How to design a board or card game: 10 prototyping tips

Frontiers prototype

If you’re getting into the idea of creating your own game it can be hard to know where to start.

Having dabbled with prototyping game ideas for several years now I’m far from being an expert, but I have discovered some pretty useful free programmes and been given some great steers from established designers on everything from testing to design.

This isn’t an exhaustive list by any means, but hopefully it will inspire a few people to get started. In fact it’s 2,500 words but only really scratches the surface – so please do add your own design thoughts in the comments below: I’d love this to be as useful a resource as possible.

10 game design prototype tips

1) Get testing!

This may seem a weird comment, but the biggest barrier to your game design’s future is you. If you have a kernel of an idea – a mechanism you think will work (whether it has a theme attached or not) – then you need to get it to the table.

Don’t do too much in your mind, or even on paper (such as rules and fluff), before really testing your gameplay ideas. Later it will be great Lord Doom was fashioned by the evil wizard in the lava pits of Kzafghyk, but now you need to know if your idea for a tricky Ludo/Mousetrap combat idea will translate into something that’s actually fun – or at the very least might work in a few months when you’ve perfected it.

Here’s the kicker: The more you do without testing, the more time you’ll have wasted when you realise – after five minutes of testing – that it doesn’t work. At all. Or that it’s deathly, deathly dull. Or someone says, “Oh, they use that exact concept in Chess”.

It’s very hard to look at three full books of notes and think, right, let’s try that again. It’s a different story when it’s ten cards written in hand with numbers on. Which leads me to…

2) Keep it simple at first

The first playtest cards

At this stage you’ll be inflicting your monstrosity (sorry, testing your prototype!) on your best friend, partner or gaming group.

These people know you, love you and will take the piss no matter what you put in front of them – they are not expecting Fantasy Flight components and will not be offering to publish your game at the end of the evening.

Most first prototypes for board and card games can be made with a pad and pen. You don’t need figures, a board, even wooden cubes – cut out bits of paper if you have to. Once you start to want the game to last 30 minutes because the basics are working you can move to the next stage, but for those first short tests you only need basics.

And plan for a short test; there’s no real need to print/write out out all 150 cards you can see in the final version. Star with 20 of the simplest cards (cut up bits of A4 or use note cards for something more sturdy) and see if they work in the way you want them to for a single round of the game. Again if (read: when) you hit problems, it’s so much less to get miserable about! Pop them in the bin and go again.

3) Build your component kit

So you’ve realised the game may be a winner, played a few rounds, and want to take things to the next level. You can print some cards (more on this below) but you also need money, wood, sheep – and player pieces in four or five colours.

The obvious answer is to rob your own board game collection for components. This can work fine – if you’re designing one smallish game. However if the designing bug bites what you’ll end up with is a cupboard stacked with half finished prototypes and a shelf full of unplayable games.

to keep yourself from this predicament, remember charity shops, pound shops and bargain bins are your friends. Some truly terrible (and some great) high street games are brimming with cards, dice and bits you can rescue for your own nefarious means.

Examples: Skip-Bo (numbered cards), Perudo/Liar’s dice (dice), Monopoly (houses), Risk (cubes), poker sets (cards and poker chips) – the list is endless. Just make sure it is super cheap, as otherwise you may be better off just buying the components.

Sometimes you just have to bite the bullet and do the right thing: keep component stores in business. There are so many choices out there, but recently I’ve been very pleased with Magic Madhouse for card sleeves and Spiel Material for cubes.

4) Designing and printing cards

Serif PagePlus

If you’re rich, buy the full Adobe suite of programs including InDesign. Simple. You’re not rich? Me neither. Which is why I use the fantastic free version of Serif PagePlus X9.

If you’ve ever used a desktop publishing (DTP) program you’ll find PagePlus instantly familiar. And the suggestions that you buy it every time you open or close it are a small price to pay for what is an (almost) fully functioned piece of card making software.

