Professional Documents
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Yann Burrett and Rick Davidson
As part of the GameDev.TV course,
“The Complete Board Game Developer”
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The Board Game Developer
The Designer’s Toolkit Reference Guide
Table of Contents:
Table of Contents:
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The Board Game Developer
The Designer’s Toolkit Reference Guide
Building Blocks
Edible Pieces
Bag
Dry Erase Pen
Sketch Pad & Pencil
Useful Resource:
Random Ideas for Board Games
Probability in Games
Probability Basics
How to write probability.
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The Board Game Developer
The Designer’s Toolkit Reference Guide
Types of Asymmetry
Useful Resources:
Board Game Communities
Shut Up And Sit Down
Board Game Geek
Tabletop
The Dice Tower
Board Game Designers Forum
Board Game Design Lab
Stonemaier Games
Useful tools
Tabletop Simulator
Tabletopia
Game Crafter
Coalition Game Studios
Further Reading
The Art of Game Design: A Book of Lenses, 2nd Edition,
Challenges for Games Designers: Non-Digital Exercises for Video Game Designers,
Kobold Guide to Board Game Design,
A Crowdfunder’s Strategy Guide.
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The Board Game Developer
The Designer’s Toolkit Reference Guide
Elimination
(Also “Last Player Standing” or “Player Elimination”) - Players win by removing all other
players from the game.
EG: Checkers/Draughts
Highest Score
(Also “Victory Point”) - Players win by having the highest score at the end of the game.
Some games represent score as money.
EG: Carcassonne
Majority
Players win by having the most pieces on the board at the end of the game
EG: Othello/Reversi
Empty Hand
Players win by being the first to play their last card.
EG: Uno
First to Finish
Players win by being the first to reach a specific point on the board. This is often at the
furthest point from where all the players start, but it can also be at the center.
EG: Snakes and Ladders/Chutes and Ladders
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The Designer’s Toolkit Reference Guide
Capture Territory
(Also “Area Control” or “Area Influence”)- Players win by holding the most territory at
the end of the game. Typically, territory is controlled by having more pieces than any
other player in that area.
EG: Diplomacy
N-In-A-Row
Players win by connecting a certain amount of their pieces in a row.
EG: Connect Four
Destination
(“Also Reach Personal Objective”) -Similar to First To Finish, players win by being the first
to reach their destination, where every player has their own destination to reach.
EG: Chinese Checkers
Special Conditions
Players win by fulfilling a combination of game-specific objectives.
ead of Winter: A Crossroads Game
EG: D
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Here is the list of board game mechanics from Board Game Geek
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
Stock Holding Storytelling
Take That Tile Placement
Time Track Trading
Trick-taking Variable Phase Order
Variable Player Powers Voting
Worker Placement
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Layer 2: Setup.
This layer deals with the state of the game at the start. How should the components be laid
out, what do players get, what decks need shuffling, where do players start on the board and so
on.
Layer 4: Exceptions.
This layer describes unusual situations, or situations where two or more rules contradict each
other.
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The Designer’s Toolkit Reference Guide
Dice
The perfect random number generator. Satisfying to hold and
throw, available in all kinds of sizes and materials and from
anywhere from 2 sided (a coin) to 100 sided. You can buy blank ones
that you can draw on with a sharpie if you want custom ones. You
can buy them cheaply in bulk online.
Dice aren’t just random number generators - they can be used as
counters (by turning them to the relevant side) or as blocks.
Cards
Easy to shuffle, fun to hold, extremely versatile. You
can do a lot with a standard deck of playing cards, but
blank ones are easily available (and easy to make too;
buy a cheap pack of index cards and cut them to size!).
Cards can be used to create random events, as
inventory items, to mark a player and all kinds of other
things.
Cubes
The perfect catch-all token, cubes often represent
goods and cargo. You could make them represent just
about anything though. Easy to stack, fun to play with
and easy to buy in bulk. These are most often made of
plastic or wood.
Disks
Exactly like cubes but a different shape. Disks can
represent anything from money to player pieces. Plus
you can roll them.
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The Designer’s Toolkit Reference Guide
Meeples
Popular in many modern games, the meeple usually
works as an avatar. It can also be used to represent
workers in a worker-placement game.
Pawns
Before the Meeple became popular, games would often ship
with pawns. Just like meeples, these are often used as avatars.
These usually feel old fashioned these days, but if you’re trying
to make an old-timey feeling game that’s perfect.
Standees
Standees are a great way to show
off character art in your game.
Simple card stock slotted into a
little stand is a great way to
represent players or non-player
characters.
Figurines
These small sculptures are three-dimensional representations
of players or non-player characters. Figurines come to us from
wargaming and were traditionally made from “white metal”.
