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Rolling Dice & Taking Names Gaming Podcast

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Rolling Dice & Taking Names Gaming Podcast
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  • Rolling Dice & Taking Names Gaming Podcast

    Episode 375: Wispwood, Moytura, All In: Predictions, Arkham Horror Investigator Decks & Torchlit

    21-04-2026 | 1 u. 26 Min.
    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.

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  • Rolling Dice & Taking Names Gaming Podcast

    Episode 374: Compania, Flip 7 with a Vengeance, DC Break Out: Arkham Asylum

    07-04-2026 | 1 u. 19 Min.
    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.
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  • Rolling Dice & Taking Names Gaming Podcast

    Episode 373: Arkham Horror LCG Chapter 2 Core Set, Corps of Discovery and Other Stuff

    24-03-2026 | 1 u. 26 Min.
    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.

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  • Rolling Dice & Taking Names Gaming Podcast

    Episode 372: Angel’s Share, Soothsayers, One Hour World War II

    10-03-2026 | 1 u. 18 Min.
    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
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  • Rolling Dice & Taking Names Gaming Podcast

    Episode 371: Thebai, Wunderwaffen, 3 Witches, Two Towers Trick Taking Game

    24-02-2026 | 1 u. 21 Min.
    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

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Over Rolling Dice & Taking Names Gaming Podcast

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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