You are on page 1of 3

HIGH CONCEPT DESIGN DOCUMENT FOR TABLETOP GAMES

Mechani
c

Winning
Conditio
n

Losing
Conditio
n

Theme
QT
Y

Pri
ce

Description

QT
Y

Pri
ce

Description

Compon
ents

R
U
L
E
S

Why is it
FUN?

No. of
Players

Player
Interact
ion

Playti
me

Age

DESIGN RUBRIC FOR TABLETOP GAMES


RUBRICS

RATING (lowest to highest ,


1 5)

No
.

Win
Due To

Game
Duratio
n

No.
of
Play
ers

Other Elements to Track

5
1

Randomness /
Fairness
Consider lucky vs
unlucky player.

2
3
4
5

Difficulty
How long to learn the
game from the rulebook.
Is it complex?

6
7
8
9

Learning Curve
Can players master the
game?
Can noobs compete with
masters?

Replayability
Is the game different
everytime?

1
0
1
1
1
2
1
3
1
4
1
5
1
6
Design Suggestion

Scalability
As you add players to
the game, does the
game time or difficulty
change?
Expansion Suggestion
Cheapness
Any expensive game
bits?

BOARD GAME MECHANICS


Acting
Action / Movement
Programming
Action Point Allowance System
Area Control / Area Influence
Area Enclosure
Area Movement
Area-Impulse
Auction/Bidding
Betting/Wagering
Campaign / Battle Card Driven
Card Drafting
Chit-Pull System
Co-operative Play
Commodity Speculation
Crayon Rail System
Deck / Pool Building
Dice Rolling
Grid Movement
Hand Management
Hex-and-Counter
Line Drawing

BOARD GAME MECHANICS


Acting
Action / Movement
Programming
Action Point Allowance System
Area Control / Area Influence
Area Enclosure
Area Movement
Area-Impulse
Auction/Bidding
Betting/Wagering
Campaign / Battle Card Driven
Card Drafting
Chit-Pull System
Co-operative Play
Commodity Speculation
Crayon Rail System
Deck / Pool Building
Dice Rolling
Grid Movement
Hand Management
Hex-and-Counter
Line Drawing

Memory
Modular Board
Paper-and-Pencil
Partnerships
Pattern Building
Pattern Recognition
Pick-up and Deliver
Player Elimination
Point to Point Movement
Press Your Luck
Rock-Paper-Scissors
Role Playing
Roll / Spin and Move
Route/Network Building
Secret Unit Deployment
Set Collection
Simulation
Simultaneous Action Selection
Singing

Memory
Modular Board
Paper-and-Pencil
Partnerships
Pattern Building
Pattern Recognition
Pick-up and Deliver
Player Elimination
Point to Point Movement
Press Your Luck
Rock-Paper-Scissors
Role Playing
Roll / Spin and Move
Route/Network Building
Secret Unit Deployment
Set Collection
Simulation
Simultaneous Action Selection
Singing

Stock Holding
Storytelling
Take That
Tile Placement
Time Track
Trading
Trick-taking
Variable Phase Order
Variable Player Powers
Voting
Worker Placement

Stock Holding
Storytelling
Take That
Tile Placement
Time Track
Trading
Trick-taking
Variable Phase Order
Variable Player Powers
Voting
Worker Placement

You might also like