How to design a board game
  • 1. What is the first step in board game design?
A) Prototype immediately.
B) Write a detailed rulebook.
C) Define your target audience and gameplay goals.
D) Commission artwork.
  • 2. Which of these is MOST important for a good board game?
A) Engaging gameplay.
B) Extensive lore.
C) High production value.
D) Impressive miniature sculpts.
  • 3. What is 'playtesting'?
A) Showing the game to investors.
B) Playing the game alone.
C) Testing the game with potential players to get feedback.
D) Reading the rulebook repeatedly.
  • 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 rules longer.
C) Making the game visually appealing.
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) Always follow existing trends.
C) The rules should be clear and concise.
D) The game must be expensive to produce.
  • 8. Which of these is a common game mechanic?
A) Worker placement.
B) Database management.
C) Quantum physics simulation.
D) Complex mathematical equations.
  • 9. What is 'downtime' in a board game?
A) The time spent putting the game away.
B) The time a player spends waiting for their turn.
C) The time spent setting up the game.
D) The time spent reading the rulebook.
  • 10. Why is iteration important in game design?
A) It makes the game more complicated.
B) It guarantees success.
C) It allows you to refine and improve the game based on feedback.
D) It saves time and money.
  • 11. What is 'component creep'?
A) Ordering too few components.
B) Running out of 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) The price of the game.
C) The criteria a player must meet to win 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) 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 clearly explain the rules of the game.
B) To hide the rules.
C) To make the game more confusing.
D) To be ignored by players.
  • 15. What is 'dice rolling' an example of?
A) Component design.
B) Strategy.
C) Randomness.
D) Theme.
  • 16. Why is it important to consider the length of a game?
A) Longer games are always better.
B) To ensure it aligns with the target audience's attention span.
C) Length doesn't matter.
D) Shorter games are always better.
  • 17. What is 'asymmetric gameplay'?
A) When the rules are different for each player.
B) When the game board is not symmetrical.
C) When players have different abilities or starting conditions.
D) When players play at different speeds.
  • 18. What is 'player interaction'?
A) How many components the game has.
B) How players affect each other's gameplay.
C) How long the game takes to set up.
D) How much the game costs.
  • 19. Which of these is a good way to gather playtest feedback?
A) Observe players and ask open-ended questions.
B) Only listen to your own opinion.
C) Tell players how they should play.
D) Ignore player feedback completely.
  • 20. What does 'abstract' refer to in game design?
A) A game with confusing artwork.
B) A game that is hard to understand.
C) A game that minimizes theme in favor of pure strategy.
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) A mechanic where players construct their own deck of cards during the game.
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) Managing the game's economy.
B) Designing the game board.
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) Theme is just decoration.
B) Theme only matters for expensive games.
C) It doesn't matter at all.
D) It enhances player engagement and understanding of the game.
  • 25. What is the purpose of a prototype?
A) To showcase the final artwork.
B) To test the core mechanics and gameplay.
C) To impress investors immediately.
D) To sell to retailers.
  • 26. What does 'rule bloat' refer to?
A) Making the rulebook physically bigger.
B) Ignoring the rules completely.
C) Having too many rules, making the game overly complex.
D) Simplifying the rules too much.
  • 27. What is a 'catch-up mechanic'?
A) A mechanic that makes the game longer.
B) A mechanic that helps players who are behind to regain ground.
C) A mechanic that only affects the end game.
D) A mechanic that punishes leading players.
  • 28. What is 'economic engine'?
A) The physical motor that powers a game.
B) A system for calculating player scores.
C) A system that allows players to generate resources and convert them into victory points.
D) A system that destroys resources.
  • 29. What is direct player conflict?
A) Players trading resources peacefully.
B) Players ignoring each other's actions.
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 working together to achieve a common goal.
B) Players ignoring each other's actions.
C) Players directly attacking or hindering each other.
D) Players competing for the same resources or spaces.
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