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Euro Board Game Design 101 Project Worksheet This worksheet is meant to guide students through the class. Only one is required per game design, so if you’re working with a group you can just share a sheet.

Project Direction Setting This brainstorming section is meant to help ensure you know what you’re getting into.  Why are designing a board game?

 Who are you designer for?

 Want to publish? Yourself, or no?

 Make it as cheap as humanly possible!

 Do you have the time?

 Do you have starting capital?

 Do you have a community to play test?

 Honestly gauge your abilities – Are you an artist or graphic designer?

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Overview Name: Core mechanic:

Win Condition: Lose Condition: Theme:

Components (Initial Definition): Component Name, Quantity and Description

Additional mechanics: Other

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Rubric Consider your design, as best you can at this point, and make adjustments where necessary.  Randomness  Difficulty and difficulty curve  Learning Curve  Replayability  Scalability  Component cost and manufacturing complexity

Pitch / Back Box Section Setting:

Gameplay:

Play Time: Age: Players:

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Components (Crafting): Component Name, Materials, Check - Can you craft/find it?

Test Planning: Test planning is important to ensure your changes continue to perfect, and not just change the product.  Volunteers:  How/where will you record results?  At what point will you make changes? Changes in batches?

Play Test Record You’re basically defining a form for recording play tests. Common elements include - Players, Win or Loss and Game Time. Are there other elements you want to track?

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Taking and Applying Feedback – Change Analysis We already have a useful tool for analyzing changes. Let’s apply the rubric to a couple suggestions from the group.

Suggestion 1 Description:  Randomness  Difficulty and difficulty curve  Learning Curve  Replayability  Scalability  Component cost and complexity

Suggestion 2 Description:  Randomness  Difficulty and difficulty curve  Learning Curve  Replayability  Scalability  Component cost and manufacturing complexity

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Glossary Randomness – Consider a very lucky player vs. a very unlucky player. Difficulty and difficulty curve – How long to learn it from the rulebook? Does it get more complex? Learning Curve – Can players “master” the game? Can beginners play against/with n00bs? Replayability – Is it different every time? Scalability – As you add more players, does game time or difficulty change? Component cost and complexity – Are there ungainly or expensive pieces? Moving or mechanical parts?

BOARD GAME MECHANICS Acting

Action / Movement Programming

Action Point Allowance System

Area Control / Area Influence

Area Enclosure

Area Movement

Area-Impulse

Auction/Bidding

Betting/Wagering

Campaign / Battle Card Driven

Card Drafting

Chit-Pull System

Co-operative Play

Commodity Speculation

Crayon Rail System

Deck / Pool Building

Dice Rolling

Grid Movement

Hand Management

Hex-and-Counter

Line Drawing

Memory

Modular Board

Paper-and-Pencil

Partnerships

Pattern Building

Pattern Recognition

Pick-up and Deliver

Player Elimination

Point to Point Movement

Press Your Luck

Rock-Paper-Scissors

Role Playing

Roll / Spin and Move

Route/Network Building

Secret Unit Deployment

Set Collection

Simulation

Simultaneous Action Selection

Singing

Stock Holding

Storytelling

Take That

Tile Placement

Time Track

Trading

Trick-taking

Variable Phase Order

Variable Player Powers

Voting

Worker Placement

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*COURTESY OF BOARDGAMEGEEK.COM

Wicked Grin Games LLC © 2014

Euro Board Game Design 101 Worksheet v1.pdf

Component cost and manufacturing complexity. Pitch / Back Box Section. Setting: Gameplay: Play Time: Age: Players: Page 3 of 6. Euro Board Game Design ...

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