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Nerdlab Podcast

Marvin Hegen

The Podcast about board game design and card game design! Together we will explore the secrets of different game mechanics and grow as a game designer!

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  • 20 episodes
  • Avg 49 min
  • English
  • May 19 · 38 min

    099 – Mindbug Survey – How you saved us from making Mindbug worse

    In today’s episode, I’m going to walk you through the results of a Mindbug survey we ran last year, and explain how those insights shaped some of the most important design decisions we made for the future of Mindbug. This is a great example of why I believe it’s incredibly important to involve your players or at least your players feedback in key design decisions. If you’re a game developer or if you work in any field where you serve passionate customers, I think actively including them in your process is extremely valuable, and it’s something we definitely want to do even more in the future. Check out the new Mindbug Dinopunk campaign we built with your feedback from the survey: https://gamefound.com/projects/marvin-hegen/mindbug-dinopunk?refcode=Z02pRGkGMkGxnicXOqxiZQ

  • April 24 · 31 min

    098 – The Secret Formula Behind Successful Card Games

    In this episode, we explore why some card games thrive for years while others disappear after just a few releases. We break down the key drivers behind long-term success in card games: from metagame evolution and strategic depth to community engagement, competitive play, and emotional connection. And then we make it practical: How can these principles be applied to designing our own card games? What design choices create lasting replayability, variety, and meaningful decisions? If you’re designing your own card game or want to better understand what keeps players coming back, this episode is for you. Topics covered: Metagame evolution & mechanical innovation Supporting different playstyles and formats Community, theorycrafting & content Product rhythm and long-term design thinking Applying these ideas to Mindbug Enjoy the episode and as always: Keep designing & keep nerding like a boss. An example we often use in this episode is our new Mindbug Dinopunk campaign: https://gamefound.com/projects/marvin-hegen/mindbug-dinopunk?refcode=YdIpSLo0fEuZkVFtJPpQ6g

  • Sep 12, 2025 · 57 min

    097 – Life of a Game Designer with Chris and Christian Kudahl

    Welcome back to The Nerdlab, where we transform our love for gaming into powerful game designs and uncover the secrets of what makes games truly shine. In this special episode, things are a little different: Marvin hands over the microphone to Chris, who takes the lead as interviewer. Why? Because today, the spotlight is on Christian Kudahl, co-designer of Mindbug and long-time creative partner at The Nerdlab. While Marvin has been busy building the publishing company behind the scenes, Christian has gone all-in on the art and craft of game design. In this conversation, Chris and Christian dive deep into the various aspects of a game designer’s life.

  • #96
    Aug 7, 2025 · 1 hr

    096 – Nerdlab Games – Behind the Scenes of Publishing Board Games

    Chris, a podcast listener and fellow game designer, reached out wondering why there hadn’t been any new episodes lately. He generously offered to take on the role of interviewer for this episode, giving listeners an exclusive behind the scenes look at what’s been happening at Nerdlab Games over the past two years. We are talking about Game Design processes and our tasks and role as a small publishing company. I am incredibly grateful to Chris for the idea and for bringing this episode to life.

