Adam in Wales - Board Game Design
How to LOSE a fortune designing board games!
updated
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The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service.
You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journal?affiliate_id=430883
To purchase on Amazon, use the links below.
IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: https://amzn.eu/d/6HWPjVN
USA: https://a.co/d/63DoQmZ
France: https://amzn.eu/d/cSt7sS5
Germany: https://amzn.eu/d/bcaR6Nw
Italy: https://amzn.eu/d/cYAThwU
Spain: https://amzn.eu/d/4mDzsR5
Australia: https://amzn.asia/d/4lh9Ihu
Netherlands: https://amzn.eu/d/bvH9JlK
Poland: https://amzn.eu/d/aSdig1u
Sweden: https://amzn.eu/d/1fimV2V
Japan: https://amzn.asia/d/0HgWhr8
Canada: https://a.co/d/15F7NKO
The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project.
The journal is broken down into logs, with prompts to guide your reflections.
You will be guided to reflect on:
- Your own definition of success
- Your gaming preferences and those of the market
- Games you have played and what you learned from them
- The people who support you in game design
- How you support other designers
- Your design ethos
- Your goals and ambitions
The journal contains a selection of tools to help you analyse your prototypes in development.
- The Hook Generator - to help you create concepts which will catch attention
- The DARE Model - to help you prioritise your ideas
- The Ladder Model - to help you determine how engaging your game is
- The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success
- Player Journey Maps - to help you identify the pain points in your games
These tools are all based off of models and matrices developed and discussed on the Adam in Wales Youtube Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel.
The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service.
Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: https://amzn.eu/d/6HWPjVN
USA: https://a.co/d/63DoQmZ
France: https://amzn.eu/d/cSt7sS5
Germany: https://amzn.eu/d/bcaR6Nw
Italy: https://amzn.eu/d/cYAThwU
Spain: https://amzn.eu/d/4mDzsR5
Australia: https://amzn.asia/d/4lh9Ihu
Netherlands: https://amzn.eu/d/bvH9JlK
Poland: https://amzn.eu/d/aSdig1u
Sweden: https://amzn.eu/d/1fimV2V
Japan: https://amzn.asia/d/0HgWhr8
Canada: https://a.co/d/15F7NKO
The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project.
The journal is broken down into logs, with prompts to guide your reflections.
You will be guided to reflect on:
- Your own definition of success
- Your gaming preferences and those of the market
- Games you have played and what you learned from them
- The people who support you in game design
- How you support other designers
- Your design ethos
- Your goals and ambitions
The journal contains a selection of tools to help you analyse your prototypes in development.
- The Hook Generator - to help you create concepts which will catch attention
- The DARE Model - to help you prioritise your ideas
- The Ladder Model - to help you determine how engaging your game is
- The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success
- Player Journey Maps - to help you identify the pain points in your games
These tools are all based off of models and matrices developed and discussed on the Adam in Wales Youtube Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel.
About the author
Adam Porter is an award winning game designer from the United Kingdom, known for making accessible games suitable for families, and for his popular YouTube channel Adam in Wales where Adam talks candidly about his experiences pitching and licensing games to publishers. Many new designers have looked to Adam for guidance when taking their first steps in the board game industry. Adam's published games include Pikoko, Doodle Rush, Kompromat, Qwuzzle, Zooligans, Thrown, Big Bazar, and Zing-a-Zam.
In 2022, Adam Porter was listed as a Design Champion in Mojo Nation's 100 Most Influential Figures in Toy and Game Design."Adam’s videos have already achieved must-watch status in the industry for me. They’re a great resource for established pros and newcomers alike." Mojo Nation 100
"If you’re a game designer, I highly recommend Adam Porter’s YouTube channel, Adam in Wales. It has a similar vibe to my game design YouTube channel in terms of its focus on specific game mechanisms, but Adam is far more eloquent and polished." Jamey Stegmaier, designer of Viticulture and Scythe.
“Adam Porter has been putting out great videos on board game design for years, offering an experienced designer’s view of how the industry works… some of the most insightful and comprehensive overviews of the current state of the industry as it undergoes considerable challenges, all delivered with his characteristic wry wit.” Cardboard Edison
This project was a real geek-out. The great thing about a print on demand service like Launch Lab is that it lets you really indulge your creative impulses and make something which looks and feels like a professional game - even if it’s just for you, and you alone.
