Graphic Design 2.1: Professional Practice, Project 5: ‘Rules of Play’ Assignment 5
For this assignment you will design (or redesign) a game. You can select a board game, card game, app or a video game. First you will research existing games, board games, card games, puzzles, apps and video games.
Select one that interests you and find out about the history, the gameplay, the iterations, and if applicable the different versions and themes or re-designs throughout time. For example, a classic game like Monopoly has been designed and redesigned numerous times.
Analyse and deconstruct the design. For example:
How do all the pieces/screens fit together? What are the game dynamics that need to be taken into account?
What is the underlying structure of the layout? How are the elements organised? Is there a grid?
How are symbols used? What do the symbols represent? For example, icons, pawns, point indicators or progress through the game?
Check out The Board Game Design Lab articles about game design theory
Draft your own interpretation of the game. You can decide if you want to keep the rules and gameplay the same or if you wish to re-invent the rules of the game.
Define your target audience. The game could be suited to any target audience. Include the demographic and psychographic characteristics of the people you think would purchase the game. In other words, identify who you are designing for.
Build a prototype to refine your ideas. For a board game or card game this means making the actual physical pieces at the actual scale. For an app or video game you need to mock-up multiple screens to show the user interface and the different states. Where possible use the appropriate software, for example Figma or AdobeXD, to prototype the interaction and show how users progress through the game.
Refine, refine, refine. Apply all the techniques you have learned to improve upon the early design. Take a step back and practice self-critique, ask for feedback from your peers or the wider community, test your design whenever possible. Try using questionnaires, surveys, interviews or focus groups. (Refer back to the information on questionnaires earlier in the project). At a minimum you should aim for three refinement cycles.
Design the final working prototype in preparation to pitch to a manufacturer. Since the game will need to be manufactured, you need to consider what manufacturer would be best suited for the game you are designing
Prepare a pitch presentation directed to a manufacturer appropriate for your game. Manufacturers of games, much like book publishers, will have a niche they cater to. Global manufacturers like Parker Brothers and Ubisoft will manufacture mass-market games like Monopoly and Just Dance, while a specialised manufacturer might focus exclusively on children’s games, for example Orchard Toys, or they may find a niche like ‘German-style board games’ (e.g. Days of Wonder) or virtual reality and augmented reality (e.g. The NineHertz) to cater to.
I began this assignment by making notes on the brief, breaking it down into 5 key sections to work through. I initially felt quite overwhelmed by the brief but once I had broken it down and started my research I felt more confident and had lots of potential ideas.
FIGURE 1:
I haven’t played many board/video/card games before aside from the main popular ones such as Chess, Scrabble, Cluedo, Monopoly and popular card games, with Chess being my favourite and the only one I own and really play semi-regularly. I found researching the top 10 games very interesting, especially the statistics of how different generations say that they enjoy board games.
What I would’ve predicted was that the younger the generation, the less they would enjoy board games due to the preference of online gaming/social media etc but this was not the case. Perhaps people like the in-person feel of a board game more than online due to the personal connections you have whilst playing, this is worth noting when considering whether to design a board game, app or card game etc.
FIGURE 2:
Researching card games lead me to Youtube where I came across some great videos which described various card games in depth, this provided me with a lot of inspiration. I kept finding myself particularly drawn to games who were made by Saashi & Saashi- a Japan based game company. Their packaging and card aesthetics stood out to me, appearing different and more stylised in comparison to more well known card games- this something I definitely want to keep in mind when designing my own game.
FIGURE 6:
‘Joking Hazard’ has a broadly similar aesthetic to games by Saashi and Saashi, particularly looking similar ‘Wind the Film’. I was intrigued as to what the game was like and again took to Youtube to find out more. The game was very interesting and involved very little words on the cards, being mainly cartoon style actions. The minimal colour palette is great, choosing a blue/green to distinguish from the characters and continuing these colours throughout their brand.
