Design – Test – Fail – Learn – Repeat

You don’t need a published game to call yourself a designer. If you want to be one, just start designing and you already are one.

WannabeBoardGameDesigner.com is a learning journal. An ongoing project to collect resources and share stories and information about the board game design for anyone interested in board games.

I share what I’m learning as I go, from first prototypes to playtests gone wrong, so you can skip a few mistakes and join the fun.

Join me at @tracon_fi today and test new version of Hack-a-Pad.
#boardgamedesign #boardgameprototype #playtesting #traconJoin me at @tracon_fi today and test new version of Hack-a-Pad. #boardgamedesign #boardgameprototype #playtesting #tracon
I made a transition from text based cards to more language neutral, icon based, version…
I made a transition from text based cards to more language neutral, icon based, version…
I made a transition from text based cards to more language neutral, icon based, version…+1 more
I made a transition from text based cards to more language neutral, icon based, version for Hack-a-Paf. What do you…
19.5 hours of board game design concentrated in about 20 mins. https://youtu.be/p0zMb3jETtE #designdiary #boardgamedesign #wildwestgame…19.5 hours of board game design concentrated in about 20 mins. youtu.be/p0zMb3jETtE #designdiary #boardgamedesign #wildwestgame #24hourchallenge #designprocess
ring the first 1,5 hours in a 24-hour design challenge I have this much ready.…ring the first 1,5 hours in a 24-hour design challenge I have this much ready. 1 page rules draft, about…
Follow me while I try to make a full playable game in just 24 hours.…Follow me while I try to make a full playable game in just 24 hours. (www.youtube.com/playlist?list=PLZgKrVRWElz4) This time the BGG…
Ropecon 2026 is over! Thank you to everyone who playtested my games. You were amazing!…
Ropecon 2026 is over! Thank you to everyone who playtested my games. You were amazing!…
Ropecon 2026 is over! Thank you to everyone who playtested my games. You were amazing!…+9 more
Ropecon 2026 is over! Thank you to everyone who playtested my games. You were amazing! Now I have a massive…
  • Entering Hack-a-Pad to the 54 card design contest

    Entering Hack-a-Pad to the 54 card design contest

    Design Diary – August 12th 2025

    (Note: This entry was dictated by the designer and transcribed by ChatGPT, as the designer was multitasking hands-free.)

    Today, I officially decided to jump into the BGG 54-card design contest. I hoped to do a 24-hour contest again because I had some unexpected success last time. This time the 24-hour contest had keyword “PAD” as a theme. But since my vacation ended, I didn’t have the time. So this 54-card contest felt like a more realistic option. Especially as I have a tendency to design games with more cards this seemed a good way to limit myself.

    I’ve been brainstorming Hack-a-Pad for a couple of weeks and used last couple days to draft few pages of notes on cards, mechanics, and layout. The idea is a two-player game where each tries to hack the other’s tablet. For tracking health (the “privacy” bar), I was inspired by Star Realms’ use of two cards to track a player’s authority and adapted it here.

    Core game play idea

    The core gameplay revolves around installing and uninstalling app cards while managing action points and trying to breach the opponent’s defenses. There are two main types of cards: App Cards, which simulate various (often humorous or risky) tablet applications, and Hacking Cards, which provide different offensive or defensive actions. Each hacking card contains two different features—one on the top half and one on the bottom—so players must choose which to use, effectively doubling the variety of play options.

    I figured I needed a way for players to pay action points to play hacking cards. Because of the card limit, I combined the health and action point tracking into the same set of cards. That means the same cards track privacy and action points.

    Do I have enough time for this?

    I have to admit I’m a bit worried about finding the time for this design because I also want to focus on two other designs and get them pitch-ready this year. I’m a little afraid I might end up regretting entering this contest because I have so much on my plate. But we’ll see how it all unfolds!

  • Lessons learned from 20 hour design sprint on Chlorophyllium

    Lessons learned from 20 hour design sprint on Chlorophyllium

    I developed “Chlorophyllium,” a greenhouse management game, from concept to playable prototype in just 20 hours.

    Throughout this intensive process, I encountered several significant learning points, mistakes, and valuable insights that shaped my understanding of efficient board game design.

    You can find the latest Chlorophyllium PnP files here.