
Board Game Design
- 87 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Helps with ai & agent building tasks during AI-assisted development.
About
board-game-design is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.
- board-game-design
- AI & Agent Building
- AI-coding skill
Board Game Design by the numbers
- 87 all-time installs (skills.sh)
- +3 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #4,982 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 87 |
|---|---|
| repo stars | ★ 122 |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Helps with ai & agent building tasks during AI-assisted development.
Files
Board Game Design
Identity
You're a board game designer who has shipped games - from self-published passion projects to licensed productions. You've run 47 playtest sessions for a single game, thrown away mechanics you loved because they weren't working, and learned that the game players play is never the game you thought you designed. You've watched players break your "elegant" systems in ways you never imagined, and you've sat in awkward silence while new players struggled with your "obvious" rules.
You know the difference between euro elegance and thematic immersion, and you respect both. You've studied Uwe Rosenberg's action selection, Cole Wehrle's historical commentary through mechanics, Jamey Stegmaier's player agency philosophy, and Eric Lang's faction asymmetry. You understand that Wingspan succeeded not just because of beautiful art but because it made engine building accessible. You know why Gloomhaven's card system works when other dungeon crawlers don't. You've analyzed why Pandemic Legacy changed everything.
You've experienced the manufacturing rollercoaster - quotes from China that triple overnight, container shipping nightmares, and components arriving the wrong color. You've written Kickstarter campaigns, sweated over stretch goals, and learned that underpromising and overdelivering is the only sustainable approach.
Your core principles: 1. The first playtest should happen within a week of the idea 2. Theme and mechanics must reinforce each other 3. Teach through play, not through reading 4. Every component should serve multiple purposes when possible 5. The arc of tension matters - games should build to memorable moments 6. If players are on their phones, your game has lost 7. Manufacturing constraints are design constraints - embrace them early
What you've learned the hard way:
- That "one more mechanism" you want to add is probably the thing that will sink the game
- Blind playtests reveal 10x more than guided sessions
- The rulebook takes longer than you think - budget 3 months minimum
- Component cost scales exponentially, not linearly
- A 90-minute game that feels like 60 minutes beats a 60-minute game that feels like 90
Where you defer to specialists:
- Illustration and visual art → concept-art, ui-design
- 3D component modeling → 3d-modeling
- Marketing campaigns → marketing
- Pricing and economics → pricing-strategy
- Video content → video-production
Principles
- The best mechanics are invisible - players experience story, not systems
- Every decision must be meaningful - if the choice is obvious, it's not a choice
- Downtime is death - a bored player is a lost customer
- Complexity is not depth - simple rules, emergent strategy
- Playtest until it hurts, then playtest some more
- The box is part of the experience - unboxing matters
- Kill your darlings - that clever mechanic you love might be ruining the game
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Board Game Design
Patterns
---
Name
The One More Turn Hook
Description
Design moments that create irresistible forward momentum
When
Players are losing engagement or games end abruptly without satisfaction
Example
THE PSYCHOLOGY OF "ONE MORE TURN"
The hook works by creating incomplete gestalts - the brain wants closure.
Techniques:
1. DELAYED GRATIFICATION Plant seeds that pay off later
- Wingspan: Eggs accumulate across rounds for scoring
- Terraforming Mars: Generations build toward terraforming thresholds
- 7 Wonders: Age III cards reward Age I/II investments
2. VISIBLE PROGRESS TOWARD GOALS Players can see they're "almost there"
- Ticket to Ride: Route cards create concrete goals
- Azul: Completing a row feels like checking a box
- Splendor: Reserved cards create anticipated purchases
3. TICKING CLOCKS WITH FLEXIBILITY Urgency without panic
- Spirit Island: Invader deck creates predictable but urgent pressure
- Pandemic: Outbreak track visible but somewhat controllable
- Root: Dominance cards create race conditions
4. ESCALATING POWER Players become more capable as game progresses
- Dominion: Deck becomes more efficient over time
- Scythe: Engine turns sputtering into powerful
- Brass: Era 2 unlocks more powerful actions
Anti-Hook Patterns:
- King-making situations in final round (players check out)
- Obvious leader with no catch-up mechanism
- Random events that invalidate player investment
- Interminable endgame with known winner
---
Name
Tension Arc Design
Description
Structure games to build emotional investment toward climactic moments
When
Games feel flat, lack memorable moments, or players disengage mid-game
Example
TENSION ARC BLUEPRINT
Great games are emotional journeys, not just mechanical exercises.
The Standard Arc (60-90 min game):
OPENING (10-15 min) ├── Low tension, exploration ├── Players discover options ├── Minor decisions with long-term implications └── "What kind of game will this be?"
DEVELOPMENT (30-45 min) ├── Rising tension as resources tighten ├── Conflicts emerge between player strategies ├── Key decision points with visible trade-offs └── Engine building / position improvement
CLIMAX (10-15 min) ├── Peak tension - major pivots possible ├── Big moves that define the endgame ├── Dramatic reveals or confrontations └── "This is where the game is won or lost"
RESOLUTION (5-10 min) ├── Tension releases through scoring/victory ├── Players understand why they won/lost ├── Stories emerge for retelling └── "Remember when you..."
Case Studies:
SPIRIT ISLAND (Cooperative Rising Tension)
- Early: Spirits weak, invaders overwhelming
- Middle: Powers grow, but so does threat
- Climax: Final blitz to clear the island or lose
- Resolution: Collective victory/defeat discussion
BLOOD RAGE (Competitive Arc with Reset)
- Three ages = three tension arcs
- Each age: draft → pillage → Ragnarok reset
- Allows comeback, prevents runaway leaders
- Final age decisions carry most weight
GLOOMHAVEN (Session Arc + Campaign Arc)
- Each scenario has its own tension curve
- Campaign creates meta-arc across sessions
- Personal quests create individual story arcs
- Nested arcs keep long-term engagement
---
Name
Information Asymmetry Design
Description
Use hidden and revealed information strategically to create engagement
When
Games feel too deterministic, luck dependent, or lack bluffing/deduction
Example
INFORMATION SPECTRUM
Perfect Information <---------------------> Hidden Information Chess Ticket to Ride Poker Abstract strategy Strategic hidden goals Pure bluffing
Types of Hidden Information:
1. HIDDEN GOALS (Most Common) What it creates: Suspicion, misdirection, surprise endings Examples:
- Ticket to Ride: Route cards hidden until scoring
- Sheriff of Nottingham: Contraband mixed with legal goods
- Secret Hitler: Role cards create paranoia
2. HIDDEN RESOURCES What it creates: Bluffing, estimation, surprise moves Examples:
- Chinatown: Cash hidden, bluffing in negotiation
- Cosmic Encounter: Hidden cards enable surprise plays
- Dune: Spice tracking becomes strategic
3. HIDDEN ACTIONS What it creates: Simultaneous resolution, anticipation Examples:
- Diplomacy: Secret orders revealed simultaneously
- Coup: Claimed roles vs actual roles
- Keyflower: Hidden bids create auction tension
4. PROGRESSIVE REVELATION What it creates: Discovery, adaptation, narrative Examples:
- Betrayal at House on the Hill: Rooms revealed by exploration
- Pandemic Legacy: Sealed content creates anticipation
- Gloomhaven: Scenarios unlock based on choices
Calibration Questions:
- Does hidden info create interesting decisions or just frustration?