FIGURE 8:
I began to focus further on the individual components to games such as rules, cards, dice, spinners etc. Aesthetics are of utmost importance but the elements of the game must also be functional- especially the rules must be easily legible and intelligible. ‘Take the A Chord’ by Saashi & Saashi (figure 9) is a great example of this, the colour palette used works perfectly and integral sections of the rules are highlighted red and green.
Intrigued by ‘Exploding Kittens’ I researched them and collated a mood board including their other games and website. This style of game is fun and leans into the silly side of games.
Monopoly go even has a large youtube page, where they post clips of game play etc. They have created an animated version of the Monopoly Man logo, which works very well when promoting this style of game. A game ‘mascot’ could be a good way to entice people to play the game, especially younger people. This is an element to keep in mind when designing my game.
FIGURE 18:
Figures 19 displays some of the most popular games over time and figure 20 is a Youtube video visualising the popularity of games from 1979-2023.
As shown in figure 21-26 some of the most popular game logos throughout time share similarities with their style of typography. All the typography is distinct in design, yet easily legible and often has a border connecting the letters. The logos tend to not change too drastically over time as they have become easily recognisable the way they are.
I decided to move forwards and look further into Chess. Chess is a game I understand and enjoy, which is a good starting place to design/re-design a game based from it.
I researched more of the history of Chess in order to gain a deeper understanding of it and to hopefully ignite some further game ideas.
I then looked into the many different versions of Chess people have come up with, this lead me to a great Youtube channel as shown in figure 33 which has over 192 videos describing how to play different versions of chess. I probably spent too long looking through some of these videos but they were very interesting. I made notes on versions that I could potentially re-design or add my own spin on (notes 3).
Using the resource link provided in the brief I look through The ‘Board Game Design Lab’ site, made notes and took screenshots of important and interesting information on design theory and qualitative/quantitative data (figure 34 and notes 5).
FIGURE 34:
I continued to make notes of my ideas for a re-designed chess game. I worked on developing the idea of ‘hidden identity chess’ I came across when researching. Hidden identity chess involves not being able to see the other players chess pieces. I had the idea of adding to this using either dice or cards which effect the game.
Here was when I decided on my target audience, late teens to young adults (16-30) who are fans of chess and interested in a fun variant of the game. Knowledge of how to play the game isn’t necessarily required as you could learn with the pieces facing the correct way first and then ‘hide’ them by turning them the other way.
I fleshed out a rough idea of how the dice/cards could effect the game, followed the original rules of hidden identity chess and printed a small version of a chess board grid to test with and see if this could work.
Moving forwards, I re-developed the action rules and decided that a dice would work best. In notes 7 were the rough rules, which seemed to work better as they were less drastic, but still allowed for random fun outcomes.
Figure 36 shows some examples of themed Chess sets I referred to for inspiration.
FIGURE 36:
I experimented first with chess character visuals. I wanted to establish a style/colour palette that can continue throughout the game design. I wrote out, printed and scanned various type and finger prints, editing them in Photoshop and applying them in a collage style to a chess piece design. I liked the symbolism of the finger print as it represents identity as a theme- notes 8 word map helped with me consider this visual. I liked the idea of a character hiding behind the finger print (hidden identity).
FIGURE 46:
Figure 46 shows some images of finger prints generated by Midjourney. As shown previously I did print my own finger prints using charcoal but wanted to see if Midjourney could generate better results-which it did. After many attempts of more specific prompts and variations Midjourney created some great results.
The photographic style of the fingerprint imagery was not congruent with the more tactile look of the other icons so I designed a more simple icon version of the finger print. I began by printing out versions of the fingerprints and drawing over them, using them as a rough guide. I then created some alternative icons that I felt worked better than the previous such as a re-designed hat and a magnifying glass.
I continued to refine the chess piece design. I was going back and forth between 2 ideas- the different fingerprints for different pieces or using the 6 icons I had designed for the brand pattern to represent each piece.
I began with the idea of a more collage style chess piece design, but this may get confusing with knowing which piece is which and be less functional than the more minimal design ideas.
