How to design a board game
  • 1. What is the first step in board game design?
A) Commission artwork.
B) Define your target audience and gameplay goals.
C) Write a detailed rulebook.
D) Prototype immediately.
  • 2. Which of these is MOST important for a good board game?
A) Extensive lore.
B) High production value.
C) Impressive miniature sculpts.
D) Engaging gameplay.
  • 3. What is 'playtesting'?
A) Playing the game alone.
B) Testing the game with potential players to get feedback.
C) Showing the game to investors.
D) Reading the rulebook repeatedly.
  • 4. What does 'theme' refer to in a board game?
A) The complexity of the rules.
B) The type of materials used to make the game.
C) The color palette used in the game.
D) The setting and narrative of the game.
  • 5. What is a core mechanic?
A) A piece of artwork.
B) A minor rule adjustment.
C) The fundamental action players take during the game.
D) A marketing strategy.
  • 6. What is 'balancing' a game?
A) Ensuring all strategies are viable and no player has an unfair advantage.
B) Making the game visually appealing.
C) Making the rules longer.
D) Adding more random elements.
  • 7. What is the 'golden rule' of board game design?
A) Always follow existing trends.
B) The game must be expensive to produce.
C) The game must have a long playing time.
D) The rules should be clear and concise.
  • 8. Which of these is a common game mechanic?
A) Quantum physics simulation.
B) Database management.
C) Worker placement.
D) Complex mathematical equations.
  • 9. What is 'downtime' in a board game?
A) The time spent putting the game away.
B) The time spent setting up the game.
C) The time a player spends waiting for their turn.
D) The time spent reading the rulebook.
  • 10. Why is iteration important in game design?
A) It saves time and money.
B) It makes the game more complicated.
C) It allows you to refine and improve the game based on feedback.
D) It guarantees success.
  • 11. What is 'component creep'?
A) Running out of components.
B) Ordering too few components.
C) Adding unnecessary components to a game.
D) Simplifying game components.
  • 12. What is a 'victory condition'?
A) The color of the winning player's pieces.
B) A special rule for the final round.
C) The criteria a player must meet to win the game.
D) The price of the game.
  • 13. Which is better: A complex game with unclear rules or a simple game with clear rules?
A) Complex game with unclear rules.
B) Both are equally good.
C) Complexity always equals quality.
D) Simple game with clear rules.
  • 14. What is the purpose of a rulebook?
A) To hide the rules.
B) To clearly explain the rules of the game.
C) To make the game more confusing.
D) To be ignored by players.
  • 15. What is 'dice rolling' an example of?
A) Strategy.
B) Theme.
C) Randomness.
D) Component design.
  • 16. Why is it important to consider the length of a game?
A) Shorter games are always better.
B) Longer games are always better.
C) Length doesn't matter.
D) To ensure it aligns with the target audience's attention span.
  • 17. What is 'asymmetric gameplay'?
A) When the rules are different for each player.
B) When players play at different speeds.
C) When the game board is not symmetrical.
D) When players have different abilities or starting conditions.
  • 18. What is 'player interaction'?
A) How players affect each other's gameplay.
B) How long the game takes to set up.
C) How much the game costs.
D) How many components the game has.
  • 19. Which of these is a good way to gather playtest feedback?
A) Only listen to your own opinion.
B) Observe players and ask open-ended questions.
C) Ignore player feedback completely.
D) Tell players how they should play.
  • 20. What does 'abstract' refer to in game design?
A) A game with very complicated rules.
B) A game that is hard to understand.
C) A game that minimizes theme in favor of pure strategy.
D) A game with confusing artwork.
  • 21. What is 'deck-building'?
A) Selling your game to a publisher.
B) Building a house out of playing cards.
C) A mechanic where players construct their own deck of cards during the game.
D) Organizing your collection of board games.
  • 22. What does 'variable player powers' refer to?
A) The amount of power needed to play the game.
B) The number of dice rolls in a turn.
C) Changing the rules mid-game.
D) Each player having unique abilities.
  • 23. What is 'area control'?
A) Controlling the speed of the game.
B) Managing the game's economy.
C) A game mechanic where players compete to control territory on the board.
D) Designing the game board.
  • 24. Why is it important to consider the theme of a game?
A) Theme is just decoration.
B) It doesn't matter at all.
C) It enhances player engagement and understanding of the game.
D) Theme only matters for expensive games.
  • 25. What is the purpose of a prototype?
A) To showcase the final artwork.
B) To impress investors immediately.
C) To test the core mechanics and gameplay.
D) To sell to retailers.
  • 26. What does 'rule bloat' refer to?
A) Ignoring the rules completely.
B) Having too many rules, making the game overly complex.
C) Making the rulebook physically bigger.
D) Simplifying the rules too much.
  • 27. What is a 'catch-up mechanic'?
A) A mechanic that helps players who are behind to regain ground.
B) A mechanic that makes the game longer.
C) A mechanic that punishes leading players.
D) A mechanic that only affects the end game.
  • 28. What is 'economic engine'?
A) The physical motor that powers a game.
B) A system that destroys resources.
C) A system that allows players to generate resources and convert them into victory points.
D) A system for calculating player scores.
  • 29. What is direct player conflict?
A) Players directly attacking or hindering each other.
B) Players trading resources peacefully.
C) Players working together to achieve a common goal.
D) Players ignoring each other's actions.
  • 30. What is indirect player conflict?
A) Players ignoring each other's actions.
B) Players working together to achieve a common goal.
C) Players directly attacking or hindering each other.
D) Players competing for the same resources or spaces.
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