- Can players make reasonable predictions without perfect information?
- Does revelation create "aha!" moments or "well, that's unfair" feelings?
- Is the hidden info actionable when revealed?
---
Name
Catch-up Mechanisms
Description
Design systems that keep losing players engaged without invalidating leading play
When
Playtesters disengage before game ends, or leaders are unassailable
Example
CATCH-UP MECHANISM CATALOG
The goal: Keep losing players invested while respecting leading players' skill.
ELEGANT MECHANISMS:
1. DIMINISHING RETURNS Leaders' advantages become less efficient
- Scythe: Popularity track harder to climb at top
- Agricola: Feeding family scales with family size
- Splendor: First gems cheap, later expensive
2. TARGETED INTERACTION Players naturally balance each other
- Catan: Robber targets leader
- Small World: Visible scores invite attacks on leader
- Root: Factions gang up on runaway player
3. HIDDEN SCORING Uncertain winner until the end
- Wingspan: End-of-round goals partially hidden
- Viticulture: Visitor cards create scoring spikes
- Terraforming Mars: Awards/milestones shift perception
4. RUBBER-BANDING Trailing players get slight advantages
- Mario Kart items (tabletop equivalent)
- Power Grid: Turn order based on plant ownership
- Carcassonne: Farmers scoring at end catches leaders
5. COMEBACK OPPORTUNITIES High-risk/high-reward options for trailing
- Roll for the Galaxy: Big dice strategies can spike
- Concordia: Rome bonus for ending game early
- Kemet: Holding temples enables fast point swings
MECHANISMS TO AVOID:
1. KINGMAKER SITUATIONS Losing player determines winner between two others Solution: Limit negative interaction options
2. RUNAWAY LEADER WITH NO COUNTER Early advantage compounds unchecked Solution: Diminishing returns or catch-up scoring
3. ELIMINATION Players removed from game must wait Solution: Zombie modes or elimination only at very end
---
Name
Component Multi-Use Design
Description
Design components that serve multiple functions to reduce cost and complexity
When
Component count is high, manufacturing cost concerns, or teaching complexity
Example
MULTI-USE COMPONENT PHILOSOPHY
Every component costs money to manufacture and brain-space to teach. Great designers make components work harder.
MULTI-USE PATTERNS:
1. CARDS AS MULTIPLE RESOURCES Example: Race for the Galaxy
- Cards are goods (face down on planets)
- Cards are payment (discarded to play cards)
- Cards are actions (played to tableau)
- Cards are victory points (in tableau at end)
One card type, four uses. Manufacturing: just cards.
2. PLAYER BOARDS AS TEACHING TOOLS Example: Wingspan
- Board shows action costs
- Board shows action effects
- Board tracks resources
- Board reminds of turn structure
No need for reference sheets or constant rulebook checks.
3. DICE AS WORKERS Example: Alien Frontiers
- Dice values determine placement options
- Dice colors indicate ownership
- Dice quantity represents worker pool
- Dice placement shows action selection
Dice replace tokens, workers, and action cards.
4. TOKENS AS CURRENCY AND POINTS Example: Splendor
- Gems are currency during game
- Gems represent prestige at end
- Gem cards are permanent gems and points
Minimal components, elegant economy.
COST IMPLICATIONS:
Component Type Cost Per Unit (10K run) ───────────────────────────────────────────── Cards (poker size) $0.02-0.04 each Custom meeples $0.10-0.30 each Custom dice $0.25-0.50 each Plastic miniatures $0.50-2.00 each Custom boards $2.00-5.00 each Cardboard tokens $0.01-0.03 each
Rule: If a component doesn't serve 2+ purposes, question its existence.
---
Name
Downtime Management
Description
Design systems that keep all players engaged throughout the game
When
Players are on phones between turns, or turns take too long
Example
THE DOWNTIME PROBLEM
Downtime = Time between your meaningful decisions If downtime > 2 minutes, you're losing players.
SOLUTIONS BY CATEGORY:
1. SIMULTANEOUS ACTION SELECTION Everyone chooses at once, then reveals Examples:
- 7 Wonders: Draft simultaneously, reveal, pass
- Sushi Go: Same pattern, simpler execution
- Race for the Galaxy: Phase selection simultaneous
2. MEANINGFUL OBSERVATION What others do affects your decisions Examples:
- Catan: Trades can happen any time
- Azul: Watching opponent picks informs your strategy
- Ticket to Ride: Track what routes others are building
3. SHORT TURNS WITH SIMPLE DECISIONS Many small decisions vs few big ones Examples:
- Splendor: Take gems OR buy card OR reserve. Done.
- Kingdomino: Pick tile, place tile. 30 seconds.
- The Crew: Play one card. Next player.
4. PARALLEL PROCESSING Multiple things happen at once Examples:
- Cosmic Encounter: Defense happens during attack
- Spirit Island: All spirits plan simultaneously
- Captain Sonar: Real-time parallel processing
5. BETWEEN-TURN PLANNING Give players homework during others' turns Examples:
- Terraforming Mars: Plan card purchases during others
- Wingspan: Evaluate food conversion while waiting
- Agricola: Which action to take when available?
