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What are the criteria for a fast & easy board game design?

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larienna
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I can easily determine what are the criteria I should look for to make a video game the fastest way possible. I can predict the amount of code, assets and data required by a game and evaluate it's design complexity.

Can we do the same with board games?

Here, I mean the entire design process, not just the production process. A way to determine this could be the size of a game, but from my experience, the smallest/simplest games are not necessarily the easiest to design because you are more constrained.

Easiest to design could sacrifice other aspects like production cost, length, strategic depth, replay-ability, etc. The issue at stake is really the time required to design the game. If other aspects are present, it's a bonus.

Here is a list of criteria I came up with, feel free to comment or suggest some criteria of your own:

Limited amount of components: If you have less pieces, you have less interactions to consider, less rules attached to it, etc. It should be easier to design. For example, design a chesslike game on a 5x5 board to use a limited amount of pieces.

No text abilities: Text abilities are hard to balance, there can have a lot of subtleties, conflicting rules, etc. They also require hard coding if you want digital playtesting. So any components should use strictly numbers or booleans. The "text" abilities are the rules, so there is no exception.

Small rule book: Having a double sided letter page for the rules (without images) should be a rule of thumb to determine if a game is too complex. Only the core rules should fit in this page. Reference material, scenarios, etc, are not part of those rules.

Limited amount of data: Any data from unit stats to card values should be in limited quantity and variety. It does impact the replay value, but it makes the predictability of the game easier, avoids outliers. For example, in a war game, use little unit variety and as few stats as required.

Limit the number of mechanics: There should be only be 1-3 core mechanics. The size of the rule book indirectly restrain this. Few mechanics makes it easier to learn and limit the amount of interactions.

Nb of players: Certain number of player could be optimal. Solitaire games are out since they require a lot of complexity and variety to be enjoyable. 2 Players seems good, but it could be harder to balance. 3+ players could be the best as player could balance the game themselves.

Reuse known system: Using mechanics or a system from a game that already exists could make the design process easier.

I have a few ideas of my own so far that could fit those criteria, but they sometimes ended up pretty complex. Like my stock market game, without digital simulation, that would have been a mess to design.

questccg
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The easiest type of games are ...

Card Games. Picture "Cards Against Humanity" or "Top Trump Cards"... etc.

I have been pursuing this TYPE of card game for AT LEAST 10-Years. And I haven't cracked it yet. My version of this is "Monster Keep" (MK) and the goal is to have a game which allows people to COLLECT cards in two (2) very DISTINCT ways:

1> By buying pre-defined Decks of cards (for newcomers and beginners)

This is great because it's a easy way to TRY the game and see if it's something you would be interested in playing further.

2> By buying Singles (for intermediate and expert players)

With Full control, an expert player can tailor his deck to his liking. And this makes for more interesting duels.

But it's HARD. I've been working on-and-off MK for about 10-Years and still I don't have the GREATEST of games. It's very much a work-in-progress however I know the METHOD ... It's a matter of having a GOOD GAME to match.

This is the EASIEST type of game possible. Decks can be pre-defined with a specific amount of cards required by one player... And in all eventuality you can EXPAND over the central card collection and add SINGLES and define new Decks as people play the game and it gets popular.

Again that is the SIMPLEST and EASIEST game to PRODUCE (Design & Sell). But obviously it's not that SIMPLE since I've been working on something for 10-Year and its still not quite there YET.

But once you have "something" ... It's very easy to Make, Sell and Evolve... Obviously not without THINKING about the game... Hehehe.

If you understand what I am saying you will agree. If you find this comment confusing ... Well then designing such a Card Game is NOT for you...

Sincerely.

X3M
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larienna wrote: __No text

larienna wrote:

__No text abilities__: Text abilities are hard to balance, there can have a lot of subtleties, conflicting rules, etc. They also require hard coding if you want digital playtesting. So any components should use strictly numbers or booleans. The "text" abilities are the rules, so there is no exception.

In regards of balance.
If you design a new ability. Balance it with all the previous ones first. If this looks impossible from the get go. Either make 1 or more counters alongside the new ability. Or put the ability in the No Go pile of your design log.

I always designed in pairs. This seemed to go well for me.

larienna
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Sorry if I repeat myself, but

Sorry if I repeat myself, but the abstractedness of a game seems to impact design. Many war games, and a few other type of games, are more concrete type of games with little abstract mechanism.

For example, a deck builder is an abstract mechanism. In rune age, the deck building abstract how you collect resources, how you muster your units, and how you use those resources to achieve your goal.

