Rolling Dice & Taking Names Gaming Podcast

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Rating
4.6
from
234 reviews
This podcast has
401 episodes
Language
Publisher
Explicit
No
Date created
2013/07/21
Latest episode
2026/04/21
Average duration
80 min.
Release period
13 days

Description

Rolling Dice and Taking Names is a podcast where two seasoned tabletop gamers have discussions about board games, RPGs, and miniatures that are entertaining and informative to casual gamers and experienced hobbyists alike. The level of conversation would be similar to friends sitting around the kitchen table playing the latest game, discussing their likes and dislikes of a style of game, or just trying to make sense of the latest gaming news. In addition, special guests add their gaming knowledge to help the hosts sound more credible. Family friendly, informative and always striving to be entertaining.

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Episode 375: Wispwood, Moytura, All In: Predictions, Arkham Horror Investigator Decks & Torchlit
2026/04/21
00:01:00 Intro00:04:30 Skyjo – it isn’t hard00:10:30 Contest: Flip 7 with a Vengeance00:13:00 Tulikko00:23:00 Karma sucks00:26:45 Pandasaurus – Tulikko00:28:00 All In: Predictions00:33:45 Moytura00:40:15 Portal Games00:42:00 Arkham Horror: Investigator Decks00:53:45 Wispwood01:00:15 Miniature Market01:02:15 Torchlit01:09:30 SWU – Escalation League01:14:30 Concert Review01:17:00 Outro Some weeks, the tabletop world feels like it’s bursting with fresh ideas, and this lineup is a perfect snapshot of that creative energy. Wispwood and Tulikko both tap into mythic forests, but they do it with completely different rhythms. Wispwood leans into cozy tension of tile placement, but each has a different method of accomplishing the end goal. Tulikko’s quick tile‑placement puzzle hits that sweet spot of “teach in a minute, replay all night,” while Wispwood invites players to strategize and consider how to best accomplish the many goals set before them to claim victory over opponents. Then there’s Moytura, which swings the pendulum toward epic conflict and ancient legend. It’s a game that feels like so many we have played in area majority but offers something new with semi-coop play to battle the game itself to keep it from winning. Torchlit takes trick‑taking in a direction I’ve rarely seen—Bottle Imp is the closest comparison, and even that only gets you partway there. Every hand becomes a tightrope walk where winning a trick and intentionally losing one feel equally viable, equally dangerous, and equally tempting. The game constantly asks you to reassess your position: Is this the moment to take win or is surrendering the trick actually the smarter play. Rounding out the mix is All In: Predictions, a card game that leans into a poker vibe but adds its own clever twist. Instead of relying solely on the luck of the draw, each card comes with an action that lets you manipulate the flow of the round—mitigating randomness and giving you real agency over your hand. Yet the heart of poker still beats underneath: bluffing, reading the table, and deciding when to push your luck. What really sets the game apart is the shared‑pot mechanic. Even if you don’t have the strongest hand, you can still walk away with chips by correctly predicting who does. Suddenly every reveal becomes a mini‑mind game, and every player is invested in the outcome. It’s fast, social, and full of those “I knew it!” moments that make card games sing. The Arkham Horror LCG Investigator Decks are pre‑built, ready‑to‑play decks that spotlight a single investigator’s strengths, signature cards, and thematic playstyle. Each one offers a curated experience that shows off what makes that character tick, whether it’s clever clue‑gathering, brute‑force monster smashing, or bending the rules of reality. They’re perfect for new players who want to jump in quickly and for veterans who enjoy seeing how Fantasy Flight interprets each investigator’s identity in deck form. Thanks for listening and be sure to get over to the Discord channel for an opportunity to win Flip 7 with a Vengeance. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 374: Compania, Flip 7 with a Vengeance, DC Break Out: Arkham Asylum
2026/04/07
