10 Steps to Design a Tabletop Game (2020 version)


Jamey discusses 10 roughly chronological steps for designing a board game.

Games mentioned in this video include Viticulture, Euphoria, Scythe, Charterstone, and Tapestry.

The original video on this topic is here:

Other links (I’ll put these in the description):



(One Stop Co-op Shop)
(Game Maker’s Toolkit)

The 10 steps:

1. Inspiration
2. Brainstorming
3. Market research
4. First Prototype
5. Consider constraints
6. Internal playtesting
7. Local playtesting
8. Write rules
9. Blind playtesting
10. Decide it’s finished

Nguồn: https://uwallpaperhd.com/

Xem thêm bài viết khác: https://uwallpaperhd.com/game/


  1. Thanks so much Jamey, helpful as always. These videos are great to help streamline my working process.

  2. I get that you're targeting this video towards those who would want to professionally release their tabletop game. However, isn't using InDesign (or even a physical copy) a lot more work compared to GameStructor or even Roll20? While the latter may not be as visually robust as InDesign, they would allow you to quickly (and fairly easily) make a prototype board game to be tested by other players around the world. Just a thought~

  3. Jamey, you spend so much time unswerving our stupid questions. How do you find time for designing games? )

  4. Thank you for your insight. You are a wealth of information. I’ve been designing my own game for over a year now. Fortunately I have a large family of board game players, so can bounce ideas off them and also have them do initial play testing. I always worry about someone running off with my ideas. Do you ever have copyright concerns? Or is there something you do to safeguard your pre-published games?

  5. Can you address some details such as when do you start the art process? Do you source to one person or multiple people regarding art? How expensive is the design of miniatures? Do you need to have non disclosure agreements with people/artists or releases signed for artwork? Do you design or have an idea of what the cards should look like or do you give the artist a rough outline and go with his work? My biggest questions revolve around how you work with, find, and pay artists. What are the initial costs and can you use fictitious examples with expectations, turn around times, and production scheduling? Can you just use fiver or something to outsource work for super cheap?

  6. if i have developed a board game that is 90 % the way to publish quality, how does it work selling it to a publisher, ie; does it have to be a one off sell or going halves on profit indefinitely ??

  7. This was a helpful video! thanks! I am in the process of developing a game board and need help with designing. I will try and look for designers through the websites you have provided.

  8. Thank you for the wonderful remake of your original video. Love all the pointers. I'm always curious if there're any resources you'd recommend for good game design exercises that I can practice on the various mechanics and things to pay attention to. Any texts you'd refer to? Many thanks and look forward to your next games.

  9. Really great video Jamie, thank you! You're super patient in answering everyone's questions.
    I'm new to this, believe I have a killer idea 🙂 and wish I had it out now. 2 questions please:
    1. Is there a way to help decide whether to "give" it to a company who, to whatever degree, has things in place and would do the work quickly and efficiently, and I'd make my share, or try to do more myself? I happen to be a single mother so hoping to save myself wasted time where someone else who's trustworthy and reliable would be better.
    1a. Who would that be please – the publisher, the game developer or other?
    1b. Do you have any guidelines if I did something along this route, what sort of a deal to expect or would be best?
    2. Would a minimum time to develop not be shorter than 12-18 months? I don't think my game is too complicated.

  10. Thanks for the step-by-step process, appreciated.
    Could you give insights on the economics of a board game, how good of an income source can this become for the creator? thanks!

  11. Great tutorial on design. I just self-published my first game after successful kickstarter, but I'd love to see you do some videos on the business & marketing side of running your own indie game company.

  12. Thank you for this video. It confirmed for me that I'm on the right track. I am also designing my first board game and have not found a lot of details on how to protect my ideas and eventual product. Do you have any suggestions on the best way to Copywrite, trademark, or otherwise legally protect the game?

  13. When should you use industry terminology in your media, and when should you spell it out by avoiding them? (i.e. sales sheets, kickstarter video, web page copy, etc)

    For example, I am designing a "character based, hybrid deck-building, tile laying, non legacy, non campaign, adventure game." First of all, that's a mouthful, and I am intentionally going a little overboard here to drive home my point. But second of all, there are people (maybe even veterans within the hobby) that aren't going to know these terms. I'm a deck-building fan, so if I see that on your box for example, I'm probably going to at least read the copy on the back, but I'm not a fan of legacy so I only understood that term within the last couple years.

  14. Thank you for a great video Jamey, it really gave me lots of insight into your process. Would you consider doing a ''How to publish a game'' video as well? I ask for selfish reasons since I recently finished my own game (only took me about 3 years) so it would be really interesting to hear about that side of the process. Thank you, and keep up the good work 🙂

  15. I probably not gonna do something as big as warhammer. Although the rule system brings the depth to the game, but the friendliness of it is a bit confusing.

  16. Hii jamey, thanks for your ultimate help about creating the board game. But i have one question and that is can we repaint all the theme and character and publish it in other language. Is there any copyright issues for that

  17. Great video…. I am juggling with about 70 projects which are all at various stages of the lifecycle. I tend to put a higher priory on the rule book as I feel this helps drive the creativity as well as start to shape the project quite early on. It also allows 'issues' etc., to be flagged up and not forgotten. The most difficult part is in deciding which one to take to prototyping.


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