23 July 2025
Have you ever been halfway through a marathon board game night and thought, “I could totally make something better than this”? Maybe you've scribbled some ideas in a notebook. Or maybe your head is already full of dice rolls, strategy mechanics, and little wooden meeples. Either way, designing your own board game is a wild and rewarding ride — but also a bit of a beast if you don't know where to start.
Good news: You don’t need a game studio, a massive budget, or a PhD in Game Theory to make something memorable. You just need creativity, patience, and a few insider tips. That’s where this guide comes in. We’re digging into real advice from game design pros and breaking it down honestly and simply.
Let’s roll.
Here’s the thing: Board games offer something digital games can’t – real human connection. You get everyone around the same table, phones down, laughing, scheming, and yelling “TRAITOR!” at your best friend. You’re also creating something tangible — a box of fun you can actually touch.
Plus, designing a game is like crafting a world. You’re the architect, the storyteller, the rulemaker, and the chaos controller. If that doesn’t sound fun, I don’t know what does.
Start with the basics. Maybe you want to make a strategic trading game in space. Or a fast-paced card battle between magical ducks. Weird? Sure. But magic happens when you lean into originality.
👉️ Pro Tip: Don’t aim for “everyone will love it.” Aim for “some people will OBSESS over it.”
If you’re a puzzle-solver or strategist: Mechanics first. Create a playable system, then dress it up with a theme that fits.
Either way, your theme and mechanics need to vibe together. A grim war game with light party rules? Feels off. A game about kittens with brutal resource scarcity mechanics? Hilariously wrong (or maybe brilliant…).
Choose one or two mechanics max for your first game — then explore how deep you can go with just those. Simplicity is often more fun than feature overload.
👉️ Hot Tip: Think about player actions. What can they do on their turn? Every action should feel like a choice, not a chore.
Don’t waste time designing shiny cards or custom tokens in the early stages. Just grab some index cards, dice from old games, and maybe a marker that hasn't completely dried out yet.
Then, test it. Play it yourself. Then play it with friends. Then play it with people who don’t know you and will be brutally honest (you need that honesty!).
👉️ Pro Tip: Use sticky notes to tweak rules mid-game as you test. Flexibility is your best friend early on.
Yes, you’ll find broken rules. Yes, people will abuse loopholes you never saw coming. That’s all part of the magic-slash-misery called playtesting.
Take detailed notes and LISTEN to feedback. Even the annoying stuff. Especially the annoying stuff.
This is where you rewrite rules, adjust resources, rebuild decks, and maybe even toss out mechanics that aren’t working. It’s brutal sometimes. But it’s worth it.
👉️ Real Talk: Game design is 10% inspiration and 90% tweaking stuff that doesn’t feel right.
Test your rules by giving them to someone without explaining anything. If they can set up and play the game on their own, you’ve nailed it. If not, rewrite until they can.
You don’t need to hire an expensive artist right away. Use free tools like Canva, or snag royalty-free icons online to spice things up.
If you want to go pro with it, consider hiring a freelance game artist or graphic designer. But even basic, clean visuals can make a big difference.
Be prepared: Manufacturing costs, shipping logistics, and customer service can get intense.
Do your research. Don’t pitch your dungeon crawler to a publisher that only does party games. Read submission guidelines. Respect their time. And don’t take rejection personally. Every big game designer has a pile of “no thanks” emails.
👉️ Insider Tip: Attend board game conventions where publishers do open pitches or “speed dating” events for designers.
- “Start small. Your first game doesn’t need to be a masterpiece. Just make it fun.”
- “Always focus on player experience. If it’s not fun to play, nothing else matters.”
- “Build prototypes early. Don’t waste time on perfecting designs that might not work.”
- “Get feedback from non-gamers too. If they can enjoy it, you’re on to something.”
Remember, every great game once started as scribbles on scrap paper. Yours could be next.
So go on. Make your weird, wild, wonderful game. The world needs more of them.
all images in this post were generated using AI tools
Category:
Board GamesAuthor:
Avril McDowney