Sponsored by Launch Tabletop.
www.launchtabletop.com
-------------------------
ADAM IN WALES BOARD GAME DESIGNER JOURNAL
Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: https://amzn.eu/d/6HWPjVN
USA: https://a.co/d/63DoQmZ
France: https://amzn.eu/d/cSt7sS5
Germany: https://amzn.eu/d/bcaR6Nw
Italy: https://amzn.eu/d/cYAThwU
Spain: https://amzn.eu/d/4mDzsR5
Australia: https://amzn.asia/d/4lh9Ihu
Netherlands: https://amzn.eu/d/bvH9JlK
Poland: https://amzn.eu/d/aSdig1u
Sweden: https://amzn.eu/d/1fimV2V
Japan: https://amzn.asia/d/0HgWhr8
Canada: https://a.co/d/15F7NKO
Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: https://amzn.eu/d/6HWPjVN
USA: https://a.co/d/63DoQmZ
France: https://amzn.eu/d/cSt7sS5
Germany: https://amzn.eu/d/bcaR6Nw
Italy: https://amzn.eu/d/cYAThwU
Spain: https://amzn.eu/d/4mDzsR5
Australia: https://amzn.asia/d/4lh9Ihu
Netherlands: https://amzn.eu/d/bvH9JlK
Poland: https://amzn.eu/d/aSdig1u
Sweden: https://amzn.eu/d/1fimV2V
Japan: https://amzn.asia/d/0HgWhr8
Canada: https://a.co/d/15F7NKO
The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service.
Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: https://amzn.eu/d/6HWPjVN
USA: https://a.co/d/63DoQmZ
France: https://amzn.eu/d/cSt7sS5
Germany: https://amzn.eu/d/bcaR6Nw
Italy: https://amzn.eu/d/cYAThwU
Spain: https://amzn.eu/d/4mDzsR5
Australia: https://amzn.asia/d/4lh9Ihu
Netherlands: https://amzn.eu/d/bvH9JlK
Poland: https://amzn.eu/d/aSdig1u
Sweden: https://amzn.eu/d/1fimV2V
Japan: https://amzn.asia/d/0HgWhr8
Canada: https://a.co/d/15F7NKO
The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project.
The journal is broken down into logs, with prompts to guide your reflections.
You will be guided to reflect on:
- Your own definition of success
- Your gaming preferences and those of the market
- Games you have played and what you learned from them
- The people who support you in game design
- How you support other designers
- Your design ethos
- Your goals and ambitions
The journal contains a selection of tools to help you analyse your prototypes in development.
- The Hook Generator - to help you create concepts which will catch attention
- The DARE Model - to help you prioritise your ideas
- The Ladder Model - to help you determine how engaging your game is
- The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success
- Player Journey Maps - to help you identify the pain points in your games
These tools are all based off of models and matrices developed and discussed on the Adam in Wales Youtube Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel.
About the author
Adam Porter is an award winning game designer from the United Kingdom, known for making accessible games suitable for families, and for his popular YouTube channel Adam in Wales where Adam talks candidly about his experiences pitching and licensing games to publishers. Many new designers have looked to Adam for guidance when taking their first steps in the board game industry. Adam's published games include Pikoko, Doodle Rush, Kompromat, Qwuzzle, Zooligans, Thrown, Big Bazar, and Zing-a-Zam.
In 2022, Adam Porter was listed as a Design Champion in Mojo Nation's 100 Most Influential Figures in Toy and Game Design."Adam’s videos have already achieved must-watch status in the industry for me. They’re a great resource for established pros and newcomers alike." Mojo Nation 100
"If you’re a game designer, I highly recommend Adam Porter’s YouTube channel, Adam in Wales. It has a similar vibe to my game design YouTube channel in terms of its focus on specific game mechanisms, but Adam is far more eloquent and polished." Jamey Stegmaier, designer of Viticulture and Scythe.
“Adam Porter has been putting out great videos on board game design for years, offering an experienced designer’s view of how the industry works… some of the most insightful and comprehensive overviews of the current state of the industry as it undergoes considerable challenges, all delivered with his characteristic wry wit.” Cardboard Edison
Sponsored by Launch Tabletop.