I liked the simple aesthetic of the colour background and white icon. Each piece has a different colour and icon, each colour represents the character name metaphorically- blue=civillian (a safe colour, neither negative or positive connotations), red=victim (red has violent or dangerous connotations), green=detective (looking for the killer/victim=good connotations).
When creating my mock up I initially had a colour issue with the specific colours not translating well into print. I adjusted the colours slightly and changed from xerox printer to a photography printer, which had better results.
The second issue I had was sizing. I had developed the designs across Photoshop and Illustrator, when transferring the designs to different sized art boards on each programme, the original sizings changed with it. The chess pieces were larger than I had originally designed and needed reprinting.
After testing through the game works, the pieces may fall over every few turns but it is a good representation of how the game could be.
My Pitch:
I was interested to see what other board games people enjoyed, I continued researching and came across ‘Board Game Geek 100’ at Zatu Games. This was a top 100 ranking by their users of their most popular games. Almost all of them were war based games involving fantasy/history, essentially video games but without the online aspect- another element to note, perhaps a historical/fantasy theme?
I made notes of other elements of the games, including the legacy games I had previously researched (Chess, Scrabble etc) such as the amount of players they need to play and the rough amount of time it takes per game. The more popular modern games were usually 2-4 players and lasted 60-120 minutes- a duration longer than I had expected.
Figure 6 shows a list of popular card games, what interested me about these games were their names. The names were memorable, short and sometimes obscure such as ‘exploding kittens’. These types of names definitely stick in a consumers head- exploding kittens is definitely sounds intriguing. This style of name could work well depending on the style of game I choose to create and the demographic it is for.
When researching alternative style games, I came across ‘Pikkii’ a gift company who have also designed a few games. Their games are very interesting as they are simple, yet seem clever and fun. Their designs reflect their simple games, being relatively simple, but functional. ‘The Egg Game’ stood out to me initially, being bold, blue and the fact that the egg protrudes the box- this is something I hadn’t considered before and something to keep in mind when designing my game.
FIGURE 13:
I am also not very familiar with popular games/apps and began by looking at some of the most popular. Surprisingly, Monopoly was the most downloaded game this year. The idea of a classic board game as an app to me is unappealing as the board game is the whole part of it, but this is obviously not true.
When researching ‘Roblox’ I came across their promotional brand guidelines covering usage of their badge/characters (figure 17). This was a great insight into a apps guidelines for promo, it not only included the correct way to present the logo layered on top of images etc, but also the incorrect ways. This in-depth guideline is something to note and reference.
FIGURE 17:
Figure 18 shows some excerpts from a short article on Linked In discussing mobile games. The accessibility and ease of use is a huge element to consider if designing a mobile app, if the user can’t use it or it is too complex, it will not be played.
When considering design, almost every mobile game I have researched was brightly coloured, including characters and playful typography. Perhaps a more minimal approach could be a way to stand out in this industry? Or are the games designed this way for the obvious reasons as this is simply what works?
I looked further into some of the more classic popular games and some of the more modern ones. I considered why they are so popular and what contributing factors design and UX/UI wise add to their popularity.
Throughout researching I made some initial notes of any ideas for games/re-designs that came to mind. I was particularly drawn to a few potential game styles- classic board games/cards or a mobile phone app. I found the idea of converting a classic board game into a mobile phone app intriguing, or attempting to re-design a classic game such as Chess or Cluedo.
I continued with my research, now looking into more specific board/card game design companies for further inspiration, these included Asmodee (figure 27), Goliath (figure 28), Ravensburger (figure 29) and fantasy flight games (figure 30).
There are many key points to keep in mind when designing/re-designing my game. I found the BGDL site very helpful in helping formulate ideas/what’s needed for the game to work. Figure 35 shows a video linked from the BGDL site discussing the ‘random’ elements of games, I particularly found interesting the part about innovating/honing and how some people invent new games whilst others hone in on different aspects of games/improve or change them.
