Practice facts for the Game Design merit badge. Not an official Scouting America credential. Grab a snack: this guide is the friendly version, with the answers explained and a groan-worthy joke waiting at the end of most cards.
Knowing Game Design Scout saves you money, time and the occasional embarrassment.
Chapter 1: Computer Architecture
Short answer: Inventing a game's concept and rules
A game designer invents the concept, central mechanisms, rules, and themes of a game.
Groan of the day: This designer has great game plans.
Sources: Game design
Short answer: Fleshes out details and oversees testing
A developer fills in design details, oversees testing, and revises based on player feedback.
Groan of the day: Developers keep the project on track.
Sources: Game design
Short answer: A draft version used for testing
A prototype is a draft version of a game made for testing ideas.
Groan of the day: Prototypes are rough drafts with character.
Sources: Game design
Short answer: Players give feedback on gameplay and clarity
Testers report on gameplay, component usability, rule clarity, ease of learning, and fun.
Groan of the day: Play testing is a real crowd pleaser.
Sources: Game design
Short answer: The interaction between player and game systems
Gameplay is the interaction between the player and the game's mechanics and systems.
Groan of the day: Gameplay is where the action happens.
Sources: Game design
Short answer: How users feel while playing
Player experience refers to how users feel when they play the game.
Groan of the day: Player experience is a feel-good topic.
Sources: Game design
Short answer: An idea briefly describing core play and theme
A concept is an idea briefly describing core play mechanisms, objectives, themes, and player roles.
Groan of the day: Concepts are idea-licious.
Sources: Game design
Short answer: Visual art for games
Game artists create visual art and are often vital to role-playing and collectible card games.
Groan of the day: Artists draw attention to the game.
Sources: Game design
Short answer: Your design work and test results
Designers record their work, changes, and test results in a game design notebook.
Groan of the day: A notebook is a page-turner.
Sources: Scouting America: Game Design
Short answer: To identify medium, player format, objectives, and theme
A vision statement identifies the medium, player format, objectives, and theme of the game.
Groan of the day: A vision statement helps you see the plan.
Sources: Scouting America: Game Design
Short answer: To define the game's resources
A preliminary rules list defines the game's rules and resources before prototyping.
Groan of the day: Rules are meant to be written.
Sources: Scouting America: Game Design
Short answer: To plan how the game will look
Drawing game elements helps plan the look and layout before making a prototype.
Groan of the day: Sketch first, build later.
Sources: Scouting America: Game Design
Short answer: To compare the play experience to your description
Testing with the right number of players lets you compare the experience to your vision.
Groan of the day: Test with a full house.
Sources: Scouting America: Game Design
Short answer: Unclear rules and holes in the rules
Testers help you correct unclear rules, holes, dead ends, and obvious rule exploits.
Groan of the day: Fix the holes before players fall in.
Sources: Scouting America: Game Design
Short answer: To see if the change has the expected effect
Changing a rule, mechanic, or objective lets you check whether the change had the expected effect.
Groan of the day: Change is the only constant in testing.
Sources: Scouting America: Game Design
Short answer: How to set up, play, and end the game
An instruction sheet should clearly describe setup, play, and ending, and list objectives.
Groan of the day: Good instructions are self-explanatory.
Sources: Scouting America: Game Design
Short answer: Testing with players who have not seen it before
A blind test uses players who have not played or seen a previous playtest.
Groan of the day: Blind tests open your eyes to problems.
Sources: Scouting America: Game Design
Short answer: Watch them play without giving instruction
Watch the players use only the instruction sheet, and do not provide instruction.
Groan of the day: Watch and learn, don't lecture.
Sources: Scouting America: Game Design
Short answer: Creations of the mind that can be protected
Intellectual property refers to creations of the mind that the law can protect.
Groan of the day: IP stands for ideas protected.
Sources: Scouting America: Game Design
Short answer: A game based on another owner's brand
A licensed property is a game that uses another owner's brand or content with permission.
Groan of the day: Licensed properties come with strings attached, legally.
Sources: Scouting America: Game Design
Short answer: To protect creators' work from misuse
Protection helps prevent others from misusing a creator's work without permission.
Groan of the day: Protection keeps copycats at bay.
Sources: Scouting America: Game Design
Short answer: The material or format a game is played on
Medium means the format or material of a game, such as board, card, or video.
Groan of the day: Medium is the message, game-wise.
Sources: Scouting America: Game Design
Short answer: How many players and how they play together
Player format describes how many players take part and how they play together.
Groan of the day: Format matters, player one.
Sources: Scouting America: Game Design
Short answer: The goals players try to achieve
Objectives are the goals players work toward during the game.
Groan of the day: Objectives give players a goal-den opportunity.
