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How to design a board game
Contributed by: Black
  • 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) Extensive lore.
B) Engaging gameplay.
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 color palette used in the game.
C) The complexity of the rules.
D) The type of materials used to make the game.
  • 5. What is a core mechanic?
A) A piece of artwork.
B) A marketing strategy.
C) A minor rule adjustment.
D) The fundamental action players take during the game.
  • 6. What is 'balancing' a game?
A) Making the game visually appealing.
B) Ensuring all strategies are viable and no player has an unfair advantage.
C) Making the rules longer.
D) Adding more random elements.
  • 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) Database management.
D) Quantum physics simulation.
  • 9. What is 'downtime' in a board game?
A) The time spent reading the rulebook.
B) The time spent putting the game away.
C) The time spent setting up the game.
D) The time a player spends waiting for their turn.
  • 10. Why is iteration important in game design?
A) It makes the game more complicated.
B) It saves time and money.
C) It allows you to refine and improve the game based on feedback.
D) It guarantees success.
  • 11. What is 'component creep'?
A) Ordering too few components.
B) Adding unnecessary components to a game.
C) Running out of components.
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 price of the game.
D) The criteria a player must meet to win 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 be ignored by players.
C) To clearly explain the rules of the game.
D) To make the game more confusing.
  • 15. What is 'dice rolling' an example of?
A) Theme.
B) Randomness.
C) Component design.
D) Strategy.
  • 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 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 many components the game has.
B) How much the game costs.
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) Only listen to your own opinion.
C) Ignore player feedback completely.
D) Tell players how they should play.
  • 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 very complicated rules.
D) A game with confusing artwork.
  • 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) The number of dice rolls in a turn.
B) Each player having unique abilities.
C) Changing the rules mid-game.
D) The amount of power needed to play the game.
  • 23. What is 'area control'?
A) Managing the game's economy.
B) A game mechanic where players compete to control territory on the board.
C) Controlling the speed of the game.
D) Designing the game board.
  • 24. Why is it important to consider the theme of a game?
A) It enhances player engagement and understanding of the game.
B) Theme only matters for expensive games.
C) Theme is just decoration.
D) It doesn't matter at all.
  • 25. What is the purpose of a prototype?
A) To impress investors immediately.
B) To showcase the final artwork.
C) To sell to retailers.
D) To test the core mechanics and gameplay.
  • 26. What does 'rule bloat' refer to?
A) Having too many rules, making the game overly complex.
B) Making the rulebook physically bigger.
C) Simplifying the rules too much.
D) Ignoring the rules completely.
  • 27. What is a 'catch-up mechanic'?
A) A mechanic that punishes leading players.
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 makes the game longer.
  • 28. What is 'economic engine'?
A) The physical motor that powers a game.
B) A system that allows players to generate resources and convert them into victory points.
C) A system for calculating player scores.
D) A system that destroys resources.
  • 29. What is direct player conflict?
A) Players trading resources peacefully.
B) Players directly attacking or hindering each other.
C) Players working together to achieve a common goal.
D) Players ignoring each other's actions.
  • 30. What is indirect player conflict?
A) Players competing for the same resources or spaces.
B) Players directly attacking or hindering each other.
C) Players working together to achieve a common goal.
D) Players ignoring each other's actions.
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