If you haven’t used this kind of thing before, it’s actually very simple – a little playing around should see you up and running in no time at all. It opens an A4 blank sheet as default and the create rectangle, text and image insert tools on the left hand side are exactly what you’ve seen in the likes of Word for years.

I’d suggest making a card-sized rectangular box, copy/pasting it until you have a sheet of nine, then saving that as a template. That’s it – happy card making! Even if you don’t want to use the program further you can print these blank cards to cut out and write on.

Of course there’s a downside to most free programs and PagePlus is no exception: but you can easily get around its big issue. Several advanced options are greyed out and only available in the paid version – including saving your files as PDFs. However, you can simply download a program such as FreePDF and choose ‘print’ rather than ‘save’ – choose FreePDF as your ‘printer’ – and it will save your file as a PDF.

5) Making boards

This can be trickier, but essentially the rules outlined above apply. First, your board doesn’t need to be a board at all. Most boards are simply a place to put a collection of game mechanisms – you may find it easier to simply make each part in paper and worry about joining them up into a ‘proper’ board for later versions.

score track 1-100

Again, charity shops are your friend. Most game boards are blank on the reverse, so you can move forward by sticking your bits of paper onto the back of an old Monopoly board (or similar).

Alternatively, head back to PagePlus and create your board on four bits of easily printable A4. Selotape them together into a rectangle and you’ll have an A2 board – which is a great size for most tables and standard for many games.

It’s also worth avoiding fiddly board bits, such as score tracks, which are more trouble than they’re worth – especially early on. It’s much better to just Google something: it took me five seconds to find this, for example (pictured). Remember, right now, you’re not selling your game – you’re testing it.

6) Images, fonts and icons

Once your game feels worthy of spending more creative/visual time on, icons can be a great step forward. Any text you can remove (from cards especially) is a good thing, but only if you’re sure the icons help rather than confuse players.

Again, Google is your friend. An image search for ‘icons’ will give you thousands of results, while there are many sites dedicated to listing icons. Some examples are: Game-icons.net, The Noun Project, Icon finder and Vector Stock.

In terms of a prototype, you can use any images you can find – just remember you’ll need permission to use any images if you intent to then commercialise your game yourself (perhaps through a crowd funding platform).

But again only add images that don’t detract from gameplay. Of course some games rely on visuals for the gameplay itself, but remember early on you are usually testing the mechanisms, not visual appeal, so make sure everything is readable in any light. The quicker/easier people can pick up the game, the more useful your testing time will be.

For the same reason, stick to very readable fonts. There are plenty of free font sites out there and a good one can really add to a game’s feel – but can you read it upside down through the murk across a table in the pub?

If you get to the point where you’re showing a game to publishers, there are no hard and fast rules in terms of flashiness of prototype. Most will probably tell you they want them clean, crisp well laid out (not on the backs of cigarette packets) but that art etc doesn’t matter – but then it can’t hurt either.

A bad game is a bad game and no amount of polishing is going to sell that turd. But if there are two great games and one of them is prettier, which is likely to stick in a publisher’s mind? Unfortunately, that simply depends on the publisher.

7) Grow some balls (that includes you, ladies)

dragons-den

The only way your game will flourish is by getting feedback. And as games don’t splurge onto the page fully formed, much of this is likely to be negative – or at least deeply suggestive of change – early on. Don’t be defensive; you’ve asked people to test your game and have to expect things to go wrong. Your skin will soon thicken up, although it can feel really tough at first.

But equally, don’t take feedback at face value. Note it all down, but put it in context. People can’t help themselves but want to win – and their feedback will be from their gameplay perspective. The winner will think it was their skill that did it, not the lack of balance, while the loser may not have enjoyed the game because they got hosed – but because the strategy they tried was underpowered.

That said, you’ll also want to make sure you know the kinds of game people usually like to play. It shouldn’t be surprising if a person who hates auction games doesn’t like your auction mechanic…

Don’t always play. Even better, see if someone else can explain the game while you watch. You can learn a lot watching from body language, the learning curve, ‘aha’ moments – or boredom, disinterest, laughs, tension. It’s a good way to spot where your game shines, or if it has a soggy middle or slow beginning.

