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.
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 ...
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 ...
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. ...
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 ...
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. ...
When designing a board game to publish on the web, what components are safe to assume that most people will already have in their collection?
One of the fun parts of the 18xx games, is that its fairly easy to create your own (local) version. I like to create a dutch version (yes there have been two already but with limited availability). ...
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 ...
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 ...