Our annual Cardboard Edison Best Practices booklet, filled with board game design tips and resources for every step of the process, is back!

In this edition, you’ll find:

  • How to make the most of a playtest group

  • What should be in a pitch video—and what shouldn’t

  • Mistakes to avoid with your prototype’s art

  • Onboarding players more smoothly

  • How to prepare for indie game markets

…and lots more!

What impact will high U.S. import taxes on China have on the tabletop industry? What are publishers doing in response? And what will it all mean for board game designers?

To find out, we at Cardboard Edison reached out to U.S. publishers, and we’ve compiled their responses into a new industry report:

The Cost of Cardboard: How Tariffs Will Impact Board Game Publishers and Designers

Taken together, their comments signal a dramatic shift in how board game publishers will operate under high tariffs—and a correspondingly altered landscape for game designers.

Check out the full report here:

https://cardboardedison.com/tariffs

Our annual Cardboard Edison Best Practices booklet, filled with board game design tips and resources for every step of the process, is back!

Our annual Cardboard Edison Best Practices booklet is jam-packed with articles and interviews covering every step of the board game design process!

In this year’s book, you'll find:

  • tips from past winners of the Cardboard Edison Award

  • a sample template script for your game’s 5-minute pitch

  • designing a game with a multilingual release in mind

  • the difference between how designers, developers, and publishers see games

  • a board game design checklist

and LOTS more!

Board game publishing contracts: everything you need to know before signing a game—featuring us!

You can find our licensing-terms infographics here: https://cardboardedison.com/reports

Cardboard Edison's Favorite Tips & Resources - February 2019

This month, our roundup of favorite board game design links and quotes includes counterintuitive tips, deep thoughts that are worth thinking about, advice for working in the industry, and more.

theory:

process:

industry:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward, Justin Gibbs, Robin Kay

SENIOR INVENTORS: Steven Cole (Escape Velocity Games), Calvin Johns, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games, Nick Thacker

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Matt Wolfe

Cardboard Edison’s Favorite Tips & Resources - January 2019

This month, our list of favorite board game design links and quotes includes lots of advice for playtesting, pitching, and entering contests, in-depth discussions about various kinds of games, industry trend data, and more.

featured:

contests:

theory:

playtesting:

process:

rules:

  • “Consistency in language is one of those small things that makes games so much easier to play. Refer to the same actions, components, and game sections by the same terms every time in rules, card text, reference materials, etc." - John Brieger

licensing:

publishing:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward, Robin Kay, Andrew Young

SENIOR INVENTORS: Steven Cole (Escape Velocity Games), Calvin Johns, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games, Nick Thacker

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Matt Wolfe

Cardboard Edison’s Favorite Tips & Resources of 2018

Our huge annual roundup of great board game design links and quotes is here!

featured:

theory:

process:

rules:

prototyping:

playtesting:

licensing:

publishing:

contests:

industry:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, Matt Wolfe

The Process: Beta Colony by Matt Riddle and Ben Pinchback

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, Matt Riddle describes how he and Ben Pinchback created Beta Colony, including merging designs, using a new mechanic, upgrading prototypes, failing fast, and more.

20140429_215610.jpg

Process

Our process is pretty consistent across every design. Make it and break it as quickly as possible.

Beta Colony started over four years ago as a game about monks building temples in ancient Bagan. Turns out monks are not a theme that people immediately grab on to. It had a clever but very dry tile placement mechanic that still exists in a modified form in Beta Colony. Thanks to some great feedback from Unpub 4, we began working it to make it less dry and not as focused on the tile laying, but instead having that become the primary scoring/euro thing but with a whole new resource acquisition mechanic and focus.

We were working on a game called Space Vikings 2.0, which featured our “roldel.” (More below! And a random side note: Space Vikings 1.0 is now Wasteland Express Delivery Service!) We saw an opportunity to merge the good stuff from two active projects into one and did it.

We pitched it at Origins to Rio Grande Games and they went, “What about space?” That was funny since half its DNA was a space game, so we did. After a year of development, the game was better and comes out late 2018.

  • The Takeaway: Fail fast. I know that is a business-y buzzword, but it holds true for our design process. Get an idea into alpha test as quickly as possible. If it’s good, work at it. If it is not, move on to the next one.

