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.
Diaries of a wannabe board game designer, entry date 16th May 2025
The jorney begins. How did I end up here?
What does it actually take to turn a spark of inspiration into a playable card game? In this first diary entry I walk through the earliest, messiest part of the design journey and share the concrete lessons I’ve learned so far:
Why “a good game” is more than a clever idea
Building the very first paper-prototype – and why your kid’s teddy bear makes a perfectly ruthless play-tester
Iterating with family feedback: tracking play-times, win ratios, and “this-is-boring” moments
Killing the fear of idea-theft – ideas are cheap, finished games aren’t
Essential resources
BoardGameGeek: cataloguing, research, and the best reality check on earth
finding a theme that truly fits, deciding between self-publishing and pitching, and lining up broader blind-playtests.
If you’re sketching your own game—or just curious about how much work hides behind that neat little box on the shelf—this episode will give you a candid look at the very beginning of the process and the mindset shifts that keep it moving.
Diaries of a wannabe board game designer, entry date 20th June 2025
In this episode of “Diaries of a Wannabe Board Game Designer,” I share my experiences exploring and testing two innovative board game design tools: Dextrous and Tabletop Creator Pro.
Previously, I relied on basic graphic design software like Inkscape, GIMP, and Google Slides, but found them limiting for efficient game design.
In this video, I dive into the features, strengths, and limitations of both Dextrous and Tabletop Creator Pro.
I also demonstrate a practical use-case by creating simple dice simulation cards for d4 and d6 dice with each tool.
Watch to learn which might suit your game design needs and streamline your creative process.
Diaries of a wannabe board game designer, entry date 30th May 2025
A great part of being a board game designer is playing games that others make and learning from them.
In this episode of Diaries of a Wannabe Board Game Designer, I’m diving into “5 Up,” a small, push-your-luck dice game by Peliko. I’ll share my first impressions, walk you through the gameplay, put the game’s claimed 15-minute playtime to the test, and wrap up with my personal thoughts and designer insights.
Diaries of a wannabe board game designer, entry date 16th May 2025
Ever wonder where board game ideas truly originate? In this entry from “Diaries of a Wannabe Board Game Designer” (Entry Date: May 16, 2025), I’m sharing my journey of discovering inspiration in the most unexpected places!
We’ll explore:
✨ How everyday life – from playful pets to the ins and outs of your day job (past and present!) – can spark incredible game concepts.
🤔 The big question: Can any theme, even something seemingly mundane like accounting or watching paint dry, be transformed into an engaging board game?
💡 A personal story about the surprising catalyst for my first serious game design project (hint: it involved a much-needed digital detox!).
🧠 How stepping away from screens and daily distractions can supercharge your creative thinking and help bring your own unique ideas to life.
Diaries of a wannabe board game designer, entry date 1st May 2025
In this episode of “A Wannabe Board Game Designer’s Diary,” I’m sharing my personal experiences and insights as I create, prototype, and playtest my first (card) game. From my initial concept through to physical prototypes, I’ll show you the challenges I faced and how I overcame them.
I’ll tell you my views:
How I physically manufacture my card game prototypes at home, including tricks to prevent issues like identifiable card backs.
The importance of clear rules and how misunderstandings can shape your game design and playtesting process.
Essentials on game box markings, European regulations like CE marking, and setting accurate age recommendations.
My method for gathering anonymous feedback, what critical questions I ask testers, and how I use this information to refine my game.
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