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7 Subtle Player Behaviors You Should Notice When Play-Testing

Brand Game Development

Click here – it will take you right to the updates at the bottom of the page. The main challenge of Highways & Byways at this point is not the core engine, the mechanics, or the rules , but rather how well the game itself can communicate with players. Just here for Highway s & Byways updates?

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How to Make Board Games for a New Audience

Brand Game Development

Click here. You might expect me at this point to say “here are 5 ways you know you’re ready to change your audience.” Clear communication builds trust. That makes clear communication extra critical. Be consistent in your communication. Just here for Highway s & Byways updates?

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On the Benefits and Limitations of Play-Testing with Family

Brand Game Development

Click here – it will take you right to the updates at the bottom of the page. You get to play your game with people who understand the points you’re trying to make. If they stared blankly at the board without much of a clue what to do, something would be wrong with the mechanics.

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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Click here. It’s been a wild weekend, so I’ve distilled the best of the lessons down to simple points. Games need to communicate very clearly through metaphor and halfway-read rules. They look for mechanics and general play-ability. Just here for Highway s & Byways updates? Lesson #1: Reciprocity is key.

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Board Game Review: Pandemic

Brand Game Development

Then, coupled with a shot of nostalgia and a vial of communication, this game got the MAP stamp of approval! Lastly, and somewhat tied to the second point, is the changing team members. Preferred Game Mechanics. Dynamic character roles Great art or colors Incorporates a clicking noise Tactile, but not needlessly fidgety .

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How to Choose & Use a Board Game Marketing Strategy that Works

Brand Game Development

Know how to describe mechanics that are in your game and see who it appeals to. Some people dislike “take that” mechanics because they’re too mean-spirited, such as the well-regarded reviewer, Rahdo. It’s no use selling a game with “take that” mechanics to him, then, is it? Communities work in the same way.

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Cash ‘n Guns: Making a Game Physical

Brand Game Development

You have a limited amount of bullets (“Bang”) and blanks (“Click”). You choose a Bang or a Click at the beginning of each round and point your gun at someone. Each round you have a Boss, who can tell one person to change who they’re pointing their gun at.