Over the past couple of years I’ve fallen into patterns with my wishlist - it barely changes from year to year! So I’m going with a new approach this year - I’m going to stick with the same categories I’ve used in previous years and give a little update on the following:
0:00 Introduction
1:11 Designer Spotlight
3:43 Youtube Review
6:29 My Year in Design
8:22 Expansions, Sequels and Remakes
11:32 IP Requests
13:07 Next Year Prediction
0:00 Introduction
0:56 You define success for yourself
2:33 Don’t make the game which you want to play
4:37 Make Sell Sheets
6:02 Be willing to change theme
7:18 Publishers depend on partners and distributors
9:19 If your game is rejected by everyone, don’t self publish
10:51 Some games are hard to sell
15:03 Never search the discard pile
16:36 Do not pay for placeholder art
19:24 Accessibility trumps just about everything else
0:00 Introduction
0:59 Knowledge is power
3:16 Publishers speak in hyperbole
4:37 The purpose of a pitch meeting is to build a relationship
5:55 Physical prototypes beat TTS mods
7:32 Journal your playtests
9:28 Think about expansions but don’t design them yet
10:33 Your prototype must be functional
11:56 Don’t design to trends
13:38 Your first design probably should not be published
15:34 The market is saturated. Add something of value.
0:00 Introduction
0:42 Your game must have a strong hook
3:39 Your game needs to flow
5:28 Don’t waste publishers’ time
7:01 Sublicensing is a mystery
9:40 Time pressure might speed a publisher up
11:56 Do not disrespect the giants who have gone before
15:01 Attend a local playtest group
16:41 Your game is 10X more complex that you think
19:33 A pitch is a meeting of equals
20:45 Contacts for publishers are easy to find
0:00 Introduction
0:54 You need a solid 2 player mode
2:52 Take care with exclusivity requests
6:03 Play lots of games
7:55 Make sizzle reels
9:25 Write your rules early
10:59 More complexity is not the answer
12:27 Ignore play tester feedback
13:54 Build a community
16:07 Laminated Sticker Paper is a revelation
18:46 Your game is a product
0:00 Introduction
0:45 Work to deadlines
3:01 Value your playtesters
4:32 Theme and mechanisms inform each other
6:49 Publishers rush rulebooks
9:21 Playtesters come in many forms
12:35 Publishers are frequently poor communicators
14:53 Pitch meetings can happen anywhere
17:15 Don’t design late at night
19:36 Know your audience and what they need
21:20 A big publisher does not equal big success
0:00 Introduction
0:25 Top Ten of Last 5 Years
4:46 Silver and Gold Pyramids
6:20 Savernake Forest
7:34 Beaver Creek
8:53 The Fox Experiment
11:33 Dawn of Ulos
14:04 My Lil Everdell
16:07 Medieval Academy
19:21 Gigamons
21:11 Animals of Baker Street
22:49 Disney Lorcana
0:00 Introduction
0:54 A signed contract doesn’t mean your game will be published
3:01 Don’t assume your game doesn’t work with 2 players
4:41 Your game will never be bigger than Monopoly
5:47 If you design light games, don’t read BGG comments
7:52 Blind playtests are powerful
10:00 Think about cost of components now
11:12 Write down compliments
12:16 Make pretty prototypes if it makes you happy
14:02 Research and methodically look for gaps
16:10 Interaction is wonderful. Feedback is equally important.
0:00 Introduction
0:50 Table presence can be a strong hook
2:57 Work on many games
4:36 Kill your darlings
6:24 You can pitch virtually but in-person is superior
8:46 Co-designs halve your income but double your fun
11:10 Game design is addictive
13:20 You don’t earn enough to playtest 100 times
15:14 If they are rude, they go on my list
16:59 Enthusiasm from a publisher is the tie-breaker
18:13 A bad review feels awful; a good review feels OK.
0:00 Introduction
1:50 Hand crafted prototypes are fine
4:39 Show your game to multiple publishers at the same time
7:12 Make your values known to a publisher
9:53 Ask for more designer copies than you are offered
12:02 Get it out of your head and on the table
13:19 Watching play testers is more valuable than verbal or written feedback
15:06 Your game doesn’t just belong to you
19:45 Your game is ready when repeated tests require no adjustment
21:12 You must have a clause to get your rights back
23:17 Don’t resist feedback. Invite it.