I was considering ways of collecting feedback on a game idea from people that aren’t just family and friends. I tried an Instagram poll asking 3 basic questions about a board game. I did not receive much feedback but the small feedback I did was interesting, I can’t blame that on anybody- they aren’t exactly exciting questions!
In test 2, instead of using a dice to dictate the move action, I experimented again but with marked squares on the board. When you land on a marked square, you then would choose a card (I referred to my notes at this point). I wanted there to be mostly marked squares so the game is more fun and random. At this point it was the actions of the cards that was the problem.
Notes 8 is a related words sheet, a method that I used in the previous task that worked well. I noted words/phrases related to ‘hidden identity chess’ to refer to and help inspire some visual and conceptual ideas for the game and branding etc. Notes 9 is a spider diagram breaking down some of these potential ideas and considering which would work best as a game.
I moved forwards with the murder mystery theme and made various notes with ideas for chess piece names, visual cues, chess piece size/shape etc, including the games manufacturer I would be creating the pitch for- Goliath (notes 10).
I also collated a mood board (figure 37) showcasing various works by Terry Urban, a mixed media artist. Urban’s collage style and use of varied colours brought forwards ideas for my Chess game.
Figure 38 is a poster I came across via Pinterest, I was particularly drawn to this poster because of it’s simple, but striking colour palette. On closer inspection I really liked the textures of the pathways used-these are visuals I can reference for my game design.
Now I had fleshed out a theme and rough direction for the game I began to experiment with the visuals of it, I made notes whilst experimenting with design.
Notes 11 and 12 are brief notes working out the sizing for the board (standard tournament chess board size of 20”) and the chess pieces. I also sketched a monogram that I felt could work as a visual reference, chess piece shape or even icon for the game packaging/brand.
I experimented with designing a brand pattern that could be used throughout my game design. I chose icons to draw that represented the theme of the game and that could potentially be used as icons for the chess pieces to distinguish between the pieces (Queen, King etc replaced with other icons and names such as umbrella, hat).
The style was particularly inspired by my research into Saashi&Saashi games, Terry Urban and figures 39-44. I was aiming to create a playful pattern/representation of a ‘murder mystery’ theme. The colour palette chosen included many colours but I aimed to have them all a similar tone/vibrancy- hopefully they have a fun and playful feel to them and don’t play off as too child-like for my target audience. I tried to balance the playfulness with the black background (less appealing to younger people) which works well with my murder mystery theme.
My specific target audience are families, general chess fans, but not ‘serious’ chess players as many wouldn’t be interested in game variants. The rough age range would be late teenagers-adults on the younger side ages 16-30, but the game could be played by anybody who is a fan of chess or wanted to try chess but was put off by it’s general ‘boring’ perception.
My brand pattern so far was interesting but as I continued to experiment with type design and consider the overall design of the game I wanted to further integrate the fingerprint icon across the design.
A few of the illustrations also did not work very well at different distances, such as the balaclava and circle design.
I moved onto designing the game word mark/logo icon. The logo was very simple and meant to emulate the shape of the pieces within the game whilst combining letters H,I and C.
I used the typeface I had designed for the previous Assignment task for the ‘hidden identity’ part. I felt like this typeface could work well for representing ‘hidden identity’ as some of the letters are less legible and the overall visual of the type is like it has been scribbled down quickly over a case file. I placed the type onto a rectangle shape, creating negative space to exaggerate the ‘hidden identity’ concept- the aim was for the words to look as if they are hiding within or behind the box and as if it has been stamped onto the logo like a case file or important document.
I debated between a classic black and white chess board and integrating the brand pattern. The pattern was already being used on the fronts of the chess pieces so this may’ve looked too busy when physically mocked up. I moved forwards with the green/red design as I felt this related well to the theme of the game to find the ‘victim’ (king) being green (good) vs bad (red) and the colours compliment each other well.
An issue with this design may be that the players become confused when playing the game with their colour as it doesn’t directly relate to the colours on the front of their chess pieces. This could be an issue but I continued to use this design and will see once mocked up.