  • Jan 3, 2023 · 59 min

    094 – Mindbug Kickstarter Lessons Learned

    Hello everyone and happy new year. Today we have January 2nd and I have a special guest today. It is my co-designer and friend Christian Kudahl. Hi Christian and welcome to the show. Today we’re going to be looking back at the year 2022, and reflecting on our very first Kickstarter campaign for the game, Mindbug. For those who may not know, Mindbug was a project that was funded on Kickstarter in 2021. For us, the Kickstarter campaign was a huge success, raising almost $400,000 from more than 10.000 backers all over the world. This was way more than we anticipated and it allowed me to fully realize the vision I had for Nerdlab Games and turn this from a Hobby Podcast into a Games Publishing Company. We spent the entire year 2022 designing, producing, and fulfilling Mindbug. Unfortunately, this also led to a shift in priorities and I no longer had as much time for the podcast. It always makes me sad because without the podcast the game wouldn’t have happened in the first place and I’m incredibly grateful for all the support from you throughout the journey. Anyway, that’s one of the reasons why we wanted to review 2022 and talk about the lessons learned from the Kickstarter campaign here on the podcast. Let’s start with a few things that went well: The campaign started very strong with a lot of backers in the first minutes and hours. I think this had some reasons. 1. You, the podcast audience who supported us from the very first second 2. Our Newsletter List 3. The influencers posting their updates about the game 4. Low barrier of entry (compared to many other Kickstarter campaigns the price of 15 € for the first pledge level was very low. 5. And of course that being a Richard Garfield Game helped a lot ⇒ As a result we made it to the Kickstarter front page and got featured by them. Interaction with the backers during the campaign Competitions Proposals for Creature Types Votings on artworks etc. was very very good Running those competitions and votings on BGG helped us to get into the hotness list there which was also very helpful. Communications Overall communication with the backers was very good through all the channels. We answered thousands of messages and tried to help everyone who had questions about the game or the campaign. However, sometimes we missed a message or a comment here and there and we apologize for that. To improve, we have now implemented a ticketing system that will help us to better organize incoming messages. The Game itself We are quite happy with how the game itself turned out. It is a lot of fun to play and yet is giving us enough room for future expansions and new game modes to explore. Things we can improve Delivery Time / Fulfillment To be honest, we are quite happy with the timing of our deliveries in Europe. We were a little later than we had hoped, but not far from our announced target. For the rest of the world, unfortunately, it didn’t look quite so good. We had long waiting times at the ports for customs declarations and some delays in the supply chains. In addition, there were resource bottlenecks, production problems, natural disasters with the hurricane in Florida, and other unforeseen things. All this is difficult to predict and plan for. Overall, in most cases, I am satisfied with how we and our partners have responded to solve those problems. However, we would have liked to be quicker in the worldwide delivery. In the future, we will probably plan for even more buffers and place even more emphasis on proper customs documents. We will also rethink some of our partnerships. We were definitely a bit naïve here because we believed that if we worked with experienced fulfillment partners, we could hand over the topic and no longer have to worry about it. Unfortunately, this was not the case and it is safe to say that we spent most of our working hours in 2022 on fulfillment. This is not something you dream about when you think about becoming a game designer. But it was the most important topic this year to bring Mindbug to you. Translation Error Translating into 6 languages was a big challenge and, in retrospect, probably not the right decision. 2 of the 6 languages are probably still rather loss-making businesses today. Overall, the translation from the community went well. The professional agency also played its part, but without the community, it certainly wouldn’t have turned out so well. And yet I think we can improve here to become even more consistent in the wording on the cards and also in the rules. The biggest annoyance was of course the mistake on the German Kangasaurus Rex. One missing word cost us 1000s of €. And then the replacement card was also a bit bigger than the original. It was all very, very annoying. We have always tried to decide in the interest of our backers, even if it was very painful and expensive for us in the end. Shipping Costs We hate shipping costs. We think the costs were really high in our campaign. But it’s not like we earned anything from it. On the contrary. The actual costs were even higher. We would like to reduce the prices in the future, but the logistics service providers have even increased the prices again in the meantime. Such things as fuel surcharges or high season surcharges were not known to us before. We consider shipping more ourselves in the future to reduce costs. So one recommendation I have is. Be aware of the shipping costs and plan enough buffer. I can imagine that miscalculations and surprises in this area can ruin an entire campaign. In some cases, it makes sense to take the issue into account during product development. Exclusiveness Some backers would have liked a bit more exclusivity. And we can totally understand that. For us, it has always been important that Mindbug is set up in such a way that no one is excluded. That is part of our design philosophy. Every player should be able to get the same game feeling. So we don’t want individual cards to be out of reach for some players or only very expensive to buy on the secondary market. Nevertheless, we understand the desire of the Kickstarter backers who have supported us from the beginning to get something special. We certainly could have done something more. For example, foil cards, alternative art cards, or something like that. We have received really good suggestions and feedback on this and will certainly think about something for the future. The black box: And now to our biggest headache. The black box. The box was cursed from the very beginning. Everything that could have possibly gone wrong with the box did go wrong. During the campaign, we wanted to replace the box with a more stable version and give our cheeks a free upgrade. But we didn’t expect how many backers were against it and finally decided to row back and stick to our initial promise to provide the box with a unique number. This was the most critical situation during the campaign and cost us a lot of sleepless nights. We learned two things from this: Don’t make important decisions based on a few user comments One should not make important decisions based on the user comments of a few users. You quickly get the impression that all backers are of the same opinion if you receive 5, 10, or 15 comments on a topic. In the end, however, these are just individual opinions of a few backers. I’m not saying that those opinions shouldn’t be taken seriously. Of course, this is direct feedback from your customers. This is very important and they should be answered and taken into account in the decision-making process, but in the end, 10 comments do not reflect the opinion of 10,000 backers. This part is easy to be misled. Never change the product or the pledge levels during the campaign Ultimately, it’s about finding the right balance between incorporating user feedback and staying true to our original concept. But you should never ever take away anything you have promised. But that wasn’t all that went wrong with the box. It was produced incorrectly and thus played a large part in the delay in the project. As a result, we had to send them to the different hubs by express, which cost us a lot of money. And although we chose the best and most stable material that our supplier could offer, the box was and is clearly too unstable and did not meet our quality requirements. We really regret that and we will definitely put more emphasis on it in the future. However, overall we still think the campaign was a great success. There will always be challenges and unplanned events. One of the most important things we learned is that the vast majority of backers on Kickstarter understand that a project of this size can’t always run smoothly. In return, however, they expect a high degree of transparency in your communication. After all, the backers are part of this project and therefore deserve to be informed about all relevant topics. We are very happy that we have successfully delivered all products and that with your help we have reached our first milestone for Nerdlab Games in 2022. Now we are working hard on the next milestones for 2023. Thanks for tuning in to the Nerdlab Games Podcast. Until next time. Keep shooting for the moon and nerd like a boss!