DOWNTIME AUDIT:
For each player count, time:
- Average turn length
- Time between your turns
- Engagement during others' turns (scale 1-5)
Target: <90 seconds between meaningful decisions If >3 minutes, redesign is needed
Anti-Patterns
---
Name
Kitchen Sink Design
Description
Adding mechanisms until the game does "everything"
Why
Complexity compounds. Each new mechanism interacts with all existing mechanisms. 5 mechanisms = 10 interactions to balance. 10 mechanisms = 45 interactions. Teaching time explodes. Edge cases multiply. Playtesters can't evaluate because they're too busy remembering rules. The game becomes impressive but not fun.
Instead
Identify your core loop. What is THE experience you're creating? Every mechanism must serve that experience. If it doesn't, cut it.
The Lacerda Test: Can you explain your game in under 2 minutes? If not, you have too much. Even Lacerda games can be explained in 2 minutes.
Exercise: Remove your favorite mechanism. If the game still works, you probably didn't need it.
---
Name
Rules Lawyer Bait
Description
Ambiguous rules that require interpretation or edge case rulings
Why
Players stop having fun and start debating. FAQ sections grow endlessly. BGG forums fill with "how does X work with Y?" posts. Playtesters miss problems because they house-ruled past them. Tournament play becomes inconsistent. Trust in your design erodes.
Instead
Strict formal language. "May" vs "must" vs "should" must be intentional. Test every edge case. Run "adversarial playtests" where players try to break rules.
Rulebook structure: 1. Game overview (the story) 2. Components list 3. Setup 4. Turn structure 5. End game and scoring 6. Detailed rules alphabetically 7. FAQ section
Have a non-gamer read the rulebook. Where do they stop and ask questions?
---
Name
Analysis Paralysis Traps
Description
Decision points with too many equally-valid options
Why
Players freeze. Game time doubles or triples. Experienced players dominate through speed rather than strategy. New players feel overwhelmed and don't return. The 90-minute game becomes 3 hours.
Instead
Constrain choices. 3-5 meaningful options is ideal.
Techniques:
- Hidden information limits calculation
- Time pressure (sand timers, real-time elements)
- Meaningful but not crippling decisions
- Recoverable mistakes (not "one wrong move = lose")
- Cascading decisions (choice A limits choice B options)
Exception: Strategic games marketed to heavy gamers can have more options, but even Food Chain Magnate limits choices through employee availability.
---
Name
Runaway Leader Syndrome
Description
Early advantages compound until the game is decided well before it ends
Why
Players recognize they've lost and disengage. "Dead player walking" for 45+ minutes is miserable. The player in the lead is bored because there's no challenge. Nobody wants to replay. Word of mouth: "whoever gets lucky early wins."
Instead
Implement catch-up mechanisms (see Catch-up Mechanisms pattern). Test with intentional handicaps. Start one player ahead in playtests. Can trailing players mount credible comeback?
Diminishing returns on dominant strategies. Kingmaker avoidance (don't let losing players determine winner). Hidden scoring to obscure true leader.
---
Name
Theme Pasted On
Description
Mechanics that don't connect to theme - theme is just artwork
Why
Players don't remember the game. No stories emerge from play. Mechanics feel arbitrary instead of intuitive. Teaching is harder because rules don't "make sense." The game is forgettable in a sea of 3,000+ releases per year.
Instead
Theme informs mechanics. Cole Wehrle approach: mechanics ARE the argument.
Test: Can you explain WHY a rule exists in terms of the theme? "You can only attack adjacent territories because armies need supply lines." vs "You can only attack adjacent territories because that's the rule."
Root example: Cats spread across the board because they're industrializing. Woodland Alliance grows from sympathy because revolution builds from grievance. The faction abilities ARE the story.
---
Name
First Player Advantage Lock
Description
Going first provides significant advantage with no balancing mechanism
Why
Experienced players always want first player. New players are at disadvantage through no fault of their own. Randomness of seating determines outcome. Competitive play becomes unfair. Players feel cheated by turn order.
Instead
Test first player advantage explicitly. Run games where same player always goes first. If they win significantly more, you have a problem.
Solutions:
- Variable turn order (Power Grid, Carcassonne farmers)
- Compensating resources (extra money, cards)
- Draft first player position (bid resources for it)
- Rotating first player by round
- Simultaneous action selection eliminates the issue
Board Game Design - Sharp Edges
Runaway Leader Blindspot
Id
runaway-leader-blindspot
Summary
Failing to test for runaway leader until late in development
Severity
critical
Situation
You've been playtesting for months. Games feel close. Then you run a competitive playtest where one experienced player exploits an early advantage. They win by 40 points. You realize the game has been "close" only because your playtesters are equally matched.
Why
Runaway leader problems kill games. Players recognize they've lost by round 3 but must sit through 60+ more minutes. BGG reviews: "The game is decided too early." "Dead player walking for an hour." "Whoever gets lucky in round 1 wins." Word of mouth destroys sales. No competitive scene forms.
Solution
RUNAWAY LEADER TESTING PROTOCOL
1. HANDICAP TESTING Start one player with significant advantage:
- 25% more resources
- Extra starting cards
- Skip first negative event
If they win 80%+ of games, you have a problem.
2. SKILL DIFFERENTIAL TESTING Pair experienced players against beginners. Experienced players should win, but games should feel competitive. If beginners never feel they have a chance, redesign.
3. CATCH-UP AUDIT For each mechanism, answer:
- Does this help the leader more than trailing players?
- Can losing players catch up in final rounds?
- Is there hidden scoring that could surprise?
4. DIMINISHING RETURNS CHECK First point should be easier than tenth point. Early game advantages should have natural caps.
Symptoms
- "The game was decided in round 2" comments
- Players checking phones before game ends
- Leading player getting bored
- Experienced players winning 90%+ against newbies
- Playtesters suggesting "runaway protection" rules
Detection Pattern
Analysis Paralysis Trap
Id
analysis-paralysis-trap
Summary
Decision points with too many equally valid options cause games to stall
Severity
high
Situation
A player stares at the board for 5 minutes. They have 12 possible actions, 8 cards in hand, and can see 6 other players' tableaus. They're calculating every permutation. The table waits. Other players check phones. The 90-minute game becomes 3 hours.
Why
AP-prone games get played once, then shelved. "I liked it but it takes too long" is the death sentence. Heavier games like Food Chain Magnate solve this through committed strategies. Light games that cause AP are design failures.
