Early draft/Work in progress.
Last updated: (month/day/year)
Board Game Heuristics
A personal set of heuristics designed for my board games to become the best I can make them.
Games generally should:
- have meaningful, interesting decisions
- speak through their themes
- be easy to learn, hard to master
- be more than a sum of their parts
back to homepage
1. Rules
- Rules should have short simple sentences (10-20 words); use as few words as possible.
- Wording should be in an active voice (e.g. "Place one tile").
- Use as few comma's as possible.
- Aim for short paragraphs, ideally 3–5 sentences maximum.
- Place crucial information in the first sentence of a paragraph or section.
- Correct line-height for optimal reading.
- Use headings and subheadings for easier scanning of text.
- Use bold only for emphasis or keywords.
- Use italics for subtle emphasis; e.g. titles of actions.
- Correct hyphenation.
- Use bullet points for lists of actions, options or conditions.
- Include icons used in the game when explaining the rules.
- Use visual examples that are simple (separate expert exceptions).
- Edge cases should be handled in separate sections.
- Players should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
- Use as few pages as possible.
1.1. Setup
- Setup should be as short as possible.
- Check order of setup and effect on player positions; luck, advantages, or even a favorable position resulting in winning the game.
- Have variability in setup or gameplay (goals, positions, cards, etc).
- No need for sorting and placing loads of tiles/cards on different positions if only necessary later during play (Brass Birmingham player board, or for example stacks of differently nominated points tokens)
- Game should be easy to get out and back in to the box; provide enough bags.
1.2. Reference Sheets
- Should be understandable almost instantly for first time players
- Focus on the actions and rules that actually need reminding (are often forgotten, or try to redesign the game so this does not happen).
- Use text + icons where possible.
2. Gameplay
How the game plays, from learning, what the player can do and can't do, to how the game "reacts" to how players play.
- Great main gameplay loop that rewards long time planning and short-term tactical decision making.
- The game length feels not too long, not too short, and doesn't often result in dragged out or cut short games.
2.1. Learning the game
- Playing requires little upfront knowledge of the game, unless that is the focus of the game (e.g. knowing which cards come out at certain phases).
- Reduce exceptions to a minimum.
- Include a reference sheet for complex actions and rare (edge) cases.
- Scoring should be clear and easy to remember.
2.2. Player Agency
- The game should have interesting decisions, meaningful choices
- No (or hardly any) irrelevant choices.
- Avoid having decisions that are normally clearly good decisions turn out bad in a way that a player cannot see coming.
- Avoid having to make decisions relying on unknown information (strategy cards that are in a hidden deck, giant decks of cards that have a high variation of cards experienced players "know").
- Knowing that you're losing and cannot win anymore should be limited to the last round(s) of the game (final scoring round).
- Remember that people have a strong negativity bias and hate having things taken away from them (better to reward trailing players than to penalize leaders).
2.3. Emotion
- Sense of ownership/warmth.
- Feeling of meaningful, but hard earned, growth.
- It sparks joy!?
- Never the same twice, endlessly surprising.
- Memorable moments or situations that are talked about after the game; "I thought you had.., I didn't expect.."
2.4. Downtime
- Ideally have three to five choices of which at least two are good choices (less chance of analysis paralysis). The time it takes to make a decision increases with the number and complexity of choices. (Hick's Law).
- Downtime between players turns and between rounds is smoothened and minimalised as far as it can be.
- Setup of the game is as short as it can be.
- Even if there's factions, don't let it force too much on one exact way of playing?
- Limit the amount of different actions and orders players can take.
- No zero turns: turns where you cannot do anything useful in the game.
2.5. Randomness
- The game relies on some input randomness but does not have any output randomness.
- Possible to mitigate bad luck, bad starting positions or bad starting decisions.
- Not easy to game the game (in deck builders, shuffle cards in your preferred order).
- No (large amounts of) upfront knowledge required (exact number of certain cards in a deck, or the cards that could be in a deck, which you can randomly draw based on payment?).
- No situations in which players' actions have random outcomes without effect (e.g. spending an action to draw a card that does nothing, throwing a die that can either earn money or not).
2.6. Interaction
- Game should have both positive and negative player interaction.
- If blocking is possible; make it possible to achieve goals or gain resources in multiple ways.
- It's far better to give a scoring boost to lagging players than take away earned points from the leader.
- Interaction should be limited in time duration; e.g. should not lead to long negotation phases between players in a more than two player game.
- It should not be possible to give players resources/money in the game without anything (useful) in return.