  • #93
    May 27, 2022 · 31 min

    093 – A Working Day as a Games Publisher

    It's been over half a year since I recorded the last podcast episode. That's definitely far too long. I hope that I will be able to record new episodes much more often in the future. Because I really missed being able to exchange ideas with other game designers and to delve deeply into specific game design activities in order to prepare for an episode. So what do I want to talk about today? A lot has changed for me in the last 6 months. I am in the middle of the transition from a wannabe game designer to a small publisher who is releasing and launching his first game. I know that many listeners keep asking themselves whether they should take that step and whether they should publish one of their game ideas themselves or hand it over to a publisher. I would like to address this topic today with my experiences from the last few months. Therefore, I am taking you with me on a normal working day in my role as a Games Publisher. In the end I will list my pros and cons of self-publishing. Maybe this is helping you to make a decision whether this is path is something for you or not.

  • Oct 5, 2021 · 31 min

    092 – Mindbug – Officially Announced

    A lot has happened in the last couple of months in the Nerdlab. Christian and I got the chance to work with industry veterans Richards Garfield and Skaff Elias on our Game Mindbug. In this podcast episode, I talk about the things I have been working on with regards to Game Design, Game Development and Publishing. I also talk about Mindbug and why I think the game is special. The game got officially announced just recently and will be available at Essen Spiel this year. If you go to Essen, please visit us at Nerdlab Games Booth: 6-G113 and check out the newest infos about Mindbug: Mindbug Website Mindbug on Instagram Mindbug on Facebook

  • #91
    Jul 29, 2021 · 1 hr 18 min

    091 – The Journey of AracKhan Wars with Robert Palmer

    Today we have a great guest on the show and I am really excited to learn more about his game. He is the designer of AracKhan Wars, a strategy card game that just got successfully funded with more than 100k on Kickstarter last month. It’s a highly strategic game about card placement, positioning, and maximizing the potential of card combos. At first glance, it reminded me of Magic mixed with Summoner Wars and Warhammer (all of those are games I really love). In addition, the game also has incredible art and graphic design and therefore looks really really appealing. That’s why I am very excited to talk to Robert Palmer today, the designer of Arackhan Wars. Some of the topics we discussed: AracKhan Wars gameplay Importance of constraints in games Tracking statistics in playtests and making adjustments based on it Preparing for a Kickstarter campaign Stretch Goals If you want to check out AracKhan Wars, please visit their website here: AracKhan Wars Website

  • #90
    Jul 20, 2021 · 59 min

    090 – Designing Slay the Spire – The Boardgame – with Gary Dworetsky

    Today we have a great guest on the show. Gary Dworetsky is the designer and publisher of the very successful game Imperium: The Contention. The game has an incredible 8.1 rating on board game geek and is a 4-X card game about deploying fleets, moving ships into the right position, and then crushing your opponent in space combat. In addition, he is also currently working on a title that is desired by many many people. Most of you know Slay the Spire as the pioneer of roguelike deckbuilding games. Gary is currently working on a board game implementation of the game. Personally, I also played the digital game quite a bit and am very curious to learn more about the board game version today. During the show, we talked about Gary’s Game Design approach, his favorite game mechanics of Imperium and Slay the Spire, and how he was able to get his hands on such an exciting License. If you want to keep up with all the news around Slay the Spire you can visit Gary`s website here: Contention Games

