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    <title><![CDATA[The Misplay]]></title>
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    <description><![CDATA[<p>A podcast about making a board game company making a board game!</p>]]></description>
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    <copyright><![CDATA[© 2024 The Misplay]]></copyright>
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    <itunes:author>Mark Katz and Jason Parmele</itunes:author>
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      <title><![CDATA[Feedback Recaps]]></title>
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      <description><![CDATA[<p>We just turned the page on two milestone opportunities in the development of Under One Sky. We found out if we made the cut or not for the Cardboard Edison finals and Jason ran a set of blind playtests. We took turns running each other through the feedback we received from each event and debriefed in real time about what the feedback means for our game going forward.</p>]]></description>
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      <title><![CDATA[Hands On]]></title>
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      <description><![CDATA[<p>We took a field trip to local game café The Game Parlour to look at, handle, and study the components of a variety of games. We broke down boards, tiles, counters, and unique pieces in search of the materials and aesthetics that best serve <em>Under One Sky</em>. The Game Parlour was incredibly generous in giving us the time and space to work and record in one of their highly sought-after gaming rooms, and we’re deeply grateful for their hospitality.</p>]]></description>
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      <title><![CDATA[Entering Cardboard Edison]]></title>
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      <description><![CDATA[<p>We recount the steps we took to prepare our submission for the prestigious board game design competition Cardboard Edison. We dig into how we crafted the game’s written description, planned and filmed our introduction video, and refined the rulebook to present the strongest version possible. At the end of the episode, we reveal the official title of The Misplay’s debut board game.</p>]]></description>
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      <title><![CDATA[Graphic Design with Drew Corkill]]></title>
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      <description><![CDATA[<p>We interview graphic designer Drew Corkill, whose passion and talent for designing board games shapes his thoughtful approach to the craft. He shares insight from his experience working at the intersection of board game production and graphic design, unpacking the practical and creative decisions that bring a game to life.</p>]]></description>
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      <title><![CDATA[Road to Crowdfunding]]></title>
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      <description><![CDATA[<p>Season 3 of The Misplay starts now! Same game. More mistakes. For new listeners, we recap the first two seasons to get you caught up. Join us on the path to crowdfunding!</p>]]></description>
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      <title><![CDATA[Listen Until the End]]></title>
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      <description><![CDATA[<p>This is it—the end of Season 2. We look back on how we got here and share highlights from the year, including our recent two-player meetup. Are we ready to launch a crowdfunding campaign for our abstract game? Will there be a Season 3?</p>]]></description>
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      <title><![CDATA[Where Are We?]]></title>
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      <description><![CDATA[<p>We ask ourselves every episode, “Where are we?”—and today we really mean it. We take stock of our abstract tile-placement game and ask the big question: Are we ready to move into Season 3 or head toward crowdfunding?</p>]]></description>
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      <title><![CDATA[Would You Play It Again?]]></title>
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      <description><![CDATA[<p>At Kublacon, we asked the ultimate question: Would you play the game again? Hear what playtesters told us, our responses to their feedback, and how their honest insights may shape the next version of the game.</p>]]></description>
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      <title><![CDATA[Roadmap to Season 3]]></title>
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      <description><![CDATA[<p>We’re hitting the road—the road to Season 3! But before we get there, we’ve got some serious playtesting ahead to make sure the game is both fun and replayable. Next stops: Kublacon, Golden Gate Gamemaker events, and a Misplay board game community night.</p>]]></description>
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      <title><![CDATA[Live Playthrough]]></title>