The prototype is 20”x20” which is quite large, possibly too large for a board game. The design of this would fold in half to become smaller but the overall size would have to be tested and surveyed.
The chess pieces work quite well and would be good if made from a harder material such as plastic or metal. I used scrap paper for the legs of the pieces to minimise waste, which was not a good idea as the white legs do not look good or work with the brand. The actual version would be the same colour as the piece.
My pitch would be for Goliath games, specifically aimed at their strategy games section. Above are the slides that I would talk through, beginning with the overall branding, including the brand pattern, game name/logo. I then visually go through the simple logo shape, which translates to the chess piece shape. The rules are then shown with a brief description of the target market. I then move onto the packaging and chess piece design, ending with the prototype.
Overall this task was very challenging but a great learning curve. I had never designed a game before or even had considered it, and this was fun to do. I enjoyed researching something new and piggybacking off of the ‘hidden identity chess’ idea, adding an extra spin to it and creating an overall design for the game which I hadn’t seen done before.
My final game works well, I particularly like the chess piece illustrations on the solid colour backgrounds paired with my ‘fiction’ typeface, but looking back across the whole project there are many elements I would change. The concept itself could perhaps be adjusted to ‘finding’ the murderer (king) instead of the ‘victim’. Looking back, the wordmark/logo looks unprofessional and incomplete and instead of working well with the brand pattern on the box, I feel that the semi circle white background looks out of place. I like the concept of the logo but the execution not so much, this could be developed over time. I like the brand pattern and use of it for the fronts of chess pieces, but feel that the colour of the board isn’t an effective pairing with the chess pieces. The colour of the board should match the pieces, or the overall colour of the pieces should be changed. I also could’ve developed a dice design/prototype, integrating the illustrated icons further, having them represent the numbers of the dice. I had not considered this initially when designing and if I had stepped back and taken more time to review, maybe I would’ve. This could be an task that I come back and improve in the future.
Resources:
Figure 1: Talbot, D. (2024) Popular board games, Wordsrated.com. Available at: https://wordsrated.com/popular-board-games/ (Accessed: 17 May 2024).
Figure 2: Board game geek chart (2021) Zatu Games. Available at: https://www.board-game.co.uk/board-game-geek-chart/ (Accessed: 17 May 2024).
Figure 3: The Brothers Murph (2024) Top 10 Card Games. Youtube. Available at: https://www.youtube.com/watch?v=z5PCEI0A7G8 (Accessed: 17 May 2024).
Figure 4: The Dice Tower (2017) Wind the film! Review - with Zee Garcia. Youtube. Available at: https://www.youtube.com/watch?v=Mq5lPwdJGHA (Accessed: 17 May 2024).
Figure 5: Saashi and Saashi (no date) All Products, All Products | Saashi & Saashi. Available at: https://saashiandsaashi.com/en/products (Accessed: 17 May 2024).
Figure 6: Abbott, B. (2022) Best card games 2024: New favorites that won’t get lost in the shuffle, gamesradar. GamesRadar+. Available at: https://www.gamesradar.com/best-card-games-compared/ (Accessed: 17 May 2024).
Figure 7: GenoB (2017) How to play JOKING HAZARD. Youtube. Available at: https://www.youtube.com/watch?v=uVeBeos4Ruw (Accessed: 17 May 2024).
Figure 8: Austin, J. (2023) ‘The best card games’, The New York times, 8 June. Available at: https://www.nytimes.com/wirecutter/reviews/best-card-games/ (Accessed: 17 May 2024).
Figure 9: Dice Tower Encore (2021) Take the A chord - daily game unboxing. Youtube. Available at: https://www.youtube.com/watch?v=UBow9h2tP2w (Accessed: 17 May 2024).
Figure 10: G. (United Kingdom) (no date) The Egg Game, Pikkii. Available at: https://pikkii.com/collections/puzzles-games/products/the-egg-game (Accessed: 17 May 2024).