- Kingmaking should be (at least) difficult.
- Conflict feels rewarding no matter the outcome.
2.7. Scalability
- The game experience doesn't change significantly and/or not in a problematic way when adding more players.
- The game state doesn't change too often to plan with an increasing amount of players.
- Game length for different number of players is well balanced; the game doesn't feel too long or too short with any player count.
- Game has the same feel of growth (increases as more player take part per turn) for each player count.
- Game has nearly the same amount of total time, and adjusts number of turns accordingly to reduce downtime between player turns.
2.8. Balance
- No endless loops in the game; getting money allows you another action, which allows you to get more money, which allows another action, etc.
- Players should not be able to become a runaway leader; a catchup mechanism should be included.
- Game economy should feel tight (especially at the start), but not too restrictive (especially towards the end).
- There should be at least five valid possibly winning strategies.
- Turns should have limited amounts of objectively correct move.
- No paths to quick victories.
- Rewards and bonuses should be balanced and useful throughout the game.
2.9. Theme
- Solid connection between theme and mechanics.
- Game is historically mostly accurate.
- Limit the amount of exceptions because of the theme.
- Handle sensitivity / potential issues carefully.
3. Graphic Design
Includes hierarchy, color use, typography and more.
3.1. Visual Hierarchy
- Board game state should be easy to judge from across the room.
- Board usability/orientation; board is readable from multiple sides (depending on player count).
- Is readable from a distance often occuring in the game; players don't have to stand up or lean across the table to read cards, other players' cards, etc.
- Graphics support play by showing necessary information on the board.
- Graphics put emphasis on most important information on the board.
- Art does not clutter the board, cards or tiles.
- Game board does not distract from player mutations or information needed for actions.
3.2. Iconography
- Icons have the same meaning throughout the game.
- Icons are easy to distinguish by shape, color and/or pattern.
- Icons + text are used where possible.
- Icons differ enough to be easily separated at distance necessary (2m for game board and stacks, 1m for player board and own items).
- Icons should be simplified to improve readability (think Castles of Burgundy buildings, foreign tiles Clearance)
- Icons have different shapes so they can be easily recognized
3.3. Colors
- Test for Protanopia and Deuteranopia color blindness and have alternative way to make it easier; patterns, backgrounds, etc.
- Use more vibrant colors for important information.
- Color coding and easy overview to make decisions.
- Game pieces need to have different color + patterns (stripes, dots, lines, nothing)
- Different card types and action types use different colors and patterns, or if necessary even different layouts
- Use dark text on light backgrounds, or white text on dark backgrounds.
3.4. Typography
- Titles have optical kerning.
- Correct line-height for optimal reading.
- Correct hyphenation.
- Use type scales for optimal hierarchy between text.
- Text size on cards should be 8-10pt, down to 6-7pt for fluff text.
- All caps or small caps only for keywords, titles or very short sentences.
4. Game Interface
- The game should be entirely playable without referring to the rules after five plays in a month.
- Elegant design; not having to overly rely on exceptions to rules or have (parts of).
- Actions should be clearly visible on the player board/reference cards.
- Recognition rather than recall: Minimize the user's memory load by making objects, actions, and options visible.
4.1 Error Prevention
- Easy to find out the current turn in case this is important.
- No upkeep problems during rounds; players can easily keep track of what has been processed.
- In longer procedures (more than two steps) there should be a clear order to avoid errors.
4.2 Component Damage & Usage
- Different card decks should have the same color of edges if worn cards would influence the game.
- Use highest quality components possible for components that are used most during the game.
- Damaged or highly used components should have no influence on the game (knowing which cards, tiles are coming, etc).
- Learning which tiles are scuffed, see the next cards in order, etc, should not cause any advantage to players.
4.3 Game Usability
- Enough space for maximum amount of components allowed on a space (e.g. if then meeples are allowed, have space for ten meeples).
- Components shouldn't obscure essential information.
- Often used components placed on the board, less used components can be placed aside the board.
- Enough distance between different spaces (especially on tracks or scoring tracks); bumping the board or bumping into the table shouldn't instantly lead to a lost game.
- Enough distance between card or tile draw piles/stacks, so drawing cards/tiles doesn't bump other stacks.
- Double sided tiles if there are many different tiles and players need to look for specific tiles (often).
5. Solo Mode
- No inconsistent rules for different players/npc’s.
- After not playing for a while, rules/icons/orders/etc should not be difficult to remember
- Game should have little upkeep for automa.
- There should not be too many decision trees for automa.
back to homepage