Rolling Dice & Taking Names Gaming Podcast

Pickaxe

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.

  1. 5d ago

    Episode 385: Abroad, Bunny Kingdom Town, All Mine

    00:00:30 Intro00:04:45 Recent RDTN Poll00:14:00 LOTR: Fellowship of the Ring Trick Taking Game00:17:00 Quick Hits00:17:30 Sandcastles00:19:45 Gruntz00:22:11 Computer Junkyard00:27:45 Enemies of Gotham City00:32:15 Six Sided Seas00:36:15 Miniature Market00:39:00 Abroad00:53:30 Bunny Kingdom Town00:59:30 Game Toppers LLC01:01:00 All Mine01:10:00 Outro Some game nights feel like a whirlwind tour through every corner of the hobby, and this week’s lineup delivered exactly that. Sand Castles and Grunts are two wildly different flavors of competition—one a charming, tactical puzzle of building and defending fragile seaside creations, the other a scrappy, tongue‑in‑cheek skirmish game where your squad of blocky little soldiers bumbles bravely toward victory. Both games share that delightful “easy to teach, surprisingly clever” vibe that keep things fresh in the hobby at times. Then we have world of Computer Junkyard and the comic‑book chaos of Enemies of Gotham City. Computer Junkyard scratches that nostalgic itch, letting players sift through piles of retro tech to assemble the best contraptions—half strategy, half puzzler. Enemies of Gotham City flips the script into full superhero mayhem, where iconic villains clash, plot, and posture in a fast‑moving battle of wits and wickedness. Then there is a trio of games that each bring their own distinct charm. Six Sided Seas turns dice‑driven piracy into a pirate battle across unpredictable waters, while Abroad offers a gentle, globe‑trotting experience built around exploration and cultural discovery. Bunny Kingdom Town offers a bright, two player, family‑friendly strategy—one about expanding adorable rabbit realms, with enough take‑that spice to keep it from being a solitaire style game. All Mine is a gamer’s trick taking game where the play is fast, but the planning is what wants you coming back for more. This is one of those games that stays in the game bag to be pulled out to end the evening or get things started. And speaking of big swings, this is the perfect moment to remind listeners to sign up for notifications on Game Toppers’ upcoming Kickstarter. We rave about their mats for a reason—the quality is top‑tier, the artwork is stunning, and this next series looks like one people will be proud to show off on game night. We’ve already got our eyes on the Lord of the Rings designs, and that purple plain mat is calling our name. Honestly, who doesn’t need another game mat. Thanks for listening Learn more about your ad choices. Visit podcastchoices.com/adchoices

  2. Aug 25

    Episode 384: Greylune, Gunsen: The Battle for Toshi Ranbo, Mythologies

    00:00:30 Intro00:01:15 Sleeved and Confused00:07:15 AI in TCG Deck Creation00:13:30 Backflow failed inspection00:16:30 Quick Hits00:17:30 Tag Team: Arthur’s Legacy00:20:45 Warp 9900:25:30 Tug of Roar00:31:50 Miniature Market00:33:30 Greylune00:44:15 Mythologies00:50:15 Gunsen: The Battle for Toshi Ranbo01:07:00 Comic Books Resurgence01:15:00 Outro Man, listening back at the episode, didn’t realize just how much we covered. And what we cover —Tag Team: Arthur’s Legacy, Warp 99, Tug of Roar, Greylune, Mythologies, and Gunsen: The Battle for Toshi Ranbo — is a very broad spectrum of board game mechanics. But what is interesting with these games, there are cross over mechanics that exist that making learning the next one simpler because we already understand what is expected. Tag Team: Arthur’s Legacy is a follow up to the initial Tag Team game. However, this time we have Arthurian heroes teaming up, chaining abilities, and pulling off last minute heroics to pull out a win. It’s the kind of game tension builds each round. Warp 99 is a fast‑paced card game where players race to shed their hands, aiming for massive point bursts driven by the tableau they build. The twist is in the scoring, every card you manage to keep in your tableau gets squared, turning even a modest spread of cards into a surprisingly explosive payoff. Then comes Tug of Roar, a clever lane battler that thrives on tension and brinkmanship. It’s quick, tight, and surprisingly dramatic for such a streamlined design. And the card drafting mechanic really adds to the strategy of this game. Greylune offers a fresh twist on the classic Spyrium formula. Games in this genre can sometimes slip into feeling like pure resource spreadsheets—convert this into that, chase efficiency, tally points. Greylune pushes back against that monotony by layering in a quest system that lets players build small narrative arcs as they play. Those stories aren’t just flavor; they can provide meaningful advantages that shape your path to victory, giving the game a welcome sense of accomplishment alongside its familiar economic core. Mythologies is a card drafting game that offers a twist on the style of drafting that is refreshing in a very crowded field of these types of games. We really appreciated this change and welcome the twist that this game provided. Finally, Gunsen: The Battle for Toshi Ranbo delivers a crisp, tactical showdown rooted in samurai warfare. It’s all about positioning, timing, and reading your opponent. For an area control style game, is not about a big push but more about reading the board’s subtle signals. Victory can be quick for someone if the others are caught napping, so you always should be on your toes. However, this may also create an unsatisfying finish for some. Thanks for listening Learn more about your ad choices. Visit podcastchoices.com/adchoices

