The process of designing a game to be played, such as the creation of the game mechanics and theme and the associated rules, board, map, cards, tokens and/or other playing implements. Also includes the process of play testing early versions of the game to refine and improve these elements.

learn more… | top users | synonyms (1)

0
votes
1answer
90 views

Game Balance Axis and Allies WWI

My gaming circle does not feel Axis and Allies WWI is balanced. None of us has yet achieved victory as the Central Powers. What rule modifications would you suggest to balance the game?
2
votes
3answers
106 views

Homegrown solo variants

This afternoon, I played Ascension for the first time - and I played it solo, by simply dealing two decks and playing both players' turns. I had fun, and ultimately Ascension seems like a game where ...
7
votes
2answers
254 views

Do Collectible Card Games without shuffling exist?

All Collectible Card Games (like Magic the Gathering or Yu-Gi-Oh!) I know require the players to shuffle their decks before the game begins. Also, the deck's card order is unbeknown to the players. ...
10
votes
3answers
247 views

What are the qualities of a successful beta testing session from the player's perspective?

I'm a board game designer with the luxury of a large public playing area filled with board game enthusiasts. I would like to beta test a new board game and was wondering what YOU, as the player, would ...
8
votes
5answers
618 views

Where to go to self publish a game?

I found this question but I am interested in a commercial or bulk printing company to print my game. The GameCrafter seems like the only solution but its rather costly per game to print which means I ...
2
votes
1answer
144 views

(Meta) game design to facilitate educational game design workshop/class

I would like to develop a framework to support teachers and their students in developing mini-games for their class. For example, a math teacher organizes several workshops and classes with his or ...
3
votes
2answers
202 views

How to design the end of a race game such that over-rolls do not break the logic of the game?

I created a race game. Players start at one end and roll dice until they reach the end. Some players became confused when they reached the end. For example, if a player was three spaces from the end, ...
8
votes
7answers
245 views

How to show turn order when turn order can change during the round

I'm working on a game where the order of players' turns matters quite a bit, and I'm having trouble coming up with a way of showing the order. During the round, each player will take their turn. ...
2
votes
2answers
242 views

How would Master of the Wild Hunt be worded if it targeted multiple creatures?

Master of the Wild Hunt says: [...] {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal ...
7
votes
3answers
208 views

Organizing a rule book

Bit of Background I am currently trying to organize a comprehensive rule book for a board game I have been designing for some time now that is about to go into a testing phase. This being my first ...
9
votes
3answers
818 views

Why do mana abilities not go on the stack?

Why this special treatment for mana-abilities? What are the design implications if they didn't go on the stack?
2
votes
1answer
162 views

Square cards larger than 70mm (2¾″)

Many board games use square cards that are 70mm × 70mm, about 2¾″. Are there any that use larger square cards? If so, what's the largest square card that is in use? I'm mainly interested if there ...
4
votes
2answers
189 views

Diminishing Returns vs Increasing Returns

I'm making a board game about constructing molecules out of elements. For example you can construct water out of 2 hydrogen and 1 oxygen. When a player constructs it they take a water card worth 6 ...
7
votes
1answer
246 views

Why does Cascade exile?

From a design point of view, I cannot figure out why Cascade should specifically exile the cards involved, then return them to the bottom of the deck instead of revealing them (like Spellshift or ...
5
votes
4answers
260 views

Mechanism to balance all game stages

I am designing a game in which players add tiles to the board (similar to Carcassone) in order to create sequences of symbols (which are on the tiles) - they are then used for playing cards. This ...
1
vote
2answers
317 views

Number Wheel/0-9 Decagon gear for board game?

Is there a 0-9 number wheel / plastic decagon thing available for board game construction? I previously asked a question about possible techniques for tracking multiple variables. Here I am asking ...
4
votes
5answers
344 views

Keeping track of many independent variables on a physical board?