With a similar theme, a war game could do the same by make you collect money, spend it, spawn units and complete objectives without the need to put it on cards and into a deck.

For example, 1846, the train game, is very concrete. You manage shares, build routes and handle money. Everything makes sense and is just a simplified model of reality, with little abstract mechanism. I think trains rusting is the only abstract mechanism I can find.

So abstracted mechanism could be another criteria to make games easier to design. The closer to reality your game is, the easier it is to design.

The challenge would be to think in a way that removes those abstract mechanism. They are generally very tempting, because they are neat. Not sure how we could really filter out those abstract mechanism since a they have various levels of abstractedness.

questccg
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Deck Building or Deck Construction???

You have to be clear because although they are SIMILAR they are NOT the SAME.

Deck Building is a process in which you build a DECK WHILE PLAYING the game.

Deck Construction is an activity you do OFFLINE between PLAYING which serves as a way to "customize" your DECK to your liking.


The first (Deck Building) is a challenge and is complicated to abstract. You've got to divide your cards into categories and then you need to divide those categories into values, etc. Deck Building is in itself a GAME mechanic but also the PRIMARY mechanic in "Deck Building" Games.

The second (Deck Construction) is simply put "Set Collection" a mechanic which is VERY simple and used by MANY games. Deck Construction is not a mechanic per se... But its cousin "Set Collection" is... As far as complexity "Deck Construction" is rather straight forward and can be combined with all types of games.


I still maintain that the EASIEST "type" of game is a "Card Game" with maybe a few dice (which are not included with the cards - you add them to be able to play...) Deck Construction (or Set Collection) which ever you prefer in the general sense allows for your game to GROW and has more chance of ADOPTION if the players LIKE what they see...

Once you DESIGN the GAME... Cards are the most BASIC component that can be used to make a game. And most games HAVE cards as part of their components.

Ergo making a game ONLY with CARDS ... To me... Seems to be the EASIEST game you can possibly make. The more you add components ... The more the price to make a game goes up and the more complexity you add to it.

If all you have is cards and a handful of dice... That's the best you'll ever get in terms of lowered "complexity" and simplicity of the design.

We think differently:

larienna wrote:
You worry about the abstractness of the game in comparison to the designing of the game. The more abstract the harder to design (as per you)...

questccg wrote:
I worry about complexity of the game in comparison to the designing of the game. The more the components the harder to make, distribute and sell your game (as per myself)...

The key difference is that your concerns are with the design, and my concerns are with how a product can grow in the marketplace. I personally don't care how HARD a design is to make... I work on it until I block and then shelve it until I have fresh ideas. But my KEY take-away is that when I am done, my game is PRIME for the market and can be produced rather EASILY and can spread in terms of SALES quicker than some simple non-abstract game which is component heavy (like Ticket-To-Ride).

Fundamentally it is those designs which go beyond traditional spaces and design which have the best chance to succeeding in sales. Yes I think about MONEY ($$$) ... I have to, it's how I pay my rent, food and bills. Games I design need to be easy to MAKE and SELL. The easier the better. I don't care if it takes me 10-Years to match the correct mechanics ... I'm working on something that when it is READY has the potential to succeed in the marketplace.


That's a bit on my take... "Set Collection" is a SIMPLE mechanic and it adds a huge amount of replayability and variability. That is probably the MOST simple yet efficient mechanic that exists. Adding it to a game usually has little a very small impact especially if you design for change.

Cheers!

Note #1: And therefore the fact that "Deck Construction" is a simple element to ADD and adds a huge amount of replayability to the game. I think back to the 90s when Pokémon launched its very FIRST EDITION (1st set). It took players not too long to figure out which cards in that 1st set were the best to collect and battle with.

That was a HUGE success for Pokémon and led to them releasing more cards.

The KEY take-away is that while card games can be rather complex ... The designing once you've figured-out the game, is rather simple. Again that's why I am saying Card Games are easier to make than Board Games.

Nowadays board games cost $50 CAD and up... Maybe $45 USD which is closer to $80 CAD ... And that's TODAY's reality. So it's not a cheap hobby and it's not a rich-man's game either. It's good for Families and promoting Social Gatherings too... If you play with a group or gaming club.

I still think "Set Collection" is a VERY simple mechanic and in the form of the game element as "Deck Construction", it can add HUGE amounts of replayability and variability with very little added "complexity".

larienna
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Yes I agree that a deck of

Yes I agree that a deck of card is very easy to manufacture and cheap to sell. This is why regular playing cards could be one of the cheapest game you could get.

Still, both deck building and construction are abstract mechanism.