  3. Aug 11

    Episode 383: Hunt for Blackbeard, Star Wars Unlimited Galactic Championship, Southern Fried Gaming Expo

    00:01:00 Intro00:02:00 SWU Vegas00:15:00 SFGE00:20:00 1775: Rebellion00:25:00 Las Vegas00:27:30 Ashes Ascendency: Natural Magic Expansion00:29:30 New Twin Suns Decks00:32:00 Miniature Market00:33:00 Hunt for Blackbeard00:49:30 Gen Con Thoughts00:56:00 Outro We kicked things off at the Star Wars Unlimited Galactic Championship in Las Vegas, not as competitors in the main event but as fans soaking in the convention atmosphere and jumping into SWU games with some of the best players in the world during their breaks. The vibe at every table was incredible—full of camaraderie, excitement, and a shared love for a truly outstanding trading card game. No matter your skill level, players were patient, welcoming, and happy to walk you through plays in the side events. Now, the main event, that was all business. One more thing worth noting: the crowd spanned all ages, including families, which was great to see. Next year’s event is heading to Disneyland, so if you’re thinking about going, start planning now! While we were in Vegas, we also tried a new game from Fort Circle Games: Hunt for Blackbeard. It’s a two‑player hidden‑movement game that really picks up speed once you understand the action flow, and the tension spikes beautifully in the final two rounds. The rules take a bit to settle in, but by the second playthrough we had it down. And if Blackbeard’s history isn’t familiar to you, keep reading below. Blackbeard, born Edward Teach around 1680 in Bristol, England, became one of the most feared and legendary pirates of the Golden Age of Piracy, terrorizing the Caribbean and the Atlantic coast between 1716 and 1718. Known for his dramatic appearance—most famously his long black beard and the smoldering fuses he tied into it to intimidate enemies—he commanded the formidable Queen Anne’s Revenge, a 40‑gun warship crewed by hundreds of men. Blackbeard’s exploits included blockading Charleston, capturing merchant vessels, and cultivating a fearsome reputation that often allowed him to win without violence. He also operated with a small fleet that included the Adventure, a sloop commanded by his lieutenant Israel Hands, as well as smaller vessels such as the Margaret and the Sea Captain. His pirating career was short-lived, ending in November 1718 when he was killed in a fierce battle at Ocracoke Island, NC by Lieutenant Robert Maynard’s forces, cementing his place as one of history’s most iconic pirates. Thanks for listening Learn more about your ad choices. Visit podcastchoices.com/adchoices

  4. Jul 28

    Episode 382: Container, Dogfight: 1917, Moonrollers, Southeast Game Exchange

    00:01:00 Intro00:06:45 Southeast Game Exchange00:14:45 Quick Hits00:16:00 Guerre Eclair00:19:00 Tap 400:25:00 Crits & Tricks00:32:00 Traveluencer00:36:00 Taste Buds00:41:30 Portal Games00:43:15 Dogfight: 191700:43:30 Container01:09:30 Miniature Market01:11:00 Moonrollers01:17:00 Outro Welcome back to the podcast blog, tabletop fans! Today, we’re diving into a lineup that spans high-flying dogfights, historical blitzkriegs, and economic struggles. If you love razor-thin margins and tactical positioning, you’ll want to look at Dogfight 1917 and Guerre Éclair. Dogfight 1917 drops you straight into the skies over the Western Front, where every maneuver card forces you to anticipate your rival’s path to line up that perfect shot. Meanwhile, Yasushi Nakaguro’s Guerre Éclair condenses the 1940 Fall of France into a tense, card-driven duel of deception and momentum. The German player pushes armored breakthroughs with hidden operational plans while the Allies scramble to hold fragile defenses, delivering deep strategic tension in a crisp 45 minutes. For players who prefer fighting over profit margins, Container delivers incredible table presence. Container remains the undisputed king of closed-economy board games, where players produce goods, set dockside prices, and operate shipping vessels. Because every price, purchase, and subsidy is entirely player-driven, a single miscalculated shipment can trigger a hilarious, full-blown economic recession at your table. On the lighter side when just need to roll dice, Moonrollers brings the sleek sci-fi universe of Moonrakers into a fast-paced push-your-luck dice chucker. Captains roll dice to fulfill crew contracts, juggling hazardous bonus points against the very real danger of busting and walking away with nothing. This game provides the necessary dice manipulation that we expect in our push-your-luck games. Thanks for listening, we really do appreciate the support. Learn more about your ad choices. Visit podcastchoices.com/adchoices

