Board Game Design Articles by Daniel Piechnick

UPDATED FOR 2024

  1. Start Here
  2. Do People Still Play Board Games?
  3. I Thought I Was Good
  4. The Depth:Complexity Ratio
  5. The Core
  6. Turn Structure
  7. Relatability
  8. Big Moves
  9. Make Lots of Games
  10. Chances of Getting Published
  11. Game Weight
  12. Lots or None
  13. Enjoyment or Success
  14. The Publication Process
  15. Designing Mechanics-First
  16. Calculation vs. Intuition
  17. Icons
  18. Feedback
  19. Ramps
  20. Theme
  21. Game Length
  22. Interlinking
  23. Player Interaction
  24. Beginning a New Design
  25. Work
  26. Getting Playtesters
  27. Balance
  28. Designing Your First Game
  29. Tension
  30. Inspiration From Another Game
  31. Information Overload
  32. Kickstarter vs. Publisher
  33. Feelbad Situations
  34. It Has to Be That Way
  35. Copyright
  36. the Simplest Way
  37. Your Game is Not Done
  38. Awesome Things
  39. Who Goes First?
  40. The Rite of Passage
  41. Prototype Design
  42. Proposing Your Game
  43. Who Wins?
  44. Politics
  45. Replayability
  46. Long-Term Strategy
  47. The Funnel: Ideas to Games
  48. Catch-Up Mechanics
  49. Gatekeepers and Control
  50. Naming Your Game
  51. Pace
  52. Types of Fun
  53. Polishing
  54. Accumulation
  55. The Story of Radlands
  56. General Benefit
  57. Player Count
  58. Turning a Theme Into a Game
  59. Your "Magic" Knockoff Sucks
  60. Reducing Complexity
  61. Changing Your Game
  62. Randomness
  63. Terminology
  64. Resources
  65. Efficiency
  66. Access
  67. Emotional Monitoring
  68. What Do Publishers Want?
  69. Promotion & Demotion
  70. Spatial Systems
  71. Your Combat Game Sucks
  72. Killing Games
  73. Players Must Enjoy Their First Game
  74. Spare Us Your Trash
  75. Making Sure the Game Ends
  76. Component Limitations
  77. Doing Work Beyond the Game
  78. Your Baby is Ugly
  79. Resurrecting Old Projects
  80. Card Design
  81. Scaling
  82. Working With a Publisher
  83. Writing a Rulebook
  84. Deck Design
  85. Aesthetic Patterns in Design
  86. Motivation and Quitting Game Design
  87. The Story of daniel.games
  88. The End


 

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Leave a comment on the guestbook, or learn more about Radlands.

Radlands official site at Roxley. You can buy Radlands there.

Radlands listing at BoardGameGeek.


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