Figure 11: Don’t Grab That (no date) Pikkii. Available at: https://pikkii.com/collections/puzzles-games/products/dont-grab-that (Accessed: 17 May 2024).
Figure 12: Exploding Kittens (no date) Exploding Kittens. Available at: https://www.explodingkittens.com/ (Accessed: 17 May 2024).
Figure 13: Koetsier, J. (2024) Top 50 mobile games of 2024 (so far), Singular. Available at: https://www.singular.net/blog/top-mobile-games/ (Accessed: 18 May 2024).
Figure 14: Monopoly Go (no date). Youtube. Available at: https://www.youtube.com/@monopolygo/videos (Accessed: 18 May 2024).
Figure 15: TapGameplay (2023) MONOPOLY GO - Gameplay Walkthrough Part 1 - Tutorial (iOS, Android). Youtube. Available at: https://www.youtube.com/watch?v=2MwwHmnhPAk (Accessed: 18 May 2024).
Figure 16: I Am Your Target Demographic (2021) What is Roblox? Why do people play it? Youtube. Available at: https://www.youtube.com/watch?v=YU2pLJiptzA (Accessed: 18 May 2024).
Figure 17: Roblox badge guidelines (No date) Roblox.com. Available at: https://en.help.roblox.com/hc/article_attachments/16896241155348 (Accessed: 18 May 2024).
Figure 18: Axel, V. (2023) The rise of mobile gaming: A look at the growing industry, Linkedin.com. Available at: https://www.linkedin.com/pulse/rise-mobile-gaming-look-growing-industry-axel-vega (Accessed: 18 May 2024).
Figure 19: popular video games over time - Google Search (no date) Google.com. Available at: https://www.google.com/search?q=popular+video+games+over+time&sca_esv=acc4d604aee1a7ed&sxsrf=ADLYWIKTUSFo_ypdaZNYk08s1dk_Yjmn3g%3A1716040703207&ei=_7NIZqiTDOOJhbIPxfyGgAU&ved=0ahUKEwjojqPkrZeGAxXjREEAHUW-AVAQ4dUDCBA&uact=5&oq=popular+video+games+over+time&gs_lp=Egxnd3Mtd2l6LXNlcnAiHXBvcHVsYXIgdmlkZW8gZ2FtZXMgb3ZlciB0aW1lMgYQABgWGB4yBhAAGBYYHjIGEAAYFhgeMgYQABgWGB4yBhAAGBYYHjIGEAAYFhgeMgYQABgWGB4yBhAAGBYYHjIGEAAYFhgeMgYQABgWGB5I1BVQ1wxYnRRwAngBkAEBmAGGAaAB6gOqAQMwLjS4AQPIAQD4AQGYAgWgAoYDwgIKEAAYsAMY1gQYR8ICDRAuGIAEGLADGEMYigXCAg0QABiABBiwAxhDGIoFwgILEAAYgAQYhgMYigXCAggQABiiBBiJBcICCBAAGIAEGKIEmAMAiAYBkAYKkgcDMi4zoAfQJQ&sclient=gws-wiz-serp (Accessed: 18 May 2024).
Figure 20: Captain Gizmo (2023) Best selling video games 1979 - 2023. Youtube. Available at: https://www.youtube.com/watch?v=Kj2wwzpyNcE (Accessed: 18 May 2024).
Figure 21: Wikipedia contributors (no date) File:Grand Theft Auto logo series.svg, Wikipedia, The Free Encyclopedia. Available at: https://en.m.wikipedia.org/wiki/File:Grand_Theft_Auto_logo_series.svg. (Accessed 18 May 2024).
Figure 22: Wikipedia contributors (no date) File:Mario Series Logo.svg, Wikipedia, The Free Encyclopedia. Available at: https://en.m.wikipedia.org/wiki/File:Mario_Series_Logo.svg. (Accessed 18 May 2024).
Figure 23: Call of Duty logo and symbol, meaning, history, PNG (no date) 1000logos.net. Available at: https://1000logos.net/call-of-duty-logo/ (Accessed: 18 May 2024).