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      <description><![CDATA[<p>We play a live match of Starfold that you can watch along with in real time. Follow the action to see who wins—and get a better feel for how the game works.</p><p><a target="_blank" rel="noopener noreferrer nofollow" href="https://tinyurl.com/mujmabd9">https://tinyurl.com/mujmabd9</a></p>]]></description>
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      <title><![CDATA[Ways to Incorporate Theme]]></title>
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      <description><![CDATA[<p>We’re getting close to locking in a theme, so this week we explore where and how it can weave into the game. Mark takes “The Night Sky” and runs with it—imagining two friends lying on the ground, gazing up at the stars.</p>]]></description>
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      <title><![CDATA[Starfold]]></title>
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      <description><![CDATA[<p>We present to you "Starfold"—our abstract game with a theme! We talk about entering the BoardGameGeek Two-Player Design Contest and how playtester advice pushed us to build a proper Print-and-Play to meet the requirements.</p>]]></description>
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      <title><![CDATA[Theme It or Leave It]]></title>
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      <description><![CDATA[<p>We kick things off with a funny misplay in Harmonies and share news about our new sponsor, Spielmas. Then it’s time for a round of “Jason Can’t Possibly Disagree,” where we debate whether our abstract game Currents should have a theme—or stay theme-free.</p>]]></description>
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      <title><![CDATA[Four Nights of Online Playtesting]]></title>
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      <description><![CDATA[<p>We spent four consecutive nights playtesting online with Protospiel Online and Golden Gate Gamemakers (GGG). We gathered a ton of notes and are busy folding them into the next build of the game.</p>]]></description>
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      <title><![CDATA[The Real Gen Con Debrief]]></title>
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      <description><![CDATA[<p>We're back in studio and give a more complete Gen Con debrief and share highlights from playtesting in the First Exposure Playtest Hall. We cover a BoardGameGeek contest we entered and our recent Unpub mentorship program. Plus, we look ahead to the upcoming Protospiel Online and a Golden Gate Gamemakers online meetup.</p><p></p><p><a target="_blank" rel="noopener noreferrer nofollow" href="https://playingcards.io/tvsqr6">https://playingcards.io/tvsqr6</a></p>]]></description>
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      <title><![CDATA[Back at Lucas Oil Stadium]]></title>
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      <description><![CDATA[<p>Mark is joined by Mike C. of Brickly Games, live from Lucas Oil Stadium at Gen Con 2025. With Jason out this episode, the two dive into their Gen Con highlights and share insights from testing in the First Exposure Playtest Hall.</p>]]></description>
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      <pubDate>Tue, 05 Aug 2025 09:00:21 GMT</pubDate>
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    <item>
      <title><![CDATA[Getting Ready for Gen Con]]></title>
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      <description><![CDATA[<p>As we prep for the First Exposure Playtest Hall at Gen Con, we get real advice from designers at the East Bay Board Game Con. We sharpen our elevator pitches and learn what makes a great demo.</p>]]></description>
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      <pubDate>Tue, 22 Jul 2025 09:00:19 GMT</pubDate>
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    <item>
      <title><![CDATA[The Game of Followers]]></title>
      <itunes:title><![CDATA[The Game of Followers]]></itunes:title>
      <description><![CDATA[<p>We pause our abstract board game design to play the real game: chasing likes, shares, and followers. We’re pulling back the curtain on our marketing—sharing stats, analytics, and what’s working (or not) as we try to build an audience before finishing the game.</p>]]></description>
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      <pubDate>Tue, 08 Jul 2025 09:00:31 GMT</pubDate>
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      <title><![CDATA[Playtesting in the Wild]]></title>
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      <description><![CDATA[<p>We took our abstract game into the wild—to Golden Gate Gamemakers, to friends, to family—and came back with real feedback and big takeaways. Plus, we debut a new segment on the show called <em>Not A Game</em>.</p>]]></description>
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    <item>
      <title><![CDATA[No Theme? No Problem]]></title>
      <itunes:title><![CDATA[No Theme? No Problem]]></itunes:title>
      <description><![CDATA[<p>We dig into the mechanics of our abstract strategy game—how tiles interact, the patterns they create, early balance issues, and the ongoing challenge of designing a system for drawing new tiles.</p>]]></description>
