Tag: dev diary

  • Red flags in board game design

    Red flags in board game design

    Some time ago, while wrapping up the manual for the 3rd iteration of “Vienna 1814: The Waltz of Nations”, an unexpected thought appeared — what if my game is too complex?

    Maybe it was the fact that the manual had grown to almost 30 pages. Or that I had just spent two hours self-testing it.

    But how would I even know? My goal was always to design something a bit complex. I enjoy games that take around 3–3.5 hours — that’s my sweet spot, especially for thematic euros.

    During the design process you inevitably encounter problems. Some are easy to adjust. Others signal deeper structural issues. The hardest part is noticing them — especially when you’re emotionally attached to your project.

    These signals are often called red flags.

    Red flags can appear at any stage of development. Not every one of them means your game is broken. Sometimes what looks like a problem is a conscious design choice. And this is fine. But when several appear at once, it’s usually a warning sign.

    Below I list few of the most common ones, ordered from those you might notice earliest in the design process, to those that only surface during playtests:

    Ambitious overdesign.
    If your first game is already an epic universe with planned expansions, your expectations might be outrunning your experience.

    Unclear target player.
    There is no game for everyone. Trying to design for everyone often results in designing for no one.

    Too many mechanics and too much nuance.
    “How many is too many?” is a dangerous question. Adding new mechanics feels productive, but they can accumulate quietly.

    Component and design overload.
    Wanting to include everything often leads to a table overflowing with components — and overwhelmed players.

    Teaching Time Disproportion.
    If explaining the rules takes longer than the gameplay itself, something may be fundamentally off.

    Rule complexity.
    Small modifiers, edge cases, and conditional bonuses quickly increase cognitive load. At some point remembering it all becomes impossible.

    Players are repeatedly confused during playtests.
    If different players stumble in the same places, something hasn’t “clicked” in the system. This require deep insight.

    Reading this, it may all seem obvious. In practice, it isn’t.

    One reason is the sunk cost fallacy. You’ve spent months designing your game, refining mechanics — removing some part of it now feels like admitting that time was wasted.

    Another reason is simply love. When you fall in love with your project, you become blind to its flaws.
    “Not my game. It wouldn’t do that.”

    And sometimes it’s even simpler: it worked in your head.
    Our brains are excellent at connecting ideas — and terrible at simulating friction, real-time decisions, or the simple act of moving a pawn across a crowded board.

    So what can you do?

    Test.
    Self-test. Then test with real people — at a real table.

    Watch the energy. Notice hesitation. Afterward, ask about the most confusing or unnecessarily complex moments.

    And most importantly — be ready to remove things.
    Limit elements. Simplify where possible. Kill your darlings.

    In the upcoming posts, I will look at each of these red flags in more detail — sharing my own experiences and exploring what can actually be done about them.

  • How I discovered the Art of Board Game Design

    How I discovered the Art of Board Game Design

    In my youth, boardgames weren’t just entertainment – they were a doorway to imagination. Years later I rediscovered that same spark in the modern boardgame renaissance. This is the story of how it all began – and how it lead me to the Congress of Vienna.

    In my youth I discovered that boardgames, for me, are more than entertainment, they are an experience. An experience that evokes unique feelings. It excited my imagination in a similar way that books did, but at the same time there was so much more there, thanks to the physical aspect. Components like tokens, cards or dice which you could touch and which represented something real, like a bridge between reality and imagination.
    I recall creating elaborate boards/maps in the end of my notebooks at school, and then trying to figure out how players can interact with whatever I placed there.

    At some point I got into role playing games. With a group of friends we explored dark realms of The Old World and later Forgotten Realms. That was an extraordinary discovery, I realized that imaginary adventures are something that can bond people in a very unique way. Some of the friends I’ve made then last until this day, and it was over 25 years since we started.

    Then life happened. So for many years I was out of the hobby. But the feeling stayed, always deep inside.
    I rediscovered boardgames about 10 years ago and got sunk for real this time. I discovered a plethora of new, unique, evocative, visually stunning games that started to pop up back then. I’ve noticed some of them do something truly unique – they combine mechanics and interweave it with the theme in a unique way that enhances both. That was extraordinary, and I’ve noticed that this is what creates an amazing experience for me.

    Some of my favorite boardgames (only a part of my collection).

    Obviously, at some point I started thinking about creating something on my own (but that is common in this hobby). However I needed something truly unique and special that would inspire me. And I knew from the start that if I will create something it needs to allow players to travel into the world of my choice, to ignite their imagination to the levels they might have not experienced before, and definitely I needed to make sure that theme is well integrated into mechanics and vice versa.
    And then I discovered a historical book about the Congress of Vienna. And the rest of my story you can actually read in the previous entry.

    Now I’m fully committed to turning this game into reality.
    It’s a long road, with its share of obstacles ahead, but I’m already too deep into it, so I know there’s no turning back.
    And there are still so many stories to tell.

    So hey – thank you for being here, and for being part of this journey.