How to create a Board Game? – The Easy Way

Goal & Symbolism

Finding Ideas.

  1. Make a list of the 10 things you want to Do in this Lifetime.
  2. Make a list of the 10 things you want to Learn in this Lifetime.
  3. Check that the 2 correlate.
  4. You’ve got 10 Game Concepts.
  5. Restart if you need more.

The Symbol

  • Design an Icon for your Game.
  • Choose a Name.
  • What’s its Meaning?
  • What defines the Game?
  • What makes the Game Different?
  • Can Players identify themselves in this symbol?
  • Can they promote this Game based on the symbol alone?

Win conditions & Turn Structure

Turn Structure
  • Who Start?
  • Will you roll Dices?
  • Flip Coins?
  • Will you proceed by Player Type/Class/Archetype?
  • Will you design a special Mini-Game to decide who starts?
  • What is the Typical Player Turn?
  • How many phases are there?
  • What are these phases?
  • What can players do during their turn?
  • What can players do during their opponents turn?
  • How many actions per turn can they conduct?
  • What is the Time limit?
  • With which tool to you Chronometer?
  • A Chronometer would be the obvious answer but think about alternatives.
  • Does every player have the same Time limit?
Win conditions
  • Survival
  • Every game will have form of survival element.
  • Since games ends by win or loss, the loss conditions represent the endgame for at least 1 player.
  • Outcomes
  • How are Outcomes decided?
  • Are there any Special events?
    • How are they activated?
  • Can everyone Win?
  • Can everyone Lose?
  • Is everyone ensured to Win?
  • You may not want to design a game where everyone is ensured to lose.
    • Unless there are thematical directions in the game’s postulate.

Setting & Board

  • Will your game have Multiple Environments?
  • Can you justify the Transition between each of them?
  • Does your Game have a Hub?
  • Are there multiple Hubs?
    • Sub-Hubs?
    • Transitory resting places?
  • What are the Constrains & Specificities of each Environment?
  • Do they have Multiple layers?
  • Can you Superpose them?
  • How much do they alter the Game structure?
  • Are there Zone Limitations?
  • Where can the Players go?
  • Why can’t they access certain zones?
  • Can they access them later?
  • Through which means?
  • Ask your Players about your Game Maps & Locations
  • How do they imagine them?
  • Can they draw a more detailed version of them?
  • Can they compose a piece of music to define them?
  • Would they rest in places you have defined as resting places?
  • Would they fight in your battlefields?
  • Does the Location bore them?
  • Does the Location excite them?

Player Profiles & Synergy

  • Many games are optimally designed for 4-5 players
  • This translates into Player Profiles.
  • Theses are 4 Player Profiles you can find in every Game.
  • These are 4 Archetypes.
  • They are the 4 Boundaries of your Game.
  • Players generally play more than 1 role.
  • Switching Behavior traits according to the situation.
  • The Rival is the Antagonistic/Reactive type.
  • She will play to show her skills.
  • She plays by the rules & impose extra difficulty on herself.
  • Skillful Competition is her main motivation.
  • The Sponsor is the Testing/Assertive type.
  • She Bargains early & often.
  • She can grant you Loans & use Compound Interest against you.
  • If she sees you can pay out, she can become an ally.
  • Experimentation is her main motivation.
  • The Guide is the Analytical/Accommodating type.
  • She can use Contracts to form early alliances.
  • Trust & Understanding are her main tools.
  • She Shares some Information with all.
  • Others with her allies.
  • Learning/Understanding is her main motivation.
  • The Servant is the Engaged/Deferent type.
  • Giving out resources.
  • Following the Allied player’s Rhythm & Directives.
  • Some players may act as one in order to Exploit their allies.
  • Survival/Collaboration is her main motivation.
  • Each of these types have preferential affinities according to the Player’s goals.
  • Players Goals are not defined by the Profiles but by the player themselves.
  • Share your goals with your potential team mates to discover the optimal affinities.

Skills

There are 7 main categories of Skill Types:

  • Melee
  • Range
  • Defender
  • Enhancer/Healer
  • Thwarter/Stealth
  • Crafting/Building
  • Communication/Business
  • Players want to Customize their Game Experience.
  • Skills is an easy way to deliver onto this expectation.
  • You can create even more Customization by introducing a Class system.

Always ask

  • Ask what worked well & what did not.
  • Players won’t always know what to look for.
  • Especially if they are play-testers & the game is still a prototype.
  • Players will often forget what worked, because it worked.
  • We notice anomalies more easily.
  • Ask for issues & corresponding solutions.
  • Allow the Players to redesign parts of your Game.
  • Listen to them.
  • They’ll have a lot of improvement ideas.
  • They’ll have terrible ideas as well.
    • Improve them together
  • Sharing your Game is the best way to Engage players.
  • What Motivated them?
  • What Bored them?
  • What is the source of their Enticement?
  • Did they find an Interest in the game?
  • Could they play Honestly & Freely?
  • Ask Your Players about Balance.
  • Are they excited?
  • Do they feel pressured?
  • Is the whole game Balanced?
  • How inconsistent is Balance?
  • What are the greatest factors of imbalance?
  • How much do they hinder the game?
  • Ask Your Players about Customization.
  • Would they want to create a Character?
  • How do they picture her?
  • Can they represent her?
  • Can they compose a theme for her?
  • Would they want to be able to Craft?
  • Do they think about secondary options?
  • What should be Facultative & Mandatory for them?
  • Ask Your Players about Replayability.
  • Are there Choices?
  • Can you see the impact of these Choices?
  • Will they replay the game as soon as they finished it?
  • How long is the game?
  • Is the game Consistent between Game Phases?
  • How were the Transitions between each Setting?

Use Cards

  • Cards are the easiest way to extend your game.
  • Wherever they integrate new mechanics into the main game.
  • Wherever they alter the turn structure.
  • Wherever they change the status of a Player.
  • How to design a Card?
  • 3 Main Card elements:
    • Color, define the type of card
    • Name & Picture, define the individual card
    • Effect, act on the board
  • Start with a simple 4 color card game.
  • Start with Blank Cards.
  • Should you use Cards?
  • Are Cards relevant in your setting?
  • Are Cards coherent with your other mechanics?
  • Cards may add Randomness?
    • Do you need random information?
  • How many Decks/Card Types will you play with?
  • Will you shuffle different Card Types in a single Deck?
  • What is the size of your decks?
  • Are the decks face down?
  • What is the Use of your Cards?
  • Do they grant immediate Bonus while Drawn?
  • Do they impose immediate Penalty while Drawn?
  • Do they grant Bonus after passing through a mini-game?
  • Do they result in Penalty if you lose the mini-game?
  • Can you choose to refuse their activation?

Will you use Character Cards?

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