article thumbnail

How to Make Board Game Rules

Brand Game Development

As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Playtest a Ton. Think long and hard about how much you want the game to fight back against the players. I have some guidelines.

Balance 130
article thumbnail

10 Elements of Good Game Design

Brand Game Development

one place I’ve encouraged surprise is the facedown card mechanic. If you hate the game you’re playtesting, do something different. Tasty Humans is about monsters fighting humans instead of the other way around, which gets a sick laugh out of everybody who sees the game. In War Co. , It stalled out for the next four.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

There is some bitter truth behind the joking that Monopoly makes families fight. I think I said it best in 2016 when I first wrote about Monopoly : Despite letting leaders run away and providing inadequate catch-up mechanics, Monopoly is not a fast game. Watch your playtesters’ reactions.

article thumbnail

Become a Patron on Patreon?

Sirlin

I want to show you some of what I'm working (Codex, Flowchart, and a Fighting game) and tell you about Patreon. Patrons helped playtest and also just point out errors or give suggestions how to improve things. Codex, Flowchart, and now.the Fantasy Strike fighting game (yes, really!). Instead.it's fun.

article thumbnail

Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I What’s the biggest lesson learned from this project?

Dev 158
article thumbnail

Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
article thumbnail

The Scrap Engine

Grid Sage Games

The entire mechanic revolves around a single new utility: the Scrap Engine. Although in both cases the results are indeed based on the inputs, the process is not deterministic, so it’s not a pure “crafting” mechanic in that sense. Construct-Related Mechanics. A new utility is born.

Engine 52