How to make a Board Game: The Rules

Walter Reid
3 min readNov 11, 2021

So what is in a rule?

A rule is anything that is specific, precise, and well-understood within the context of the action at hand. The activity is a game in this case. Writing a rule is a type of art. Getting the instruction over to the player accurately and having the player follow that rule exactly is creative precision at its greatest.

There’s more to rules than what’s printed on the page. The written word seals the deal on what task must be carried out. In addition, a set of visual cues may be offered, and it’s usually a good idea to have one or more. The graphic assistance enhanced the written rule and provides further explanation, transforming a good rule into a fantastic rule.

In short, rules are directions on how to execute an activity within a game. Rules can be written and are often complemented by visual aids. The core engine is the foundation of a game. The mechanic is the process of bringing a basic concepts to life. So, rules are the detailed instructions on how to control one’s mechanic.

Because there are so many various types of rules that may be used in games, it’s easier for me to categorize them. Rules, in my opinion, may be divided into three categories: rules that teach, rules that constrain, and rules that illustrate.

Making your own game rules

You’re a space pirate captain leading your crew through space, and your particular purpose is to board, rob, and pillage every space ship you come across. It is your mission as the captain to demonstrate your crew how excellent of a captain you are, no matter how difficult it is.

Example: The Pirate Captain

Let’s imagine you run into a hitch in the regulations for boarding a different spaceship. You must then break down that problem based on the action you’re attempting to do. This brings us back to the original concept of the game and how this action would be carried out.

It is possible to ensure success by writing out several ways to implement a rule and then verifying each one in detail logically. However, you must be cautious when focusing on the details of a specific rule because you will frequently need to step back and look at the game as a whole to ensure that all rules are working together to meet your vision for the game and provide the player with fun, value, and a great game experience.

You can write the greatest rule and then chuck it if it doesn’t match your overall storytelling. If you’re the captain, in the example, you don’t need regulations that allow you to modify the galaxy’s layout. That’s what the outside world looks like. That should keep you in check. That’s something you should keep in mind. Now, there are a couple methods to show how you’re genuinely confined by your surroundings.

Each turn, you have three action points. One action point is required to travel one lightyear. One lightyear equals a hex. — This describes the action point system, restricts mobility, and specifies that one lightyear equals one hex.

You have three action points every turn. One action point is required to travel one lightyear. One lightyear equals a hex.” — which describes the action point system, restricts mobility, and specifies that one lightyear equals one hex.

You can only travel to galaxies that are connected by a symbol. This sets up the restriction

Pillage a ship on a nearby? That will cost 2 action points. To find out how much treasure you can take, another action point.

Conclusion

Coming up with rules, like other stages of game development, is an iterative process. It gradually becomes a highly thorough procedure over time. That’ll be the subject of next week’s piece.

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Walter Reid
Walter Reid

Written by Walter Reid

I write for the uplifters, the engagers, and the passionate. My alter egos alter ego.

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