00:01:30 Intro00:05:30 TCG Storage Solutions00:09:30 SWU Progressive Tournament00:13:00 Red Pill or Blue Pill00:16:00 King’s Gambit – Restoration Games00:20:45 The Rant00:29:30 Arkham Horror LCG Demos00:32:00 Taste Buds00:34:45 Portal Games00:35:45 DC Breakout: Arkham Asylum00:43:30 Compania01:03:45 Miniature Market01:05:15 Flip 7 with a Vengeance01:09:00 Ewin Racing Desk01:12:00 Outro Compania, Flip 7 With a Vengeance, and DC Breakout each scratch a very different itch, but together they paint a fun snapshot of where modern tabletop design is heading. Compania leans into the current wave of streamlined games, that incorporate two types of mechanics, worker placement and area majority. It’s the kind of design where every turn feels consequential—don’t plan accordingly and be challenged to catch up to the other players. The game’s charm comes from how accessible it feels despite its core; turns are quick, the iconography is clean, and the tension ramps steadily as players jockey for position on a board that never quite seems to have enough to go around. Flip 7 With a Vengeance takes the opposite approach, embracing chaotic, push‑your‑luck energy with a theatrical flair. It builds on the original Flip 7 formula but adds a layer of “gotcha” cards and combo‑driven moments that make the table erupt. It’s fast, loud, and intentionally swingy—the kind of filler that shines when you want to reset the mood or get a group laughing. DC Breakout, meanwhile, provides quick, fun experience in a racing game where random dice roll meets strategic position that allows for some tense situations as players jockey for the finish line. Thanks for listening and hope you are able to get one of the games above to the table. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 373: Arkham Horror LCG Chapter 2 Core Set, Corps of Discovery and Other Stuff
2026/03/24
00:01:30 Intro00:03:30 Please Sub and Review00:04:30 Granddaddy Stories00:08:30 SWU Update – A Lawless Time00:17:00 TCG News00:21:00 Reality TV – Traitors00:24:30 Firefly Again?00:31:30 Miniature Market00:32:30 Corps of Discovery00:46:00 Portal Games00:47:00 Arkham Horror LCG Chapter 201:13:00 Outro Two cooperative games hit the table this episode, along with a few thoughts on the Star Wars TCG. It’s always refreshing to switch gears and dive into something fully co‑op, where the tension comes from the puzzle instead of the players. And no, your ears aren’t deceiving you—Marty actually convinced Vanessa to join him for a discussion about Arkham. Who knows… maybe this is the start of her becoming an investigator convert. Corps of Discovery invites players to retrace the legendary Lewis and Clark expedition, but with a sharper strategic edge than you might expect from a historical adventure. You’re managing a small but determined team as you push westward, balancing resource scarcity, shifting terrain, and the constant pressure of the unknown. The game thrives on its tension: every decision feels like a trade‑off between speed and sustainability, and the modular map keeps each journey fresh. It’s a thoughtful blend of exploration and logistics, capturing both the wonder and the hardship of charting unmapped territory. Arkham Horror: The Card Game, by contrast, plunges you into a very different kind of expedition—one into cosmic dread and psychological unraveling. Its living‑card‑game structure turns every campaign into a branching narrative where your deck evolves alongside your investigator’s triumphs, traumas, and terrible choices. Scenarios twist the rules, warp the environment, and force you to improvise under pressure, making each session feel like a bespoke horror story. Where Corps of Discovery celebrates discovery and perseverance, Arkham Horror LCG revels in uncertainty and creeping doom, offering a deeply immersive experience that rewards clever deckbuilding and narrative investment. Thanks for listening and please take a moment to sub or rank if you so desire. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 372: Angel’s Share, Soothsayers, One Hour World War II
2026/03/10
00:01:30 Intro00:04:30 What is old is new again00:12:00 One Hour World War II00:20:45 America 250 NC00:26:00 Miniature Market00:27:30 Angel’s Share00:54:30 Portal Games00:56:00 Soothsayers01:05:00 Pokemon Remake Interest01:07:00 Final Fantasy VII01:11:30 Outro Every now and then, three games land on the table that have nothing in common thematically yet feel spiritually linked by the way they create tension and leave players talking long after the last turn. Angel’s Share, Soothsayers, and One Hour World War II each approach strategy from a different angle—one slow and atmospheric, one mystical and tactical, and one brisk and historical—but all three deliver that satisfying “let’s run it back” energy we love to highlight. Angel’s Share wraps its theme around you like koozie around a can your favorite beverage. It’s a game about aging