Category: Video

  • Design Diary – The Fastest Gun in the West – 19½ hours of design in 26 minutes

    Design Diary – The Fastest Gun in the West – 19½ hours of design in 26 minutes

    The Fastest Gun in the West started with a single keyword: DRAW.

    It was the theme of BoardGameGeek’s July/August 2026 Bi-Monthly 24 Hour Design Challenge.

    I came up an idea about classic Wild West showdown: two or more gunslingers facing each other on an empty street, waiting to see who can draw first.

    This video is an edited design diary of the whole process. Most of the footage comes from the live progress updates I streamed during the 24-hour challenge. However, this compilation also includes additional videos recorded during the contest that have never been published before. These go deeper into the actual design process, the tools I use and some of the decisions behind the game.

    I’ll show you how I developed The Fastest Gun in the West from an vague idea through initial notes and roughly 30 hand-written paper cards into a playable game with a physical prototype, digital (TTS and screentop.gg) implementations, rulebook and downloadable Print & Play files.

    Along the way I cover things such as:

    starting a design with notes, components and a rough rules framework

    testing an idea as quickly as possible with pen-and-paper cards • deciding whether the basic game idea is worth developing further

    creating cards and Blueprints in Tabletop Creator

    moving card data between Tabletop Creator and spreadsheets

    using version numbers, dates and card IDs in prototypes

    creating low-ink versions for physical playtesting

    exporting components for Tabletop Simulator and Screentop.gg

    iterative playtesting and card changes

    writing and proofreading the rulebook

    creating A4 and Letter-sized Print & Play files

    I started the challenge at 08:00 in the morning and finally called the game finished at around 03:30 the following morning, after roughly 19½ hours of work (and way past my bed time).

    The final part of the video includes a walkthrough of the contest version of the rules.

  • Make your games more playable in TTS using snap points

    In this episode, I’ll show how to make your Tabletop Simulator mods feel way more playable using snap points, no coding, no scripting, no programming skills needed.

    You’ll see how snap points work, why locking your components matters, and a practical method for placing points precisely (using a helper object + the Gizmo tool). After that, I’ll show how tags let you control which components snap to which points.

    Then we’ll take it one step further with Rotate Snap, so components not only snap into place but also snap into the correct rotation handy for grid-based card play.

    Finally, I’ll demo how snap points can be used to build simple slider-style trackers for values like action points, privacy, or initiative.

  • Board Game Design Contests in February 2026

    I love board game design contests as they’re a fun way to learn faster, because the constraints and deadlines force new ideas to happen. In this video, I open the contest calendar on my website and go through what’s available for February 2026: what kinds of contests are running right now, which ones look especially interesting, and what contests I’m planning on participating.

    Check the calendar

    If any contest catches the eye, jump in let’s learn to design better games.

  • How to create an editable score sheet in TTS?

    In this diary entry (24 January 2026), I show how I turn a roll-and-write scoring sheet (my “thief sheet”) for my Master of Thievery game into something you can actually use inside Tabletop Simulator: editable text fields plus a big set of clickable checkboxes.

    I walk through a practical workflow in TTS, including how to size and align fields, how to copy groups of fields so you don’t have to build everything one by one, and how to save the result as a reusable component. To do this, I use the Make Anything Editable mod from the TTS Workshop..

    At the end, I also cover a workaround for situations where you’d like editable surfaces on both sides of a card.

    If you’re interested in the designs created in the 2025 roll-and-write design contest, check them out here: https://boardgamegeek.com/thread/3585125/the-2025-roll-and-write-game-design-contest.

  • Creating a card game prototype in Tabletop Simulator

    Creating a card game prototype in Tabletop Simulator

    Diaries of a Wannabe Board Game Designer – Entry date 2026-01-04

    In this entry of my “Diaries of a Wannabe Board Game Designer,” I’m going to show you how I implement my own board game designs into Tabletop Simulator (TTS) (https://store.steampowered.com/app/286160/Tabletop_Simulator/).

    Tabletop Simulator is an useful tool for us designers. It allows me to find playtesters from all over the world, even when I don’t have enough people to test with locally. In this video, I’ll walk you through my entire process: from preparing card “grid sheets” and using the separate Deck Editor tool, to importing the components and setting up a playtesting session.

    I hope this guide helps you get your game onto the digital table!

  • Howto play video for Hack-a-Pad

    Howto play video for Hack-a-Pad

    Howto play video is now online for Hack-a-Pad card game.

    This 12 minute video highlights the key rules of the game. The more detailed instructions, links to digital versions and PnP-files can be found from the game page.

  • 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.

  • Enter the rabbit hole of board game design – from idea to prototype

    Enter the rabbit hole of board game design – from idea to prototype

    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

    Board Game Design Lab podcast: a goldmine of design wisdom (I binged 50 episodes in two weeks!)

    Next hurdles:

    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.

  • Exploring Game Design Tools: Dextrous vs Tabletop Creator Pro

    Exploring Game Design Tools: Dextrous vs Tabletop Creator Pro

    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.

  • 5 Up game review with a test play by Teddy and Doggy

    5 Up game review with a test play by Teddy and Doggy

    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.