  5. Jul 14

    Episode 381: Realm of Reckoning and Devious

    00:01:00 Intro00:04:00 SWU in Vegas00:06:00 New Game Store00:08:15 Which is better?00:11:15 The Vale of Eternity00:14:00 Pagan00:15:00 July 4th Gaming00:23:30 Portal Games00:24:30 Realm of Reckoning00:24:00 IV Studio – Tend00:45:30 Devious00:51:45 Miniature Market00:52:30 Summer Movie Thoughts Realm of Reckoning sharpens its identity as an area‑control showdown built on tight timing and escalating tension. The simultaneous card play is the engine that keeps everyone leaning forward—every reveal forces you to decide whether you’re shoring up your economy or muscling into position before a Reckoning reshapes the board. That push‑and‑pull between long‑term planning and immediate tactical pressure gives the game its pulse. Factions rise, collide, and retreat in a rhythm that feels both dramatic and cleanly mechanical, creating turns where a single decision can swing the entire map. You wrap a session already replaying key moments in your head, plotting what you’ll try on your next run through its volatile world. Devious looks disarmingly simple at first, but that’s part of the trick. As players draw, flip, and react, the hidden layers of bluffing and timing begin to reveal themselves. Set collection becomes a delicious gamble—you want just enough cards to score well, but every additional draw risks a bust, especially since the pile you’re pulling from was set by your opponents. That tension turns every flip into a moment of doubt and second‑guessing: is this really the best card available, or did someone bury something better to lure me into overreaching? The result is a fast, mischievous game where the table’s collective psychology matters just as much as the cards in your hand. Thanks for listening and be sure to join our Discord server to keep the conversation going Buy Me a Moon Pie                                                                             Sponsors “RDTN Learn more about your ad choices. Visit podcastchoices.com/adchoices

  6. Jun 30

    Episode 380: Obsession, Bomb Busters, Lincoln, El Grande and Top 3 Lord of the Rings Games

    00:01:00 Intro00:04:00 Moving the Kids00:10:15 AI in Board Games00:16:30 Obsession00:20:15 Bomb Busters00:23:30 El Grande00:25:00 Neuroshima Hex00:28:30 Miniature Market00:30:00 Our Top 3 LOTR Games00:30:00 Lincoln00:53:30 Portal Games00:55:00 Guild Wars 301:03:30 Outro Even though our regular game night has been on pause for a few weeks, we still managed to squeeze in some great plays with family and friends. Marty kicked things off with Bomb Busters, a title getting a lot of well‑deserved praise. The way he described it reminded me a bit of Hanabi—that same feeling of relying on your teammates to guide you toward the right moves. There’s something deeply satisfying about working together toward a shared victory, especially when the puzzle finally clicks. He also finally got Obsession to the table, a game that’s been floating around one his radar for a while. I’ll admit it’s one I wasn’t familiar with, but that’s hardly surprising given how many games slip past me. Marty had some thoughtful pros and cons, but even with those caveats, it still sounds like something I’d love to try on a future game night, there’s a charm to that Victorian engine‑building vibe that’s hard to resist. And of course, El Grande continues to shine as a perfect introduction to area control, teaching new players the tension and timing that make the genre sing. Every cube, every power card—it all matters. Lincoln, on the other hand, offers a lean, card‑driven take on the American Civil War, capturing momentum, attrition, and asymmetry in a way that feels brisk yet thoughtful. If it weren’t for a few rulebook hiccups, this would’ve been one of those plays that makes you wonder why it took so long to get it to the table in the first place. Thanks for listening and until next time, keep rolling dice and taking names. Learn more about your ad choices. Visit podcastchoices.com/adchoices

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About

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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