• Each object in the game has a clear purpose and use

    Each object in the game has a clear purpose and use

    When every component in a game has a clear, distinct purpose communicated through its physical design, players can understand the game’s systems through observation rather than memorization. By simply looking at a component—its shape, size, material, or visual treatment—players should be able to intuit what role it plays. Components that look different should function differently,

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  • Components have external consistency

    Components have external consistency

    External consistency is a design principle where systems align with users’ existing knowledge and expectations from outside that specific product. Rather than creating entirely new conventions, externally consistent design leverages the mental models people have already developed through prior experiences with other games, products, and real-world interactions. When a game respects these established patterns—using red

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  • The Von Restorff Effect

    The Von Restorff Effect

    The Von Restorff Effect, discovered by German psychiatrist Hedwig von Restorff in 1933, describes how distinctive items stand out in memory better than similar items. Her research found that when people see a list of similar items with one visually distinct element, they remember that distinctive item far better than the others. This psychological principle

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  • The rulebook avoids FAQs

    The rulebook avoids FAQs

    When a game’s rulebook needs an FAQ section, it’s essentially admitting that the rules weren’t clear enough the first time around. FAQs exist to patch holes in explanation, clarify ambiguous wording, or address edge cases that the original rules didn’t adequately cover. While publishers often add FAQs to be helpful, their presence signals that players

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  • The game doesn’t rely on memory for exceptions

    The game doesn’t rely on memory for exceptions

    Exceptions in game rules are those annoying moments where the patterns you’ve learned suddenly don’t work anymore. You know the drill—”most of the time you do X, except when Y happens, then you do Z instead.” These special cases force players to keep a running mental list of “yeah, but remember…” situations. The real problem

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  • Design uses grouping to help players navigate elements

    Design uses grouping to help players navigate elements

    Grouping is a fundamental design principle where related elements are visually clustered together to help users quickly understand relationships and navigate information. Rather than scattering related content across a layout, effective grouping uses proximity, containers, color, and spacing to create clear visual chunks that the brain processes as unified concepts. This principle reduces cognitive load

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  • Icons represent familiar or frequently needed ideas

    Icons represent familiar or frequently needed ideas

    Effective icons in board games serve as visual shortcuts that replace text with instantly recognizable symbols, reducing reading time and cognitive load during gameplay. Icons work best when they represent either familiar concepts that players already understand from broader cultural context, or frequently needed information that appears repeatedly throughout the game. When designed well, icons

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  • Tesler’s Law

    Tesler’s Law

    Tesler’s Law, also known as the Law of Conservation of Complexity, states that every system has an inherent amount of complexity that cannot be eliminated—it can only be moved around. Named after computer scientist Larry Tesler, this principle reveals a fundamental truth: complexity doesn’t disappear through good design; instead, designers choose who handles it. The

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  • The mechanics give players a sense of achievement

    The mechanics give players a sense of achievement

    Mechanics in games that give players a sense of achievement are crucial for creating satisfying player experiences. These mechanics tap into fundamental psychological needs for competence and progress. When players feel they’ve genuinely earned their successes through skillful play, it creates positive reinforcement that elevates the experience. This sense of achievement transforms mechanical interactions into

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  • The game uses scarcity well

    The game uses scarcity well

    Scarcity creates tension and meaningful choices in board games by deliberately limiting resources, whether through finite action spaces, limited card draws, or countdown timers. This constraint transforms simple decisions into strategic puzzles, forcing players to prioritize and consider opportunity costs. When implemented effectively, scarcity doesn’t feel punitive—it creates the satisfying challenge of optimization that keeps

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