If you can find the ‘min-maxers’ amongst your gaming buddies, you’re onto a winner – get them playing your prototype and let them try and break it. Min-maxers are gamers that look for the ultimate way to win and exploit it for all its worth. They don’t just want to win – they want to CRUSH YOU and then tell you how they did it. This makes them great testers, as they can often spot exploits or holes in balance that you missed.

Finally, try and mix up your feedback by letting people speak freely at first – but then directing their thoughts with questions about the things you think you most want to know about. how was game length for example? Was there enough interaction? Did you feel the need to do A, or was B simply too tempting? If you’re trying to home in on one element, you could tell people beforehand what kind of feedback you’re looking for.

8) Hi. My name is Chris and I’m a game designer (“Hi Chris”)

One of the best things about boardgaming is the community – and within it, there’s nothing better than the game design community. People are friendly, happy to help and love testing each other’s games and giving advice.

The obvious place to start are the design forums over at Board Game Geek. Help, chat, competitions, inspirations, theory – even ways to find testers. It’s all there. You may also want to check out Meetup to see if there are any groups in your local area – this is how I got involved and there are more of us out there than you might think!

Discussion and collaboration can be invaluable; especially with more experienced players as well as designers. I’ve played hundreds of different games now but I’m fully aware than many people have played thousands – and even they’ve only scratched the tip of the iceberg.

There are also a good number of international board game competitions you can enter, but I’m working on another post on those so will pass over that area for now.

9) Don’t give up the day job

uncle moneybags

Remember kids, games doesn’t pay. Yes, some game designers make a living out if doing it full time – but they are either the best, run their own companies or work for someone like Hasbro or Wizards of the Coast. Most do it as a hobby.

If you go into board game design looking to make your fortune, or for a career change, you’re likely to be disappointed. However it’s a fantastically rewarding past-time that could at least pay for itself over time – and even give you the odd holiday! And who knows? Maybe you will become the next big name designer.

But whatever else happens there’s the sense of achievement, the camaraderie, the friendships you’ll forge, the problems you’ll solve, the knowledge you’ll acquire. All in all, as long as you don’t want to get rich quick, it comes highly recommended!

10) Ignore all of the above

But of course the most important thing is that you enjoy the process. If you love whittling individual wooden pieces, or 3D printing elaborate robots made of titanium, knock yourself out – all I’m saying is that to make a game you don’t have to.

I have no idea how many published games use the artwork that was on the prototype the publisher saw when they commissioned it, but I would guess the percentage is infinitesimal. More will keep the theme you thought of, but not all – and you can probably wave goodbye to your lava pits of Kzafghyk story too. But if that drove you to make your game it was all worthwhile.

In the end what’s important is that you do whatever it takes to get your game played – even if it’s only by a few appreciative souls. Much like they say everyone has a novel in them, it’s probably the same for board games. And few things beat the feeling of seeing someone else enjoying something you’ve created. Good luck!

The board game design buzz

back-to-the-futureFor the past few months I’ve been working on two new card game designs; one with Matthew Dunstan and one on my own. Due to Matt having a busy schedule things have gone slowly on our follow up to Empire Engine, so I’ve mainly concentrated on my own little card game, currently titled War!Drobe.

Without going into detail, it’s a two-player combat game played with a small shared deck (20ish cards) that lasts about 20 minutes. Each player is a wizard controlling their warrior in a training battle with their opponent; with the ‘wardrobe’ idea seeing you changing the armour and weapons of both warriors as you clobber (sorry) each other.

I ended up being very lucky with Empire Engine. The game popped into my head almost fully formed, with the devil being very much in the detail (you can read about designing Empire Engine here). With War!Drobe, I haven’t been so lucky. Hopefully this will give anyone interested a glimpse into the frustrating world of game design; and remember, this is a very light card game with just a handful of components and rules!

