Hey Guys,
I've never really thought of beginning a design on a eurogame, but one of my projects turned that way before I could stop it.
Does anyone have any advice regarding this topic, or anyone have tips?
Thanks
Hey Guys,
I've never really thought of beginning a design on a eurogame, but one of my projects turned that way before I could stop it.
Does anyone have any advice regarding this topic, or anyone have tips?
Thanks
Is "eurogame" a bad thing? Are you trying to target an american audience/demographic?
My suggestion would be do what you think makes a good game, and so what if it shares similarities with some eurogames. Take what you like about eurogames, and avoid what you dislike.
I personally tend to love and prefer eurogames. But I am also aware of the tropes and such that are a overdone and otherwise bad design.
Here's my personal list of things I like and things I avoid. Not all of these are common to eurogames. Even though I mostly prefer eurogames, when I design, I just focus on designing what I like, and it might come out as a "eurogame" or "ameritrash" game, but either way it's MY type of game:
Things I like:
No player elimination.
No down time.
Lots of player interaction BUT not as much that is direct "ruining" of other players' experience.
Player sense of ownership in what they are "building."
Player sense of accomplishment.
Simple rules, especially with lots of generalities and little to no specifics.
To elaborate on that last one, I mean that if you have several items of your game that could be considered in the same "class" such as resources, weapons, etc, then rules should be applied at a "class" level, not an "item" level. For instance, one of my games involves weapons, divided into two "classes": Hand weapons, and Siege Weapons. I don't have specific rules for each "siege weapon" other than which icon/stat is on each one. Instead I have rules that apply to all "siege weapons", and players simply need to know what each icon/stat is in order to know how a given siege weapon behaves.

| 2021 Cocktail Card Design Contest (1) by gibwalker | |
| Alternative to Nandeck? (21) by gibwalker | |
| Dextrous - prototyping platform (0) by gibwalker |
| Balancing YOUR game (wargames mostly) (1) by X3M |
| Dual Dice — Working on the product (8) by questccg |
| Pinnacle - New Playtest Rules (59) by questccg |
| Mystery Card Game — Thinking of the suits that will work (30) by questccg |
| Alkemy the Game (6) by nicoleblond |
| Monster Keep — Renewed optimism (6) by questccg |
| Captain's Log: Entry 0001: I JUST WANT TO FINISH MY GAME (4) by questccg |
| Quest Adventure Cards(tm) — The Reboot has been upgraded! (0) by questccg |
| Crystal Heroes — Worthy of attention! (8) by Noah McQ |
| What is the "Design Space" and ??? (29) by larienna |
| Working on the French Translation of my website (4) by questccg |
| What do I need for a public version of my wargame? (20) by questccg |
| Short question about hitting moving targets, or attack while moving (77) by X3M |
| Helping in making a video game (223) by questccg |
| Happy New Year 2026! (2) by Noah McQ |
| Pinnacle - The PnP! (6) by Raydad909 |
| Protospiel Indy 2026 (0) by sirvalence |
| Merry Christmas 2025! (0) by questccg |
| 1 Month of Advertising on FatherGeek.com (0) by The Game Crafter | |
| Could a double card mechanic work? (24) by X3M |
| Got an interesting email from an older BGDF member (8) by larienna |
| A Game About Forgetting (21) by Steve |
Thanks for the awesome advice.
Being a eurogame is definitely not a bad thing. I just feel intimidated, but you had some good points.
Obe of the things I'm trying to incorporate in my game is a bit more of a hands-on player interaction than a typical eurogame.