0:00 Introduction
0:47 Keep your day job
3:49 It is not easier to design a simple game
4:57 There are too many of us
5:58 Downtime kills a game
7:22 Write in second person
8:10 Nobody is going to steal your unpublished idea
11:09 Submission forms suck
12:44 The first play is everything
13:48 Lift other designers up
15:40 Never debate a rejection
0:00 Introduction
1:21 The industry is obsessed with innovation
5:30 Go to conventions
7:58 Playtest other designers’ prototypes
9:00 You are not an aspiring game designer
10:16 Dice are not the answer
13:04 Publishers are warm and friendly
14:13 Join an online community
15:26 Your game is never finished
16:52 Your game needs progression
17:51 Don’t give away all your free designer copies
Five of the most highly ranked games on the board game geek website. But what do we think of their titles? Do they share any common features? Could we create a model for generating a perfect board game title? Does such a thing exist?
I received a complimentary review copy of Goblin Vaults from the publisher, so thanks to Thunderworks.
DESIGNER DIARIES:
Pitching game designs to publishers: A video blog from Essen 2014
youtu.be/eJg5F6B2Ero
Boardgame Designer Diary: Pitching to Publishers Essen Spiel 2015
youtu.be/LMD0giFq-Dw
Designer Diary: Pitching to publishers at Essen Spiel 2016
youtu.be/kZ1cq9Ue9nI
Essen Spiel 2018: Pitching to Publishers
youtu.be/c-RpJ3b09O8
Co-design, Collaboration & Qwuzzle
youtu.be/LSt8Xu4sPFY
Co-design, Collaboration & Kompromat
youtu.be/hKIXeOLgCdE
STARTING POINTS
From Idea to Shelves: Get Your Board Game Published with Insider Tips from a Published Designer
youtu.be/i_fjx1xVy3g
Scared of Copycats? How to Protect Your Board Game Idea
youtu.be/oTbHvDb8DHg
Making Your First Board Game
youtu.be/y2vpRG0EbrI
10 Books Every Board Game Designer Should Read
youtu.be/uOdai8dc9bk
PROTOTYPING
Bringing Your Game to Life: How to make a Board Game prototype
youtu.be/KlxEF1zXbK0
Essentials for making Board Game prototypes... on a budget
youtu.be/iHvV1Tnd1NQ
Making a Board Game like a PRO
youtu.be/gKyCRU120XQ
Levelling Up your Board Game Prototypes
youtu.be/fzn7fNXFg2s
Making a EURO GAME prototype - a guide to producing cards, tokens & rulebooks.
youtu.be/ZkHd9p3UUIw
The Expert Guide to Selecting Optimal Dimensions & Cardstock for Your Card Game
youtu.be/LFDMiD-ddDY
BOARD GAME INDUSTRY
Board Game Design: The Board Game Industry | Start Here
youtu.be/7-cPUjaDEDc
Board Game Design: How COVID 19 changed the board game industry forever
youtu.be/QM190p6MiPk
History of Board Games
youtu.be/tIM9F3T9nfM
I've designed a Board Game: how do I make money from it?
youtu.be/-216eAqobYM
Crowdfunding Your Board Game: The Pros and Cons
youtu.be/-ypL_B5S-sI
Designing Board Games on a Budget
youtu.be/hgl3Ub8m8a0
PLAYTESTING
Inside Playtesting: What It Is, Why It Matters, and How to Get Started
youtu.be/IgRv8mF7cPo
Imposter Syndrome & Board Game Design - How many playtests is ENOUGH?
youtu.be/KmoT3OxF_6A
A Carcassonne Parable for Game Designers: Gathering Playtester Feedback
youtu.be/9oT1lre1nUk
RULES WRITING
Rule the Game: Secrets to Writing Clear, Concise, and Compelling Board Game Rulebooks
youtu.be/ud9gcuPFwxk
PITCHING
Pitch Perfect: The Ultimate Guide to Pitching Your Board Game Prototype to Publishers
youtu.be/pCqNp-JRGcA
How NOT to pitch... don't be this guy
youtu.be/X_1EOJwOKEk
Board Game Design: Sell Sheets - when and how to use them.