Sources: Scouting America: Game Design
Short answer: Things players use or manage during play
Resources are the things players use or manage, such as tokens or cards.
Groan of the day: Resources are a valuable topic.
Sources: Scouting America: Game Design
Short answer: The subject or idea the game is built around
Theme is the subject or idea the game is built around, like pirates or space.
Groan of the day: Theme gives the game a common thread.
Sources: Scouting America: Game Design
Short answer: The reasons a game is worth playing
Play value describes the reasons people find a game worth playing.
Groan of the day: Play value is worth its weight in fun.
Sources: Scouting America: Game Design
Short answer: For fun, challenge, and social interaction
People play for many reasons, including fun, challenge, and being with others.
Groan of the day: Playing games is a fun-damental joy.
Sources: Scouting America: Game Design
Short answer: How hard the game is to play and win
Difficulty describes how challenging the game is for players to play and win.
Groan of the day: Difficulty is no easy topic.
Sources: Scouting America: Game Design
Short answer: How much players want to play again
Replay value is how much players want to play the game again after finishing.
Groan of the day: Replay value is worth repeating.
Sources: Scouting America: Game Design
Short answer: Whether the game suits players of a given age
Age appropriateness means the game's content and difficulty suit a certain age group.
Groan of the day: Age appropriateness grows on you.
Sources: Scouting America: Game Design
Short answer: Players work together toward a shared goal
In a cooperative game, players work together toward a shared goal.
Groan of the day: Cooperative games are a team effort.
Sources: Scouting America: Game Design
Short answer: Players compete against each other
In a competitive game, players compete against each other to win.
Groan of the day: Competitive games bring out the best in players.
Sources: Scouting America: Game Design
Short answer: Players take turns in order
In a turn-based game, players take turns in order rather than acting all at once.
Groan of the day: Turn-based games take it one step at a time.
Sources: Scouting America: Game Design
Short answer: Players act continuously without turns
In a real-time game, players act continuously rather than waiting for turns.
Groan of the day: Real-time games keep you on your toes.
Sources: Scouting America: Game Design
Short answer: A game where planning and decisions matter most
In a strategy game, planning and decisions matter more than luck or speed.
Groan of the day: Strategy games are a smart choice.
Sources: Scouting America: Game Design
Short answer: A game where quick reactions matter most
In a reflex game, quick reactions and speed matter most.
Groan of the day: Reflex games are quick on the draw.
Sources: Scouting America: Game Design
Short answer: A game where luck matters most
In a chance game, luck and randomness matter more than skill.
Groan of the day: Chance games are a roll of the dice.
Sources: Scouting America: Game Design
Short answer: A game with little or no theme
An abstract game has little or no theme and focuses on simple rules.
Groan of the day: Abstract games are theme-free and fancy-free.
Sources: Scouting America: Game Design
Short answer: A game built around a strong theme
A thematic game is built around a strong theme, story, or setting.
Groan of the day: Thematic games have a theme going for them.
Sources: Scouting America: Game Design
Short answer: Planning the layout of game stages
Level design is planning the layout and challenges of game stages or levels.
Groan of the day: Level design is a step up.
Sources: Scouting America: Game Design
Short answer: How players interact with the game
Interface design is how players interact with the game, such as buttons or cards.
Groan of the day: Interface design is all about connection.
Sources: Scouting America: Game Design
Short answer: The order in which play happens
The play sequence is the order in which game events and turns happen.
Groan of the day: Play sequence keeps things in order.
Sources: Scouting America: Game Design
Short answer: It lets you explore design possibilities
Prototyping helps designers explore new game design possibilities and technologies.
Groan of the day: Prototypes let you try before you buy.
Sources: Game design
Short answer: Each roll's odds do not depend on earlier rolls
Dice rolls are independent, so earlier results do not change the odds of the next throw.
Groan of the day: Roll with it, but don't roll over your friends!
Sources: Game design
Short answer: Cards are shuffled and revealed gradually
Cards are shuffled and revealed over time, so players cannot see everything at once.
Groan of the day: Keep your cards close to your chest, literally!
Sources: Game design
Short answer: Card odds shift as cards are drawn
Card odds change as cards leave the deck, while dice throws stay independent.
Groan of the day: The deck is stacked with surprises!
Sources: Game design
Short answer: They limit talking between teammates
Limiting communication between partners becomes a key design element in such games.
Groan of the day: Mum's the word, partner!
Sources: Game design
Short answer: Maintaining players' interest throughout play
Board game design aims to keep players interested for the whole gameplay experience.
Groan of the day: Board games are a table full of fun!
Sources: Game design
Short answer: Meaningful choices and skill
These games aim to give players meaningful choices, replacing luck with skill and strategy.
Groan of the day: Choose wisely, and choose again!
Sources: Game design