Button Shy founder Jason Tagmire and Narrative Lead Ian Howard, Button Shy Deep Dive guides the audience through the world of 18-card games without losing sight of what’s important: the human connections and emotions that gaming can inspire.
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Button Shy Games Podcasts
Board game designer / publisher Jason Tagmire looks at a new featured word each day from a design perspective. Sometimes it'll be mechanics, sometimes theme or tone, and sometimes the inspiration for a full game.
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Button Shy is the little guy in a big world. A small board game publisher trying to make an impact on a fast paced industry with thousands of new games a year. Without being able to compete with low prices or large print runs, Button Shy is simply just doing things it’s own way.
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Hosts Jason Tagmire and Ian Howard discuss the circus-themed positional game You Fool with extensive additional commentary from the design team known as Dr. Wictz. Learn more about the history behind the Button Shy Select series and how it relates to overall trends in crowdfunding, what the process of updating an older game might entail, and how th…
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Hosts Jason Tagmire and Ian Howard discuss the push-your-luck game Death Valley, with additional commentary from designer Kevin Ellenburg, illustrater Fachri Maulana, reviewer Sir Thecos, and Button Shy Playtest Lead Vince Tagle. Learn more about how the illustrations bring the game to life, the elements that contributed to the game's substantial c…
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Hosts Jason Tagmire and Ian Howard cover the solo sci-fi adventure SpaceShipped by designer Lucas Gentry. Our topics include how to handle complex graphic design for multipurpose cards, when to crowdfund a game versus direct release, and whether game-breaking moments are as bad as they seem. Featuring additional commentary from designer Lucas Gentr…
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Hosts Jason Tagmire and Ian Howard explore one of Button Shy’s most enduring games, Sprawlopolis, with additional commentary from two of the game's codesigners, Steven Aramini and Danny Devine, as well as superfans Laszlo Korossy and Lars Tuft. Hear about the game’s history, how its success impacted Button Shy, the decisions behind the city-buildin…
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Today we look at board game design based on the word "tchotchke". : knickknack, trinket http://buttonshy.com/designdiary/DD177-Tchotchke.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "perennial". 1 : present at all seasons of the year 2 : persisting for several years usually with new herbaceous growth from a perennating part 3 a : persistent, enduring b : continuing without interruption : constant, perpetual c : regularly repeated or renewed : recurrent http://buttonshy.com/d…
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Today we look at board game design based on the word "dossier". : a file containing detailed records on a particular person or subject http://buttonshy.com/designdiary/DD175-Dossier.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "noisome". 1 : noxious, harmful 2 a : offensive to the senses and especially to the sense of smellb : highly obnoxious or objectionable http://buttonshy.com/designdiary/DD173-Noisome.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "malinger". : to pretend or exaggerate incapacity or illness (as to avoid duty or work) http://buttonshy.com/designdiary/DD172-Malinger.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "tomfoolery". : playful or foolish behavior http://buttonshy.com/designdiary/DD171-Tomfoolery.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "derring do". : daring action : daring http://buttonshy.com/designdiary/DD170-DerringDo.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "lycanthropy" 1 : a delusion that one has become a wolf 2 : the assumption of the form and characteristics of a wolf held to be possible by witchcraft or magic http://buttonshy.com/designdiary/DD169-Lycanthropy.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "indoctrinate". 1 : to instruct especially in fundamentals or rudiments : teach 2 : to imbue with a usually partisan or sectarian opinion, point of view, or principle http://buttonshy.com/designdiary/DD168-Indoctrinate.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "acceptation". 1 : acceptance; especially : favorable reception or approval 2 : a generally accepted meaning of a word or understanding of a concept http://buttonshy.com/designdiary/DD167-Acceptation.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "weltschmerz". 1 often capitalized Weltschmerz : mental depression or apathy caused by comparison of the actual state of the world with an ideal state 2 often capitalized Weltschmerz : a mood of sentimental sadness http://buttonshy.com/designdiary/DD166-Weltschmerz.mp3…
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Today we look at board game design based on the word "Luddite". : one of a group of early 19th-century English workmen destroying laborsaving machinery as a protest; broadly : one who is opposed to especially technological change http://buttonshy.com/designdiary/DD165-Luddite.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "atone". 1 : to make amends : to provide or serve as reparation or compensation for something bad or unwelcome — usually + for 2 : to make reparation or supply satisfaction for : expiate — used in the passive voice with for http://buttonshy.com/designdiary/DD163-Atone.mp3…
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Today we look at board game design based on the word "enigmatic". : of, relating to, or resembling an enigma : mysterious http://buttonshy.com/designdiary/DD162-Enigmatic.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "exigent". 1 : requiring immediate aid or action 2 : requiring or calling for much : demanding http://buttonshy.com/designdiary/DD161-Exigent.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "taciturn". : temperamentally disinclined to talk http://buttonshy.com/designdiary/DD160-Taciturn.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "nonchalant". : having an air of easy unconcern or indifference http://buttonshy.com/designdiary/DD159-Nonchalant.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "debunk". : to expose the sham or falseness of http://buttonshy.com/designdiary/DD158-Debunk.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "behemoth". 1 often capitalized : a mighty animal described in Job 40:15-24 as an example of the power of God 2 : something of monstrous size, power, or appearance http://buttonshy.com/designdiary/DD156-Behemoth.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "salvo". 1 a : a simultaneous discharge of two or more guns in military action or as a salute b : the release all at one time of a rack of bombs or rockets (as from an airplane) c : a series of shots by an artillery battery with each gun firing one round in turn after a prescribed interval d : th…