spirits, but more importantly, it’s a game about timing—when to wait, when to bottle, and when to accept that the angels are going to take their cut whether you like it or not. The tension builds slowly as barrels mature and opportunities evaporate, and the emotional arc is surprisingly rich for such a streamlined design. Every choice feels like a negotiation with time itself, and the payoff—good or bad—lands with a satisfying thud. Soothsayers is a sharp, thematic card game where players become mystics interpreting omens to shape the future in their favor. At its heart, it’s a tableau‑building and card‑manipulation puzzle: each turn you’re choosing which actions to take, trying not to hand your opponents an advantage, and racing to assemble a tableau that makes everyone else wonder where things went sideways. The tension comes from reading both the shifting cards on the table and the intentions of the players around you—every decision feels like a moment of doubt, a quiet question of whether you made the right call or just sealed your fate among the stars. One Hour World War II does exactly what its title promises: it delivers a full, satisfying wargame experience in the time it takes to watch a TV episode. Despite its brevity, it captures the sweep of WWII with asymmetric powers, meaningful tactical choices, and a tempo that never drags. The design rewards bold plays and clever positioning, offering just enough historical flavor without bogging down in simulation. It’s an ideal entry point for players curious about wargames and a refreshing palate cleanser for veterans who want strategy without the marathon. Thanks for listening and appreciate all the support Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 371: Thebai, Wunderwaffen, 3 Witches, Two Towers Trick Taking Game
2026/02/24
00:00:30 Intro00:03:30 GMT Camden Game Convention00:11:00 Timeline: Games and Leisure00:13:00 LOTR: Two Towers Trick Taking Game00:15:00 Portal Games00:16:30 Thebai00:41:30 3 Witches00:50:30 Miniature Market00:51:30 WunderWaffen01:11:30 Muppet Show Reimplement01:16:30 Outro We finally got Thebai, the newest release from Boards & Dice, to the table. After seeing it at Gen Con, the production immediately caught our eye, and the designers hinted at the kind of tough, timing‑sensitive decisions players would face. That promise absolutely shows up in play. Turns are wonderfully clean—place your die, resolve the action, then move your Archon for a bonus action—but the simplicity hides a surprising amount of depth. Positioning is everything. The strongest move in the moment can easily create problems down the line, and the board state shifts just enough each round to keep you second‑guessing your priorities. On top of that, the looming battles add a steady undercurrent of tension. You can’t ignore them, even when you’re tempted to chase a clever combo elsewhere. Thebai ultimately becomes a race for victory points, and the endgame accelerates fast. Points pour in quickly, so timing your big plays matters just as much as choosing the right ones. It’s a sharp, elegant design—easy to teach, but full of those delicious “oh no, that changes everything” moments that make Boards & Dice titles so satisfying. We love historical games that look beyond the familiar battles and instead explore the lesser‑told moments—especially those late‑war pivots where everything hangs by a thread. WunderWaffen fits that niche perfectly. The Allies are closing in on Germany, and the German player is scrambling for a last‑ditch path to victory through experimental research. It’s a tense, asymmetrical setup, but not a simple 3‑versus‑1 scenario; only one player can win, so everyone has to keep each other in check, even if that occasionally means helping Germany to prevent someone else from running away with the game. One of the standout mechanics is the turn structure. Each round, you choose two of your three action tokens to use and must hand the third to another player. That single decision point creates delicious pressure—what you keep, what you give away, and who you empower all shape the board in subtle ways. It’s a small rule with big strategic consequences. The game moves quickly, and for groups that enjoy negotiation, table talk becomes an extra layer of strategy. Deals, promises, and threats can shift the momentum just as much as the research tracks or battlefield positioning. WunderWaffen ends up being a fast, interactive contest of timing, leverage, and opportunism—exactly the kind of historical “what‑if” experience that keeps us coming back. Thanks for listening and be sure to join our Discord server Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 370: Arkwright, Pondscape, More of a Band Thing, Arkham Horror: Film Fatale
