Making Board Games: From Idea to Playtest
So You Want to Make a Board Game? Let's Do It!
Ever dreamed of seeing your board game on shelves (or at least played enthusiastically by your friends)? It's more achievable than you think! This isn't about needing to be a professional artist or game designer – it's about a process. As someone who’s spent countless hours tinkering with cardboard and dice, I can tell you it's incredibly rewarding. Let's break down how to turn that game idea in your head into a playable reality. I’ll walk you through each stage, from the initial spark of an idea to getting feedback from playtesters. It might seem daunting, but I promise, it’s a journey anyone can take.
Phase 1: Idea to Core Loop
Okay, you've got a concept. Awesome! But before you start sketching out a sprawling game board or designing elaborate miniatures, we need to nail down the core loop. What does the player do every turn? This is the fundamental action sequence that will define your game. Think of it like the heartbeat of your design. A strong core loop is engaging, satisfying, and repeatable. A weak one feels repetitive or frustrating.
Let’s look at some examples. In Ticket to Ride, the core loop is: draw cards, claim routes, complete destination tickets. Simple, right? But incredibly addictive. Compare that to a hypothetical game where the core loop is: roll dice, move a pawn, draw a card, and… that’s it. Not very compelling. The key is to create a loop that feels meaningful and provides consistent player agency.
But it’s not just what they do, it’s why. In Carcassonne, you’re placing tiles and claiming features, but you’re doing so to score points and expand your influence. That sense of purpose is crucial.
Now, before you get lost in the details, let's talk about target constraints. These are the boundaries you set for your game. How many players? How long should a session last? How complex should the rules be? These aren’t limitations, they’re focusing tools. A game designed for 2-4 players with a 30-60 minute playtime will be very different from a sprawling epic for 6+ players that takes all day. Defining these early will save you a lot of wasted effort. I often recommend starting small and simple. It’s easier to add complexity later than to strip it away. Think of it like building a house – you start with the foundation before adding the fancy decorations.
Phase 2: Rapid Prototyping & Playtesting
Alright, you've got a solid core loop and target constraints. Now it's time to get your hands dirty! Forget about fancy artwork and polished components for now. We're going for low-fi prototyping. Think index cards, dice, pawns from other games, and a whole lot of imagination. Seriously, you can build a surprisingly playable prototype with just a few basic materials.
I often use Tabletop Simulator for initial prototyping. It allows me to quickly iterate on rules and mechanics without having to physically build anything. But don’t feel like you need a digital tool. Paper prototypes are perfectly fine, and often more effective for early testing. The goal is to get something playable in front of people as quickly as possible.
And that brings us to playtesting. This is the most important part of the process. Don't be afraid to show your game to others, even if it's rough around the edges. In fact, the rougher it is, the more valuable the feedback will be. I recommend aiming for weekly iterations. Playtest, gather feedback, and make changes. Rinse and repeat.
But playtesting isn't just about letting people play your game and asking what they think. You need to be focused. Each playtest should have a specific goal. Are you testing the core loop? Are you trying to balance a particular mechanic? Are you assessing the clarity of the rules? I like to use a structured approach. Start with a guided playtest, where you explain the rules and provide assistance as needed. Then move on to a blind playtest, where you let players figure things out on their own. And finally, record your playtests (with permission, of course) so you can analyze them later.
Here’s a simple feedback form I often use:
- Time to Learn: How long did it take you to understand the basic rules?
- Confusion Points: What parts of the game were unclear or confusing?
- Fun Moments: What did you enjoy most about the game?
- Overall Impression: On a scale of 1-5, how much did you enjoy the game?
Don’t be afraid of negative feedback. It’s a gift! It’s an opportunity to improve your game.
Phase 3: Balancing & Refinement
So, you've played your game a few times and gathered some feedback. Now it's time to start balancing the mechanics. This is where things can get tricky, but it doesn't have to be overwhelming. The goal isn’t perfect balance, it’s preventing frustration.
Start by identifying any obvious imbalances. Are there any strategies that are clearly overpowered? Are there any cards or abilities that are rarely used? Are players getting stuck in stalemates? If so, you need to make some adjustments.
I often use simple probability checks and quick spreadsheets to identify potential problems. For example, if you have a deck of cards with varying effects, you can calculate the probability of drawing each card and see if any of them are significantly more powerful than others. If you notice that one player is consistently winning, you can analyze their strategy and see if there's anything you can do to level the playing field.
Be careful not to overbalance your game. A game that's perfectly balanced can feel sterile and uninteresting. A little bit of asymmetry can add depth and replayability. The key is to find a sweet spot where the game is challenging but fair, and where players have meaningful choices to make.
Phase 4: From Playtest to Production
Okay, your game is feeling pretty good. Now what? It's time to start thinking about production and launch. First, you need to create a teachable rulebook. Use clear language, plenty of examples, diagrams, and icons. A well-written rulebook can make all the difference between a frustrating experience and a smooth, enjoyable one. Player aids are also helpful, providing quick references to key rules and abilities.
Next, you need to think about unit economics. How much will it cost to manufacture your game? What’s the minimum order quantity (MOQ)? How much will it cost to ship it to customers? These are all important factors to consider.
Finally, you need to choose a launch path. Will you try to get your game published by a traditional publisher? Or will you self-publish it through a platform like Kickstarter? Each option has its own advantages and disadvantages. Kickstarter can be a great way to raise funds and build a community, but it requires a lot of work. Self-publishing gives you more control, but it also requires more responsibility.
So, what are you waiting for? Grab a pen and paper, brainstorm that game idea, and start prototyping! Don't aim for perfection – aim for playable. Share your progress online – the board game design community is incredibly supportive!