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Today we look at board game design based on the word "pyrotechnics". 1 singular or plural in construction : the art of making or the manufacture and use of fireworks 2 a : a display of fireworks b : a spectacular display (as of extreme virtuosity) http://buttonshy.com/designdiary/DD153-Pyrotechnics.mp3…
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Today we look at board game design based on the word "benevolent". 1 a : marked by or disposed to doing good b : organized for the purpose of doing good 2 : marked by or suggestive of goodwill http://buttonshy.com/designdiary/DD152-Benevolent.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "transmogrify". : to change or alter greatly and often with grotesque or humorous effect http://buttonshy.com/designdiary/DD151-Transmogrify.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "asseverate". : to affirm or declare positively or earnestly http://buttonshy.com/designdiary/DD149-Asseverate.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "bedizen". : to adorn gaudily http://buttonshy.com/designdiary/DD148-Bedizen.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "regardless". :despite everything http://buttonshy.com/designdiary/DD147-Regardless.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "canicular". :of or relating to the period between July and early September when hot weather occurs in the northern hemisphere. http://buttonshy.com/designdiary/DD146-Canicular.mp3By [email protected] (Jason Tagmire)
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Today Greg Loring-Albright (Leviathan) looks at board game design based on the word "meritorious". : deserving of honor or esteem http://buttonshy.com/designdiary/DD145-Meritorious.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "balmy". 1 a : having the qualities of balm : soothing b : mild, temperate 2 : crazy, foolish http://buttonshy.com/designdiary/DD144-Balmy.mp3By [email protected] (Jason Tagmire)
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Today Keith Ferguson (Santa's Workshop) looks at board game design based on the word "anachronism". 1 : an error in chronology; especially : a chronological misplacing of persons, events, objects, or customs in regard to each other 2 : a person or a thing that is chronologically out of place; especially : one from a former age that is incongruous i…
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Today we look at board game design based on the word "voracity". : the quality or state of being ravenous or insatiable http://buttonshy.com/designdiary/DD142-Voracity.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "mantic". : of or relating to the faculty of divination : prophetic http://buttonshy.com/designdiary/DD141-Mantic.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "quail". 1 : to give way : falter 2 : to recoil in dread or terror : cower http://buttonshy.com/designdiary/DD140-Quail.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "jabberwocky". : meaningless speech or writing http://buttonshy.com/designdiary/DD139-Jabberwocky.mp3By [email protected] (Jason Tagmire)
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Today Jeffrey Henning (City Blocks) looks at board game design based on the word "permeable". : capable of being permeated : penetrable; especially : having pores or openings that permit liquids or gases to pass through http://buttonshy.com/designdiary/DD138-Permeable.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "defenestration". 1 : a throwing of a person or thing out of a window 2 : a usually swift dismissal or expulsion (as from a political party or office) http://buttonshy.com/designdiary/DD137-Defenestration.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "unbeknownst". 1 : happening or existing without the knowledge of someone specified — usually used with to 2 : not known or not well-known : unknown http://buttonshy.com/designdiary/DD136-Unbeknownst.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "epithet". 1 : a characterizing word or phrase accompanying or occurring in place of the name of a person or thing 2 : a disparaging or abusive word or phrase 3 : the part of a taxonomic name identifying a subordinate unit within a genus http://buttonshy.com/designdiary/DD135-Epithet.mp3…
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Today we look at board game design based on the word "abrogate". 1 : to abolish by authoritative action : annul 2 : to treat as nonexistent http://buttonshy.com/designdiary/DD134-Abrogate.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "indigence". : a level of poverty in which real hardship and deprivation are suffered and comforts of life are wholly lacking http://buttonshy.com/designdiary/DD133-Indigence.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "petard". 1 : a case containing an explosive to break down a door or gate or breach a wall 2 : a firework that explodes with a loud report http://buttonshy.com/designdiary/DD132-Petard.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "cajole". 1 a : to persuade with flattery or gentle urging especially in the face of reluctance : coax b : to obtain from someone by gentle persuasion 2 : to deceive with soothing words or false promises http://buttonshy.com/designdiary/DD131-Cajole.mp3…
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Today we look at board game design based on the word "aggress". : to make an attack : to act aggressively http://buttonshy.com/designdiary/DD130-Aggress.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "jocose". 1 : given to joking : merry 2 : characterized by joking : humorous http://buttonshy.com/designdiary/DD128-Jocose.mp3By [email protected] (Jason Tagmire)
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Today we look at board game design based on the word "transpire". 1 : to take place : go on, occur 2 a : to become known or apparent : develop b : to be revealed : come to light 3 : to give off vaporous material; specifically : to give off or exude watery vapor especially from the surfaces of leaves 4 : to pass in the form of a vapor from a living …
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Today Sarah and Will Reed (Project Dreamscape, Oaxaca: Crafts of a Culture) look at board game design based on the word "nativity". 1 : the process or circumstances of being born; especially, capitalized : the birth of Jesus 2 : a horoscope at or of the time of one's birth 3 : the place of origin http://buttonshy.com/designdiary/DD126-Nativity.mp3…
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