youtu.be/jIyP-rXXYcI
Mastering the Art of Board Game Video Reels
youtu.be/rWX3CO0uF0A
How to choose the right publisher for your Board Game?
youtu.be/8FD-pvD6VBI
Cracking the Code: Revealing What Board Game Publishers Want in a Game
youtu.be/4IiPoKjUxXU
The Secret to Success in Board Game Publishing: Nurture Lasting Relationships with Publishers
youtu.be/N6KAk2pnhhw
CONTRACTS
Creative Control | Board Game Contracts Explained: Part 1
youtu.be/0ZQXPN-yzPc
Getting Paid | Board Game Contracts Explained: Part 2
youtu.be/bUteKCkWGxc
Getting Your Rights Back | Board Game Contracts Explained: Part 3
youtu.be/pSFRYLGR8VU
Expansions & derivative works | Board Game Contracts Explained: Part 4
youtu.be/26s5i4qeMM8
Your responsibilities to the publisher | Board Game Contracts Explained: Part 5
youtu.be/aldtNWDBCRs
PRODUCT DESIGN
Board Game Design: Using Product Design Principles to Enhance your Tabletop Game
youtu.be/6VUHjjL1LP8
How Design Thinking Can Revolutionize Your Board Game Creation
youtu.be/B3-bRXBlsOU
Brilliant Idea - Perfect Execution: How to make a BEST-SELLING board game!
youtu.be/Xg8izd932Fs
How to get players HOOKED on your board game!
youtu.be/l-37KuSr8VQ
Board Game Design: Give Your Players What They Need!
youtu.be/hxbU3ll57DA
Board game design: modelling your customers & understanding your audience.
youtu.be/Ow2FDl2yiPU
Board Game Design: The Secrets to Onboarding Players Quickly and Painlessly
youtu.be/kf4cpqpukvk
How to make a board game which demands attention!!!
youtu.be/NXYxHmfxxJk
Your Board Game needs to DELIVER
youtu.be/sTFDuSSXxf8
Stop TRYING to innovate : The Power of Continuous Improvement in Board Game Design
youtu.be/wKuMPOYueao
CREATING A HOOK
Board game design : What makes a GREAT hook?
youtu.be/06LoHZi9Wko
Why Great Games FAIL - Board Game Design
youtu.be/FA9Cx-ERlgY
DISAPPOINTMENT
I designed a board game... and it bombed.
youtu.be/IXVyr3S6RV4
MECHANISMS
Playlist: How to design games using popular mechanisms
youtube.com/playlist?list=PLp0JfVPxaej1t0bsBS-tvInGWlcF_UcKu
Competing gods influence the development of territories for warring factions in Thunderwork’s fantasy universe. Dawn of Ulos is a tile-laying stock market game dressed up as a high-fantasy battle. Acquire meets Tigris & Euphrates meets Small World. That’s the hook.
In this video I walk viewers through producing a professional quality prototype for a couple strategic board game (often called a "Euro" game) using the Launch Lab print on demand service.
3:25 Producing Boxes
5:30 Producing Cards
10:45 Producing Rulebooks
16:24 Producing Tokens
28:30 Launch Lab Reports
Diamant was first released in 2005. Designer Alan Moon was flying high after winning the prestigious Spiel Des Jahres award the previous year, for Ticket to Ride, his second win - Elfenland won the award in 1998. And frankly Diamant should have been his third.
Alan Moon partnered with his frequent collaborator - the prolific designer Bruno Faidutti - to create Diamant, initially published by Schmidt Spiele. The game was renamed Incan Gold in its subsequent edition from Eagle Gryphon, and then reverted to Diamant in 2016, with a gorgeous graphic overhaul from Iello and Bunny Kingdom artist, Paul Mafayon.
Solve mysteries by visiting locations in the buildings, streets, and gardens of Baker Street. Use specific characters in specific locations to take advantage of their natural abilities and unlock new story elements. Solve 7 unique cases, finding lost items, missing creatures, and uncovering mysteries.
A Sherlock Holmes storybook with cute anthropomorphic animals centre stage - an immersive, interactive choose-your-own adventure in the form of a cooperative, narrative board game for families. That’s the hook.
