How to design a board game
  • 1. What is the first step in board game design?
A) Define your target audience and gameplay goals.
B) Commission artwork.
C) Write a detailed rulebook.
D) Prototype immediately.
  • 2. Which of these is MOST important for a good board game?
A) High production value.
B) Engaging gameplay.
C) Impressive miniature sculpts.
D) Extensive lore.
  • 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) The fundamental action players take during the game.
B) A marketing strategy.
C) A minor rule adjustment.
D) A piece of artwork.
  • 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 game must have a long playing time.
B) The game must be expensive to produce.
C) Always follow existing trends.
D) The rules should be clear and concise.
  • 8. Which of these is a common game mechanic?
A) Database management.
B) Complex mathematical equations.
C) Worker placement.
D) Quantum physics simulation.
  • 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 spent reading the rulebook.
D) The time a player spends waiting for their turn.
  • 10. Why is iteration important in game design?
A) It allows you to refine and improve the game based on feedback.
B) It saves time and money.
C) It makes the game more complicated.
D) It guarantees success.
  • 11. What is 'component creep'?
A) Adding unnecessary components to a game.
B) Ordering too few components.
C) Running out of 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) Simple game with clear rules.
B) Both are equally good.
C) Complexity always equals quality.
D) Complex game with unclear rules.
  • 14. What is the purpose of a rulebook?
A) To clearly explain the rules of the game.
B) To make the game more confusing.
C) To be ignored by players.
D) To hide the rules.
  • 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) Longer games are always better.
C) Shorter games are always better.
D) Length doesn't matter.
  • 17. What is 'asymmetric gameplay'?
A) When the rules are different for each player.
B) When players have different abilities or starting conditions.
C) When the game board is not symmetrical.
D) When players play at different speeds.
  • 18. What is 'player interaction'?
A) How long the game takes to set up.
B) How players affect each other's gameplay.
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) Ignore player feedback completely.
B) Observe players and ask open-ended questions.
C) Tell players how they should play.
D) Only listen to your own opinion.
  • 20. What does 'abstract' refer to in game design?
A) A game with confusing artwork.
B) A game that minimizes theme in favor of pure strategy.
C) A game that is hard to understand.
D) A game with very complicated rules.
  • 21. What is 'deck-building'?
A) Selling your game to a publisher.
B) Organizing your collection of board games.
C) Building a house out of playing cards.
D) A mechanic where players construct their own deck of cards during the game.
  • 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) A game mechanic where players compete to control territory on the board.
B) Designing the game board.
C) Managing the game's economy.
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 sell to retailers.
B) To impress investors immediately.
C) To test the core mechanics and gameplay.
D) To showcase the final artwork.
  • 26. What does 'rule bloat' refer to?
A) Making the rulebook physically bigger.
B) Having too many rules, making the game overly complex.
C) Simplifying the rules too much.
D) Ignoring the rules completely.
  • 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 only affects the end game.
D) A mechanic that helps players who are behind to regain ground.
  • 28. What is 'economic engine'?
A) A system that allows players to generate resources and convert them into victory points.
B) A system that destroys resources.
C) The physical motor that powers a game.
D) A system for calculating player scores.
  • 29. What is direct player conflict?
A) Players working together to achieve a common goal.
B) Players ignoring each other's actions.
C) Players directly attacking or hindering each other.
D) Players trading resources peacefully.
  • 30. What is indirect player conflict?
A) Players ignoring each other's actions.
B) Players directly attacking or hindering each other.
C) Players working together to achieve a common goal.
D) Players competing for the same resources or spaces.
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