I have a large number of independent variables which I would like to represent on a physical game board. One idea I had was to implement these using rotating disks, a little like the metal spinning ...
11
votes
6answers
417 views

Creating an “Everyone but me knows my role” mechanic

I am trying to design a game where there are X citizens + 1 saboteur. Unfortunately for the saboteur he does not know that he is it. All the citizens know that one of them is replaced, and they all ...
4
votes
1answer
118 views

Othello on a non-square board?

Many games - such as Othello, Checkers, Chess1, and Go - are played on highly-regular, square boards. How would the game mechanic change if you played an Othello-like game on, say, a Chinese Checkers ...
9
votes
2answers
244 views

What reasons would a designer want to employ squares over hexes in a battle simulation game?

In many games I have played, initial editions (eg the 1960s version of Midway) use squares for their boards. Often, later editions (eg the 1990s edition of Midway) change to a hex pattern. Hexes get ...
13
votes
6answers
962 views

Which program to chose when designing my own cards?

I am working on a prototype of a board game for which I need to design several cards. The cards will have several features like name, picture, text and some additional symbols. I am not sure which ...
2
votes
3answers
216 views

Looking for games with drop-in drop-out mechanic [closed]

When playing video games, I often prefer games that are easy to drop in and drop out of. Games like Team Fortress 2 where players are always respawning so the new player isn't set back, especially if ...
2
votes
2answers
171 views

Are there games with board presentation similar to Talisman and Relic? [closed]

I'm referring to the way the art for different spaces spills over into other areas of the board, creating a panorama or telling a story with the outer and inner regions of the board. Are there any ...
3
votes
2answers
213 views

How does roll and move affect games like Talisman?

I'm wondering if the roll and move mechanic has any real effect on how Talisman, or any similar game, plays out. Would the overall experience be fundamentally changed if, for instance, you could only ...
7
votes
6answers
427 views

Looking for the “magic'al” formula

Im a big fan of the Magic the Gathering trading card game. And with all these new cards coming in, I was wondering how the cards were balanced, and manacost calculated. Im thinking there must be a ...
11
votes
2answers
453 views

Am I at legal risk if I use a mechanism from another game in my own design?

I'm juggling with a card game idea based on a popular fantasy universe. The game still has a long way to go yet. But before I really invest in developing the card game I want to make sure I'm not ...
4
votes
5answers
310 views

Has online play testing been an important part of any boardgame designs?

I am wondering if any game designers have used an online implementation of a game to balance and tweak it before commercial release.
7
votes
1answer
178 views

Will a developer fix a (small) broken mechanic, or should I fix it before the submission process begins?

I am (co)designing a pickup-and-deliver strategy game. Extensive playtesting has revealed what I believe to be a slightly broken aspect of the endgame (basically, there comes a point when everyone ...
4
votes
2answers
145 views

How can I cheaply and easily create stackable tiles?

I'm building a prototype with stackable tiles in several different shapes. I 3D-printed some tiles that lock together nicely, but it is too expensive to 3D-print all the tiles I need to make multiple ...
12
votes
6answers
566 views

Players who can't seem to follow the rules — What can be done?

Non--board-game people keep making up their own rules, without knowing it. I'm talking about players who are intelligent and literate, but who don't generally play board games. Is there anything a ...
8
votes
1answer
2k views

Are there guaranteed winning strategies for Quarto?

As we all know in standard tic-tac-toe the game can't be won if both players play optimally. So: Is Quarto a game that will end in a draw if both players play optimally? If yes, what are the most ...
18
votes
7answers
493 views

Something that only happens every X turns

I'm working on a new board game where there's an action (we'll call it Brazening) that only happens every X turns (let's say it happens every 5 turns). What's a good way to keep track of when it's ...
11
votes
9answers
270 views

How can I clearly detail all possible destinations from every point of the map in my game?

I'm making a game about traveling the world and I stumbled across one big problem, so I hoped you could give me some good suggestions. In my game players can choose to which cities they want to go on ...
16
votes
6answers
2k views

What's a good source of generic pieces/components?