IMG_0230.JPG

Theory

Mechanically, it our first published use of what Ben and I call our “roldel” mechanic. The basis is simple: Use dice to move pawns around a rondel to select actions/cards/stuff. It is simple but fun and can be twisted in several ways. For Beta Colony, the start player rolls four dice and all players match that roll. Each turn, players use two dice to take an action—one die to move around the rondel, another to activate where you land. That was the basis for Beta Colony: Move around the rondel, gather resources, and use those resources to build tiles (colony buildings) on the planet. It is a relatively simple base goal. Granted, there are tile bonuses, special buildings, VP tracks, and more going on, but the base goal is simple.

That wasn’t always the case. Beta Colony suffered from design barnacles. Good ideas that worked and were even thematic, but only added length, not depth. We worked with the Rio Grande Games developer Ken Hill, to “Knizia” (i.e., streamline) Beta Colony into a 75-minute thematic euro with an engaging dice puzzle to solve each turn, and good, tight decisions.

  • The Takeaway: Knizia your designs. Find what the fun is, and more importantly, what is actually needed. Get rid of the rest.

player board.png

Prototyping

If you follow Ben or me on Twitter, you know that our working protos are famously bland. We spend a good chunk of design working with black-and-white, pencil-covered, ugly protos. When we are finally ready to show it to anyone else, that proto turns into an alpha—which means art stolen from the google and DeviantArt, game icons from game-icons.net, laid out poorly by me in a graphic-design program that is worse but cheaper than InDesign or sometimes PowerPoint even.

Ben and I both have bit bins, so we dig into those for pieces. Tiles are full-page labels stuck to medium-weight Grafix chipboard and cut out with my awesome paper cutter. Pro Tip: Buy a good paper cutter. Unless you are an X-Acto Knife cyborg and can freehand everything, a good paper cutter is key.

Beta Colony has a very large board. Boards are hard. They can be made with chipboard using packing tape to act as the seam. Another option is to have it printed poster-size at Staples. I have done that once; it was expensive but looked great.

  • The Takeaway: Full-page labels make everything easier.

pic4441233.jpg

Playtesting

Make it and break it, be quick to fail, pick your buzzword. Make a proto as soon as there is a game to play and see if it works. If it does, play it 500 times. If after that it still works, then try and get someone that isn’t you to play it. That is difficult, so use conventions and designer meetups.

  • The Takeaway: Design with a partner. Blind testing is important, but the umpteen reps that happen before a game is ready for blind testing is invaluable.

About

Matt Riddle and Ben Pinchback have over 15 published games to date, including Fleet, Piepmatz, and Wasteland Express Delivery Service, to name a few.

Beta Colony Cover.jpg

Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, Matt Wolfe

Cardboard Edison’s Favorite Tips & Resources - November 2018

In this month's roundup of great board game design links and quotes, we have useful guides for writing rulebooks, a new source of art for prototypes, thought-provoking articles on game design theory, and more.

theory:

rules:

prototyping:

licensing:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, Matt Wolfe

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

Cardboard Edison’s Favorite Tips & Resources - October 2018

In this month's roundup of excellent board game design links and quotes, we have several different ways of thinking about games, lists of useful resources for making prototypes, reminders about the design process, and more.

theory:

prototyping:

publishing:

playtesting:

  • “Don’t give up if the feedback is negative; correct and move on. Be prepared to question everything you have done and to change even when changing is the most painful thing to do. It will eventually pay off.” - Nestor Tyr

process:

  • “The more I create, the more I develop the skill of persistence. I see people ‘give up’ so easily, convinced that a problem is unsolvable, resigning themselves to a flaw in their work that they see as unavoidable. With very rare exceptions, there’s ALWAYS a solution. Find it.” - Peter C. Hayward

  • “You’re going to have bad playtests, bad feedback, lack of solutions to problems, and especially lack of time. Take feedback for what it is and try something different. Most importantly: Don’t stop trying.” - Lock Watson


Cardboard Edison is supported by our patrons on Patreon.

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

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, 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, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games

Cardboard Edison’s Favorite Tips & Resources - September 2018

In this month's roundup of great board game design links, we have in-depth looks at some game mechanics, advice for writing clearer rulebooks, advice for operating in the industry, and more.

featured:

theory:

rules:

industry:

process:


Cardboard Edison is supported by our patrons on Patreon.

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

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, S GO Explore, 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, Rosco Schock, VickieGames, Lock Watson, White Wizard Games