2026/02/10
00:01:00 Intro00:08:30 Cyberpunk Trading Card Game00:16:30 Taste Buds00:19:30 Portal Games00:21:30 Arkwright00:48:30 Miniature Market00:49:30 Arkham Horror: Film Fatale00:59:00 Plum Island: More of a Bad Thing01:07:30 Pondscape01:13:30 Outro Arkwright is an economic engine-builder that revels in its own weight. It drops players into the heart of the Industrial Revolution and asks them to run competing factories—managing workers, improving machinery, manipulating prices, and navigating the volatile tides of supply and demand. What makes it so gripping is the way every lever you pull affects the entire market. Lowering prices might boost sales but crush profits; upgrading machines cuts labor costs but risks unemployment penalties. It’s a game where efficiency is power, foresight is everything, and every decision feels like it echoes across an entire industrial landscape. We’re heading back to Plum Island to talk about the desperate scramble to evacuate civilians from an infected coastline—and how the new expansion tightens the experience into a sharper, faster, and even more chaotic rescue puzzle. But that’s not the only horror creeping into the episode. Marty and Vanessa dive into Film Fatale, the newest scenario for Arkham Horror: The Card Game, where silver‑screen nightmares spill into reality and investigators find themselves trapped in a reel of stylish, cinematic dread. To balance all that terror, we close things out by building something far more peaceful—an entire ecosystem in Pondscape. Frogs, insects, and shifting waterscapes weave together as we try to craft the most harmonious (and high‑scoring) pond possible. It’s a gentle puzzle with clever spatial decisions, offering a refreshing contrast to the tension earlier in the show and reminding us how beautifully varied the board‑gaming world can be. Thanks for listening and appreciate all the support Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 369: Cthulhu Dark Providence, The Gilded Realms, Fantasy Realms: Greek Legends, Campy Creatures
2026/01/27
00:00:40 Intro00:15:30 Portal Games00:17:00 Cthulhu: Dark Providence00:38:30 Campy Creatures00:44:15 The Gilded Realms01:13::00 Miniature Market01:14:00 Fantasy Realms: Greek Legends01:20:00 Outro A long time ago, we got to play the game A Study in Emerald, so we were very interested in the reimplementation. Cthulhu Dark Providence plunges players into a tense, investigative struggle against cosmic dread, blending noir‑style mystery with the creeping inevitability of Lovecraftian horror. The game uses the combination of tight resource decisions, escalating threats, and growing insanity that make every choice feel like a step deeper into the abyss. But is it better than what we remember, take a listen to find out. Campy Creatures and Fantasy Realms: Greek Legends offer a wildly different moods, each with its own charm. Campy Creatures is a fast, clever bluffing game where you command classic movie monsters to outwit rival mad scientists. Fantasy Realms: Greek Legends adds mythic flair to the beloved combo‑building formula, letting players craft powerful hands inspired by gods, heroes, and legendary artifacts. Together, these games form a vibrant spectrum—from spooky pulp fun to grand fantasy world‑building—each scratching a different strategic itch. The Gilded Realms blends city‑building with a clever, almost puzzle‑like tableau system that evolves every round. Cards you place steadily march downward through your tableau, and when they reach the bottom, they convert into precious resources—fuel for expanding your kingdom, unlocking card abilities, or mustering an army before the looming invasion arrives. That slow, predictable cadence creates a satisfying rhythm: every placement is an investment, every advancement a small payoff, and every turn a chance to set up something bigger. Interaction is light, with only the occasional skirmish to break the solitude, so most of the tension comes from managing your own tight economy. Resources never feel abundant, and the game constantly nudges you toward tough, meaningful decisions about what to prioritize and what to sacrifice. If you enjoy kingdom builders that reward planning, efficiency, and a touch of long‑term foresight, The Gilded Realms is absolutely worth exploring. Thanks for listening, we really do appreciate it. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 368: Night Soil, Mini Express, Tulip Bubble, Ichor