From brain to bin; do not collect £200

  • 1.0: Each warrior has two stats (health and energy) and three card positions (armour, weapon, helm). This seemed a great idea, as it meant that while a heavy weapon could do a lot of damage it would also tire you – giving you something to think about. In a turn you’d flip two cards – one would have to go onto each warrior, replacing any old item. Then the player on turn would choose which warrior hit the other. In practice, while it worked, it wasn’t fun.Combat involved too much maths for a light game, while on the other extreme their weren’t enough decisions.
  • 1.1: I removed the energy stat and allowed players to draw three cards, discarding one. To make up for the simplicity I added more complexity to the cards; some ‘classes’ so they’d react together, while adding ‘special’ cards instead of helms to let me have a bit more fun with more one-off abilities. Again, the balance wasn’t right. The extra card info simply moved the maths, rather rather reduced it, while drawing the extra card helped a little but didn’t move far enough away from luck to judgement.
  • 1.2: More tweaking later, I removed cards that ‘did nothing’ (basically weak cards that had funny names but no real purpose) and let players draw two and choose one; then do the same again for the second item. I also reduced the health stat to shorten each game. It was definitely the best version to date, but still lacked decisions – the complexity had gone, the silliness had gone, and I wasn’t left with enough to make an interesting game out of. At this point, I almost shelved it.
  • 1.3: To try and fix the card draw, I turned to a designer staple: wooden cubes. Each player got a few cubes to spend on seeing extra cards, plus an extra cube if they finished their round with a particularly bad card. To alleviate the amount of overcomplicated cards, I added ‘arena cards’ that affected the whole play area when they came into effect. The arenas added confusion and again just moved the maths, but the cubes worked a treat, giving players another level of decision making. They also opened up the design space; what else could players spend these cubes on?

By Jove, I think he’s got it (well, something at least)

lego awesome1.4: Two weeks later, the fifth version of War!Drobe went into my bag for playtest night. Arenas were gone, but more cards had cubes – which could also be spent to heal and in some situations do damage.

A combination of simplification and card icons helped make the maths more palatable, moving more decision space to the cubes.Three players who’d played before got another bite at it, as well a someone totally new to the game. This time, universally and unbelievably, it got the thumbs up.

It’s hard to describe the buzz I had on the way home; I just sat on the bus with this massive grin on my face. Conversely, when the testing is going badly, it’s such a huge downer. You hear comedians talking about ‘dying on stage’; at least they don’t know the people that are staring blankly at them – plus they’re looking out on a sea of faces, rather than one to four of them who are also sitting at your table and it’s your round.

I’ve done creative writing courses, which are equally scary, but there’s something disposable about fiction; you’re often writing a piece each week and it’s really practice – you don’t expect them to go anywhere. Designing a game is a different animal; if it goes well and gets published, it could be something people are playing for the rest of their lives. You’re trying to make something permanent, perfecting it over time. It’s more like a novel – but one you have to keep reading to your peers out loud as they pick big holes in it.

It’s only just begun

And of course all this really means is I now have a ‘proof of concept’ in place. The positive vibes led to the next questions: what’s the format? Is there enough cards? how do you think it should be packaged? What about design – what kind of art and graphic design do I need to think about for these cards?

And even when/if I get that far, it’s time to start thinking about which publishers might be interested. How do I contact them and how/where can we meet? And if we do arrange meetings, it opens up the door for those inevitable ‘its not for us’ conversations, and the very real possibility it will be rejected by anyone and everyone – all over again! You may get through the first tier of rejections, only to be defeated by the next.

But there is a silver lining to that rejection cloud. There is a brilliant ‘print and play’ community out there always looking for new games. And who’s to say your game may not rise from there to the gaze of a publisher you’d never though of, to finally find it’s way to the shelves? Every little game can dream.

And of course another idea for a game popped into my head on the bus on the way home from playtesting, but that’s another story…

Am I a board game designer?

divinare

Brett Gilbert’s ‘Divinare’

Last night at our regular board game prototype/playtest Meetup, a guy Richard I hadn’t previously met asked quite innocently if I was a game designer.

