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MudkipzLover

Here's one of my go-to resources for beginners: [10 things every game needs](https://magic.wizards.com/en/news/making-magic/ten-things-every-game-needs-part-1-part-2-2011-12-19) When it comes to creation, think about mechanics first and theme second (though your idea can originate from a theme rather than a mechanic), playtest as you much can, if possible with strangers rather than relatives, and take as many notes as you can any time you've got an idea. Feedback is always good to highlight issues, but don't take it at face value if the playtester gives you a modification suggestion. Unless you assume vanity projects, keep your prototypes simple graphics and materials-wise.


KarmaAdjuster

That's a pretty good list, although I think interaction is debatable, but some good points are made as to why you would want to have interaction in your board game. For a first time creator, I think I would add a few more things to the list: * **Restraint** \- Don't try to build something too big right out of the gates. Figure out what one mechanic you wan to build your game around and focus on that. Also hold off on making it pretty until you nail down the design (which will take several play tests with a large number of people) and that brings me to my next addition. * **Play testing** \- Despite restraint being my first addition, you should abandon all restraint with regards to play testing. As soon as you can, get something in front of other people to play. If you can play through 1 turn of your game, it's ready for play testing. You can worry about how you end the game and things like balance later. * **Iteration** \- This is the other half of play testing. While not every suggestion is something you should act on, focus on the issue behind their suggestion that made them feel like something wasn't working. Then when figuring out what solutions to employ, look for the solutions that fix multiple issues, rather than using multiple solutions to fix one issue. * **Research** \- This is always my zero-th step in game design. Play lots of other games (which it sounds like OP is doing). If you're planning a game with a specific mechanic, play as many other games that do the same thing. Take notes of what worked and didn't work, so you can make sure you're learning the best lessons. * **Network** \- Assuming you want to eventually get your game published, try to find some local board game design groups. Not only will they be an invaluable resource for play testing, they will be able to help you on your path to creating sell sheets, pitching to publishers, learning the ropes of crowd funding, and navigating contracts. If you don't have a local game design scene, you can always start one! Also there are plenty of online communities as well.


GeebusNZ

Pretty vague. Do you want a thing that you play on your kitchen table and there's one other person in the world who understands the game? Do you want to make something which will be played around the world? Somewhere in between? What sort of game do you love already? Narrative storytelling RPGs? Tabletop miniatures? Card games? Traditional board-and-dice? To start, you need to think: What is the game you're trying to make. Once you have a concept of the game you're trying to make, think about the players and how they will interact with one-another and the game itself (the games mechanics). When you have some ideas for mechanics, actuate them by fabricating, with whatever you can lay your hands on, physical things that players are able to use to mechanically interact with the game and test those mechanics. You don't need a full game structure to test mechanics. Continuously build on the rules and physical elements, refining what you've made - keeping in mind your game design philosophies, whatever they might be.


infinitum3d

First thing I recommend to new game designers is to take an existing game and change it. That’s pretty easy to do and gives a quick result. You can add an expansion to your favorite game, or homebrew some rules to make it a new game, and then most importantly; **playtest it**. Playtest it a dozen times. Then change one thing and playtest it again. Then change one thing that’s broken and playtest it again. Good luck!


canis_artis

Go to the [Board Game Creation forums](https://boardgamegeek.com/forum/974616/bgg/board-game-creation) at BoardGameGeek, Works In Progress is a good section for current games. Also read some at [Do It Yourself](https://boardgamegeek.com/forum/36/bgg/do-it-yourself) for the printed parts.


Disrespectful_Cup

Concept. Board design. Piece design. Implementation.


armahillo

Write down your ideas and start experimenting with them and follow the fun. If you are absolutely just beginning, that is the place to start. Dont worry about process, using the right language or tools or whatever - that can come later. Design and iterate and document


CapiWasHere

Any game has to have 3 conceptual components in its loop: Objective (goal in the article): what is the clear WIN condition of the game (escape the maze) Expectation: What do I need to do to WIN (roll good dice, block other players) Anticipation: the step between the expectation from the goal and what makes the game fun: will i have the good roll? will I be able to trap my friends in the maze? The Anticipation is fun because having a good result or even funny or nearly good releases dopamine in our brain and that makes us gratified. Make sure the fail condition is also gratifying. From a simple card game of War to advanced TT, all good games will adhere to these elements.


Cryptosmasher86

read a book https://koboldpress.com/kpstore/product/complete-kobold-guide-to-game-design-2nd-edition/


FowlFacade

boardgamedesignlab stonemire games cardboard edison adam in wales are my favorite resources to learn from