2026/01/13
00:00:40 Intro00:05:50 Movie Talk00:08:15 Holiday Games00:12:30 Things in Rings00:15:30 Blood on the Rails00:16:45 Ichor00:19:00 PSA Time00:23:00 Miniature Market00:25:00 Night Soil00:41:00 Tulip Bubble00:57:30 Portal Games00:58:30 Mini Express01:11:00 Outro Every so often, a set of games lands on the table that feels like a curated journey through time and that is what we got in this episode. First up is Night Soil where we are basically poop pushers through the streets of London in the 15th century. This game cleverly challenges players with a worker placement style of game that can fill both rewarding and frustrating at the same time. Then comes Tulip Bubble, which flips the tone entirely. Gone is the damp, stinky sewers—now you’re in the bustling markets of 17th‑century Holland, chasing fortunes in the most famous economic bubble in history. The game thrives on timing, speculation, and reading your opponents as much as the market itself. Prices rise, collapse, and ricochet with emotional volatility, and every round feels like a miniature psychological standoff. It’s fast, sharp, and deliciously stressful in the best way. Rounding out the games are Mini Express and Ichor, two games that couldn’t be more different yet both deliver rich strategic tension. Mini Express is a lean, elegant rail game built on shared incentives: every track you lay and every share you take strengthens someone else as much as you. It’s a puzzle of timing, tempo, and subtle positioning. Ichor, on the other hand, plunges players into a Greek mythology world where asymmetric power challenges players in an Othello style game. Its resource‑driven push‑and‑pull creates a brooding atmosphere, rewarding ambition while constantly reminding you that brillant flashes of strategy can suddenly disappear before your next turn. Together, these four games form a wonderfully varied journey each offering its own flavor of tension and delight. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Bonus Episode: Top Movies of 2025 with Marty and Vanessa
2025/12/30
In this special end of the year episode, Marty and Vanessa talk about their favorite movies of 2025. Plus movies they are looking forward to in 2026. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 367: Sanctuary, Operation Barclay, Scope Panzer, Neko Syndicate
2025/12/16
00:01:40 Happy Anniversary00:06:30 Miniature Market Contest00:11:15 AI makes RDTN better00:12:30 Passing of a Legend00:16:30 Toy Hall of Fame Revisit00:17:45 Family Games00:27:30 Taste Buds00:32:45 Miniature Market00:33:45 Operation Barclay00:40:00 Sanctuary00:58:30 Portal Games00:59:30 Scope Panzer01:05:00 Neko Syndicate01:09:30 Outro This year marks our 13th anniversary in the world of play, as board games continue to cement their place in our lives. Anniversaries often invite reflection, and it’s remarkable to see how games that once felt like simple pastimes have evolved into celebrated traditions like gaming with friends, family members asking “So, what are we playing?”, or a gateway to conversation with people you meet. These moments remind us that board games are more than cardboard and dice—they’re shared memories that endure across generations. Board games themselves have become a bridge between nostalgia and innovation, and their recognition in the National Toy Hall of Fame underscores their cultural significance. Titles like Monopoly, Scrabble, and Clue have already earned their place among the Hall’s inductees, standing alongside toys like the Rubik’s Cube and LEGO. It’s a reminder that the Hall isn’t just about toys—it’s about honoring the timeless rituals of play. Thanks to all that continue to listen to us, we really appreciate it. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Bonus Episode: The Resurgence of TCGs
2025/12/09
We got into the tabletop hobby through TCGs (trading card games). For ten years we invested and played many card games. But when the TCG bubble popped, we got out. However, in the past 5 years, there has a resurgence in TCGs with an influx of new cards games. To discuss they reasons of why this happening and where will it end up, we have two special guests. Dan Green of Main Deck Games and the owner of To The Table Game Store, Mike Benson. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 366: Ayar, Bretwalda, Baseball Card GM, Temple Code
2025/12/02
