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The Designer's Notebook Reference Guide - Documentos Google

This document provides a reference guide for board game designers. It includes definitions and examples of common victory conditions such as elimination, highest score, majority, empty hand, first to finish, capture territory, N-in-a-row, destination, and capture the flag. It also lists popular board game mechanics, tips for rules structure, components, generating ideas, minimizing feature creep, and probability. Resources for further learning, playtesting, and board game communities are outlined.
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100% found this document useful (1 vote)
345 views31 pages

The Designer's Notebook Reference Guide - Documentos Google

This document provides a reference guide for board game designers. It includes definitions and examples of common victory conditions such as elimination, highest score, majority, empty hand, first to finish, capture territory, N-in-a-row, destination, and capture the flag. It also lists popular board game mechanics, tips for rules structure, components, generating ideas, minimizing feature creep, and probability. Resources for further learning, playtesting, and board game communities are outlined.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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22/05/2019 The Designer's Notebook Reference Guide - Documentos Google

Welcome, dear designer, to

The Designer’s Notebook 


Reference Guide. 
Handy resources and definitions
to help you build your board games.

 
Created by
Yann Burrett and Rick Davidson
As part of the GameDev.TV course,
“The Complete Board Game Developer”

(updated 12th September 2017)

Join us on the GameDev.TV community forums!

Join the conversation on our Discord!

Join the Steam group for Tabletop Simulator and Tabletopia to help playtest
each other’s games!

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Table of Contents:
Table of Contents:

Tool #1: Victory Condi ons


Elimina on
Highest Score
Majority
Empty Hand
First to Finish
Capture Territory
N-In-A-Row
Des na on
Capture the Flag
Special Condi ons

Tool #2: Popular Board Game Mechanics

Tool #3: Rules


Layer 1: Structural Rules.
Layer 2: Setup.
Layer 3: Regular Play.
Layer 4: Excep ons.

Tool #4: The Player Experience


The Rick Method
The Yann Method
Some Example Player Experiences (and games to go with them)

Tool #5: Great Components


Dice
Cards
Cubes
Disks
Meeples
Pawns
Standees
Figurines
Sand Timers
String/Yarn
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Building Blocks
Edible Pieces
Bag
Dry Erase Pen
Sketch Pad & Pencil

Useful Resource:
Random Ideas for Board Games

Making Choices Interes ng


Meaningful.
Informed.
Impac ul.

The Three Circles of Feedback


Circle One - Close Friends
Circle Two - Other People
Circle Three - Blind Tes ng

Post-Playes ng - Dealing with Feedback


Problem
Solu on
Resolu on
Check

Coming Up With Ideas


Evolve an Exis ng Game
Build off of a core mechanic
Mash Up
Playtes ng Sessions
Real World Inspira ons
Add ght Constraints
Random Generator

Steps to Minimise Feature Creep


Step One: Consider the New Thing in Isola on.
Step Two: Consider the New Thing in Context.

Probability in Games
Probability Basics
How to write probability.

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How to calculate the probability of X OR Y happening.


How to calculate the probability of X AND Y happening
Distribu ons
Probability groupings

Types of Asymmetry

Wri ng Your Rules Manual

Useful Resources:
Board Game Communi es
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 Cra er
Coali on Game Studios
Further Reading
The Art of Game Design: A Book of Lenses, 2nd Edi on,
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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Tool #1: Victory Conditions 

Elimina on
(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 o en 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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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 connec ng a certain amount of their pieces in a row.
EG: Connect Four

Des na on
(“Also Reach Personal Objective”) -Similar to First To Finish, players win by being the first
to reach their des na on, where every player has their own des na on to reach.
EG: Chinese Checkers

Capture the Flag


Players win by capturing a specific piece on the board
EG: Stratego, Chess

Special Condi ons


Players win by fulfilling a combina on of game-specific objec ves.
EG: Dead of Winter: A Crossroads Game

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Tool #2: Popular Board Game Mechanics 

Here is the list of board game mechanics from Board Game Geek
Ac ng Ac on / Movement Programming
Ac on Point Allowance System Area Control / Area Influence
Area Enclosure Area Movement
Area-Impulse Auc on/Bidding
Be ng/Wagering Campaign / Ba le Card Driven
Card Dra ing Chit-Pull System
Co-opera ve Play Commodity Specula on
Crayon Rail System Deck / Pool Building
Dice Rolling Grid Movement
Hand Management Hex-and-Counter
Line Drawing Memory
Modular Board Paper-and-Pencil
Partnerships Pa ern Building
Pa ern Recogni on Pick-up and Deliver
Player Elimina on Point to Point Movement
Press Your Luck Rock-Paper-Scissors
Role Playing Roll / Spin and Move
Route/Network Building Secret Unit Deployment
Set Collec on Simula on
Simultaneous Ac on Selec on Singing
Stock Holding Storytelling
Take That Tile Placement
Time Track Trading
Trick-taking Variable Phase Order
Variable Player Powers Vo ng
Worker Placement

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Tool #3: Rules 


If a mechanic is a description of what can happen in a game, a rule would be
the specific instructions on how to make that mechanic work. We can think
of rules as existing in four layers;

Layer 1: Structural Rules.


