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.

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2
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2answers
449 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 ...
12
votes
8answers
21k views

What is the best way to print cards for my game?

I want to print cards for my game, without using a commercially-available site. Basically, I'm looking for materials I could find in a store. How do I make these cards in a work- and price-efficient ...
12
votes
3answers
2k 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?
4
votes
2answers
256 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
3answers
234 views

How can I identify games that would work better on the computer?

What are the things that the electronic version can do to enhance gameplay? Conversely, what could the board game version do to overcome this view? Feel free to use examples if it would help clarify ...
5
votes
4answers
508 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
588 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
499 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 ...
12
votes
6answers
489 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 ...
11
votes
2answers
301 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 ...
4
votes
1answer
172 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 ...
12
votes
9answers
304 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 ...
3
votes
3answers
268 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 ...
9
votes
1answer
3k 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 ...
7
votes
6answers
789 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 ...
9
votes
4answers
499 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 ...
7
votes
1answer
204 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 ...
1
vote
2answers
1k views

Designing a Yu-Gi-Oh! like card game - the game phases

Yu-Gi-Oh! has 6 phases, of which only 4 are actually visible to a player playing in real life. Main phase 1, battle phase, main phase 2, end. I personally do not like the way these phases work, and ...
4
votes
2answers
224 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 ...
5
votes
2answers
157 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 ...
19
votes
3answers
520 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 ...
11
votes
7answers
539 views

System for secretly choosing between two options?

I have a graphics project for school and the task is to design a board game. I need to work out a system by which two players can simultaneously make a secret choice between two options and then ...
13
votes
7answers
619 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 ...
15
votes
2answers
841 views

Playing Risk in an arbitrary graph

A Risk board represents the map of the world, or of Europe. Thus, it implies some constraints for example on the connectedness of a territory. I would like to explore how graph theory could help your ...
15
votes
2answers
2k views

What's the easiest way to prototype a board game design?

In an idle moment I had an idea for a simple war game simulation. (Really simple - honest!) I'd like to prototype it, just to see if the game mechanic I thought of has any merit. I don't want to spend ...
19
votes
7answers
541 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 ...
8
votes
2answers
996 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
247 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 ...
5
votes
1answer
416 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, ...
10
votes
1answer
243 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. ...
12
votes
6answers
342 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 ...
28
votes
2answers
1k 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 ...
3
votes
2answers
181 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 ...
8
votes
9answers
814 views

Rock-paper-scissors type randomizers [closed]

Most non-luck-free games use either open-ended randomizers (like dice, or spinners) or closed-ended randomizers (cards, chit pulls, etc). But there is an alternative, which is simultaneous revelation ...
13
votes
1answer
411 views

Tri-dimensional board games: How does the additional dimension extend possible player requirements & game structure?

Recently I saw the Star Trek chess game in a serial and looked it up on wikipedia. It exists as a real game, but it seems it's not too popular, too tricky, too unwieldy to carry and play everywhere, ...
16
votes
3answers
600 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 ...
7
votes
1answer
357 views

What are common replacement components?

As my board game collection grows and wears down, I find myself curious about efficiencies that can be made when hauling games around from place to place. The first time I realized that you could ...
10
votes
4answers
518 views

How do I tell potential game designers their ideas are bad?

Many groups of gamers will eventually attract potential game designers. I love testing games or playing with mechanics and enjoy play testing or theory crafting. But a good boardgamer does not a ...
8
votes
2answers
587 views

Resolving Diplomatic actions in a RISK-style board game

I'm working on a board game called Farlanthia: Lords of War. And I need some help with resolving diplomacy during play. My original idea was to have Diplomacy be a form of "attack" like in RISK. ...
5
votes
1answer
219 views

What do I need to consider when creating a new card game variant?

I came up with a card game variant, combining Texas Hold 'Em and Cribbage, with a friend. You basically follow Hold 'Em play mechanics, and the best hand at showdown is the 5 card hand (2 hole cards ...
6
votes
1answer
160 views

Know any games designed for old game systems like Orion or Sly

Recent game systems like piecepack, Decktet, or Stonehenge have tons of games to try, but older game systems like Sly and Orion only seem to have the official rules (PDF) that came with them. ...
8
votes
1answer
370 views

Does anybody know of a list of color-appropriate effects for new cards in Magic?

My playgroup has started to get into creating custom cards for our casual Magic: the Gathering games, but it's no fun if the cards aren't designed in a plausible way. According to Mark Rosewater's ...
0
votes
2answers
1k views

Russian Roulette Alternative? [closed]

Does anyone know of an established variation on Russian Roulette using dice or cards that doesn't involve shooting yourself in the head and would be somewhat child friendly? Thanks :)
4
votes
3answers
146 views

Source for significant historical events

I'm designing a game that involves identifying historical events, and I'm looking for an online source that I can use to generate a set of event cards. For my prototype, I'm using a copy of the game ...
13
votes
4answers
497 views

Hello World game for many game systems

Ron Hale-Evans mused about creating a benchmark game that could be ported to many different game systems as a design exercise. Do you think that would be a useful tool, and can you suggest a game that ...
14
votes
1answer
349 views

Are there statistic/probabilty applications specifically made for card game designers?

I am developing a card game that involves building out sequences of matching symbol pairs and also has a lose state for a (different set) of symbols that is hidden to the player. Trying to create an ...
2
votes
3answers
1k views

What would be a good set of topics for a quiz game? [closed]

Suppose you wanted to design a quiz game in which knowledge questions are asked. What would be a good set of topics to subdivide all of human knowledge into? Try to avoid bias towards academic or ...
10
votes
2answers
706 views

What set of attributes can be used to describe, compare and contrast various board games?

A recent question about a good mix of board games got me thinking about how one could even objectively define "a good mix". My idea is to try and define a set of attributes that could describe, ...
25
votes
7answers
3k views

Why are there fewer board games with a triangular grid?

Many games have a rectangular grid, some even use hexagonal but it's quite rare to see triangles. I have heard the argument that hexagons confuse players. Is that true? Is there any evidence to ...
12
votes
3answers
1k views

Non-disclosure agreement or no?

I told some of my friends and co-workers about a board game I designed, and we're hoping to play it sometime soon. However, I am not sure if I should let everyone sign a non-disclosure agreement or ...