Cardboard Edison’s Favorite Tips & Resources - July 2018


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Neil Roberts, Jay Treat

ASSOCIATES: Stephen B Davies, S GO Explore, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Samuel Lees, Doug Levandowski, Nathan Miller, Mike Sette, Matt Wolfe

APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Tony Miller, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - June 2018

In this month's roundup of excellent board game design links and quotes, we have discussions about some fundamental questions in game design, references for making your game look good, playtesting advice worth remembering, and more.

 

theory:

process:

prototyping:

playtesting:

  • Brief outline for how to start a local designer playtest group
  • "Sometimes the best player feedback is in their faces: what do they smile at, what do they frown at, where do they spend lots of time looking, what seems to confuse them, what components do they ignore, mix up, or forget about?" - Jon Moffat
  • “Show up at a playtest event also being willing to test other desigers’ games. Don’t be that designer who sits at your table, expecting others to fill your empty seats, while you remain unwilling to fill theirs.” - Charlie Hoopes

publishing:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Samuel Lees, Doug Levandowski, Nathan Miller, Neil Roberts, Mike Sette, Matt Wolfe

APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Tony Miller, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - April 2018

This month's roundup of great board game design links and quotes includes ways to encourage innovation in your design work, wide-ranging videos on board game design, a new resource for when you need specific kinds of help, and more.

theory:

process:

playtesting:

publishing:

  • Two threads outlining the economics of board game publishing: one, two

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Black Letter Games, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Marcus Howell, Samuel Lees, Doug Levandowski, Nathan Miller, Neil Roberts, Mike Sette, Matt Wolfe

APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Tony Miller, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - March 2018


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Black Letter Games, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Marcus Howell, Samuel Lees, Doug Levandowski, Nathan Miller, Tony Miller, Neil Roberts, Mike Sette, Isaias Vallejo, Matt Wolfe

APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - February 2018

This month's roundup of great board game design links and quotes includes thoughtful pieces on design theory, lots of pitching tips, pointers for the process of game design and more.

theory:

licensing:

process:

  • The importance of pursuing drastically different ideas for a game design (audio)

  • “Who are you designing your game for? You? Go wild with weird mechanics. Friends? Listen & tune the game to suit them. A publisher? Learn to pitch a product to a business - you’re B2B. The world? It’s a product in the market that you will need to sell.” - Emma Larkins

  • “You will be one game better at #gamedesign after each game you design. Don’t feel like your early darlings are the best you’ll do. Move on. Design better games.” - Peter C. Hayward

playtesting:

  • “Negative feedback is a designer’s life blood. Positive feedback feels nice, but doesn’t improve your game. Though it stings initially, you learn to love negative feedback, because your game’s flaws will come out and you want to hear them Before your game goes to press.” - Jay Treat


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Black Letter Games, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Scot Duvall, Samuel Lees, Doug Levandowski, Nathan Miller, Tony Miller, Neil Roberts, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - January 2018

This month's roundup of useful board game design links features interviews with masters of the social deduction and legacy game genres, notes for writing better rulebooks, lots of advice for working with publishers, and more.

 

theory:

rules:

playtesting:

licensing:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Kris Rees, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Scot Duvall, Samuel Lees, Doug Levandowski, Nathan Miller, Tony Miller, Neil Roberts, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Debbie Moynihan, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson

Cardboard Edison’s Favorite Tips & Resources of 2017

Our massive year-end roundup of favorite board game design links and quotes includes a huge amount of useful material for board game designers!
 

featured:

industry:

theory:

playtesting:

  • “Playtesting, feedback. Playtesting, feedback. Long pause. Repeat. This will never cease to be the secret to making a great game.” - Ben Pinchback
  • “Your playtesters’ minor irritants of today are your reviewers’ slams of tomorrow.” - John Brieger
  • “Even if you work alone, you *really* need blind playtesters who don’t care about your feelings. That’s how good games get made.” - Brandon Rollins
  • “It’s really easy to blame players for a bad test (and sometimes bad tests will be due to the players). But blaming players instead of treating the test like a problem to be solved won’t help your game get better.” - Nat Levan

process:

contests:

rules:

licensing:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Neil Roberts, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Stephen B Davies, Scot Duvall, Doug Levandowski, Nathan Miller, Anthony Ortega, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Sean Rumble, VickieGames

Cardboard Edison’s Favorite Tips & Resources - November 2017

This month our list of favorite board game design tips and links includes pointers for getting started with a design, tutorials for a card-making program, reminders for what to watch in playtesting, and more.

theory:

process:

prototyping:

playtesting:

licensing:

publishing:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Neil Roberts, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Anthony Ortega, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Nicole Amato, Darren Broad, Kiva Fecteau, Guz Forster, Scott Gottreu, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Sean Rumble, VickieGames