The origins of this iconic game system are unclear. A German literary journal, Monatshefte, described a Japanese War Game, known as Gunjin Shogi (or Military Chess) in 1905. The game was subsequently published in Finland in 1906, and described as having been invented during the recent Japanese War, most likely the Sino-Japanese war of 1894, and enjoyed by soldiers and officers alike.
Gunjin Shogi is remarkably similar to later titles L’Attaque and Stratego, with the most notable difference being the requirement for a third player to act as arbiter declaring the outcome of any conflict without revealing the identity of the pieces. Patents were filed in 1907 in London by Julie Berg, and 1909 in France by Hermance Edan. It was Edan’s version which achieved commercial success in Europe, under the title L’Attaque. However, the origins of L’Attaque are disputed, because Edan’s estate asserts that she invented the game in the 1880s, which, if accurate, may predate the Japanese wargame.
Edan’s L’Attaque was brought to the United Kingdom by Gibson’s Games in the 1920s, and attracted 3 direct sequels: Dover Patrol, Aviation, and Tri-Tactics, all apparently developed by Harry Gibson. These games were marketed as Gibsons’ Big Four or War without Tears.
Stratego first appeared in 1946, late to the party by half a century, and almost identical to Hermance Edan’s L’Attaque, though a Dutchman, Jacques Johan Mogendorff, claimed to be the creator. Stratego was licensed to some heavy hitters in the industry, Milton Bradley, Hasbro, and Jumbo, which still retains ownership of the brand in 2023.
The Stratego-branded version dominated the market in the West, pushing through to become one of the most recognisable, iconic board games of the last century.
0:00 Introduction
1:43 The basics
2:23 Origins of the system
7:14 L'Attaque vs Stratego
8:56 Sharpe's Attack
10:12 Dover Patrol
11:52 Aviation
13:38 Tri-Tactics
15:04 Swords and Wizardry
17:27 The Generals
19:14 Luzhanqi
21:24 Conquest Stratego
23:09 Shadows in Kyoto
24:19 Lord of the Rings The Confrontation
24:49 Thunder and Lightning
25:02 Volto
25:20 TacTiki
25:35 Confusion
0:00 After Us
0:56 Introduction
1:12 History of deck building
2:47 Definition
3:44 Dominion
6:24 Sponsor
7:15 The market
11.26 Interaction
14:34 On a board
18:57 Headwind
20:08 Deck thinning
22:08 Set collection
22:55 Multiple currencies
25:03 Enduring effects
26:45 Push your luck
28:41 Bag building games
30:45 Dice pool games
32:43 Dice building games
33:47 Card crafting games
36:36 Theme
37:30 Mechanisms
0:24 Kobold Guide to Board Game Design
2:04 Gametek
3:17 Sponsor
4:48 Steal Like an Artist
6:50 Dice Games Properly Explained
7:53 Building Blocks of Tabletop Game Design
9:14 Obviously Awesome
10:36 Characteristics of Games
11:57 Challenges for Game Designers
13:50 Ego is the Enemy
16:07 Fail Faster
0:00 Introduction
2:19 Setting up a project
3:29 Selecting components
3:47 Making a score pad
4:24 Downloading templates
5:10 Laying out artwork
8:15 Creating PDFs
8:54 Creating a box
11:08 Creating cards
15:45 Verifying PDFs
19:03 Creating an order
19:40 Final product!
In this video, we’ll be looking at 12 different considerations for designers of party games.
Kickstarter link: kickstarter.com/projects/launchtabletop/stellar-prints-metal-art-prints-for-gamers
Stellar Website: launchtabletop.com/stellar/overview
An 18 card cooperative city-building game which plays brilliantly solo, and an 18 card set collection game about flowers from Wingspan designer Elizabeth Hargrave. Two of the most popular titles in the extensive range of wallet sized games from Button Shy. That’s the hook.
No-one wants to play card games with flimsy, ugly cards. In a competitive market, and with easy access to print on demand services, and AI generated art, game designers are levelling up their prototypes. If you want to stand out, you need your card game to not only play well, but look great too.
In this video, I’m going to show you the key things you should consider when printing cards. What do publishers want to see from freelance designers? Is professional printing a sensible option? And what factors determine the best choice of card dimensions and cardstock? From picking the perfect size for easy shuffling, to choosing the right stock for durability and the perfect feel in your hands.