A game like magic the gathering is very abstract. The concrete version of magic the gathering is Master of Magic. Same theme and concepts, but different implementation.

Master of magic to be achievable, must either be a video game, or a restrained space game (ex: one city civilization, it could work in theory). But in both case, the mechanics are concrete, therefore easier to design.

I think concrete mechanics also dramatically reduce the amount of mechanic searching required. You use common sense.

As a board game, they could require more components. So you might need to reduce the extend of the game: smaller map, less units, less spells. To give a similar experience with the space, time and price you have.

lewpuls
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Yes, abstract games are

Yes, abstract games are easier to simplify than are models. Of course, some Eurostyle games are abstracts with an atmosphere/canvas tacked on that actually has nothing to do with the abstract game underneath.

Card games are simpler than board games, at bottom.

I recently released a video that has some connection:

Guidelines for games for 110 cards only
https://youtu.be/WaxFKbCGnU0

questccg
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Furthermore...

Card games are LESS "costly" to make ... Unless you are designing a TCG or CCG and you know what we all say about THOSE, right??? (Don't do it...)

But Expandable "Cards Games" are still a challenge to design and the results can be mixed.

Think like Magic (just for a second...) a Deck of sixty (60) cards is something reasonable. Now where I CHANGED the "parameters" a bit is with the RE-LAUNCH of "Quest Adventure Cards(tm)" the REBOOT. Let me explain.

So I went from a format which had "Booster Packs" of 10 cards to a FORMAT of seventy (70) cards for the game. It's basically like 7 Boosters with the limitation that the cards are FIXED and NOT RANDOM. Why? Because I wanted something more "stable" less RNG... And it all comes in ONE (1) Poker Tuck Box.

Simple, efficient and practical.

Now I am working on "Monster Keep" (MK) because this is the design that I had some newer ideas for and I wanted to improve upon the "core" game while keeping many of the existing mechanics and method of play.

MK is a special game too... You customize your 15 Monster Deck and that's it. Indeed this is very "sweet" but also a bit complex to DESIGN. But once the format is good and done, figuring out if people want MORE of this product well that's an easier pill to swallow (so-to-speak).

In any event I AGREE: Card Games are simpler and easier to design than Board Games. I think we all agree on this.

Board Games you typically think there is a "BOARD" in the middle of play and that usually is a COSTLY proposition because you need to ship a board with the game. Also adds weight (costs more to SHIP too...) and usually you need a bunch of COMPONENTS like Meeples, Tokens, Cubes, etc. to go along with the game and also Player Board (or Game Pads) too.

That's all I'm saying. Feel free to refute these points but I firmly believe it is MUCH EASIER to make Card Games over Board Games.

From a Design-perspective it may be SIMILAR too... Since there are ONLY cards in most Card Games and Board Games need a bunch of other components to make the game work, this is added complexity and added weight (in terms of mass of the product in the end). I'm suggesting that a 10" x 10" x 2" Box is harder to manage than a Tuck Box (for example). Ergo why I am not KEEN of focusing my efforts on "TradeWorlds" (TW): for one simple reason and that is MONEY ($$$).

***

It would cost like $20 CAD Landed to make the game. That's an investment of $20,000 CAD units (or about $12 USD a unit) or ~$12,000 USD for 1,000 units the minimum you can produce in China. IF the game had better a rating (not this BS of bad-mouthing the game because it took longer to get the game and therefore you are giving THE GAME a 1/10) because people are voting about the entire process NOT the merits of the GAME... It's sort of BLOCKED me from making more of this game. Maybe if I had a PARTNER who could SHARE the RISK (and profits), maybe then I could be more reassured that the game gets made...

But I'm no pro at negotiations with Distributors and I highly doubt that ONE (1) distributor is going to invest into the game and TRY to sell it... Like I said I need someone who is GOOD AT SALES... And ATM, I don't have this. And so the RISK is TOO HIGH and I have other products with more potential than TW.

And so people close to me are saying: "It's such a wonderful game and it's FUN to play... Why would you NOT focus on TW???" Like I said too much bad reviews and it's clearly people who don't even UNDERSTAND the game. When someone says there are ONLY three (3) types of cards: Starships, Weapon and Crews... They are completely WRONG. In the "core" game there are Tactics (which play an imperative role in the game) and in the "expansion" there are Missions and Colonies. These are people who just want a "voice" even if they are being disrespectful donkeys.

Cheers!

larienna
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I checked your video. I agree

I checked your video. I agree with the scoring at the end. It could work well for tableau builder games for example.