Cardboard Edison's Favorite Tips & Resources - October 2017

This month our roundup of favorite board game design tips and links includes advice for pitching to publishers and for publishing yourself, insights on game design theory, a way to get your design juices flowing and more.

theory:

process:

licensing:

publishing:

playtesting:

  • “Even if you work alone, you *really* need blind playtesters who don’t care about your feelings. That’s how good games get made.” - Brandon Rollins


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Anthony Ortega, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Nicole Kline, Scott Martel Jr., The Nerd Nighters, Neil Roberts, Marcus Ross, Sean Rumble, VickieGames

Cardboard Edison’s Favorite Tips & Resources - September 2017

This month our roundup of favorite board game design links includes important reminders about playtesting, advice for finding the right publisher, rules-writing tips and more.

theory:

playtesting:

licensing:

 rules:

 publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Ryan Wilson, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Scott Martel Jr., The Nerd Nighters, Neil Roberts, Marcus Ross, Sean Rumble, VickieGames

Cardboard Edison's Favorite Tips & Resources - August 2017

This month our roundup of favorite board game design links includes new ways of thinking about board games, data on what players are looking for, pitching advice and more.

featured:

process:

theory:

industry:

licensing:

publishing:

playtesting:

  • “Know what words you want to hear players using. Those words are a great way to tell if your design is immersive.” - JR Honeycutt

Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Ryan Wilson, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble

The Process: The Expanse by Geoff Engelstein

In The Process, board game designers walk us through the process of creating their game from start to finish, and how following their path can help others along theirs.

In this installment, Geoff Engelstein describes how he created The Expanse Board Game, including working with licensed IP, creative constraints, keeping complexity in check, and more.

pic3536365.jpg

Process

Although I’ve designed many games prior to this one, this project had a number of “firsts” for me. It was my first game based on a licensed IP, it was my first design where I was specifically hired by a publisher to do a design, and it was my first with a deadline--and a short one at that, which would make it the quickest design I had ever done.

The timeframe was the biggest thing I was worried about when I took this on, but in the end it was a blessing. It forced me to focus, playtest earlier and harder than I usually do, and make tough choices. I have a tendency to “theory-design” in my head quite a bit before testing, to try to identify problems and strategies. It’s a bad habit. There’s really no substitute for testing a physical prototype.

For my day job I do engineering product development, and hitting milestones is a key part of being a professional, and not just a tinkerer. Having a deadline to complete a design really forced me to professionalize my process, set intermediate goals, and all the good things you should do on a project.

I’m a big believer in constraints aiding the creative process, and The Expanse reconfirmed my thoughts on that. I was given a specific set of criteria by WizKids: theme, component cost, complexity, play time, and when I needed to deliver. I’ve never designed like that before, except perhaps for Survive: Space Attack, but that was an extension of an existing game. My other original designs were all clean sheets of paper, and I could go in any direction I wanted, which makes it harder to settle on a final direction.

  • The Takeaway: Constraints, even if you’re just placing them on yourself, are important to keep you focused on what you’re trying to achieve.

Theory

I’m a big fan of The Expanse universe, and had a good idea of what I wanted to achieve. It’s very much about political maneuvering and posturing. While the threat of war is ever-present, war really doesn’t break out--at least not in the part of the series that was going to be covered by the game.

So, in spite of all the military deployments in the source material, a “dudes on a map” game like Kemet or Twilight Imperium really wasn’t going to work. It also wouldn’t fit the type of components WizKids wanted to use for this project. But the scope needed to be big, as the desire was for the players to represent the big factions in the game, not individual characters having adventures.

The key feeling I wanted to capture was one of spreading influence and pressure, which naturally translated into an area control game.

My main inspirations were the dual-use cards of Twilight Struggle and the COIN series, where other players might get to do actions based on cards played on your turn. As is my wont, I started too big, with too many options and mechanics. For example, originally every faction had different goals to win the game, there was an economic system, and there was a whole “tension” mechanic that governed what players were allowed to do.

These proved to push the game past the complexity we wanted for the target audience, and in any case didn’t really add that much interest. I ended up differentiating the factions by giving each a series of special abilities (called Techs) that are gradually introduced throughout the game. This controlled the complexity, by slowly introducing special abilities, but also recreated the tension mechanic by making it easier for players to attack each other as the game went on.

The biggest design challenge was making the Action/Event system work for multiple players. If the active player couldn’t or didn’t want to do the event on the card, who would get to do it? In the end, simplicity won out, with a basic priority system that added interesting choices, layered on top of a “card queue” system. The economic system got absorbed into the Victory Point system. Rather than adding a new resource into the game, players can spend VPs to do special things, and controlling bases that match the type of resource they need (like Food for the OPA), gives bonus VPs, which gives more spending flexibility.

  • The Takeaway: You can still be innovative while starting with something proven.

