Main
Board Game Design Articles by
Daniel Piechnick. Updated for 2026.
- Start Here
- Turn Structure
- The Depth:Complexity Ratio
- I Thought I Was Good
- The Core
- Chances of Getting Published
- Balance
- Make Lots of Games
- The Publication Process
- Designing Mechanics-First
- Enjoyment or Success
- Interlinking
- Work
- Choosing a Theme
- Tension
- Designing Your First Board Game
- Player Interaction
- Information Overload
- Game Weight
- It Has to Be That Way
- Ramps
- Kickstarter vs. Publisher
- Big Moves
- Feelbad Situations
- Awesome Things
- Who Goes First?
- Icons
- The Rite of Passage
- Goals
- Starting a New Design
- Winning & Losing
- Game Length
- The Simplest Way
- Minimising the Turn Structure
- Politics
- Your Game is Not Done
- Replayability
- Prototyping
- Long-Term Strategy
- Catch-Up Mechanics
- Getting the Most Out of Your Theme
- Naming Your Game
- Pace
- Gatekeepers and Control
- Growth
- Getting Playtesters
- General Benefit
- Reducing Complexity
- Polishing
- The Game Arc
- Feedback
- Calculation vs. Intuition
- Spatial Systems
- Your "Magic" Knockoff Sucks
- Changing Your Game
- Randomness
- Software and Records
- Resources
- The Story of Radlands
- Choices
- Tangible Things
- What Do Publishers Want?
- Adding & Removing Rules
- Copyright
- Playtesting
- Graphic Design
- Card Design
- Your Combat Game Sucks
- Context
- Proposing Your Game
- Engines
- Killing Games
- What is Your Game Not About?
- Players Must Enjoy Their First Game
- Miscellaneous Advice
- Designing Within Constraints
- Deck Design
- Spare Us Your Trash
- Making Sure the Game Ends
- Player Count
- Scaling
- Terminology
- Component Limitations
- Doing Work Beyond the Game
- Resurrecting Old Projects
- Types of Fun
- No One Can Help You
- Your Baby is Ugly
- Reflections on a Career
- Turning a Theme Into a Game
- Working With a Publisher
- Writing a Rulebook
- Aesthetic Patterns in Design
- Motivation and Quitting Game Design
- The Story of daniel.games
- The End