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