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How to design a board game
Contributed by: Black
  • 1. What is the first step in board game design?
A) Commission artwork.
B) Write a detailed rulebook.
C) Define your target audience and gameplay goals.
D) Prototype immediately.
  • 2. Which of these is MOST important for a good board game?
A) Extensive lore.
B) High production value.
C) Engaging gameplay.
D) Impressive miniature sculpts.
  • 3. What is 'playtesting'?
A) Showing the game to investors.
B) Testing the game with potential players to get feedback.
C) Playing the game alone.
D) Reading the rulebook repeatedly.
  • 4. What does 'theme' refer to in a board game?
A) The color palette used in the game.
B) The setting and narrative of the game.
C) The type of materials used to make the game.
D) The complexity of the rules.
  • 5. What is a core mechanic?
A) The fundamental action players take during the game.
B) A marketing strategy.
C) A piece of artwork.
D) A minor rule adjustment.
  • 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) Always follow existing trends.
B) The rules should be clear and concise.
C) The game must have a long playing time.
D) The game must be expensive to produce.
  • 8. Which of these is a common game mechanic?
A) Worker placement.
B) Quantum physics simulation.
C) Complex mathematical equations.
D) Database management.
  • 9. What is 'downtime' in a board game?
A) The time spent reading the rulebook.
B) The time a player spends waiting for their turn.
C) The time spent putting the game away.
D) The time spent setting up the game.
  • 10. Why is iteration important in game design?
A) It saves time and money.
B) It makes the game more complicated.
C) It guarantees success.
D) It allows you to refine and improve the game based on feedback.
  • 11. What is 'component creep'?
A) Simplifying game components.
B) Ordering too few components.
C) Running out of components.
D) Adding unnecessary components to a game.
  • 12. What is a 'victory condition'?
A) The criteria a player must meet to win the game.
B) The color of the winning player's pieces.
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) Simple game with clear rules.
B) Both are equally good.
C) Complex game with unclear rules.
D) Complexity always equals quality.
  • 14. What is the purpose of a rulebook?
A) To make the game more confusing.
B) To be ignored by players.
C) To clearly explain the rules of the game.
D) To hide the rules.
  • 15. What is 'dice rolling' an example of?
A) Randomness.
B) Theme.
C) Strategy.
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) Shorter games are always better.
C) Longer games are always better.
D) Length doesn't matter.
  • 17. What is 'asymmetric gameplay'?
A) When players play at different speeds.
B) When the game board is not symmetrical.
C) When players have different abilities or starting conditions.
D) When the rules are different for each player.
  • 18. What is 'player interaction'?
A) How much the game costs.
B) How long the game takes to set up.
C) How players affect each other's gameplay.
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) Only listen to your own opinion.
C) Observe players and ask open-ended questions.
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 with confusing artwork.
C) A game that is hard to understand.
D) A game with very complicated rules.
  • 21. What is 'deck-building'?
A) Building a house out of playing cards.
B) Organizing your collection of board games.
C) A mechanic where players construct their own deck of cards during the game.
D) Selling your game to a publisher.
  • 22. What does 'variable player powers' refer to?
A) Each player having unique abilities.
B) Changing the rules mid-game.
C) The number of dice rolls in a turn.
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) Managing the game's economy.
D) A game mechanic where players compete to control territory on the board.
  • 24. Why is it important to consider the theme of a game?
A) It doesn't matter at all.
B) Theme only matters for expensive games.
C) Theme is just decoration.
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) 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 makes the game longer.
B) A mechanic that only affects the end game.
C) A mechanic that helps players who are behind to regain ground.
D) A mechanic that punishes leading players.
  • 28. What is 'economic engine'?
A) A system that destroys resources.
B) The physical motor that powers a game.
C) A system for calculating player scores.
D) A system that allows players to generate resources and convert them into victory points.
  • 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 ignoring each other's actions.
B) Players working together to achieve a common goal.
C) Players directly attacking or hindering each other.
D) Players competing for the same resources or spaces.
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