I think there could be a market for 110 card games (or more or less depending on the print press size). Board games are expensive, 110 cards are probably pretty cheap to produce compared other games. They also takes little space. So it's perfect for my needs

It could allow making games that are "deep and small". It's one of my philosophy, I have a geek list for that on BGG. But it could also allow making fluffy games. Personally, I would focus on 2 player and solitaire games. Arkham noir could actually fit in that category of game

Personally, I find the 110 card challenge interesting. I would love to make those kind of games, but the mechanics will be very abstract. So harder to design according to my point of view. Unless I reuse a system that already exists like Deck Building, Tableau building, etc.

Artwork could effectively be important for those kind of games. You cannot really go abstract.

***

I have been wondering, could restraining all game ideas to a specific set of components (like 110 card) make it easier to design because you are going to analyze in more details all the possibilities that the medium has to offer?

For example, I could dress up a small list of games I could make for android device based on constraints that the medium has to offer. A colony management and golf games are on the list.

I could try to do the same with board games, find a specific set of components, creating some kind of piece pack, and only design games using those components. Piece pack are also interesting to promote reusability (ex: looney pyramids). By having constrained components, it could make it easier to design board games.

So the question is, what are the pieces I should be selecting to restrain myself to it. Cards seems very versatile, else I could use a grid with tokens. Piece packs are also more abstract but reusable. It's ecological, but I cannot have for example units with values on them.

Steve
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Ease of Design

In terms of ease of design, I've found the following rules over the years:

** Randomness - Putting randomness into your game design makes designing it easier. I'm not writing that it makes the game more fun or streamlined; After all, Candyland is literally "Random: The Game."

** Points - I have no issue with games that rely upon 'points' in order to win but I've observed that it's an easy way for a game to 'end.' You no longer need your game's rules to force a conclusion or a player's skill; Just end it at an arbitrary set number of points.

** Cards - Although props are universally easier to design and manufacture than ever before, exotic props still require the services of someone else. Any child, though, can create cards. And while they may not be game-ready cards, you can prototype them up in a matter of minutes.

larienna
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Interesting. For randomness,

Interesting.

For randomness, it's true, you might get a game that is more loose. But you could get outliers you could never predict.

As for point system, victory points are indeed universal and simple to implement. One issue could be to determine how to evaluate what needs to be scored. Still with enough stats, it could probably be calculated.

I like cards because of the compactness and amount of content it can hold. It follows the deep and small philosophy. Easy prototyping is another benefit. What is difficult to plan ahead, is the cycling of the cards. For example, in a deck building game, how often could you expect a cards you bought to show up in your hand. Maybe probabilities could help resolve this.

questccg
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I still don't know what the BEEF is with "Brazil"???

They won't let any GAMES into "Brazil" and therefore no FUN there! It's such a weird and strange BAN on games being imported to "Brazil". The Game Crafter does not ship to there and Spiral Galaxy (UK) doesn't ship to there either. We had two (2) Backers that we tried to ship from the USA ... But we don't know what happened to either of those Backers.

So it's like a BAN on "Cards" and "Card Games"...

It has also to do about "Gambling" but Family and Teen Games are not used or made for gambling ... So I don't know what the IDEA is behind the BAN...

I generally like cards, they are very versatile and can serve for a bunch of applications ... More than the mind can imagine!


As far as "Randomness" is concerned, I don't like PURELY "Deterministic" games. So things like "Magic: the Gathering" where everything has to do with the DECK and I know this for a FACT since I've played Arena and there are tutorials and so forth... The deck decides who will win the match. Sure poor card draws can impact the game and make it take longer to get your strategy onto the "board"... But the reality in most cases the DECK rules the "game".

So for "Randomness" I like a bit of it to mess things up. Some Backers complain that they "don't get the rolling of the Initiative Dice" in TradeWorlds. And my answer to them is that although you have better STATS does NOT mean you will WIN the Battle. The Initiative Dice add an element of CHANCE and a RISK also...

Plus there are Tactic Cards which ALLOW you to BOOST your Initiative roll by +3 ... Which means if you rolled a 3 and your opponent rolled a 5... Add +3 and it's 6 versus 5 ... You are successful and the attack proceeds. So there are ways to get AROUND the "Randomness" even if you can't do it each and every time.


With regards to POINTS in many cases this serves as a way to REDUCE play time and make the game quicker to play. Otherwise waiting until the DECK is empty is an option in many games but TBH; that would probably take too long and nobody wants to sit through a game that plays in 90 minutes instead of 30 to 45 minutes... Or something along those lines!

Cheers all...

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