  • Jun 1, 2021 · 1 hr 2 min

    089 – The Design Philosophy of Riftforce with Carlo Bortolini

    This week I had the chance to talk to Carlo Bortolini, a fellow game designer (Memoarr and Riftforce). Riftforce is a dueling card game that involves factions, drafting, combos, and different strategies. All the good stuff I love so much about card games. So I was very happy to talk to Carlo Bortolini and learn more about the design process of Riftforce. We found out that both of our games (Riftforce and Mindbug) share many aspects of their design philosophy. But that is only one of the many topics we discussed on the show. Other topics were for example: Balancing process of 10 different factions Reducing board complexity Applying math and statistics to game design The design of a special drafting rule to increase the exploration aspect of the game and many more. Enjoy listening to Carlo who was a wonderful guest on the Nerdlab sharing a lot of very valuable insights. Riftforce Website Join us via E-MailDiscordInstagramFacebookTwitter

  • May 20, 2021 · 53 min

    88 – The Game Design Process of Bruno Cathala

    This week I have the incredible honor of hosting one of the best game designers in the world. He has designed countless games and it doesn’t seem like he is going to stop And the majority of them are incredibly successful. For example he designed Kingdomino, Five Tribes, Seven Wonders Duel, Shadows over Camelot, Abyss and many many more. His games also have been nominated for a wide variety of awards. Among others, he has already won the highly desired prize: “Spiel des Jahres or Game of the Year” with Kingdomino in 2017. And also this year, just recently, Dragomino the kids adaptation of the game was also nominated for the Children’s Game of the Year. I am 100% convinced we all can learn a lot from his experience in the industry. So please enjoy the episode with Bruno Cathala who is going to share with us how the typical design process for him looks like. Image Source: https://de.wikipedia.org/wiki/Bruno_Cathala Join us via E-MailDiscordInstagramFacebookTwitter

  • May 13, 2021 · 1 hr 3 min

    87 – Victory Points and Player Agency with Tom Lehmann

    This week I have the honor of hosting Tom Lehmann, one of the best game designers in history. I wanted to talk to him for quite a while and am very happy that I now have the chance to do so. He has been designing many many games over the last 20 years. What makes his games special and unique for me personally is how he always manages to keep player turns short but also diverse at the same time. Often you don’t have the entirety of all possible options available during each of your turns, which makes them feel very different. This is especially true for some of his most-known games like Race for the Galaxy, Roll for the Galaxy, and Res Arcana. Another thing that these games have in common is that they are using victory points in clever ways to determine the winner of the game. And that is actually the topic we are going to talk about today. But he also designed many games without Victory Points like Pandemic Expansions. In this episode, we talked about the advantages and disadvantages of victory points and how to apply them in games. Here is a link to his newest game using victory points: Dice Realms

  • May 6, 2021 · 50 min

    086 – How to Start an E-Mail List as a Game Designer

    This week follow up on the topic of E-Mail Listbuilding as a Game Designer. Last week I talked about why you should start an E-Mail List. This week the focus is on how to do it. In the podcast, I cover the high-level process of: Creating a Lead Magnet and a nice Pitch Setting up a Landing Page Using an E-Mail Provider for Automation In the past, I didn’t put enough effort into building my E-Mail list. That’s what I am going to change now. And I will take you with me on this journey. So if you want to build your own list of raving fans… Join the List Building Challenge

  • Apr 30, 2021 · 32 min

    085 – Why you need an E-Mail List as a Game Designer

    This week we tackle a very important topic. Last week I talked about why it is important to pput yourself out there and be active in the board game community. This week I am going to talk about why I think it is super important to create a relationship with the people you get in touch with. Personally I think E-Mail is the best way to get into 1-to-1 conversations with your followers and turn them into raving super fans of your future products. In the past I didn’t put enough effort into building my E-Mail list. That’s what I am going to change now. And I will take you with me on this journey. So if you want to build your own list of raving fans… Join the List Building Challenge