Figure 24: Minecraft (No date) Looka.com. Available at: https://looka.com/blog/minecraft-logo/ (Accessed: 18 May 2024).
Figure 25: Wikipedia contributors (no date) File:International Pokémon logo.svg, Wikipedia, The Free Encyclopedia. Available at: https://en.m.wikipedia.org/wiki/File:International_Pok%C3%A9mon_logo.svg. (Accessed 18 May 2024).
Figure 26: Animal Crossing Logo transparent PNG - StickPNG (no date) Stickpng.com. Available at: https://www.stickpng.com/img/games/animal-crossing/animal-crossing-logo (Accessed: 18 May 2024).
Figure 27: Asmodee UK - Great games, amazing stories (no date) Asmodee UK. Available at: https://www.asmodee.co.uk/ (Accessed: 18 May 2024).
Figure 28: Home (2021) Goliath. Available at: https://www.goliathgames.us/ (Accessed: 18 May 2024)
Figure 29: Ravensburger Online-Shop ► Puzzles, Games & more (no date) Ravensburger.co.uk. Available at: https://www.ravensburger.co.uk/en-GB (Accessed: 18 May 2024).
Figure 30: Fantasy Games (No date) Fantasyflightgames.com. Available at: https://www.fantasyflightgames.com/en/products/#/universe/star-wars (Accessed: 18 May 2024).
Figure 31: History of chess (no date) Houseofstaunton.com. Available at: https://www.houseofstaunton.com/history-of-chess (Accessed: 18 May 2024).
Figure 32: The History Guy: History Deserves to Be Remembered (2020) A brief history of the game of chess. Youtube. Available at: https://www.youtube.com/watch?v=w2aCK1yT8Ms (Accessed: 18 May 2024).
Figure 33: Triple S Games (2021) How to play 3 Man Chess. Youtube. Available at: https://www.youtube.com/watch?v=_LwSsqFrlvQ&list=PL1J4a71zJINYxBICfmtWa5U6EVT40GRDw (Accessed: 18 May 2024).
Figure 34: Design theory (2016) Board Game Design Lab. Available at: https://boardgamedesignlab.com/design-theory/ (Accessed: 18 May 2024).
Figure 35: ChannelFireball (2012) Magic TV: Extra - Dr. Richard Garfield on ‘Luck Versus Skill’ (Magic cruise 2012). Youtube. Available at: https://www.youtube.com/watch?v=dSg408i-eKw (Accessed: 18 May 2024).
Figure 36: Themed Chess sets (No date) Etsy.com. Available at: https://www.etsy.com/uk/market/themed_chess_sets (Accessed: 19 May 2024).
Figure 37: Terry Urban (no date) Instagram. Available at: https://www.instagram.com/terryurban/?hl=en (Accessed: 19 May 2024).
Figure 38: Behance (no date) Behance.net. Available at: https://www.behance.net/gallery/53721357/TOUR-DE-FORCE (Accessed: 19 May 2024).
Figure 39: Card Game (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/521150988148671458/ (Accessed: 20 May 2024).
Figure 40: Play with ideas (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/478789004150210330/ (Accessed: 20 May 2024).
Figure 41: RPG: Weave - A storytelling game (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/963559282752946108/ (Accessed: 20 May 2024).
Figure 42: Mattson Creative (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/510243832754349081/ (Accessed: 20 May 2024).
Figure 43: Michal suday design group (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/611785930650679445/ (Accessed: 20 May 2024).
Figure 44: Farm trivia game packaging design (no date) Pinterest. Available at: https://www.pinterest.co.uk/pin/144326363049176243/ (Accessed: 20 May 2024).
Figure 45: Midjourney created image (21/5/24).
Figure 46: Midjourney created images (21/5/24).
Figure 47: Strategy (no date) Goliath. Available at: https://www.goliathgames.us/product-category/games/strategy/ (Accessed: 28 May 2024).