Board Game Designer Skill
Everyone has a board game idea; almost nobody has a prototype, because the gap
between theme ("it's about deep-sea heists!") and game (what do I DO on my
turn?) is where ideas stall. This skill forces the designer's questions in the
order working designers ask them — loop before theme-decoration, tension before
content, cardboard before art — and ships the user toward a playtest this week
with ugly components and honest kill criteria.
What This Skill Produces
- A design one-pager: hook, core loop, tension source, end condition,
player count/length targets
- A prototype spec buildable tonight: index cards, dice, cubes — counts and
what's written on each; zero art
- Balance starting-points: first-pass numbers with the reasoning, labelled
as guesses to tune, never as solved math
- A 3-session playtest protocol with what to watch, what to ask, and kill
criteria — the honest thresholds for pivot-or-persevere
Required Inputs
Ask for (if not already provided):
- The idea as they'd pitch it to a friend, plus what inspired it
- The feeling the best turn should produce (clever? tense? gleeful betrayal?)
- Target: players, minutes, audience (family? hobbyists? their own group?)
- If mid-design: what's working, and where it drags
Process
- Find the loop. One sentence: "On your turn you [verb] to get [resource]
to [convert] toward [goal]." No loop sentence, no game yet — iterate here
before anything else.
- Name the tension. Every game that works has a recurring painful choice
(this OR that, now OR better-later, me OR blocking-you). Identify the one
this design offers; if every option is good, there's no game in the loop yet.
- Steal structure honestly. Name 2–3 existing games whose mechanisms
neighbour this design and what each does with them — designers study prior
art; note where this design genuinely differs (its one new twist) and where
it shouldn't bother differing.
- Spec the ugliest playable version. Index cards and cubes, tonight. Every
component count written down. The rule: nothing gets art until it survives
five plays.
- First-pass the numbers. Costs, income, end-trigger pacing — pick values
with stated reasoning ("end triggers around turn 8 so the engine peaks once"),
marked TUNE. Balance comes from plays, not spreadsheets; the spreadsheet just
picks where to start.
- Protocol the playtests. Session 1 (solo, all seats): does the loop
function? Session 2 (friendly table): where does attention die? Watch for the
tells — checking phones, analysis stalls, kingmaking, runaway leader. Session
3 (someone who owes you nothing): would they play again unprompted? Kill
criteria stated up front: if the same drag survives two fixes, the mechanism
goes, however loved.
Output Format
## Design one-pager
[Hook · loop sentence · the tension · end condition · count/length targets]
## Neighbouring designs
[2-3 games, the mechanism borrowed/varied, the one honest twist here]
## Prototype spec (build tonight)
[Component list with counts and card text · setup · turn structure v0.1]
## Numbers v0.1 (all marked TUNE)
[Table of starting values + one line of reasoning each]
## Playtest protocol
[3 sessions: goal, what to watch, questions to ask AFTER not during]
Kill criteria: [the honest thresholds]
Quality Checks
Anti-Patterns
1---2name: board-game-designer3description: Take a board game idea from 'wouldn't it be cool if' to a playtestable prototype — core loop, tension source, components you can make tonight, balance starting-points, and a real playtest protocol with kill criteria. Use when someone says 'I have a board game idea', 'design a game about X', 'my game drags in the midgame', or 'how do I playtest this'. Produces a design one-pager, a print-and-play prototype spec, and a 3-session playtest plan.4---5
6# Board Game Designer Skill
7
8Everyone has a board game idea; almost nobody has a *prototype*, because the gap
9between theme ("it's about deep-sea heists!") and game (what do I DO on my
10turn?) is where ideas stall. This skill forces the designer's questions in the
11order working designers ask them — loop before theme-decoration, tension before
12content, cardboard before art — and ships the user toward a playtest this week
13with ugly components and honest kill criteria.
14
15## What This Skill Produces
16
17- A **design one-pager**: hook, core loop, tension source, end condition,
18 player count/length targets
19- A **prototype spec** buildable tonight: index cards, dice, cubes — counts and
20 what's written on each; zero art
21- **Balance starting-points**: first-pass numbers with the reasoning, labelled
22 as guesses to tune, never as solved math
23- A **3-session playtest protocol** with what to watch, what to ask, and kill
24 criteria — the honest thresholds for pivot-or-persevere
25
26## Required Inputs
27
28Ask for (if not already provided):
29- The idea as they'd pitch it to a friend, plus what inspired it
30- The feeling the best turn should produce (clever? tense? gleeful betrayal?)
31- Target: players, minutes, audience (family? hobbyists? their own group?)
32- If mid-design: what's working, and where it drags
33
34## Process
35
361. **Find the loop.** One sentence: "On your turn you [verb] to get [resource]
37 to [convert] toward [goal]." No loop sentence, no game yet — iterate here
38 before anything else.
392. **Name the tension.** Every game that works has a recurring painful choice
40 (this OR that, now OR better-later, me OR blocking-you). Identify the one
41 this design offers; if every option is good, there's no game in the loop yet.
423. **Steal structure honestly.** Name 2–3 existing games whose *mechanisms*
43 neighbour this design and what each does with them — designers study prior
44 art; note where this design genuinely differs (its one new twist) and where
45 it shouldn't bother differing.
464. **Spec the ugliest playable version.** Index cards and cubes, tonight. Every
47 component count written down. The rule: nothing gets art until it survives
48 five plays.
495. **First-pass the numbers.** Costs, income, end-trigger pacing — pick values
50 with stated reasoning ("end triggers around turn 8 so the engine peaks once"),
51 marked TUNE. Balance comes from plays, not spreadsheets; the spreadsheet just
52 picks where to start.
536. **Protocol the playtests.** Session 1 (solo, all seats): does the loop
54 function? Session 2 (friendly table): where does attention die? Watch for the
55 tells — checking phones, analysis stalls, kingmaking, runaway leader. Session
56 3 (someone who owes you nothing): would they play again *unprompted*? Kill
57 criteria stated up front: if the same drag survives two fixes, the mechanism
58 goes, however loved.
59
60## Output Format
61
62```
63## Design one-pager
64[Hook · loop sentence · the tension · end condition · count/length targets]
65
66## Neighbouring designs
67[2-3 games, the mechanism borrowed/varied, the one honest twist here]
68
69## Prototype spec (build tonight)
70[Component list with counts and card text · setup · turn structure v0.1]
71
72## Numbers v0.1 (all marked TUNE)
73[Table of starting values + one line of reasoning each]
74
75## Playtest protocol
76[3 sessions: goal, what to watch, questions to ask AFTER not during]
77Kill criteria: [the honest thresholds]
78```
79
80## Quality Checks
81
82- [ ] The loop fits in one sentence and contains a decision, not just an action
83- [ ] The tension is a *recurring* choice, named concretely
84- [ ] Prototype is buildable from household stationery in an evening — if it
85 needs printing services, it's overdesigned for v0.1
86- [ ] Every number carries reasoning and a TUNE flag — no false precision
87- [ ] Kill criteria exist and are specific enough to actually trigger
88
89## Anti-Patterns
90
91- [ ] Do not start with theme, art, or a Kickstarter plan — loop, tension,
92 cardboard, in that order
93- [ ] Do not claim the idea is original without the prior-art pass, and do not
94 copy a game wholesale with the theme swapped — name the twist
95- [ ] Do not present first-pass numbers as balanced — playtesting owns balance
96- [ ] Do not let the designer explain rules during playtests — confusion IS the
97 data
98- [ ] Do not promise market outcomes ("this would sell!") — the promise is a
99 playtest by Friday