00:01:40 Intro 00:05:30 Cost how much?! 00:10:15 SWU Local Tourny 00:15:15 Codenames Live 00:16:45 Taste Buds 00:20:45 Miniature Market 00:22:40 Ayar: Children of the Sun 00:53:15 Temple Code 00:58:45 Portal Games 00:59:45 Bretwalda 01:15:30 Baseball Card GM 01:23:00 Guild Wars Reforged Balancing everyday responsibilities with hobbies can be tricky, especially when medical appointments come into play. Dermatology visits, for example, often feel like interruptions in a busy schedule, but they’re essential for maintaining long-term health. Whether it’s a routine skin check or addressing a specific concern, these visits provide peace of mind and ensure that small issues don’t become larger ones. But sometimes, as you will hear, we often are confused by the charges we receive during our visits. Don’t get us wrong, these things are needed, but it is surprising just how things are billed. Recently, we played Ayar, a game that has some very enjoyable mechanics, some challenging choices to make, and straight forward gameplay. Then there is Temple Code which scratches a different itch, with its puzzle-like challenges and mind-numbing play that feels almost like deciphering ancient mysteries with friends. Then there’s Bretwalda, a sweeping strategy game set in early medieval Britain. Its blend of area control and historical flavor makes every session feel like a grand contest of wits and could create lively discussions long after the board is packed away. APBA Baseball and Baseball Card GM both capture the thrill of America’s pastime, but they do so in very different ways. APBA Baseball, which grew up playing, is a classic tabletop simulation that has been around for decades, using dice and player cards to recreate the strategy and drama of real games. Where APBA leans into simulation and tradition, Baseball Card GM emphasizes creativity and collection, turning the act of managing a team into a dynamic, customizable experience using real baseball cards. Together, they highlight two different but equally engaging ways to enjoy baseball beyond the ballpark. Thanks for listening and next episode will highlight another year of RDTN Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 365: Covenant, D&D Edge of Realms, Enthrone, Beasts, Isle of Cats Duel
2025/11/18
00:01:30 Intro00:04:00 Home Repair Hints00:09:00 Arkham Horror LCG Spoiler00:13:30 Star Wars Store Event00:15:00 Finding Mr. Christmas00:17:00 Secret Squirrel00:19:30 Just a Deck of Cards00:22:30 The Grinch Flip 700:23:30 Taste Buds00:31:30 Enthrone00:39:00 Portal Games00:40:00 Beasts00:47:30 Covenant01:10:30 Dungeons & Dragons: Edge of the Realms01:15:00 Miniature Market01:16:30 The Isle of Cats Duel01:22:00 Final Fantasy Tactics – The Ivalice Chronicles We’ve got a fresh lineup of reviews in this episode, plus a few handy home repair tips sprinkled in. While board games are our bread and butter, we love showing off our other skills too—because this podcast is about more than meeples and dice. First up is Covenant, a new strategic euro game from Devir. The premise is straightforward: rebuild the dwarves’ ancestral mountain of Karrak-sur-Kazar. The mechanics are easy to grasp, but the real joy comes from chaining together clever combos that feel deeply satisfying when they click. Beasts shifts gears into cooperative card play. Here, players manipulate a shared three-digit number by playing suits, each move pushing the total higher. The tension spikes when Beast cards appear, blocking suits and forcing quick adaptation. With communication restricted, every rising number adds to the suspense and challenge. Then there’s Enthrone, a two-player abstract deduction game brimming with intrigue. Each player secretly commands one of eight fantasy pawns—King, Priestess, Knight, Assassin, and more—while trying to uncover their opponent’s identity. Victory can come through elimination, political maneuvering, or seizing the throne. At 20–30 minutes, it’s a sharp contest of hidden roles and bold strategies. Finally, Dungeons & Dragons: Edge of the Realms takes us to Faerûn, where players explore magical terrain and landmarks through tile-laying. Everyone plays simultaneously, keeping the pace lively and accessible, though interaction between players remains light. It’s a breezy way to capture the spirit of D&D exploration in board game form. Thanks for tuning in! Don’t forget to drop by our Discord server to share your thoughts on these games—or just to hang out with the community. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Episode 364: Dust & Dirt, Railroad Tiles, Magical Athlete, Hood
2025/11/04