One of the earliest prototypes of The Expanse Board Game

One of the earliest prototypes of The Expanse Board Game

Prototyping

Traditionally I design my cards with Adobe Illustrator. But I knew that I would have a lot of iterations of cards with a standard layout for The Expanse. So I decided to bite the bullet and learn how to combine Excel and InDesign to create merge cards.

It turned out to be not all that complex, and really saved me a tremendous amount of time iterating. It was easy to just change the Excel spreadsheet, and then the cards semi-automatically updated.

It also made it easier to supply the data to the publisher in a way that the graphic designer could use, and made it easier to check down the line.

For cards I also invested in a good paper trimmer. It was a little pricey, but the Carl 18” Heavy Duty Paper Trimmer was a lifesaver. I could cut out all the cards for the game in a matter of minutes. Being able to stack three or four sheets of cardstock and cut them quickly all at the same time made a huge difference. Recommended!

  • The Takeaway: Learn how to use all your tools--both software and physical.

F inal artwork for the Newsfeed card

F inal artwork for the Newsfeed card

Playtesting

I was under a strict NDA about discussing the game, so I was limited in my circle of playtesters. I needed to get them cleared by the publisher, so I stuck to a local group of designers that worked with WizKids.

About halfway into the design I wanted to bring it to a local playtesting convention, Metatopia.The game had still not been announced, so we looked at a few options for having people there try it. Having players signed NDAs seemed challenging, and I didn’t want to worry about playtesters being spooked by that. In the end I ended up changing all the game elements--including card names, map locations and more--to remove all traces of the IP, and create a new backstory. It was a lot of extra work, but in the end it paid off and we got several great playtests in.

  • The Takeaway: Do what you need to do to get a wide variety of playtesters. It’s invaluable.

Map prototype that was submitted to WizKids

Map prototype that was submitted to WizKids

Conclusion

This was a different project for me, as it was a commission rather than me trying to pitch it to a publisher. However I did have to interface with the licensor for the IP, which was a new experience for me.

In spite of some horror stories I’ve heard about working on licensed products, I had a really good experience. The authors had good input, and patiently answered all my questions. We didn’t have big issues getting the artwork we wanted, and the graphic designer did a great job capturing the graphic look of the television series.

  • The Takeaway: Working on a licensed product provides strong constraints, which can be both good and bad. Designing under constraint can help to focus your efforts, but it may also limit creativity. You also have to consider the expectations that the fans are bringing to the table, as they expect the game to let them live within the world of the license, which creates a lot of pressure to deliver.

Final map for The Expanse Board Game

Final map for The Expanse Board Game

About

Geoff Engelstein is an award-winning tabletop game designer, whose titles include Space Cadets, The Fog of War, Pit Crew and The Expanse. He is also a noted podcaster. Since 2007 he has been a contributor to the Dice Tower, the leading tabletop game podcast, with a series on the math, science and psychology of games. He has also hosted Ludology, a weekly podcast on game design, since 2011, and recently published GameTek, a collection of essays on game design. Geoff teaches game design at the NYU Game Center, and has spoken at a variety of venues, including GDC, PAX, Gen Con, Rutgers and USC. He has degrees in Physics and Electrical Engineering from the Massachusetts Institute of Technology, and is currently the president of Mars International, a design engineering firm.

Cardboard Edison’s Favorite Tips & Resources - July 2017

This month our roundup of favorite board game design links includes advice from a master, tips for con season, thoughts on a much maligned mechanism, and more.

featured:

industry:

theory:

process:

playtesting:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, James Griffin, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Ryan Wilson, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble

Meaningful Decisions: Matt Grosso on Design Choices in Dead Last

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Matt Grosso, co-designer with Andy Patton of Dead Last, about player elimination, minimal rules, the “prisoner’s dilemma” and more.

Players in Dead Last can get eliminated for portions of the game. Player elimination is generally avoided in most games these days, so what makes it work in Dead Last?

Player elimination usually is something that I try to avoid. No one likes watching other people play a game. I think that the elimination in Dead Last works for two reasons. The first is that the rounds are very fast. You are rarely out of the voting for more than about two minutes. But the second is really why I was OK with having elimination in the game. Just because you are dead in this round does not mean you can't participate in the game. In fact, I find that most of the really effective scheming and communication takes place among the players who are “dead.” While the other players are still focused on the current round, the best players are working with the other dead to plan the next few rounds in advance. The play really never stops.

What are some ways that designers can implement player elimination in a way that is acceptable to modern audiences?

I think that the speed and the weight of the game really factor into the acceptability of player elimination in modern games. People will tolerate being eliminated if they laugh on the way out and are back in in short order. But I think games with elimination need to consider ways to have the “eliminated” players still able to participate. Just because you are out of the running now doesn't mean that you are out of the game for good.