This video is a little different to my usual content, in that it’s a preview for an upcoming product.
I was approached by Michael Allan, a British designer, who asked me to take a look at KUGO - a game created by Michael and his family. I don’t normally say Yes to Kickstarter previews. But if you’ve been watching for a while, you’ll know I’m a sucker for flicking games, and KUGO just looked great.
So I agreed to check out the game; no fee attached - just a complimentary copy of the game - so you can be sure this is my honest opinion.
Michael is intending to launch KUGO on Kickstarter in June 2023. If you’re interested in the game, follow the link:
kickstarter.com/projects/mikeyallan/kugo?ref=clipboard-prelaunch
In this video, I’ll be taking a look at many of the variant rule sets, and discussing which version might be best for a player who enjoys thematic games; which version you might like if you want meaningful choices; which version is great for interaction; and plenty more. Sadly many of the older expansions and variants are currently out of print, but they all come up frequently on the second hand market, with some inevitably attracting a higher price than others. I’ll be discussing the game design lessons that I’ve learned from immersing myself in the vast catalogue of Carcassonne titles.
Today, Carcassonne joins Kingdomino, Everdell, Sushi Go, and Viticulture in my game design Hall of Fame.
0:00 Introduction
2:19 Sponsor
3:40 Carcassonne
5:07 History of the game
6:43 Box covers
9:53 Hunters & Gatherers
10:28 Onboarding
11:55 Terminology
13:32 Carcassonne Junior
13:49 Over Hill & Dale
14:43 Engagement Ladder
17:05 Star Wars Edition
19:03 Gold Rush
20:31 Princess & Dragon
21:16 Mists Over Carcassonne
24:18 Castles
25:00 Amazonas
26:14 Sheep & Shepherds
27:21 New World
28:02 South Seas
28:52 Builders
29:14 Bonus Tiles (H&G)
30:32 Variant (The Discovery)
30:57 Inns & Cathedrals
31:31 Traders
31:51 Pigs
32:18 Product Design Checklist
33:43 Design Lessons
34:10 Safari
36:50 Hills
37:40 Magic Portals
38:03 Circle of Expectation
38:43 Bridges & Bazaars
40:45 The City
41:18 Regional Maps
41:40 The Castle
43:34 The Discovery
44:23 House Rule
46:45 Design Challenge
Hiroba is a 2022 abstract area control game for 2-4 players, designed by Johan Benguto, Alexandre Droit, and Bertrand Roux, and published by French publisher Funny Fox.
I received a review copy of Hiroba from the distributor, so thanks to Hachette Board Games UK.
In this video I highlight ten or so design choices which you might want to consider when designing your own worker placement game.
Even better, look at what has been done before, find a gap, subvert a mechanism, and create something totally new.
This video is sponsored by Launch Tabletop. If you would like to create a single copy of your prototype board game, or anything up to 1000 copies, then visit www.launchtabletop.com and start prototyping!
0:00 Introduction
1:28 Sponsor
2:33 Definition of mechanism
3:28 History of mechanism
5:54 Appeal of mechanism
8:54 Scarcity of rewards
9:45 Accumulation spaces
10:10 Timing of rewards
11:42 The provost
12:40 Tracks
14:38 Turn order
15:46 Variable setup
16:38 Asymmetric powers
16:55 Build action spaces
19:00 Neutral workers
19:31 Specialised workers
21:42 Dice workers
22:10 Gain new workers
22:32 Feed workers
23:04 Events
25:32 Bring workers home
27:57 Action blocking
31:55 Checklist for designers
Kingdomino burst onto the scene in 2016, winning the prestigious Spiel Des Jahres, Germany’s game of the year award, the following year. And even among the distinguished company of past Spiel winners, Kingdomino stands out as one of the most successful. It’s a true evergreen - never out of print - regarded highly by casual players, families, and gamers alike. And inevitably followed by a slew of expansions and sequels.
I received review copies of Dragomino and Kingdomino Origins from the distributor, so thanks to Coiled Spring.
I reached out to the publisher Button Shy Games and they kindly provided me with review copies of Skulls of Sedlec, and its 6 card Executioners expansion, for the purposes of this video.
A trick taking deduction game with a spooky vibe. That’s the hook.
I received a review copy of Vamp on the Batwalk from the publisher.