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They’re more commonly made of plastic now. Part of the appeal is that figurines are usually
unpainted, and players can paint their own figurines.
Sand Timers
Great for when you want to add real time to a game, these
allow players to see time passing without telling them exactly
how much time is left. Great for situations where players either
have a certain amount of time to do something or a certain
amount of time to wait before they can act.
String/Yarn
Cheap. Fun to play with. Lots of colours available. Great for
distracting cats. Good quality string is an awesome
component.
Building Blocks
Fun to pick up and almost impossible not to play with during a rules
explanation, building blocks are a great way to add a huge amount of
tactility to your game
Edible Pieces
Pretty unusual, but great fun. Making your components delicious and edible makes player
really want to capture each other's pieces. If your game has edible pieces it’ll probably have to
ship with a recipe book and/or food mold, because shipping with perishable pieces that players
can only use once is pretty bad value for money.
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The Designer’s Toolkit Reference Guide
Bag
Drawing components from a mysterious, velveteen bag is a
lovely way to ratchet up the tension and add drama to a
random element. These bags often hold dice or resource
cubes, and players must draw them at certain points (EG. at
the start of each turn) and deal with whatever the game has
thrown at them. You can also use them as customizable dice
by letting players add or remove tokens that denote positive
and negative values at the start of the game (so a more
challenging game can have more negative tokens in it). These bags are available in all kinds of
colours and materials. Though probably go for the mysterious black velvet one.
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Useful Resource:
Random Ideas for Board Games
Sometimes your creativity needs a little push. Sometimes you just want to
test your design muscles by working to an idea you didn’t think of.
Sometimes you just want to press “generate new idea” a bunch until your
brain comes up with a wonderful plan.
Boardgamizer is a lovely resource. There’s a Randomizer, which sets you mechanics, theme,
victory conditions and constraints. There’s a random theme generator too.
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Meaningful.
If a choice is meaningful, it has an actual effect on the game. If, on the other hand, it doesn’t
matter what the player decides to do because the same thing is going to happen anyway, our
choice isn’t meaningful. Avoid making the results of a choice identical, or making one choice
inherently better than another.
Informed.
Players need to understand what the choice is and have a decent idea of what the likely
consequences are. They don’t need to know everything, and you can still surprise them. But
you want to avoid choices feeling random at all costs. A random result is an uninformed choice,
and there’s no reason to make one decision over another. If you want a random result, use a
random generator like a dice or a deck of cards.
Impactful.
The decision needs to matter, not just to the player but to all the other players and to the state
of the game itself. Choices that only impact one player can massively decrease player
interaction, which can harm your game.
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The Designer’s Toolkit Reference Guide
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The Designer’s Toolkit Reference Guide
Need a simple way to know how t use the feedback from your playtesting
session? Time to PSRC i t!
Problem
First identify what it is you’re trying to fix. Be specific - is the essential
experience not coming through? Is the game simply too difficult or too easy?
Solution
Come up with two to five possible solutions to the problem. It’s possible that
your first solution is the best one, but how do you know unless you compare it
with others?
Resolution
Pick one of the solutions and make it happen. If it’s changing the numbers in a
ryle (the “variables”, that’s easy. If you need to alter or prepare new
components, this takes a little more time
Check
Playtest again with your changes.
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The Designer’s Toolkit Reference Guide
Mash Up
Take the core elements from two (or more) games and combine them into something new.
Playtesting Sessions
Sometimes you’ll be playtesting a game and come across a really cool idea that doesn’t work
for the game you’re testing. Turn it into a whole new game!
Random Generator
Get to a random generator (or cut up a bunch of bits of paper with themes, mechanics,
constraints and so on) and see what comes up!
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Probability in Games
A good grasp of probability is a really helpful thing to have when designing a
board game.
Probability Basics
If you include every possible outcome, the probability will always be 1 or 100%.
You can also write probability as a fraction, where the numerator (the top number) is
the chance of the thing you’re measuring will happen and the denominator (the bottom
number) is the total chance of anything happening.
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The Designer’s Toolkit Reference Guide
Distributions
A distribution looks at how many ways a result can be achieved and measured how
likely each result is. For example, the distribution of rolling two 6-sided dice:
As you can see, different results have different “weighting” - you are much more likely
to roll a 7 on two 6-sided dice than a 2.
Back to Table of Contents:
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Probability groupings
Players often see probability presented in one of the following groupings;
Binary: Success/Fail (Did this work?)
Bonus: Normal/Great (How much better is this than the normal result?)
Punishment: Normal/Bad (how much worse is this than the normal result?)
Scale: Very Bad, Bad, Normal, Good, Very Good (How good or bad was this result?)
Alternatives: A, B, C or D (which of the possible outcomes is it?)
Quantity: 1, 2, 3 or 4? (How many did I get?)
