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