I'm interested in building up a decent collection of generic components that I can grab when I want to throw together a quick prototype of a game. I'm not aware of any "component collections" that you ...
12
votes
7answers
522 views

How can you have units with secret locations on the board?

I've heard that there are games where the units on the board are secret -- that the other player doesn't know where they are. How does this actually work? How can you have units on the board without ...
31
votes
5answers
1k views

Is kingmaking in multiplayer games a problem that can be fixed?

The original Kingmaker was Richard Neville, 16th Earl of Warwick. He was instrumental during the Wars of the Roses in the deposition of two kings. The term kingmaker has come to mean, "a person or ...
8
votes
2answers
639 views

Formal Format for Documenting the Game Design Process

Is there a formal format for documenting the game design process? Before you answer with "The Game Design Document (GDD), of course!", in my opinion (and lots of people's opinions as well, I think) a ...
-1
votes
1answer
206 views

What percentage of board games on the market involve dice?

I realise there is probably no way to get an accurate figure, just looking for a ballpark estimate of approximately how many board games there are out there, and how many of those involve dice ...
20
votes
5answers
910 views

What makes a cooperative board game actually a game?

Most board games are competitive, where you have players competing against each other, trying to win. Some board games are described as "cooperative", where the players are trying to do...what ...
5
votes
2answers
133 views

A game for two. Should I make it playable by more?

I am developing a strategy game for two players. It is something somehow in the line of 1960: The Making of the President (but less complicated and with a quicker gaming rhythm…) Both the theme and ...
9
votes
1answer
206 views

Do you need a solo player variant to make a Print&Play game successful?

A friend of mine is creating a multiplayer dice game. The game rules are currently designed for 3-5 players, and don't require much of an investment for the PnP to create the necessary components. ...
11
votes
6answers
300 views

What game mechanic can be used for evenly selecting other players but not yourself?

I am looking for a game mechanic for a game I am designing, that would let players randomly select other players, but that by the end of the game all the players were selected equally. My first ...
7
votes
2answers
480 views

Are cards that interact with sacrificing rare, and why?

For independent reasons, I was looking recently for cards that interact with Sacrificing. At the time (owing mostly to my lack of knowledge in MtG templating), I found none. Looking at the Avacyn ...
26
votes
2answers
734 views

How do game designers come up with suggested (or minimum) age requirements for games?

Is there a standard formula or procedure for determining suggested (or minimum) age requirements for games? Or do a few game designers just sit around and discuss for a few minutes and then just come ...
8
votes
4answers
417 views

Why isn't the minimum bid for a property its mortgage value?

It seems rather odd that the minimum bid for an unmortgaged property in Monopoly is $1, instead of it being the mortgage value (or mortgage value -10% approximately). Bidding may start at any ...
10
votes
2answers
319 views

Board game design dictionary

Are there any dictionaries specific to the subject of board game design or board game culture? This would contain words describing elements found in board games or used by designers or players.
3
votes
2answers
164 views

What are some methods for delivering questions to players?

I am design several games for students. The purpose of these games is to encourage the students to discuss various topics related to their lessons during their study hall period or at home. If the ...
17
votes
3answers
402 views

How can I mitigate some of the downtime between player's turns?

For games in which it is not possible to take simultaneous turns, as the number of players increases, so does the wait time between a player's turn and their turn again. It becomes a balancing issue ...
14
votes
3answers
351 views

How do I find players willing to participate in test-playing my games?

I have some game ideas that are currently in the prototype phase. I am now looking for groups who are willing to test these games. I am somewhat afraid that they won't like the game and would not be ...
5
votes
1answer
352 views

With Print&Play board games, should the focus be beauty or simplicity?

Many Print & Play (P&P/PNP) board games come from a designer's desire to get people to play their game. If the intent of designing a P&P board game is getting the most people to play it, ...