{"id":39782,"date":"2016-07-05T17:55:35","date_gmt":"2016-07-06T00:55:35","guid":{"rendered":"http:\/\/www.quartertothree.com\/fp\/?p=39782"},"modified":"2018-07-12T18:13:05","modified_gmt":"2018-07-13T01:13:05","slug":"10-commandments-boardgame-design","status":"publish","type":"post","link":"https:\/\/www.quartertothree.com\/fp\/2016\/07\/05\/10-commandments-boardgame-design\/","title":{"rendered":"The 10 commandments of boardgame design"},"content":{"rendered":"<p>The god of boardgaming is an angry god.  Very Old Testament.  I have just come down from the mountain with these 10 commandments printed on quality cardboard stock mounted on boards that unfold like, uh, like this, I think.  Here, you hold that side, and&#8230;no, no, that doesn&#8217;t bend that way, it bends the other way.  No, no, yeah, okay now this part folds out like so.  Okay, lay it out on the table.  I think it&#8217;s upside down, spin it around thisaway.  Okay, there.  Let&#8217;s see what we&#8217;ve got here.<\/p>\n<p><strong>After the jump, this god sure does cuss a lot.<\/strong><!--more--><\/p>\n<p><strong>The Tenth Commandment<\/strong><br \/>\n<em>Thou shalt have the common courtesy to include plastic bags!<\/em><br \/>\nI just paid $40.  At least.  And you&#8217;re not going to include a couple of zip-lock baggies for the pieces?  Dude.<\/p>\n<p><strong>The Ninth Commandment<\/strong><br \/>\n<em>Thou shalt not allow ties<\/em><br \/>\nThere must always be a tie-breaker.  I don&#8217;t want any of this shared victory nonsense.  I didn&#8217;t sit here for three hours so none of us could prevail.  Winners and losers are mandatory.<\/p>\n<p><strong>The Eighth Commandment<\/strong><br \/>\n<em>Thou shalt not include variants<\/em><br \/>\nDesign your damn game!  Part of your job designing your game is tuning it.  Don&#8217;t chuck a bunch of variants into the rules just because.  If you want to set up some sort of scoring mechanism where the variants have an effect, that&#8217;s fine.  But I don&#8217;t need you to make something and then waffle over how you&#8217;ve made it by not having the presence of mind to trim or include certain rules.  This one time I was in a crowded theatre when some people came in after the movie had started.  They went down near the front and shuffled around in front of the screen trying to find a place to sit while the movie was playing.  Much to everyone&#8217;s delight, my friend yelled, &#8220;Figure it out!&#8221;  I will bring my friend in here to yell that at you if I have to.<\/p>\n<p><strong>The Seventh Commandment<\/strong><br \/>\n<em>Thou shalt not fucking cover important information with the pieces<\/em><br \/>\nThis is one of the stupidest things ever and I&#8217;m astonished every time I see it.  It&#8217;s one of the most basic interface rules.  If I need to know a piece of information, don&#8217;t fucking put a marker right on top of it.  Design your board, your goddamn interface, to make it as readable as humanly possible, and then some.  A boardgame should never ever ever ever ever fucking hide someting.  I mean, Jesus H. Christ, if I wanted to play a game where stuff was hidden, I have a computer in my office with games in which 95% of the stuff is completely hidden in a soup of ones and zeros.<\/p>\n<p><strong>The Sixth Commandment<\/strong><br \/>\n<em>Thou shalt minimize downtime<\/em><br \/>\nOkay, downtime is going to happen sometimes.  I mean, some players are slower than others anyway.  But if a group of us are going to sit around a table and play your game, you need to do whatever you can to minimize the time where we&#8217;re just sitting with our thumbs up our asses waiting for our turn.  That used to fly with Monopoly.  Which was made in 1873 or something.  This is 2016 and we&#8217;ve long since discovered good game design.  Engaging players &#8212; all of them &#8212; as often as possible is part of your job.<\/p>\n<p><strong>The Fifth Commandment<\/strong><br \/>\n<em>Thou shalt make me interact with everyone else at the table<\/em><br \/>\nIf I wanted to play solitaire, I&#8217;d play solitaire.  But guess what.  My friends are here, so I&#8217;m going to play something with them because they&#8217;re here.  