00:01:30 Intro00:04:30 BooBQ Event00:07:00 Snake Charmers00:15:00 Magical Athlete00:22:45 Star Wars Tournament00:28:30 Guests at BoooBQ00:31:30 Taste Buds00:36:30 Portal Games00:38:00 Dirt & Dust00:51:00 Railroad Tiles00:57:00 Miniature Market00:58:30 Hood01:10:00 Umami01:16:30 Outro Another year and another BooBQ is in the books. It was a great time and we had the opportunity to play a bunch of group games, eat a ton of food, and test our Halloween knowledge through Wits and Wagers, what a classic. We even got the chance to do a local constructed deck Star Wars Unlimited tournament that sucked in a bunch of new players. So, in a way, we were like a bunch of vampires and brought them into the fold Magical Athlete is a riotous racing game where fantasy characters with wildly asymmetric powers compete in unpredictable sprints. It’s light, fast, dice rolling game that will have hilarious moments throughout the game—perfect for groups who love a bit of chaos. Dirt & Dust, by contrast, is a deck builder that leans into the solitaire play with players trying to solve their own challenges while not really being impacted by others. Then there’s Railroad Tiles, a spatial puzzle that rewards clever planning and route optimization. It’s a satisfying blend of tactical tile placement and long-term strategy, ideal for fans of games like Carcassonne or Metro. Finally, Umami brings a unique twist to the table: a culinary-themed game that’s all about balancing flavors and crafting harmonious dishes. With elegant mechanics and a soothing aesthetic, it’s a game that feels like a warm bowl of ramen on a rainy day. Together, these four titles form a kind of tasting menu for board gamers—each one distinct, memorable, and worth savoring. Whether you’re in the mood for laughter, clever puzzles, or thematic immersion, this quartet offers a delicious spread of experiences. Just like the buffet table at BooBQ. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Bonus Episode: Interview with Arkham Horror Author, Rosemary Jones
2025/10/28
Marty and Vanessa love the Arkham Horror universe. They play boardgames, card games and read the Arkham Horror novels from Aconyte Books. In this bonus episode, they get the chance to interview one of their favorite authors, Rosemary Jones. She discusses how she got into writing Arkham Horror novels, the process and talks about her latest book, The Arcane Gamble of Harvey Walters. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Podcast reviews

Read Rolling Dice & Taking Names Gaming Podcast podcast reviews


4.6 out of 5
234 reviews
zomborya 2022/10/12
Awesome Show
Marty and Tony are great hosts and long time friends that do an amazing job with their board game podcast. I like how they mix on board game adjacen...
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mcog 2022/09/19
Essential Board Game Podcast!
This is a must listen to board game podcast for any modern board game enthusiast. And actually I really enjoy the non-board gaming discussions quite a...
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Steve_tw 2022/09/15
Awesome Podcast!
Love these 2 guys! Get my boardgame news and and comedy! Such a neat podcast!
Tselin 2020/01/14
Boardgames, squirrels & Moonpies oh my
Two great guys that have known each other for decades talking about the games they love, hate, and everything in between...squirrel!...and Moonpies, a...
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mkolb 2020/01/14
Fun Show, Awesome Hosts
While they don't take themselves too seriously, Tony and Marty are serious about what they like and don't like when it comes to boardgames, and are ob...
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Baker3md 2020/01/14
One of The Best
If you’re looking for a Boardgame podcast, look no further than here. Marty and Tony are great fun to listen to. They discuss all kinds of board gam...
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Shadow_Dragon_77 2020/01/14
Great show!
This show is just funny! These guys cover lots of topics. Board games get discussed in their recent plays segment and some games get a closer look in ...
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Airlarry 2020/01/14
Don’t miss an episode!
One of the best lawn care podcasts in all of iTunes, plus you get witty Southern banter about food and films and board games, too. If you are curious ...
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PigDogDaddy 2020/01/13
Ocassionally insightful
Great podcast with a couple of jokers who periodically discuss boardgames. The comfort food of boardgame podcasts.
Hart 2020/01/13
Amazing!
Tony and Marty are amazing! Not only are they experts on tabletop gaming, but also lawn care! I have listened to these guys for years, they are funn...
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