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It’s Your Turn…

A helpful resource for all aspects of designing board games: game design, prototyping, playtesting, publishing, and much much more!

BGDF Published Designers Database

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Enter your published game here!

View the BGDF Designers' list here!

Welcome to the Board Game Designers Forum

Well, the entry was a little bumpy, but you've made it to the Board Game Designers Forum. Welcome!

Please take a moment to start a thread introducing yourself in this Welcome forum. Tell us what brings you here to BGDF, what games you might be working on, or any questions you have in particular about game design, prototyping, or publishing.

Then take a look around, if you haven't already. Get involved with the other BGDF designers. Here's what you can expect.

[GDS] December 2016 "Publish This"

In these days of the 'long tail' of the board game publishing industry, many - MANY - games find publication. So what is considered the large-scale games? The ones that are made by picked up by big publishers like Hans im Glück, Fantasy Flight, Mayfair, Asmodee (and all the subsidiaries), et al? What would one of those games look like taken to a nigh-hyperbolic level?

This is your task.

Based on your own interpretation, you are to design a game that would be the epitome (to the extreme) of a "publishable" game by large board game company.

[GDS] NOVEMBER 2016 "Timing is everything"

Only 1 entry for the November thread, which is posted below. Congratulations to andymorris for participating! Discussion for the game will be in the comments thread, along with news on what's going to be new with the GDS next year.

Please Read: Details on entering the Game Design Showdown.

A bit late, but it’s time for the November GDS! In fact, timing is part of the restriction. The world doesn’t operate in rounds and turns, so why do so many games? Wars are real-time, city construction is real-time. Real-time games, of course, have a problem in that you are changing a game-state, but also need a set game-state to base your actions on.

So now your challenge, designers, is to make a competitive real-time game with a “big-game theme” from the broad list below. To add a little more spice to the mix, you cannot make dexterity a primary mechanism in the game.

[GDS] OCTOBER 2016 "A Classic Spin"

We have a winner!

Loco Crazy by gilamonster

Some good discussion following the September challenge. Discussion is where it's at now. Our feedback is the only reward these designers get, so let's make it good.

[GDS] September 2016 "Marble games"

Entry is in!

Thanks to Opinioso for submitting the only entry. It's posted in the comments below for the usual look through. In lieu of voting, let's discuss the entry and how it met the challenge. How did other designers feel about the challenge? Why was it not interesting or too hard?

Please see the Questions and Comments thread for more.

[GDS] AUGUST 2016 "Go Go Gadget GenCon"

We have a winner!

Royal Progress

by gilamonster

Let's give these designers some feedback in the critiques thread for taking the time out of convention season to keep the contest alive.

[GDS] JULY 2016 "Time's Up"

We have a winner!

Courier Now

by A Round Tuit

Only a few entries this round. Summer is getting the better of us! Timers are difficult to use creatively, so let's see what everyone came up with, shall we? Find the critiques thread here.

[GDS] JUNE 2016 "It's Tourney Time"

Entries are in

Another small field this month with 3 strong entires. So again, in lieu of a formalised vote we'll go right to the comments and critiques.

When you critique, list the entries in order from favourite to least favourite along with your critique. Talk about how the game did/did not meet the requirements, and what you think the most promising parts of the game are.

Here is a link to the critique thread.

Please Read: Details on entering the Game Design Showdown.

Convention season is upon us! (Well, the US, not all of “us”). So our GDS this month revolves around the inevitable tournaments and rapid game play that you see at conventions Start off by thinking of some games that you know have regular tournaments. Probably a collectible card game or “living” card game, right? Or a tabletop war game? Or a classic, like Catan or Chess or some such.

What makes them good tournament games? Is there a design you can make that overtly lends itself to organised or tournament play? And can you do it without being a predominantly-card game, or tabletop war game?

That’s your challenge for June:

Design a game that naturally lends itself to organised play events (competitive tournaments or other). Restrictions on your design are:

  • Your game can not be a card-game, or a tabletop war game (the likes of Warhammer, X-Wing, Flames of War, Malifaux, etc).
  • It must be a game for more than 1 person (no solo player games going for a “high score”)

You may use any other mechanics, components, play-styles, player-counts, etc.

[GDS] MAY 2016 "Human-scale games"

Entries are in

This was a tough one! Only a few entries this month, so we're going to actually forgo the standard voting process and just get to the critiques. The entries are still posted below, but let's get on with the critique thread and make your thoughts known!

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by Dr. Radut