We can think of rules as having different layers. The top layer of rules tell players about the
structure of the game. The aim of the game, the victory condi on, how player turns are
decided and what players do in what order on their turn. There’s not a lot of detail on this level,
but it describes the shape of the game.

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 3: Regular Play.


What can we expect to happen each turn? What ac ons are permi ed and how are the done?

Layer 4: Excep ons.


This layer describes unusual situa ons, or situa ons where two or more rules contradict each
other.

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Tool #4: The Player Experience 


We’re using a working definition of a game as “the experience the player has
while playing”. Here are some tips on how to build a game around that idea.

Some key ques ons to ask while coming up with your game:
● What is the game about?
● What do I do?
● How do I win?
From here, you have two methods to choose from.

The Rick Method


1. Player Experience
2. Mechanics
3. Theme

The Yann Method


1. Player Experience
2. Theme
3. Mechanics

Some Example Player Experiences (and games to go with them)


Designer James Mathe has a list of Games Designers Play, which helpfully lists a bunch of
different player experiences (that he calls “catagories”) along with games that exemplify
them

   

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Tool #5: Great Components 

Dice
The perfect random number generator. Sa sfying 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 versa le. 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 o en 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 o en made of
plas c 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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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 o en ship
with pawns. Just like meeples, these are o en used as avatars.
These usually feel old fashioned these days, but if you’re trying
to make an old- mey feeling game that’s perfect.

Standees
Standees are a great way to show
off character art in your game.
Simple card stock slo ed into a
li le stand is a great way to
represent players or non-player
characters.

Figurines
These small sculptures are three-dimensional representa ons
of players or non-player characters. Figurines come to us from
wargaming and were tradi onally made from “white metal”.

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They’re more commonly made of plas c 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 me to a game, these
allow players to see me passing without telling them exactly
how much me is le . Great for situa ons where players either
have a certain amount of me to do something or a certain
amount of me to wait before they can act.

Available in lots of different sizes, common board game mers


can measure anything from 30 seconds to a minute and are
pre y cheap to obtain.

String/Yarn
Cheap. Fun to play with. Lots of colours available. Great for
distrac ng cats. Good quality string is an awesome
component.

Building Blocks
Fun to pick up and almost impossible not to play with during a rules
explana on, building blocks are a great way to add a huge amount of
tac lity to your game

Edible Pieces
Pre y 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 pre y bad value for money.

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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 o en 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 le ng players add or remove tokens that denote posi ve
and nega ve values at the start of the game (so a more
challenging game can have more nega ve tokens in it). These bags are available in all kinds of
colours and materials. Though probably go for the mysterious black velvet one.

Dry Erase Pen


Le ng players write or draw on the game gets them very involved
and increases their sense of ownership. Coa ng your board or
components in a dry-erase friendly material and le ng them mark
certain areas of the board, name their territory or anything else is a
lot of fun.

Sketch Pad & Pencil


An amazingly versa le and cost-effec ve components. You can use these for guessing and party
games, but also for deduc on games where players are encouraged to make notes to solve a
puzzle.

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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 condi ons and constraints. There’s a random theme generator too.

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Making Choices Interesting 


A good game is all about interesting choices, but how do we know that the
choices we’re making are interesting? Well, we should make sure that our
choices are;

Meaningful.
If a choice is meaningful, it has an actual effect on the game. If, on the other hand, it doesn’t
ma er 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 iden cal, or making one choice
inherently be er 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 s ll 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.

Impac ul.
The decision needs to ma er, 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
interac on, which can harm your game.

   

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The Three Circles of Feedback 

Circle One - Close Friends


You and a small number of close friends play the game together to see if the basics
work. Does the essen al experience come through? Do the core mechanics work?
● The components for this stage should be very rough and ready - bits of paper,
paper clips, coins… whatever you have lying around. Making the game beau ful
at this point is a waste of me.
● Don’t worry about “fun”. Worry about “func onal”
● Do everything you can to try and break the game. Find rules that aren’t clear,
strategies that are overpowered etc. The more ways to break the game you can
find, the more you can fix.
● Don’t write the rules down. Keep them in your head. You’re going to need to
change them a lot.

Circle Two - Other People


Get groups of players to test your game. You’re going to be in the room to teach the
game, answer any ques ons and observe.
● Look for what parts of the game they’re enjoying. Build on those
● Look for what parts are boring, frustra ng or just busywork. Eliminate these.
● Make sure to keep adding groups who have never played before as well as groups
that have - you need to know the experience for new players as well as returning
players.

Circle Three - Blind Tes ng


The big one - send your rules and components (or online files for them to print the
components) to as many people as possible. Have them play and send feedback.
● The more people playing at this stage, the be er. It’s all about the numbers!
● Your artwork and components (physical or printable) should be of good quality.
Don’t make the expensive and produc on ready, but the players should be
excited when they sit down to play.
● Make it easy for people to give you feedback - it’s hard to get more than a
handful of people to get back to you at this stage, so try online surveys, emails,
anything you can. Ask easy, open ques ons like “what would make you want to
play again)

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Post-Playesting - Dealing with Feedback 

Need a simple way to know how t use the feedback from your playtesting
session? Time to PSRC it!

Problem
First iden fy what it is you’re trying to fix. Be specific - is the essen al
experience not coming through? Is the game simply too difficult or too easy?

Solu on
Come up with two to five possible solu ons to the problem. It’s possible that
your first solu on is the best one, but how do you know unless you compare it
with others?

Resolu on
Pick one of the solu ons 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 li le more me

Check
Playtest again with your changes.

Keep running this cycle un l the problem is solved!

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Coming Up With Ideas 


It’s not uncommon to struggle with coming up with an idea for a game. Here
are Rick’s 7 strategies for getting a great idea.

Evolve an Exis ng Game


Take an exis ng game and change something fundamental.

Build off of a core mechanic


Take an exis ng game’s core mechanic and build a brand new game from it.

Mash Up
Take the core elements from two (or more) games and combine them into something new.

Playtes ng Sessions
Some mes you’ll be playtes ng a game and come across a really cool idea that doesn’t work for
the game you’re tes ng. Turn it into a whole new game!

Real World Inspira ons


A very theme-first approach. Find something that interests you in the real world and abstract
the game from it. (Abstract means find the thing that makes the thing fun and remove
everything else)

Add ght Constraints


Giving yourself constraints means you can treat coming up with a game idea as a game itself.

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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Steps to Minimise Feature Creep 


It can be surprisingly easy to lose track of how many new ideas, mechanics,
components and rules we’re adding to a game. Whenever you’re adding
something to a design, going through these two steps can help you keep your
game streamlined.

Step One: Consider the New Thing in Isola on.


Look at the new thing you’re adding and make sure that it’s necessary and simple. How
does it improve upon the essen al experience? How simply can you explain it to a
player?

Step Two: Consider the New Thing in Context.


Is there any way to get the posi ve effects of the new thing without adding new
mechanics etc. to what we’ve already got? How long will it take you to explain all of the
mechanics and rules to a player with this new thing? Is this new thing necessary or
cool? If it’s “cool”, can you live without it and try and get an exis ng aspect of the game
to have the same feeling?

   

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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

How to write probability.


Probability is always measured on a scale from impossible (it cannot happen) to
inescapable (it has to happen).
Impossible can be wri en as 0 or 0%
Inescapable can be wri en as 1 or 100%
Probability can be expressed as a number between 0 and 1 (there is a probability of 0.5
that this coin will land on heads) or as a percentage (there is a 50% probability that this
coin will land on heads)

If you include every possible outcome, the probability will always be 1 or 100%.

You can also write probability as a frac on, where the numerator (the top number) is
the chance of the thing you’re measuring will happen and the denominator (the bo om
number) is the total chance of anything happening.

For example, the chance of rolling a 1 on a 6-sided dice:


There is only 1 side with a 1 on it, the the numerator is 1.
There are six total sides, so the denominator is 6

The chance of rolling a 1 on a six sided dice = ⅙


How to calculate the probability of X OR Y happening.
Whenever you see the word “or” in probability, add all of the probabili es up.
For example, the chance of rolling a 1 or a 2 on a six sided dice.

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There is a ⅙ chance of rolling a 1. There is a ⅙ chance of rolling a 2.

So the probability is ⅙ + ⅙ (or 2/6, which is ⅓)


You can add these numbers as decimals rather than frac ons, it works the same way

How to calculate the probability of X AND Y happening


Whenever you see the word “and” in probability, multiply all of the probabili es up.
For example, the chance of rolling a 1 and a 2 on two six sided dice.
There is a ⅙ chance of rolling a 1. There is a ⅙ chance of rolling a 2.

So the probability is ⅙ x ⅙ (or 1/36)


You can add these numbers as decimals rather than frac ons, it works the same way

Distribu ons
A distribu on looks at how many ways a result can be achieved and measured how likely
each result is. For example, the distribu on of rolling two 6-sided dice:

As you can see, different results have different “weigh ng” - you are much more likely to
roll a 7 on two 6-sided dice than a 2.
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Probability groupings
Players o en 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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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 op ons. We all start with the
same number of pieces and op ons 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 abili es which they pick at the start of the
game. This could be anything from one player being able to take an extra ac on to preparing
your deck before playing a collec ble 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
be er 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
ma er how big that group is.

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Writing Your Rules Manual 


What to make sure your manual has

1. The Hook
○ Get players excited about playing
○ Include some theme and flavour
○ Tell the players how they win! Remember to include the victory condi on 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 ac ons can they take?
○ What order are the ac ons in?
○ Which ac ons are compulsory? Which ac ons are op onal?
5. The weird stuff
○ What rare situa ons 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 e?

Additional tips:
● Use clear language
● Use simple language
● Use consistent language
● Playtest your rules manual

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Useful Resources: 

Board Game Communi es

Some great places to learn more about board games, meet other board
gamers, read reviews and more;

Shut Up And Sit Down


This has been Yann’s favourite website for years. A warm, inclusive and welcoming community,
hilarious video reviews, great wri en ar cles, an engaging podcast, an annual conference… Shut
Up And Sit Down is a wonderful place to fall in love with board games and develop a broad
knowledge of the industry.

Board Game Geek


The largest board game community on the web, this site contains lis ngs of every board game
you can think of. It also has game rankings, community posts and much more. The site is a li le
on the unpolished side it can feel a li le impenetrable at mes, but there’s a ridiculous amount
of informa on, trading, news and more on there. Fans of the site swear by it. Yann has trouble
ge ng past the site design.

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Tabletop
Part of the Geek and Sundry video network, Tabletop has blossomed from a small web series
starring Wil Wheaton to a huge and influen al 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 Interna onal
Tabletop Day, which has become a pre y successful interna onal gaming fes val.

The Dice Tower


One of the oldest board game review sites and home to several podcasts, top 10 lists and more.
Yann’s not a huge fan of this site, but it’s got a strong and loyal fanbase and is a great resource if
you want to learn about what board games are out there.

Board Game Designers Forum


An designer-focused site with an annual design challenge. A li le dense and tough to navigate if
you’re just browsing, but a great place to pick up ps, make contacts and generally get a feel for
the industry.

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Board Game Design Lab


A “hub for specific topics in game design”, this site is a wonderful resource for when you need to
look up something. Maybe you want to read ps on how to write rules, or are looking for an
ar cle on why a publisher might turn down a good game. There’s a podcast too. Highly
recommended.

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
ar cles on lessons learned from kickstarter, ps 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 informa on is helpful, frank and well wri en. If
you’re looking to sell your games commercially, spend some me 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 simula ng
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 li le
outside the scope of this course. The good news is that it’s pre y simple, and Bezerk Games
have a series of video tutorials available for free. At the me of wri ng, these tutorials are
slowly being updated.

Tabletopia

A free alterna ve to Tabletop Simulator, Tabletopia is slightly trickier to use but pre y feature
complete. It’s also free, which is worth men oning again. It’s available on steam or from the
Tabletopia web page.

Game Cra er

A high quality board game prin ng service that’s great if you’re looking to make a produc on
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 poten al buyers. Upload your
artwork, select your components and box and pay to have from one to hundreds of copies
made and shipped to you.

You can browse their site here.

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Coali on Game Studios

A professional service that provides playtes ng and financial es mates 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.

Their site is here.

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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 influen al on this course).

The Art of Game Design: A Book of Lenses, 2nd Edi on,


Jesse Schell, A K Peters/CRC Press; 2 edi on , 2014

Pre y 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 playtes ng.

Challenges for Games Designers: Non-Digital Exercises for


Video Game Designers,
Ms Brenda L Brathwaite (Author), Mr Ian Schreiber (Contributor),
CreateSpace Independent Publishing Pla orm; 1 edi on, 2008

Although this is aimed at video game designers who want to


improve their work by prac cing with board games, this is an
amazing resource for board game designers too. Filled with
excellent insights and crammed with prac cal exercises.

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Kobold Guide to Board Game Design,


Mike Selinker et al., Open Design LLC (2011)

A series of short essays by game designers. Most of this is probably


not that useful, but worth a read if only for the excellent essay by
Rob Daviau

A Crowdfunder’s Strategy Guide.


Build a Better Business by Building Community

Jamey Stegmaier, Berre -Koehler Publishers; 1 edi on (2015)

A deep and involved look at how to successfully crowdfund a


game so that it meets the needs of the player as well as the
designer. Wri en by Jamey Stegmaier of Stonemaier Games
a er some very successful campaigns (including Scythe). Worth
a read if you want to self publish your games and feel that
crowdsourcing is right for you.

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