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      <pubDate>Tue, 10 Jun 2025 09:00:29 GMT</pubDate>
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    </item>
    <item>
      <title><![CDATA[Dark Forest]]></title>
      <itunes:title><![CDATA[Dark Forest]]></itunes:title>
      <description><![CDATA[<p>A dark forest would be a great setting for Animal Kingdom. However, it has become the basis for a pivot. Listen in to hear about the new direction we are heading as Gen Con and Indianapolis loom over us.</p>]]></description>
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      <pubDate>Tue, 27 May 2025 09:00:23 GMT</pubDate>
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    <item>
      <title><![CDATA[Unstucking]]></title>
      <itunes:title><![CDATA[Unstucking]]></itunes:title>
      <description><![CDATA[<p>If we can invent the word unstucking, we'd better figure out how to do it. We talk through the sticky stuff and create a plan to continue moving forward. Plus, we lighten things up with a game where we try to guess board game titles.</p>]]></description>
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    <item>
      <title><![CDATA[Design Block]]></title>
      <itunes:title><![CDATA[Design Block]]></itunes:title>
      <description><![CDATA[<p>We know creative blocks come with the creative process—and we’re squarely in one. Do we change direction? Scrap everything? Simplify? Or maybe just admit our game will never be as good as Monopoly and move on?</p>]]></description>
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      <pubDate>Tue, 29 Apr 2025 09:01:14 GMT</pubDate>
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    <item>
      <title><![CDATA[The Way We Designed It]]></title>
      <itunes:title><![CDATA[The Way We Designed It]]></itunes:title>
      <description><![CDATA[<p>We laugh at a ridiculous misplay we made in our own game. A broken strategy in <em>Animal Kingdom</em> forces us back to the redesign table. Along the way, we dive into gamer identities and how they shape both playstyles and game design.</p>]]></description>
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    <item>
      <title><![CDATA[Breakout Rooms]]></title>
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      <description><![CDATA[<p>We attend our first Golden Gate Gamemakers event at Guildhouse in San Jose, where we meet Board Game Casual. We also share highlights from recent meetings, including one with breakout rooms to spark new ideas and get things done.</p>]]></description>
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      <pubDate>Tue, 01 Apr 2025 10:01:19 GMT</pubDate>
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      <title><![CDATA[Playtesting with Randy O'Connor]]></title>
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      <description><![CDATA[<p>We chat with game designer Randy O'Connor from Randy O Games, creator of <em>Roll in One</em> and <em>Gun It.</em> We explore the art of playtesting—especially defining "the turn", the moment when you’ve gone from idea to game.</p>]]></description>
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      <title><![CDATA[Parallel Kingdoms]]></title>
      <itunes:title><![CDATA[Parallel Kingdoms]]></itunes:title>
      <description><![CDATA[<p>We discuss our latest playtest of Animal Kingdom, inspired by a fresh take on the game. Plus, we attempt a round of board game trivia—but it doesn’t go exactly as planned.</p>]]></description>
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      <title><![CDATA[Community with City Square Studios]]></title>
      <itunes:title><![CDATA[Community with City Square Studios]]></itunes:title>
      <description><![CDATA[<p>We sit down with the talented and creative minds behind City Square Studios, a game design team from New Zealand. They share their story, their ethos about sustainability in games, and give us a glimpse into their brand, including 52 Pickup and the world of TTRPG zines. Plus, we discuss fostering community engagement and strategies for growth.</p><p></p><p><a target="_blank" rel="noopener noreferrer nofollow" href="https://www.patreon.com/CitySquareStudios">https://www.patreon.com/CitySquareStudios</a></p>]]></description>
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      <title><![CDATA[Protocol in Action]]></title>
      <itunes:title><![CDATA[Protocol in Action]]></itunes:title>
      <description><![CDATA[<p>Our playtest protocol has been put into action for the first time with Animal Kingdom this season. Tuckman would be proud! Plus, we share a quote from our notes—what were we thinking?</p>]]></description>
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    </item>
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      <title><![CDATA[Shaping Game Feel]]></title>
      <itunes:title><![CDATA[Shaping Game Feel]]></itunes:title>
      <description><![CDATA[<p>We begin defining how we want our game to feel. From physical engagement to the atmosphere we create, and the emotions we want players to experience, we explore the three levels of feelings in game design.</p>]]></description>