  • Apr 15, 2021 · 21 min

    084 – The Importance of Getting Involved in the Board Game Community

    This week I talked about the importance of being part of the community and why it is so important to give without asking for anything in return. These are some of the topics we talked about on the show: Why I started the podcast and the nerdlab community What I got back from the community Some Tips on what you can do to get recognized in the broader boardgame community Why I think it is so important to play an active role in the community The difference of randomness in physical and digital games Join us via E-MailDiscordInstagramFacebookTwitter

  • Apr 5, 2021 · 1 hr 3 min

    083 – Richard Garfield on Physical and Digital Card Game Design

    If you want to join our Nerdlab Game Design Mastermind Groups, you can apply here: Join a Mastermind Groups This week I have the honor of hosting one of the best game designers in history. Without overstating, I can say that he and his games are the reason I got interested in game design in the first place. And I know many of you feel the same way. At least, you’ve repeatedly asked me to invite him to the podcast. I hope you enjoy my interview with Richard Garfield, designer of Magic the Gathering, Keyforge, King of Tokyo, Artifact, Bunny Kingdom, Android Netrunner, Robo Rally, Vampire the eternal struggle, and many many more. These are some of the topics we talked about on the show: The struggles of translating Magic the Gathering into the digital world Designing Player Turns and player interaction (with digital implementation in mind) What to consider in the early design stage Downtime in Games Card Effects and Mechanics Richard Garfield always wanted to implement but was never able to because of limitations of the physical world The difference of randomness in physical and digital games How to present randomness in games The importance of replayability of games Why are card distribution mechanics so important? How to implement multiplayer combat in card games Passive Aggressive Games vs. Aggressive Games Join us via E-MailDiscordInstagramFacebookTwitter

  • Mar 29, 2021 · 55 min

    082 – Creating Expansions with Bruce Glassco, Designer of Fantasy Realms

    Fantasy Realms on Boardgamegeek Fantasy Realms on Wizkids Today we have a great guest on the show. One of his earlier games is an industry highlight and has won a Gamers’ Choice Award for the Best Board Game in 2004. One of his newer creations is a super cool fantasy-themed card game with an innovative drafting mechanic. And if you know me and this podcast a little bit you know that this is already enough to get me very very excited. Our guest is or was also an English professor at Virginia Community College. So I am a bit afraid whether I will pass today with my poor English skills and my german accent. But other than that I am very happy to have him on board for today’s episode. Please welcome Bruce Glassco, the designer of Betrayal at House on the Hill and Fantasy Realms. Some of the topics we talked about on the show: How did Fantasy Realms was created in the first place? How to get an idea for an expansion? What kind of content should be put into an expansion? What is more important for an expansion? New theme or new mechanics? Join us via E-MailDiscordInstagramFacebookTwitter

  • Mar 22, 2021 · 43 min

    081 – Blue Ocean Strategy in the Board Game Industry – Part 2

    This is the second part of me applying the Blue Ocean Strategy to Board Game Design. In this week I go through the methodology step by step and try to explain how to come up with innovative new ideas for the board game industry. Do you want to use the Blue Ocean Strategy for your Game? Check out the Slides I prepared for you Join us via E-MailDiscordInstagramFacebookTwitter

  • Mar 9, 2021 · 36 min

    080 – Blue Ocean Strategy in the Board Game Industry – Part 1

    Do you want to use the Blue Ocean Strategy for your Game? Check out the Slides I prepared for you In today’s episode, I asked myself: Why are new games developed? How does it start? And how do the groundbreaking successes differ from less successful games? I think many games are created because someone is unhappy with aspects of an existing game and thinks they can do better. Don’t get me wrong, there’s nothing wrong with that approach. This has resulted in some really good games. But for me, in most cases, it results in incremental improvements rather than completely new genre-defining game concepts. Of course, there’s nothing wrong with that either. Even incremental improvements have their justification and produce super successful games. However, the market you are entering is much more competitive than if you have a completely new concept or genre. And as the board games market continues to grow and the supply continues to increase, so of course, does the competition. This is not only the case in the board games market but also in all other saturated markets. That’s why there is a model in economics that helps creators and entrepreneurs to identify new innovative markets. The model I’m referring to is called Blue Ocean Strategy, which I’m sure some people are already familiar with. But I think in the board game environment it is a less known tool. That’s why I wanted to take the opportunity to make a small podcast series out of it and present this model and apply it to the board and card game market. Join us via E-MailDiscordInstagramFacebookTwitter

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