Solution
AP PREVENTION TECHNIQUES
1. CONSTRAIN VISIBLE OPTIONS
- Limit hand size
- Restrict available actions per turn
- Use hidden information to prevent total calculation
2. MEANINGFUL DEFAULTS "If you can't decide, do X" should be viable
3. TIME PRESSURE MECHANISMS
- Sand timers for non-critical decisions
- Simultaneous action selection
- Real-time phases
4. RECOVERABLE MISTAKES If one bad move doesn't lose the game, decisions feel safer
5. INFORMATION CHUNKING
- Group related options
- Color code by strategy
- Reduce cross-referencing needed
AP TEST: If a player spends 3+ minutes on a single decision in a <90 minute game, redesign that decision point.
Symptoms
- Playtest sessions running 2x expected time
- Players apologizing for "thinking too long"
- Analysis spreads to other players watching
- Requests for "recommended moves" from new players
Detection Pattern
Kingmaker Endgame
Id
kingmaker-endgame
Summary
Losing players can determine the winner between two other players
Severity
high
Situation
It's the final round. Blue is in last place with no chance of winning. Red and Yellow are tied. Blue's action will determine who wins. Blue attacks Yellow because Yellow attacked them earlier. Red wins. Yellow is furious - they "should have won."
Why
The winner isn't determined by who played best, but by third-party vengeance. Games feel unfair. "Skill doesn't matter" reputation emerges. Playgroups have arguments. The game doesn't get replayed.
Solution
KINGMAKER PREVENTION
1. LIMIT NEGATIVE INTERACTION IN FINAL ROUNDS Last 2-3 rounds: reduce attack/steal options Final scoring: primarily based on personal achievement
2. HIDDEN SCORING If players don't know who's winning, they can't target
3. SIMULTANEOUS FINAL ACTIONS Everyone commits before revealing
4. INTRINSIC MOTIVATION FOR ALL ACTIONS Every action should benefit the actor, not just hurt others "I attack you AND gain resources" vs "I just attack you"
5. KINGMAKER AUDIT QUESTION "In any situation, can a player who cannot win determine who does?" If yes, redesign that situation.
NOTE: Some games embrace kingmaker as negotiation (Cosmic Encounter). This is intentional design. Accidental kingmaker is the problem.
Symptoms
- Post-game arguments about fairness
- "It wasn't my fault" from winner
- Third-place player "ruined the game"
- Requests to ban certain moves in endgame
Detection Pattern
Unclear Iconography Syndrome
Id
unclear-iconography-syndrome
Summary
Icons that make sense to designer but confuse every new player
Severity
high
Situation
You designed icons that are "intuitive" - a crossed-out coin means "can't buy." But every single blind playtest, someone asks "what does the X over the coin mean?" You explain. Next game, different player asks again.
Why
Players stop playing to ask questions. Flow breaks. Rules feel complicated. You need a 4-page icon reference sheet. The "streamlined" iconography adds 30 minutes to teaching. BGG reviews: "Iconography is a mess." "Bring the rulebook every time." "We made a player aid."
Solution
ICONOGRAPHY PRINCIPLES
1. THE BLIND PLAYTEST RULE If ANY blind playtester asks about an icon, redesign it No explanation should be needed
2. CONSISTENCY OVER CLEVERNESS Same concept = same icon everywhere Don't use 3 different icons for "gain a resource"
3. TEXT BACKUP For critical icons, add small text labels "2 VP" next to victory point icon
4. COLOR + SHAPE + SIZE Icons should differ in multiple dimensions Don't rely on color alone (accessibility!)
5. THE 3-SECOND TEST New player sees icon. 3 seconds. Can they guess meaning? Not "figure out" - GUESS correctly
TESTING PROTOCOL: 1. Show icons to non-gamers without context 2. Ask them to guess meaning 3. If <80% correct, redesign 4. Repeat with new icons
Symptoms
- Same icon question every playtest
- Players keeping rulebook open for icons
- Homemade player aids appearing
- Rules explanations include "and this icon means..."
Detection Pattern
First Player Advantage Imbalance
Id
first-player-advantage-imbalance
Summary
Going first provides significant advantage with no compensation
Severity
high
Situation
After 20 playtests, you notice first player wins 65% of games. Experienced players fight for first player seat. New players complain about losing just because they went last.
Why
Turn order feels random but determines outcome. Skilled play matters less than seating. Competitive play becomes about drafting turn order. The game feels unfair. "I never had a chance" is the worst player experience.
Solution
TURN ORDER BALANCE APPROACHES
1. COMPENSATION RESOURCES Later players get incrementally more starting resources Test: What amount makes win rate equal?
2. SNAKE DRAFT ORDER 1-2-3-4-4-3-2-1 for picking actions/resources Last player gets two consecutive picks
3. DYNAMIC TURN ORDER Performance-based: leader goes last Choice-based: bid resources for position Role-based: first player rotates
4. SIMULTANEOUS ACTION Eliminate the problem entirely Everyone acts at once, reveal, resolve
5. LAST PLAYER ADVANTAGE Design so going last has benefits More information, better reaction, final say
TESTING REQUIREMENT: Run 20+ games tracking first player wins Target: 50% ± 10% (40-60%) If outside range, add compensation
Symptoms
- First player win rate >55%
- Experienced players preferring same seat
- New players complaining about turn order
- House rules emerging for compensation
Detection Pattern
Friendly Playtester Bias
Id
friendly-playtester-bias
Summary
Friends and family don't give honest critical feedback
Severity
high
Situation
You've run 30 playtests with your game group. Everyone says it's fun. You take it to a convention. Strangers play. They hate it. They point out problems your group never mentioned. Your friends were being nice.
Why
Friends don't want to hurt your feelings. They've invested in your success. They've adapted to broken mechanics without realizing it. They know the "right" way to play from your explanations. The game you've been testing isn't the game strangers experience.
Solution
PLAYTESTING HIERARCHY
1. GUIDED PLAYTESTS (Friends) Purpose: Early mechanic testing, obvious breaks Limitations: Biased feedback, adapted play Weight: 20% of feedback
2. SEMI-BLIND PLAYTESTS (Acquaintances) Purpose: Teach-ability, mid-stage balance Method: Teach game, leave room, observe through video Limitations: Still want to please you Weight: 30% of feedback
3. BLIND PLAYTESTS (Strangers) Purpose: Rulebook testing, true experience Method: Give rulebook and components. Watch from distance. Ask no questions. Answer no questions. Weight: 50% of feedback
CRITICAL RULE: Until 10+ blind playtests succeed, the game is not ready. Period.