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The Designer’s Toolkit Reference Guide
Types of Asymmetry
Asymmetry can refer to a lot of different things in board game design.
Emergent Asymmetry: Players all start as equal but don’t remain so. They start with the same
number of pieces, the same choices and the same goal. As the game progresses this will
change; one player may have more pieces, for example.
Inherent Asymmetry: Players have different goals but the same options. We all start with the
same number of pieces and options but are trying to different things. For example, one team is
trying to score and the other trying to defend.
Variable Power Asymmetry: Players have different abilities which they pick at the start of the
game. This could be anything from one player being able to take an extra action to preparing
your deck before playing a collectible card game. The challenge here is making sure that the
possible choices are all as strong as each other. You want to avoid one choice being simply
better or worse than others.
“One Big Bad” Asymmetry: One player takes the role of the “big bad” and controls all of the
threats the other players will face. The challenge is that the hero players must all be balanced
with each other and the big bad must be balanced against the hero players as a group, no
matter how big that group is.
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The Designer’s Toolkit Reference Guide
1. The Hook
○ Get players excited about playing
○ Include some theme and flavour
○ Tell the players how they win! Remember to include the victory condition early
2. The Components List
○ List every component. Use the name you’re actually using in your game (it’s not
a “cube” if it’s supposed to be “barley” in the game. Call it “barley”)
○ Include a picture for each component.
○ List how many of each component there are
3. The Setup
○ Teach players how to set the board up before play
○ What does each player get?
○ How many of each thing does each player get?
○ Include pictures
4. What happens each turn
○ Walk us through what a player does on their turn
○ How many actions can they take?
○ What order are the actions in?
○ Which actions are compulsory? Which actions are optional?
5. The weird stuff
○ What rare situations come up?
○ What rules conflicts can happen?
6. The end of the game
○ What happens when the game is over?
○ How is scoring calculated?
○ What happens if there’s a tie?
Additional tips:
● Use clear language
● Use simple language
● Use consistent language
● Playtest your rules manual
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Useful Resources:
Some great places to learn more about board games, meet other board
gamers, read reviews and more;
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The Designer’s Toolkit Reference Guide
Tabletop
Part of the Geek and Sundry video network, Tabletop has blossomed from a small web series
starring Wil Wheaton to a huge and influential community. You won’t find a lot of in depth
news and reviews on here, but this channel has done a lot to promote board gaming as a
mainstream hobby over the past few years. Tabletop is also responsible for International
Tabletop Day, which has become a pretty successful international gaming festival.
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The Designer’s Toolkit Reference Guide
Stonemaier Games
The website of designer and publisher Stonemaier Games, this site includes a number of
wonderful resources for anyone looking to get their design published. There’s a whole list of
articles on lessons learned from kickstarter, tips for designing games , links to their book on
how to launch a successful crowdsourcing campaign for your game and more (look under the
Kickstarter drop down menu for more). The information is helpful, frank and well written. If
you’re looking to sell your games commercially, spend some time reading through the site.
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Useful tools
Tabletop Simulator
Useful if you want to prototype and playtest your game with people over a distance (or indeed
if you want to play board games at a distance), Tabletop Simulator does a decent job of
simulating the experience of playing an in person game over a distance. It’s absolutely not
required to make or play board games.
You can get it on Steam for Windows, Mac and Linux computers.
The bad news is that teaching how to upload your own content into tabletop simulator is a little
outside the scope of this course. The good news is that it’s pretty simple, and Bezerk Games
have a series of video tutorials available for free. At the time of writing, these tutorials are
slowly being updated.
Tabletopia
A free alternative to Tabletop Simulator, Tabletopia is slightly trickier to use but pretty feature
complete. It’s also free, which is worth mentioning again. It’s available on steam or from the
Tabletopia web page.
Game Crafter
A high quality board game printing service that’s great if you’re looking to make a production
quality copy of your game. Ideal if you’re not looking to publish and you just want a great
quality game that you made, or if you’re looking to get a lot of finish on your (fully playtested!
Don’t do this during the playtesting phase!) prototype to show to potential buyers. Upload your
artwork, select your components and box and pay to have from one to hundreds of copies
made and shipped to you.
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A professional service that provides playtesting and financial estimates from board games that
you feel are ready for commercial release. This is not a free service - This is a professional site
that offers a service. But if you’re ready to pull the trigger on your game and you need some
professional advice, these folks provide it.
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The Designer’s Toolkit Reference Guide
Further Reading
There are a number of excellent books out there to further your understanding of board game
design. None of these are required, but they can offer great insight (and all of these have, in
their own way, been influential on this course).
Pretty close to the gold standard text for game design of any type.
Schell offers a slew of “lenses” to see your game through and has a
lot of thought provoking ideas on everything from what a game is
through to playtesting.
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