB, Protospiel, and smaller playtest-focused conventions. Featuring: Roberto Panetta - Guest Danielle Reynolds - Host | 38m 40s | ||||||
| 9/23/25 | ![]() GDU 124 - Happy Haven | In episode 124 of Game Design Unboxed, we chat with game designer Serena Fadlun about creating games that increase human happiness and how she literally dreamed her career into existence when a vision of her future son inspired her to start designing. Serena shares how she blended her work experience (from translating top-secret movie scripts to a career in psychology and mental health) into her game theme and mechanics, continuing to apply her knowledge of statistical analysis and short term research methods into playtesting. They also discuss her decision to release a free print-and-play game that collected optional donations to support future research, a shared fear of public speaking, insights from Yale’s Science of Wellbeing course, and how interacting with social media can be challenging but rewarding in the tabletop world. Featuring: Serena Fadlun - Guest Danielle Reynolds - Host | 37m 47s | ||||||
| 9/9/25 | ![]() GDU 123 - Art Society | In episode 123 of Game Design Unboxed, we chat with game designer Mitch Wallace about how a wide range of hobbies and a YouTube rabbit hole led him into game design. He shares how his curiosity sparked idea after idea, and how the original concept for Art Society evolved through rounds of feedback to find a balance that’s not too much or too little, but justtttt right. We explore the power of the two-sentence “elevator” pitch when approaching publishers, the importance of aligning game mechanics with theme, and how playing a wide variety of games can elevate your design skills. Mitch also talks about learning to reset, rethink, and refine your ideas, being open to feedback, and staying confident in finding the right publishing fit. We also touch on using inserts as part of the gameplay (not only to organize), multipurpose components, the suspense of waiting for your game as publishers get it to influencers and reviewers first, the joy of a convention launch, and the challenge of coming up with tiebreakers. Featuring: Mitch Wallace - Guest Danielle Reynolds - Host | 34m 14s | ||||||
| 8/26/25 | ![]() GDU 122 - License to Krill | In episode 122 of Game Design Unboxed: Inspiration to Publication, we talk with owner of MaKa Games and designer of License to Krill, Matthew Kambic, about how a pun inspired his debut game — and how he brought it to life with a custom plushie component. Matthew shares how his engineering background, early love of games, and deep dive into research (contrary to popular belief, he’s not a marine biologist!) helped shape the project. We talk about the trials and tribulations of manufacturing, Kickstarter strategies, building crowdfunding communities through comments, and the importance of critical but constructive feedback from playtesters outside your inner circle. We also discuss the details of the surprisingly complex manufacturing process behind the plushie (including some unusual state-specific laws!), the importance of building strong vendor relationships, and the financial realities of quantity pricing and investment. Featuring: Matthew Kambic - Guest Danielle Reynolds - Host | 42m 27s | ||||||
| 8/12/25 | ![]() GDU 121 - Shifting Stones | In episode 121 of Game Design Unboxed: Inspiration to Publication, J. Evan Raitt shares how an infamously frustrating game first sparked his interest in design, which eventually led to a make-your-own-game elective in college and most recently to the creation of Shifting Stones. We talk about the theme being inspired by his fascination with traditional Mayan glyphs, how other types of designers or artists can fill creative gaps, the importance of player options in abstract games, clever touches like dual-sided reference cards, collaborating closely with fast-paced publishers, and how casual conversations can turn connections in the industry into real opportunities. Featuring: J. Evan Raitt - Guest Danielle Reynolds - Host | 30m 35s | ||||||
| 7/29/25 | ![]() GDU 120 - CHEW | In episode 120 of Game Design Unboxed: Inspiration to Publication we talk with Pete Petrusha of Imagining Games about adapting the Eisner award-winning Image comic series, CHEW, into a Forged in the Dark foodie crime drama TTRPG! They discuss several delicious topics including the concept of meeting needs and answering questions with your game designs (what’s something I can play in the hallway with my friends at PAX right now?), obtaining the rights to use ALL the art from the entirety of the comic, incorporating an IP into an RPG - in this case, adapting and building within a pre-existing RPG system to make unique mechanics for the theme - winning an ENNIE award, and more. So take a breather from our clucked up world for a second and listen to some fantastic food for thought! Featuring: Pete Petrusha - Guest Danielle Reynolds - Host | 50m 36s | ||||||
| 7/15/25 | ![]() GDU 119 - Cretaceous Rails | In episode 119 of Game Design Unboxed: Inspiration to Publication we talk with Ann Journey about what inspired her to create a game about going back in time to see the dinosaurs, rather than bringing them here to the modern day and age. (Because that never goes well!) They talk about revisiting and combining concepts and mechanics from previous game designs to make something new, the value of friendly local game stores and in-person playtesting groups, bringing a developer on board (more brains are better than one), gamer love for upgraded components, and the importance of great graphic design when it comes to multi-use components. They also take a look at how Crustaceous Rails ended up being a completely local production, the trials and tribulations of producing colored miniatures, and the team’s use of marketing to tackle hidden challenges that surfaced after launch - in this case creating a colorful game about dinosaurs that people started to assume was for kids at a first glance. Featuring: Ann Journey - Guest Danielle Reynolds - Host | 30m 47s | ||||||
| 7/1/25 | ![]() GDU 118 - Cuphead: Fast Rolling Dice Game | In episode 118 of Game Design Unboxed: Inspiration to Publication we talk with Pat Marino, game developer and Director of Hobby Games for The Op about capturing the excitement of the Cuphead video game in a unique tabletop experience that resonated with existing fans and the board game community. They explore what it takes to work with licensed IPs including navigating the approval process, scouting at licensing expos, and creating contract terms and timelines. Pat also breaks down the importance of designing for different player types (completionists, story-driven players, challenge-seekers, etc.), and how offering multiple gameplay options can make a game more accessible and enjoyable for everyone at the table. Featuring: Pat Marino - Guest Danielle Reynolds - Host | 54m 47s | ||||||
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Chart Positions
2 placements across 2 markets.
Chart Positions
2 placements across 2 markets.
