• Delayed complexity

    Delayed complexity

    Delayed complexity in board games refers to the design strategy where rules or mechanics are introduced only when players are ready to engage with them, rather than being explained upfront. This approach allows for a smoother learning curve, as players can focus on mastering simpler aspects of the game initially. By gradually unveiling complex elements…

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  • Large, clear, and high-contrast fonts make the text easy to read

    Large, clear, and high-contrast fonts make the text easy to read

    The idea of accessibility is super simple; is the content able to be consumed by as wide an audience as possible. Something that can play into this in a very big way is the presentation of text. As the title of this post states, is it large, clear and high-contrast. These are the factors that…

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  • The Principle of Chunking

    The Principle of Chunking

    Chunking in design refers to the strategy of breaking down complex information into smaller, manageable units or “chunks” to enhance user understanding and retention. By organizing content into chunks, designers can create a more navigable and digestible experience, making it easier for users to process information efficiently. This principle is particularly effective in visual design,…

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  • White space is used effectively

    White space is used effectively

    White space, also known as negative space, refers to the areas in graphic design that are left unmarked or free of text and images. It plays a crucial role in creating balance, improving readability, and enhancing the overall aesthetic appeal of a design. Effective use of white space in graphic design significantly enhances board game…

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  • Peak-End Rule

    Peak-End Rule

    The Peak-End Rule means that people remember an experience mainly by how they felt at the best point and the end, not by considering every moment equally. With this in mind, it is wise to carefully consider what the experience is like at its “peak” and then what it’s like when it ends. A good…

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  • The game doesn’t rely too much on memory

    The game doesn’t rely too much on memory

    An important usability aspect of digital systems is that they should not rely too heavily on users to remember things. This is especially true as the world has evolved into one where the ability to find answers is more important than the ability to memorize them… but that’s a totally different subject. In regards to…

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  • Contrast in design

    Contrast in design

    In graphic design, the principle of contrast plays a crucial role in creating visual interest and guiding viewers’ attention effectively; it involves the deliberate use of opposing elements such as colors, shapes, sizes, and typography. By strategically using contrast, designers can draw emphasis to specific features, create a clear hierarchy, and facilitate better communication of…

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  • The physical form reinforces the rules

    The physical form reinforces the rules

    When a board game’s physical form actually reinforces the rules, it can feel so amazing. This inevitably makes the game more intuitive to play, easier to learn, and easier to remember how to play. All important elements in creating a positive player experience. What does this actually look like though? A great example to start…

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  • An exploration of “fun”

    An exploration of “fun”

    As board game designers we are always trying to better understand how we think about games. One aspect that gets generalized is the idea of “fun.” What is fun for one person is very likely to be different than another. This is why it is so amazing when you find a game group with a…

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  • Unpredictable mechanics are used appropriately

    Unpredictable mechanics are used appropriately

    What exactly does it mean to use unpredictable mechanics appropriately? I would say that a game is using randomness appropriately when it adds variety to gameplay that is essential to the game functioning. That is to say the game itself would simply not work if you removed the random element. However, if there is too…

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