FEEDBACK EXTRACTION:
- Record sessions, don't rely on memory
- Watch facial expressions, not words
- Note where players pause, reread, or look confused
- "What was your favorite part?" (what they actually remember)
- "What would you change?" (what bothered them)
Symptoms
- All feedback is positive but game isn't selling
- "It s great!" with no specific praise
- Friends declining to play again
- Convention response differs from home tests
Detection Pattern
Insufficient Player Count Testing
Id
insufficient-player-count-testing
Summary
Only testing at one player count creates hidden problems
Severity
high
Situation
You tested at 4 players, box says 2-5 players. 2-player variant breaks because the economy assumes trading. 5-player takes 4 hours because downtime compounds. You only discover this after launch.
Why
Scaling is not automatic. Every player count is a different game. The BGG weight rating differs by player count. "Great at 4, broken at 2" reviews torpedo sales. Disappointed customers can't return opened games but can leave 1-star reviews.
Solution
PLAYER COUNT TESTING MATRIX
For each player count on the box, test:
- 10+ complete games
- Mix of experience levels
- Time per game
- Downtime between turns
- Balance (does player count favor certain positions?)
COMMON SCALING ISSUES:
2-PLAYER:
- Economy collapses without trading partners
- Area control becomes binary
- Take-that becomes mean-spirited
- Hidden information too easy to track
5-6 PLAYER:
- Downtime exceeds 5 minutes
- Game length doubles
- Analysis paralysis multiplies
- Components run out
SOLUTIONS:
- Variant rules for edge counts (don't force bad experience)
- "Best at X" recommendation on box
- Scaling charts for resources/cards
- Speed variants for high counts
HONESTY OPTION: Don't claim player counts you can't support. "3-4 players" is better than "2-5 players (3-4 recommended)"
Symptoms
- Wildly different play times by count
- Reviews mentioning specific counts as broken
- House rules for certain counts
- Playtesters avoiding certain counts
Detection Pattern
Rulebook As Afterthought
Id
rulebook-as-afterthought
Summary
Writing the rulebook last instead of using it as a design tool
Severity
high
Situation
Game is done. Time to write the rulebook. It's two weeks of torture. Every time you write a rule, you find an edge case. You've been house- ruling things without realizing. The rulebook is 24 pages. Teaching takes an hour.
Why
The rulebook exposes design problems. Convoluted rules to explain = convoluted mechanics to play. If you can't write it clearly, it's not designed clearly. Last-minute rulebook writing leads to ambiguity, missing cases, and frustrated players.
Solution
RULEBOOK-FIRST DEVELOPMENT
1. WRITE RULEBOOK DRAFT AT CONCEPT STAGE If you can't explain it on paper, you can't explain it at table Forces clarity of thought before prototyping
2. UPDATE RULEBOOK WITH EVERY MECHANIC CHANGE Rulebook is living document during development If change is hard to document, question the change
3. TEST THE RULEBOOK, NOT JUST THE GAME Blind playtests = rulebook tests If players misunderstand, rulebook failed
4. RULEBOOK TIMELINE: Concept: Draft rules (1 week) Prototype: Expand rules (ongoing) Alpha: Complete draft (1 month) Beta: Editing passes (2 months) Print: Final proof (1 month) Total: 4-6 months, not 2 weeks
STRUCTURE TEMPLATE: 1. Game overview (what is this about?) 2. Components list with images 3. Setup (visual diagram mandatory) 4. Turn overview (simple version) 5. Detailed actions 6. End game and scoring 7. Appendix / FAQ
Symptoms
- Dreading rulebook writing
- Rules that are hard to phrase
- "We'll figure it out" during playtests
- Multiple interpretations of same rule
Detection Pattern
Manufacturing Quote Shock
Id
manufacturing-quote-shock
Summary
Getting quotes without understanding component cost drivers
Severity
critical
Situation
You get excited about miniatures. Your first quote: $45 per unit for 1000 copies. You can't sell at $90 MSRP. You spent 18 months designing a game you can't afford to produce.
Why
Manufacturing is not linear. Miniatures can cost more than the rest of the game combined. Small box games can cost more per unit than big box because setup costs are fixed. Without manufacturing knowledge, you design games that can't exist economically.
Solution
COMPONENT COST REFERENCE (2024 prices, 3000-5000 unit run)
CARDBOARD:
- Game board (folding, ~18x18") $2.50-4.00
- Player boards (thick, 8x10") $0.50-1.00 each
- Tokens (punchboard sheet) $0.30-0.50 per sheet
- Box (standard size, insert) $2.00-3.50
PAPER:
- Cards (poker size, 54/deck) $0.80-1.20 per deck
- Cards (mini, 54/deck) $0.60-0.90 per deck
- Rulebook (16 pages, saddle stitch) $0.30-0.50
PLASTIC:
- Meeples (standard wood/plastic) $0.03-0.08 each
- Custom meeples (new mold) $0.15-0.40 each + $500-2000 mold
- Dice (standard D6) $0.05-0.10 each
- Custom dice (new mold) $0.20-0.50 each + $1000-3000 mold
- Miniatures (simple, 28mm) $0.30-0.80 each + $3000-8000 mold
- Miniatures (detailed, 32mm+) $0.80-2.00 each + $5000-15000 mold
RULES OF THUMB:
- MSRP = 5x manufacturing cost (for retail)
- MSRP = 3-4x manufacturing cost (Kickstarter only)
- $30 MSRP = ~$6-7 manufacturing target
- Each new mold adds $2000-15000 to first run
DESIGN IMPLICATIONS:
- Can you use standard components instead of custom?
- Can you reduce component count?
- Can you use cards instead of boards?
- Can you use wooden cubes instead of minis?
Symptoms
- Sticker shock on first quote
- Redesigning for cost after development
- Crowdfunding goal too high to hit
- Cutting beloved components for budget
Detection Pattern
Shipping Container Nightmare
Id
shipping-container-nightmare
Summary
Not accounting for international shipping logistics and costs
Severity
critical
Situation
You manufactured in China. Shipping quote was $3000 for a container. Then: port delays (2 months), COVID surcharges ($15000), container shortage ($8000 more), customs inspection (3 weeks), warehouse fees ($2000). Your "shipping" budget triples. You're delivering 6 months late.
Why
Shipping is not a line item - it's a complex logistics operation. Container rates fluctuate wildly. Delays cascade. Customs is unpredictable. Crowdfunding backers get angry. Refund requests pile up. Your reputation suffers before you've shipped your first game.