I don&#8217;t want to stick my nose in my own solitaire board while they stick their noses into their own solitaire board and maybe we occasionally look up to draw a resource from a pool or place a worker.  Boardgames should be built for maximum interaction, because the players are always more interesting than the systems.  Always.  I don&#8217;t care if you had to trawl your local gaming store on a Saturday morning for players.  They will always be the point more than the systems.  The systems are a way for the players to interact.  They serve the players, not the other way around.  So serve us by making us interact.<\/p>\n<p><strong>The Fourth Commandment<\/strong><br \/>\n<em>Thou shalt just give up estimating playing time<\/em><br \/>\nDon&#8217;t bother.  You&#8217;re never right.  Never.  You don&#8217;t know how many players are showing up tonight and you don&#8217;t know how slow some of them are.  Furthermore, we don&#8217;t know your rules yet.  The only proper entry after &#8220;Playing Time:&#8221; is &#8220;?????&#8221;<\/p>\n<p><strong>The Third Commandment<\/strong><br \/>\n<em>Thou shalt not keep sending me back to the rules book<\/em><br \/>\nOkay, I love reading manuals.  Once.  Maybe twice.  And then sometimes having to look something up.  But unless you&#8217;re some sort of hardcore wargame &#8212; and let&#8217;s face it, you aren&#8217;t &#8212; you need to put the information necessary to play on the tabletop.  Ideally, put it on the board.  If you can&#8217;t manage that, put it on a player aid.  And for God&#8217;s sake, make your player aid readable.  It&#8217;s not much of an aid if you&#8217;re just cramming stuff onto it with no regard for how it&#8217;s laid out, or how it reads, or whether it just confuses the issue and sends me back to the manual, which has now rendered your player aid superfluous.<\/p>\n<p><strong>The Second Commandment<\/strong><br \/>\n<em>Thou shalt write a goddamn excellent rules book<\/em><br \/>\nSeriously.  I mean, come on, seriously.  You made the game.  Sure, you know how to play it.  But I don&#8217;t.  I&#8217;ve never seen it before in my life.  It&#8217;s a complete unnknown to me.  The next most important thing for you to do after making your game good is showing it to me so I know it&#8217;s good.  That&#8217;s what your rules book does.  So if you can&#8217;t write good rules &#8212; thorough, readable, easy to reference &#8212;  then don&#8217;t fucking bother making a game in the first place.  And while we&#8217;re at it, I don&#8217;t need you trying to be funny in your rules book.  It&#8217;s a book of rules, for fuck&#8217;s sake, not a showcase for your sparkling wit.<\/p>\n<p><strong>The First Commandment<\/strong><br \/>\n<em>Thou shalt not bother with toys<\/em><br \/>\nIf I wanted to buy a set of action figures, I&#8217;d buy a set of action figures.  Which I&#8217;m not going to do because I&#8217;m not twelve anymore.  I don&#8217;t need fancy miniatures, and neither does your game.  Go hawk that nonsense to X-Wing and Warhammer players who don&#8217;t know any better.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The god of boardgaming is an angry god. Very Old Testament. I have just come down from the mountain with these 10 commandments printed on quality cardboard stock mounted on boards that unfold like, uh, like this, I think. Here, you hold that side, and&#8230;no, no, that doesn&#8217;t bend that way, it bends the other [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":39786,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[],"class_list":["post-39782","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-features"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.0 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The 10 commandments of boardgame design - Quarter to Three<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.quartertothree.com\/fp\/2016\/07\/05\/10-commandments-boardgame-design\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The 10 commandments of boardgame design - Quarter to Three\" \/>\n<meta property=\"og:description\" content=\"The god of boardgaming is an angry god. Very Old Testament. I have just come down from the mountain with these 10 commandments printed on quality cardboard stock mounted on boards that unfold like, uh, like this, I think. 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