Examples of Board Games with Design Mistakes You Should Avoid (and suggestions to fix them)

Published 2024-04-26
Design Diaries Episode 6: Some examples of graphic design issues from popular games that I would recommend avoiding in your own designs, and some ideas on how I might suggest to fix them.

00:00 Intro
00:39 The importance of intuitive, consistent, distinct iconography
1:00 Example #1: Earth
02:45 Issue #1
03:18 Suggested fixes
03:44 Issue #2
04:40 Thematic Design Suggestions
05:20 Example #2: Mosaic
06:05 Why it's problematic
06:34 Suggested fixes
07:12 Final Thoughts

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Ranking 4 New Board Games I Played This Weekend (Quick Reviews: Earth, Flamecraft, Earth, Hunger):
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All Comments (10)
  • I really appreciated this video. I want to see more like this.
  • I love these design diaries videos. Great input and looking forward to more general tips as well as a peak at your own designs.
  • @Tokii69
    Another Design flaw with Mosaic is that the fish icon is so.... phallic.
  • @CoasterMagicX2
    I think all of those leaves in earth are all notating points but it is confusing. The one on the back of cards is reminding you that you get one point per composted card. The one that holds the sprout is saying you get 1 point per sprout. Still confusing why they would choose to do it that way but the icon does only mean one thing: points
  • @stormburns
    A bit repetitive but interesting. Concerning earth they want to differentiate between sprout spots (capacity) and actual sprouts. The thing that really comfused us was the vp from growth spot icon. THAT was a bad design choice and the growth capacity icon.
  • A little repetitive, but otherwise a great video. I want to see more breakdowns of existing games and their design choices/mistakes
  • @guacamolen
    Bold of you to tackle two pretty popular games here, but I appreciate your insights. I work in UX design, and these are some pretty basic principles in that field, or least for visual design. I can't think of a reason why these games would go through with these final choices other than crunch or budget. Having a consistent visual style may have been their goal, but it’s a little too consistent if you ask me. Regarding Mosaic, I think the "show 5 fish" works well enough, but it would be better if it showed the same food type as the one-value food to keep things consistent. Otherwise, me seeing fish makes me think they're a different resource when they're in that number, and for some reason they're only attainable in 5s. Of course, you want people to know they can fish for food, though, but the port token could add that thematic element and be explained in the rules. Plus "I go fishing and get 3 wheat" sounds kinda funny, so it may be worth it.
  • @sirguy6678
    Interesting video! But- how dare you challenge the gods of publishing! Think of the millions of dollars and billions of hours spent on creating, play testing,- and publishing this game and you dare to find fault with these masterpieces of genius! Or, are you saying that published games aren’t always perfect? 😂