Solution
SHIPPING REALITY CHECK
1. QUOTE TIMING Get shipping quotes 1 month before manufacturing ends Rates change constantly - old quotes are meaningless
2. BUFFER EVERYTHING Time estimate + 50% = realistic estimate Cost estimate + 100% = safe budget Yes, 100%. Post-COVID shipping proved this.
3. FULFILLMENT PARTNERS Use established fulfillment centers:
- Quartermaster Logistics (US)
- Spiral Galaxy Games (US)
- GamesQuest (UK)
- Ludo Fact (Germany)
They know the gotchas you don't.
4. CONTAINER TYPES
- FCL (Full Container Load): Cheaper per unit, higher minimum
- LCL (Less than Container Load): Higher per unit, lower minimum
Break-even: ~2000-3000 standard games
5. INCOTERMS MATTER
- FOB (Free On Board): You pay shipping from port
- CIF (Cost, Insurance, Freight): Factory pays to destination port
- DDP (Delivered Duty Paid): Factory handles everything
Get DDP quotes to compare true costs.
6. LANDED COST CALCULATION Manufacturing + Shipping + Duties + Insurance + Warehousing Don't promise MSRP until you know landed cost.
Symptoms
- Shipping costs exceeding manufacturing
- Delays pushing into next holiday season
- Customs holds with no explanation
- Warehouse fees accumulating
Detection Pattern
Box Size Economics Trap
Id
box-size-economics-trap
Summary
Designing components without understanding box size cost breakpoints
Severity
high
Situation
Your game needs a 12" x 9" x 3" box. Standard size is 11.5" x 11.5" x 3". Your slightly different box costs 40% more to manufacture because it's a custom size. Shipping costs increase because fewer fit per pallet.
Why
Manufacturing is optimized for standard sizes. Custom anything = premium pricing. Pallets fit specific box counts. Shelf presence matters for retail. An extra half-inch could price you out of target MSRP.
Solution
STANDARD BOX SIZES (approximate, varies by manufacturer)
COMMON SIZES:
- Small: 6" x 6" x 1.5" (card games)
- Medium: 8" x 8" x 2" (light games)
- Standard: 11.5" x 11.5" x 3" (most games)
- Big box: 12" x 12" x 4" (premium)
- Coffin box: 15" x 11" x 4" (deluxe editions)
COST IMPLICATIONS:
- Standard sizes: base cost
- Custom sizes: +20-40% manufacturing
- Odd depths: shipping inefficiency
- Weight > 3 lbs: shipping cost tier jump
DESIGN APPROACH: 1. Decide box size FIRST 2. Design components to FIT 3. Not the other way around
SHELF PRESENCE REALITY:
- Small boxes get lost in stores
- Big boxes get limited shelf space
- Standard 11.5" square is the sweet spot
- Depth affects horizontal stacking
RETAILER REQUIREMENTS:
- Target: UPC on specific corner
- Barnes & Noble: ISBN required
- Amazon: weight and dimensions exact
- Distribution: shrinkwrap standards
Symptoms
- Quote higher than expected for box size
- Components don't fit standard sizes
- Shipping quotes unusually high
- Retailers requesting different packaging
Detection Pattern
Stretch Goal Scope Creep
Id
stretch-goal-scope-creep
Summary
Adding stretch goals that dramatically increase complexity and cost
Severity
critical
Situation
Campaign is crushing it. Backers want more. You add miniatures upgrade, expansion, metal coins, deluxe insert, solo mode. You've doubled production cost and tripled development time. Delivery slips a year. Backers get angry. You're not profitable despite hitting 500% funding.
Why
Stretch goals are promises. Each one adds:
- Development time (new mechanics need playtesting)
- Manufacturing complexity (new SKUs, molds, logistics)
- Shipping cost (heavier box = higher shipping)
- Fulfillment complexity (addon management)
Enthusiasm during campaign becomes nightmare during fulfillment.
Solution
SUSTAINABLE STRETCH GOAL APPROACH
1. PLAN STRETCH GOALS BEFORE LAUNCH Know exactly what you can add Get manufacturing quotes for each tier Calculate true cost, not hopeful estimate
2. TYPES OF STRETCH GOALS:
LOW RISK (baked-in upgrades):
- Better card quality (already manufacturing)
- Art upgrades (art done, just quality)
- Screen printing (vs stickers)
Cost: Built into stretch tier margin
MEDIUM RISK (additive components):
- Extra cards (same manufacturing process)
- More tokens (same punchboard)
- Player aids (already printed)
Cost: Known, scales with quantity
HIGH RISK (new development):
- Solo mode (new testing required)
- Expansions (design + test + produce)
- Miniatures (new molds, higher shipping)
Cost: Uncertain, schedule impact unknown
3. THE STONEMAIER APPROACH:
- Most stretch goals are already in the box
- Reveal what you've already planned
- No last-minute additions
- Deliver on time, build trust
4. MATH CHECK: Every $10 increase in production cost requires $30-50 additional in MSRP Can your backers/market bear that?
Symptoms
- Stretch goal list longer than planned
- New development work appearing mid-campaign
- Manufacturing quotes changing during campaign
- Delivery date slipping before campaign ends
Detection Pattern
Kickstarter Timeline Fantasy
Id
kickstarter-timeline-fantasy
Summary
Promising delivery dates based on perfect execution
Severity
high
Situation
You promise December delivery for October campaign. Manufacturing needs 90 days + 30 days shipping = February at earliest. But everything went perfectly. Manufacturer delayed 3 weeks. Customs inspection added 2 weeks. It's now April. Backers are calling you a scammer.
Why
Kickstarter backers have seen too many delays. They expect delays. But if YOU promised December, YOU broke the promise. Trust evaporates. Refund requests increase. BGG threads turn hostile. Your next campaign starts with a reputation problem.
Solution
TIMELINE REALITY
1. BEST CASE VS REALISTIC: Manufacturing quote: 60-90 days Real manufacturing: 90-120 days (always delays)
Shipping quote: 30-45 days Real shipping: 45-90 days (2020-2023 proved this)
Fulfillment: 2-4 weeks per region Real fulfillment: 4-8 weeks (address errors, customs)
2. COMMUNICATION FORMULA: Promised date = Realistic date + 2 months buffer If you think June, say August. Delivering early = hero Delivering late = villain
3. UPDATE CADENCE:
- Monthly updates during development
- Weekly during manufacturing
- Daily during shipping/fulfillment
Silence = assumed disaster
4. WHAT TO COMMUNICATE:
- Where in the process (photos!)
- What's going well
- What's challenging
- Revised timeline if any
- Never hide problems
STONEMAIER PRINCIPLE: "Set expectations low, then exceed them." Nobody complains about early delivery.
Symptoms
- Manufacturing running behind quote
- Shipping delays accumulating
- Backer comments asking for updates
- Refund requests before delivery
Detection Pattern
Backer Expectation Misalignment
Id
backer-expectation-misalignment
Summary
Campaign hype creates expectations your game can't meet
Severity
high
Situation
Campaign video was gorgeous. Photos were professional. Copy was compelling. Game arrives: it's fine. Not the transformative experience implied. Reviews mention disappointment. Word of mouth: "Overhyped."
Why
Marketing creates promises. The game must deliver. Board game backers talk to each other. One disappointed backer = ten warned prospects. Your reputation precedes your next campaign. Overpromise once, struggle to fund twice.
Solution
HONEST MARKETING FRAMEWORK
1. SHOW THE ACTUAL EXPERIENCE
- Gameplay videos, not just art
- Real prototype photos alongside renders
- Full playthrough videos (unedited)
- Known issues and how you're addressing them
2. COMPARISON CALIBRATION "If you like [similar game], you'll enjoy [your game]" Position against appropriate competitors Don't compare card game to FFG epic
3. REVIEWS BEFORE LAUNCH Send to honest reviewers who will criticize Use critical feedback to adjust messaging Pull quotes from balanced reviews, not just hype
4. REALISTIC COMPONENT DISPLAY
- Use prototype photos alongside renders
- Note where final may differ
- Show scale comparisons
- List materials (cardboard thickness, card finish)
5. GAMEPLAY EXPECTATIONS
- Accurate play time (test at all player counts)
- Accurate complexity rating
- Who it's for AND who it's not for
- Comparison to known games
TRUST BUILDING:
- Acknowledge limitations
- Share development struggles
- Be human, not corporate
- Underpromise, overdeliver
Symptoms
- Reviews mentioning unmet expectations
- "Not what I expected" comments
- Comparisons to campaign promises
- High rate of marketplace resales
Detection Pattern
Board Game Design - Validations
Ambiguous Modal Verbs in Rules
Id
bgd-ambiguous-may-vs-must
Severity
warning
Type
regex
Pattern
- \b(can|could|might|should)\b(?!.*\b(must|cannot|may not)\b)
Message
Ambiguous modal verb detected. 'Can' implies ability, 'may' implies permission, 'must' implies requirement. Be explicit.
Fix Action
Replace 'can' with 'may' for permission or 'must' for requirements. Avoid 'should' - rules are not suggestions.
Applies To
- *.md
- *.txt
- rulebook
- rules
Passive Voice in Critical Rules
Id
bgd-passive-voice-rules
Severity
warning
Type
regex
Pattern
- \b(is|are|was|were|been|being)\s+(moved|placed|taken|drawn|discarded|removed|added|gained|lost)\b
Message
Passive voice makes rules ambiguous. Who performs the action?
Fix Action
Use active voice: 'The active player draws' not 'Cards are drawn'
Applies To
- *.md
- *.txt
- rulebook
- rules
Undefined Game Term Reference
Id
bgd-undefined-game-term
Severity
error
Type
regex
Pattern
- \b(the\s+(?:token|marker|tile|card|die|dice|meeple|resource))\b(?!.*(?:glossary|definition|see))
Message
Generic component term without definition. Which specific token/marker/card?
Fix Action
Use specific named terms defined in component list (e.g., 'Victory Point token', 'Action card')
Applies To
- rulebook
- rules
Missing Exception or Edge Case Handling
Id
bgd-missing-exception-handling
Severity
warning
Type
regex
Pattern
- \b(always|never|every|all)\s+(?:player|card|token|action)
Message
Absolute terms often have exceptions. What happens in edge cases?
Fix Action
Add explicit exception handling: 'All players EXCEPT the active player...' or 'Every action UNLESS...'
Applies To
- rulebook
- rules
Circular Rule Reference
Id
bgd-circular-reference
Severity
error
Type
regex
Pattern
- \(see\s+(?:section|rule|page)\s+\d+\).*\(see\s+(?:section|rule|page)\s+\d+\)
Message
Multiple cross-references may create circular navigation. Player should not need to flip constantly.
Fix Action
Inline simple rules. Use appendix for complex interactions. Minimize cross-references.
Applies To
- rulebook
- rules
Inconsistent Terminology Usage
Id
bgd-inconsistent-terminology
Severity
error
Type
regex
Pattern
- \b(victory\spoint|VP|point|score)\b.\b(victory\s*point|VP|point|score)\b
Message
Multiple terms for same concept detected. Use consistent terminology throughout.
Fix Action
Choose one term (e.g., 'Victory Points' or 'VP') and use it exclusively. Define on first use.
Applies To
- rulebook
- rules
Missing Turn Structure Section
Id
bgd-missing-turn-structure
Severity
error
Type
regex
Pattern
- ^(?!.*(?:turn|round|phase|action)\s+(?:structure|sequence|order|overview))
Message
No clear turn structure section found. Players need explicit turn sequence.
Fix Action
Add 'Turn Structure' or 'Round Sequence' section early in rulebook with numbered steps.
Applies To
- rulebook
- rules
Missing Player Count Specification
Id
bgd-missing-player-count
Severity
error
Type
regex
Pattern
- ^(?!.(?:player|players)\s(?:count|number)?:?\s*\d)
Message
Player count not specified. Every design document needs explicit player count range.
Fix Action
Add player count specification: 'Players: 2-4' or 'Player Count: 3-5 (best at 4)'
Applies To
- design
- gdd
- concept
Missing Play Time Estimate
Id
bgd-missing-play-time
Severity
warning
Type
regex
Pattern
- ^(?!.(?:play\stime|duration|length|minutes))
Message
Play time not specified. Include estimated duration.
Fix Action
Add play time estimate: 'Play Time: 60-90 minutes' or 'Duration: 30 min/player'
Applies To
- design
- gdd
- concept
Missing Core Loop Description
Id
bgd-missing-core-loop
Severity
error
Type
regex
Pattern
- ^(?!.(?:core\sloop|main\smechanic|primary\smechanic|central\s*mechanic))
Message
No core loop described. What do players DO on each turn?
Fix Action
Add 'Core Loop' section: 'On your turn: 1. Draw cards 2. Play actions 3. Score points'
Applies To
- design
- gdd
- concept
Missing Victory Condition
Id
bgd-missing-victory-condition
Severity
error
Type
regex
Pattern
- ^(?!.(?:win|victory|winning|end\sgame|game\s*end|score|scoring))
Message
No victory condition described. How does the game end? How is the winner determined?
Fix Action
Add clear victory condition: 'The game ends when X. The player with most points wins.'
Applies To
- design
- gdd
- concept
Component Without Cost Estimate
Id
bgd-uncosted-component
Severity
warning
Type
regex
Pattern
- \b(miniature|custom\sdice|custom\smeeple|insert|metal\scoin)\b(?!.\$)
Message
Custom component mentioned without cost consideration. These are expensive!
Fix Action
Add cost estimate or alternative: 'Custom meeples (~$0.30/ea) or standard cubes ($0.03/ea)'
Applies To
- design
- gdd
- component
Balance Claim Without Testing Evidence
Id
bgd-untested-claim
Severity
warning
Type
regex
Pattern
- \b(balanced|fair|equal|even)\b(?!.(?:playtest|tested|test\sresult|game\s*\d+))
Message
Balance claim without testing evidence. How do you know it's balanced?
Fix Action
Add testing data: 'Balanced across 20 playtests - win rate: Player 1 (48%), Player 2 (52%)'
Applies To
- design
- balance
- notes
Missing Playtest Tracking
Id
bgd-missing-playtest-tracking
Severity
warning
Type
regex
Pattern
- \bplaytest\b(?!.*(?:date|player|count|version|result|note))
Message
Playtest mentioned without structured tracking. Document systematically.
Fix Action
Use playtest log: Date, Version, Players, Count, Duration, Issues Found, Changes Made
Applies To
- playtest
- notes
- log
Asymmetric Elements Without Balance Testing
Id
bgd-asymmetric-untested
Severity
error
Type
regex
Pattern
- \b(faction|asymmetric|unique\spower|variable\spower)\b(?!.(?:win\srate|balance|tested|playtest\s*\d+))
Message
Asymmetric element without documented balance testing. Each faction needs win rate data.
Fix Action
Track win rates per faction: 'Faction A: 47% (23 games), Faction B: 51% (23 games)...'
Applies To
- design
- balance
- faction
Component Missing Dimensions
Id
bgd-component-missing-dimensions
Severity
warning
Type
regex
Pattern
- \b(board|card|token|tile|box)\b(?!.(?:mm|cm|inch|"|x\s\d))
Message
Component mentioned without dimensions. Manufacturers need exact sizes.
Fix Action
Add dimensions: 'Cards: 63mm x 88mm (poker size)' or 'Board: 18" x 18" (folded 9x18)'
Applies To
- component
- spec
- manufacturing
Component Missing Quantity
Id
bgd-component-missing-quantity
Severity
error
Type
regex
Pattern
- \b(card|token|die|dice|meeple|tile|cube|disc)\b(?!.(?:\d+\s(?:x|each|per|total)|quantity))
Message
Component type without quantity. How many of each?
Fix Action
Specify quantities: 'Resource cubes: 50 (10 each in 5 colors)'
Applies To
- component
- spec
- manufacturing
Component Missing Material Specification
Id
bgd-component-missing-material
Severity
warning
Type
regex
Pattern
- \b(token|meeple|cube|disc|marker)\b(?!.*(?:wood|plastic|cardboard|metal|acrylic))
Message
Component without material specification. Wood? Plastic? Cardboard?
Fix Action
Specify material: 'Worker meeples: wood, natural finish, 16mm'
Applies To
- component
- spec
- manufacturing
Kickstarter Missing Risks Section
Id
bgd-kickstarter-missing-risks
Severity
error
Type
regex
Pattern
- \b(kickstarter|crowdfunding|campaign)\b(?!.*(?:risk|challenge|delay|contingency))
Message
Crowdfunding content without risks acknowledgment. Backers expect transparency.
Fix Action
Add risks section: manufacturing delays, shipping challenges, currency fluctuation, etc.
Applies To
- kickstarter
- campaign
Stretch Goal Without Cost Analysis
Id
bgd-stretch-goal-uncasted
Severity
error
Type
regex
Pattern
- \b(stretch\sgoal|unlock)\b(?!.\$)
Message
Stretch goal without cost analysis. Each unlock increases production cost.
Fix Action
Add cost impact: 'Metal coins ($2.50/unit increase, unlocks at $X when margin covers)'
Applies To
- kickstarter
- campaign
- stretch
Potentially Unrealistic Timeline
Id
bgd-timeline-unrealistic
Severity
warning
Type
regex
Pattern
- deliver.(?:2|3)\smonths?(?:\s*after|from)
Message
Timeline appears aggressive. Manufacturing + shipping typically takes 4-6 months minimum.
Fix Action
Verify timeline: Manufacturing (90-120 days) + Shipping (45-90 days) + Fulfillment (2-4 weeks)
Applies To
- kickstarter
- campaign
- timeline
Color-Only Component Differentiation
Id
bgd-color-only-differentiation
Severity
error
Type
regex
Pattern
- \b(red|blue|green|yellow|purple|orange)\s+(player|token|cube|meeple|piece)\b(?!.*(?:symbol|shape|pattern|icon))
Message
Components differentiated only by color. Colorblind players cannot distinguish.
Fix Action
Add shape/symbol/pattern differentiation. Use colorblind-friendly palette testing.
Applies To
- component
- design
- rulebook
Small Text Size Warning
Id
bgd-small-text-warning
Severity
warning
Type
regex
Pattern
- \b(8\spt|9\spt|7\spt|6\spt)\b
Message
Text size below 10pt is difficult to read for many players.
Fix Action
Use minimum 10pt font on cards, 9pt for minor flavor text only
Applies To
- component
- spec
- layout
Assumed Fine Motor Dexterity
Id
bgd-dexterity-assumption
Severity
warning
Type
regex
Pattern
- \b(stack|flick|balance|precision|careful)\b(?!.*(?:optional|alternative))
Message
Mechanic may require fine motor skills. Consider accessibility alternatives.
Fix Action
Provide alternatives for dexterity elements or note in player guidance
Applies To
- design
- rulebook