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      <pubDate>Tue, 21 Jan 2025 10:00:31 GMT</pubDate>
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      <title><![CDATA[It’s Time to Build]]></title>
      <itunes:title><![CDATA[It’s Time to Build]]></itunes:title>
      <description><![CDATA[<p>In this season opener, we reveal the board game we've chosen to build. We hone our design skills in a quickfire challenge inspired by the word “tender” and share our roadmap for the year ahead. We’re officially ready to bring our board game to life!</p>]]></description>
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      <pubDate>Tue, 07 Jan 2025 10:00:21 GMT</pubDate>
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      <title><![CDATA[A Misplay Carol]]></title>
      <itunes:title><![CDATA[A Misplay Carol]]></itunes:title>
      <description><![CDATA[<p>We’re visited by three ghosts and take a spirited journey through our podcast past, present, and future. We reflect on what we’d do differently if we could start from scratch, celebrate what’s going well, and share lessons learned as we look ahead to season two!</p>]]></description>
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      <title><![CDATA[Two Roads]]></title>
      <itunes:title><![CDATA[Two Roads]]></itunes:title>
      <description><![CDATA[<p>The team is zeroing in on a game direction! We dive into each game, Depths and Animal Kingdom, and share key takeaways from their playtests. Next time, we’ll face the challenge of making the final decision.</p>]]></description>
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      <pubDate>Tue, 10 Dec 2024 10:01:07 GMT</pubDate>
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      <title><![CDATA[Panic Mode]]></title>
      <itunes:title><![CDATA[Panic Mode]]></itunes:title>
      <description><![CDATA[<p>Try not to let the clickbait title fool you—we’re definitely not in panic mode. Nope. Not even close. Couldn’t be further from panicking. Not us. Never ever. Instead, we’re diving into Tuckman’s Group Theory and breaking down how our team is formin’, stormin’, normin’, and performin’. See? Totally chill. No panic here.</p>]]></description>
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      <title><![CDATA[Theme Does Matter]]></title>
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      <description><![CDATA[<p>We pitch fresh themes for "Succession", reimagining the game’s world and setting to create new dynamics and depth. From the political landscapes to gang wars to dating games, we're on a mission to find a theme to build mechanics that match.</p>]]></description>
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      <title><![CDATA[Pitch Perfect]]></title>
      <itunes:title><![CDATA[Pitch Perfect]]></itunes:title>
      <description><![CDATA[<p>We recap each board game pitch from our team and put them to the test in a round of 'Hit or Miss.' Join us to find out which ideas scored big and which ones are still in the prototype phase.</p>]]></description>
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      <title><![CDATA[See What Sticks]]></title>
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      <description><![CDATA[<p>We realized we need way more game ideas, so we hit the reset button! The team is hard at work crafting pitches that we’ll dive into on the next show. Mark walks us through a pitch example for "Climb On", a climbing game where players race to the top.</p>]]></description>
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      <title><![CDATA[I’m Still Not a Game Designer]]></title>
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      <description><![CDATA[<p>We dive into Nightmare Smashers, a game where bluffing is the key to victory. Jason, who still hesitates to call himself a game designer, walks us through the game he helped create, along with contributions from the Misplay team. We're also testing out Mark Katz's 7 Step Playtest Protocol to see how it holds up in action.</p>]]></description>
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      <title><![CDATA[The Notes]]></title>
      <itunes:title><![CDATA[The Notes]]></itunes:title>
      <description><![CDATA[<p>'The Notes' because it's a more concise alternative to Mark Katz's Easy-to-Remember Seven-Step Design Protocol. We talk about and apply the easy to remember steps to Jason's version of Nightmare Smashers.</p>]]></description>
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      <title><![CDATA[Back to Business]]></title>
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      <description><![CDATA[<p>We revisit The Misplay as The Misplay Inc., a company. Our focus is on defining our mission statement and goals, and on creating the systems within the company to achieve them. And, of course, we’re throwing out more buzzwords!</p>]]></description>
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      <title><![CDATA[Nightmare Smashers]]></title>