The Ambush card makes it hard for the group to gang up against any one player effectively. Was this its intended effect, and how did it become part of the game?

Sure, it can be hard to gang up on someone too obviously but I think that's the crux of the game. The goal is to effectively gang up on someone without letting them know you are coming for them. One thing that tends to happen is that people who have collected some gold in previous rounds become obvious targets. But the Ambush card puts the wrinkle in the game. A group doesn't need to waste their votes on the leader if they can just get the leader to believe they are the target. Let them eliminate themselves with a misplayed Ambush and then take out a second target. In the end, the best players are those that can consistently see the attacks coming and there's no better feeling than correctly ambushing your enemies.

Being unable to counter other players who want to gang up against you is generally a bad experience in a game. Is this something more game designers should consider? 

Of course, any game design is trying to maximize the enjoyment of the players. I think some games miss the mark when only the winners had a good time. I can always tell a great game when I lose but I want to play again right away.

The lines between rounds in Dead Last--and even between what's in-game and what's out-of-game--are often blurry. Was there ever more structure to the game during its development?

Absolutely, the very first iteration of Dead Last had a complicated scheme involving white boards and passing information in an awkward and structured way but before we even playtested it the first time we thought, "Would this work if instead of lots of structure we had no structure?" So we tested it and it turned out it worked great. All along the way there were times where we would try adding something in to fix some issue or another and, like is almost always true, simpler choices were always better designs.

Are fewer rules always better? Are there limits to how much "game" can be shifted from the rulebook to the players?

Writing rules is hard. I think that generally speaking fewer rules is better but you can't take it too far or else there won't be any game left. I think the goal is to establish enough rules that the game works and leads the players into fun choices. After that, just get out of the way and let the players have fun with it.

The final two players in a round of Dead Last face off in a variation on the classic “prisoner's dilemma.” How did you settle on your variant?

Yeah, the genesis of the final showdown came from a British game show called Golden Balls. That game had participants working together to build up a pool of cash and then had them do a pure prisoner's dilemma to see if they could share the money. It's a great premise but it didn't work in its purest form in Dead Last because we play over several rounds. If we didn't include the “Grab One & Go” option, it would have been possible to guarantee that your opponent didn't get any money. So if the person with the most gold is within striking distance of winning the game you would always just steal from them. If you take that out to its logical conclusion you end up with a game where everyone gets within striking distance every time and then two people just decide to duke it out. In short, not fun. So, we added the Grab One & Go variation so that someone can always move forward.

What did you learn about what works--or doesn't--when coming up with variations on the Prisoner's Dilemma?

As with anything else, don't over-design once you've got a good thing. The prisoner's dilemma is super fun; we just needed to solve for our peculiar issue with multiple rounds.

Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, James Griffin, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble

Cardboard Edison’s Favorite Tips & Resources - June 2017

This month our roundup of favorite board game design links includes several long and varied lists of advice, some fundamental analysis of what makes a game good, tips for the full pitching process, and more.

process:

theory:

licensing:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble

Cardboard Edison's Favorite Tips & Resources - May 2017

This month our roundup of favorite board game design links includes important steps in the design process, advice for breaking into the industry, tips for young publishers from people who know, and more.

contests:

process:

  • Questions to ask yourself before making a game

  • “It’s ok to rip out something you think you’re married to in a game. It’s hard to accept that something you really want to work just isn’t working at all. But sometimes that’s what you have to do to let the game evolve.” - Nicole Kline

industry:

prototyping:

playtesting:

  • “Playtesting, feedback. Playtesting, feedback. Long pause. Repeat. This will never cease to be the secret to making a great game.” - Ben Pinchback

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., Mike Mullins, The Nerd Nighters, Marcus Ross, Sean Rumble

Cardboard Edison’s Favorite Tips & Resources - April 2017

This month our list of favorite board game design links includes overviews of some popular game mechanisms, a useful and fun prototyping tool, solid playtesting advice and more.

theory:

prototyping:

playtesting:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Koen Hendrix, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Doug Levandowski, Aaron Lim, Nathan Miller, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe

APPRENTICES: Kiva Fecteau, Scott Gottreu, JR Honeycutt, Knight Works, Scott Martel Jr., David J. Mortimer, Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer

Cardboard Edison’s Favorite Tips & Resources - March 2017

This month our list of favorite board game design links includes answers to a fundamental question about good games, a collection of useful videos about game design, advice for talking to publishers from preparation to pitch to follow-up, and lots more.

theory:

publishing:

licensing:

process:

  • “If you want to be a creative, cast as wide a net in your life as you can. Read things, try things, do things. That’s where ideas come from.” - Kevin Wilson


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Koen Hendrix, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe

APPRENTICES: Kiva Fecteau, Scott Gottreu, JR Honeycutt, Knight Works, Scott Martel Jr., David J. Mortimer, Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer