How to Make a Board Game, from Ideation to Design to Distribution
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Clear rules and easy to follow guide is a must for a good board game. I made a minimalist and clean layout for board game OBELISK, a game for a sophisticated player. Now, more than ever, developing things like board games has never been easier. Not only that but people who aren’t even familiar with making a board game can easily do it. I stumbled into this industry with vague dreams and a desire to make some cash.
Change the starting or ending conditions.
After selecting a theme and objective, it’s time to flesh out the concept. This involves creating game mechanics, determining necessary components, and establishing rules. It’s important to keep the game mechanics simple and easy to understand while still providing enough depth to keep players engaged. The components should be visually appealing and well-designed, and the rules should be clear and concise. Crafting a board game can seem like a daunting task, but with the right approach, it can be a fulfilling and rewarding experience. Table Top is a video game for playing board games, card games, and basically anything you can play on a table.

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You are by no means tied to the conventional outline I outlined above, but I believe it is the easiest way. For the Mountains of Madness, the game board is drawn out as a large, Arctic mountain, complete with spooky, forlorn visuals. Feel free to design to your heart’s content, but make sure you have the rudimentary aspects of the board drawn out in some way. You need the idea, or at least the seed of an idea, ruminating around in your head to even begin the process of making a board game. In this tutorial, we will be discussing how to playtest and refine your board game. Whether you are printing review copies, looking to test your game with better parts, or simply see your ideas come to life in a beautiful way, ordering print-on-demand samples can be really handy.
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Under the hood: Deconstructing Monopoly GO! as it passes $2 billion in revenue - Pocket Gamer.Biz
Under the hood: Deconstructing Monopoly GO! as it passes $2 billion in revenue.
Posted: Fri, 15 Mar 2024 07:00:00 GMT [source]
Maybe an aspect you thought clicked really well during development falls flat on its face when actually utilized during gameplay. In 11th grade woodshop, we were able to etch designs into our wood projects. If you have access to the tools, why not actually make your board in a similar fashion? Tools like this and designing software like Adobe Illustrator allow you to bring your vision to life. Honestly, some of the best ways to do this are good old-fashioned pen and paper followed by a step-by-step of the theme of the game, rules, and other aspects that will tie it together. Just like brainstorming, outlining is crucial to the first foundations of your project.
Rules
I’d like to save you the trouble I had when I started making board games. Understanding the interplay of mechanics, rules, and theme takes a lot of practice. Grab a sheet of paper and start sketching out the design of your game board. Consider the layout, spaces, paths, and any other visual elements that are relevant to your game. Don’t worry about perfection at this stage; the goal is to get a rough idea of how your game board will look. Board games have been around for thousands of years, with some of the earliest known examples dating back to ancient Egypt and Mesopotamia.
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I recommend finding your niche and sticking with it if you can. Then you can apply your expertise to games of that size for every game you make instead of reinventing the wheel every time. The simplest way to think about this is in terms of cognitive load. What variables and decisions is your player expected to be responsible for at any time? The number or nature of these things can change over the course of the game.
Over the centuries, board games have evolved and taken on various forms, from traditional strategy games like Chess and Go to modern classics like Monopoly and Scrabble. Significant design aspects like robust rules, visually appealing elements, and quality of play all make a board game successful. Balancing your game could be one of the most vital aspects of success. If the pacing and player balance is off, people will most likely not have as much fun as possible. You have to make sure player powers, rules, and more are balanced for a better gaming experience. Encouragement, advice, and support for aspiring game designers.
Adding one more person to a game changes the way the game is played drastically. As opposed to the back and forth of a two-player game, 3 players may form alliances, gang up on one player, and strategically pace the game to win. Games like solitaire have players moving towards a specific objective rather than combatting players for points of the victory. If you have ever played Dungeons and Dragons, this is the quintessential RPG. With RPGs, you take on the role of a character, embody their ideals and actions, and carry out game objectives either cooperatively or head to head.
Once strangers are testing your game without you present, having a strong rulebook is even more important. At this stage, I would also recommend making your own tutorial videos. We have our own ideas of what’s good and bad, desirable and undesirable. We each walked our own path to get where we are today, with a complex set of experiences that is ours and ours alone.
A publisher can be a powerful ally in achieving that scale, with its reputation, connections to bulk manufacturing and distribution, and marketing apparatus. Furthermore, publishing is extremely costly on a per-copy basis, to the tune of 1-5% royalties for the designer. I don’t mean that you’re losing 1-5% per copy, I mean that’s what you get paid. With bulk manufacturing, you work with a company like Panda, Delano, or Longpack and they make and pack every copy for you. You’ll be completely locked into limited distribution through The Game Crafter. You will only be able to make what they can make and there’s no guarantee that production files you design for their guidelines will be usable by anyone else.
Submitting it to a publisher is just like applying for a job. Be kind, be patient, and don’t be pushy and you’ll be just fine. If those are risks you’re willing to take and you’re able to find one of the good publishers, however, publishing could be the best route for you. Still, a publisher can also steer you off course, take advantage of you, force you to make creative decisions you don’t like, and leave you in a position worse than if you hadn’t tried to work with one. One major tradeoff for getting another company to handle so many aspects of development for you is that things could go very differently than you expect them to. If self-manufacturing is the highest business risk, then at the other end of the spectrum publishing is the highest creative risk.
What sets SolForge apart from its contemporaries is its approach to deck construction and booster packs. Each pack a person purchases is unique with algorithmically built cards where every card is unique and comes with a special QR code that can be redeemed for an identical digital version. Decks are composed of two 10-card sets with a selected hero character with unique abilities.
This is why people run crowdfunding campaigns (or snowball one success into the next game’s development). Lastly, these companies aren’t handling point-of-sale for you; you’re making a giant order (usually of 1,000 copies or more) and whatever you do with them after that point is up to you. The options above can be great for getting copies into your friends’ hands and/or personally overseeing quality control—but none of them are likely to lead to a breakout commercial success. Something as simple as a box becoming a quarter of an inch wider can cascade into your whole project, and that’s not something you can control. You’ve prototyped it, you’ve playtested extensively, you’ve balanced everything appropriately. If your game is “2-6 players,” then you need to run multiple play tests with 2, 3, 4, 5, and 6 players before you should say that.
Each player assumes the mantle of a different character, complete with a unique set of skills, a deck of cards, and dice, which they will need to utilize to lead their way to victory. Finally, it’s crucial to consider the player count when designing a board game. Different player counts require different game mechanics and rules, and it’s important to design the game with the intended player count in mind.
First, you can go through the game by yourself as a little dry run. Then, you can expand to a few friends, keeping the game hush-hush, and using your friends as an unofficial focus group for your project. Also, keep in mind that you can always add new things to your game via expansions released at a later date, so whatever you design and show people could technically be added to forever. A simple way to get started is just by sketching out how things will look.
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