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      <description><![CDATA[<p>Peter, Mark, and Jason each pitch their unique spin on "Nightmare Smasher," a game concept that could be a dark atmosphere horror game or wacky family-friendly card game. Tune in to see if one of the pitches resonates with you.</p>]]></description>
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      <title><![CDATA[The Experience of Awe]]></title>
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      <description><![CDATA[<p>In this live episode, we broadcast from the floor of Lucas Oil Stadium at Gen Con 2024. We share our awe at the massive crowds and the incredible selection of games. This experience makes us question our readiness to create our own game.</p>]]></description>
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      <title><![CDATA[We Goin’ Gen Con]]></title>
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      <description><![CDATA[<p>We talk about our plans for attending Gen Con next week. You know, Gen Con, the General Managers convention. We share our goals, our schedule, and what we're hoping to take away from "the best four days in gaming."</p>]]></description>
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      <title><![CDATA[Arcana Rising Deconstructed]]></title>
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      <description><![CDATA[<p>We dive into the world of Arcana Rising by Grey Fox Games, exploring its mechanics and physical design. We've said it many times, "To make games, you have to play games". We take lessons learned from Arcana Rising and apply it to our own process.</p>]]></description>
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      <title><![CDATA[It Isn’t Very Interesting]]></title>
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      <description><![CDATA[<p>We playtest Star Crossed Realms with a paper prototype for the first time. Despite finding the game isn't that interesting yet, we uncover valuable insights about the game mechanics and the importance of iterative design.</p>]]></description>
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      <title><![CDATA[Building Connection]]></title>
      <itunes:title><![CDATA[Building Connection]]></itunes:title>
      <description><![CDATA[<p>Swipe right on us as we return to playtesting the early concept for the dating game, a.k.a. 'Star Crossed Realms'. We highlight three areas we want to focus on: the chain, adding cards to your deck, and winning.</p>]]></description>
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      <title><![CDATA[Meet Lead Game Designer Peter]]></title>
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      <description><![CDATA[<p>We welcome Peter, our new lead game designer, to The Misplay team! Peter shares his gaming history and all the progress being made on Star Crossed Realms. We try to paint a visual of what the game currently looks like.</p>]]></description>
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      <title><![CDATA[MMA Gauntlet Playtest]]></title>
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      <description><![CDATA[<p>We step into the cage to throw down and playtest two new versions of MMA Gauntlet. Of course, the real fight this week was still with Tabletop Simulator as we try and refine our playtesting process. The Misplay 0 TTS 2.</p>]]></description>
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      <title><![CDATA[Tabletop Simulator]]></title>
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      <description><![CDATA[<p>Join us as we dive into Tabletop Simulator for the first time! Despite being behind schedule, we're on a mission to learn the UI, import cards, and maybe flip the table in frustration. If we're doing nothing else right on this journey, it's honest storytelling.</p>]]></description>
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      <title><![CDATA[So You Think We Can Draw]]></title>
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      <description><![CDATA[<p>We take a hilarious stroll down the art walk of shame, complete with laughably bad drawings shared on Instagram. We chat about our hope for finding an artist and why we are steering clear of AI art.</p>]]></description>
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      <title><![CDATA[Star Crossed Realms]]></title>
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      <description><![CDATA[<p>We're shaking things up with a unique game concept that's been brewing in the back of our minds as we've developed our previous ideas. Imagine a game that captures the essence of a first date, but with an unexpected twist involving... back-flips?</p><p></p>]]></description>
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      <title><![CDATA[The Supermarket Game]]></title>
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      <description><![CDATA[<p>We welcome Ryan as a special guest commentator for our first run through of our supermarket board game! We navigate the bustling aisles, search for store managers, and resist the temptation to pick up last minute lib balm and sweets. Also, Ryan is funny.</p>]]></description>
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