It’s not the first time this has happened at the group, but the response is always the same; I stumble over my words and fudge an “I dabble, but erm not really” kind of answer.

Interestingly, the same guy runs a creative writing Meetup group and when asked if I write, the answer was an unequivocal “yes”. It’s what I do for a living, after all. But even if I didn’t, I think my previous incarnations as fanzine writer, college paper contributor and blogger would still make me feel qualified to answer in the affirmative.

I’ve been attending the group for some time now and I think some of the suggestions I’ve made for other people’s games have been useful, so I certainly feel I’m contributing. But even as a game I’ve been working on (The Empire Engine) nears completion this, “Am I a game designer?” question continues to be problematic. Quite simply, if I answered yes, I’d feel like a fraud.

Earning the right?

The ‘Game Designer’ tag over at BoardGameGeek is certainly part of the problem. Because of the way the system works, it means the likes of Reiner Knizia (and his eight gazillion published games, some of which you can get in WH Smiths) has the same ‘designer’ status as Bob from Texas who self-published three copies of his ‘Noughts and Crosses Made Easy’ variant; the only difference being Bob would probably list himself as a ‘Game Publisher’ too.

The BGG ‘designer’ functionality itself is great and I’ve found it very useful to track down games by designers I’ve liked. But the fact anyone can put their game up on the site and become a designer does muddy the water and I’m a little loath to become part of that, especially if I’m part of the problem on the faux designer side.

On the other hand The Empire Engine is turning into something I’m proud of, so why shouldn’t I hang up a little bunting if it gets out of the door – even if it’s just to a ‘print and play’ website (which was always the intention anyway; and it’s looking like being a bloody good website too)?

Is that a flash in your pan, sir?

war-on-terror-boardgame

Terror Bull Games’ ‘War on Terror: The Boardgame’

Another part of the problem is the other games I’ve tried to put together to date. Even after quite a bit of work they have without exception been flawed, flaky and generally funny looking – but worst of all derivative.

They say everyone has a novel in them; maybe everyone has a game too – but does it make you a game designer?

I’m blessed with a very strong playtest group, especially for a place as small as Cambridge (although as a city it clearly has more than its fair share of large, fizzing brains). Designer Brett Gilbert has been practically buried by the praise he has received for last year’s Divinare, while Andrew and Tom from Terror Bull Games gave us both ‘War on Terror’ and ‘Crunch’.

Matt Dunstan (my co-conspirator on The Empire Engine) is on the verge of his own triumph, while both he and Brett have also shown well in a variety of national board game design competitions. And that’s before mentioning occasional visitors such as Jonathan Warren (creator of the highly regarded, and rightly so, Inspector Moss: House Arrest) and Alex Churchill, whose ‘Space Dogsbody’ game really deserves a publisher.

When these guys are all around I have a great time and feel privileged to see and experience their designs as they slowly come to fruition (or sometimes crash and burn). And of course there are others who attend, regularly or not, who are also bringing along ingenious and interesting idea and designs. I feel part of the group, for sure, but do I feel like a game designer? Not really, no.

Stop fishing for sympathy/compliments, you old windbag

I’m acutely aware this could start to read as a desperate cry for a hug from mumsywumsy; believe me, that’s not my intention. And I’m also aware that, in the great scheme of things (or indeed any scheme of things), this isn’t one of life’s great unanswered questions. However, I’d be fascinated to hear any opinions you may have (not on me, on the topic!).

When I picture a game designer I see someone published, or as at least recognised by the industry/their peers in some way (perhaps a competition win, or high placing). What I certainly don’t see right now is me.

Maybe when I see our game up there on the website, or read the first trashing review of The Empire Engine, I’ll feel differently; or if I start to feel a second game I’m working on is going to come to something. Perhaps we can enter this game into a few competitions as well and see how it compares to its rivals.

But for now,  the next time someone asks I’ll be able to look them squarely in the eye and say, without a stammer or stutter, that no, I’m not a game designer – and that’s fine.