When designing my first board game, I decided that I wanted to present something simple, straightforward and fun. All of my gameplay experience has revolved around games that exemplify all of these qualities so it was important to me to showcase this in my own, unique way. I wanted my game to be family appropriate and for it to incorporate elements of humour as this is what I, as a game player, can relate to and what I enjoy so I feel a certain passion towards the project.
When first ideating this project one of the first decisions I made was to keep this as a simple roll and move board game. I wanted to incorporate cards and dice, and have a high level of player autonomy. I first began drawing out what I wanted my board to look like. I then began the brainstorming process for the actual gameplay. As previously stated, I wanted this game to incorporate elements of humour while keeping player interaction and flow quite high.
My Game!
Now for the exciting part. My game will be called ‘The Silly Soirée Showdown’ and will be my take on a modern, fun family board game. As previously stated the industry I will be targeting will be the family industry. These games are classic as they occupy a central position in the current market and are designed to entertain individuals of all ages, especially children. I will be incorporating the genres of Ameritrash due to the high level of luck as well as the colourful stylisation of my game.
While my audience is quite specific (family games are typically aimed at entertaining younger children), I want my game to be an experience that entertains people of all ages. The use of player autonomy and humour through challenges and fun competition will hopefully attract fans of uno and more adult games like ‘Cards Against Humanity’ to take part in this family fun activity.
Background research is vital when designing a board game. It is imperative to know where your game might sight in the current market and how other games with similar themes and styles have performed over time (BCM300, 2023). I investigated three separate games that have similar styles to what I am designing to see what may or may not work within my own board game.
- Cranium: This game involves different types of challenges that players have to complete to advance on the board, such as drawing, sculpting, acting out, or answering trivia. It doesn’t have a system for choosing to avoid challenges or go back spaces, but it does incorporate a variety of fun and silly tasks.
- Pictionary: Though not exactly a board game with a path to follow, Pictionary does involve drawing challenges and can get pretty silly. Players or teams draw a word and their teammates have to guess what it is.
- Charades: Similarly to Pictionary, Charades doesn’t have a board or tokens, but it does involve players performing tasks (acting out words or phrases without speaking) for others to guess. It’s easy to make this game more silly or challenging by adjusting the difficulty of the words/phrases.
As listed above, the current board games in the market incorporate aspects of what I am trying to achieve e.g. completing tasks to advance or utilising a pathway for the board game to follow, however, my board game has increased player autonomy by providing individuals with their options to avoid challenges by moving backspaces to increase competition. I want to delve further into ‘Cranium’. This 1998 board game (Board Game Geek, 2023) incorporates some of the very features that excite me about gameplay. Cranium allows players to complete activities to win the game. This board is divided into four sections and asks players to complete challenges such as drawing, sculpting and answering trivia questions. This model of the game acts as a sort of base model for what I am attempting to create with Silly Soirée Showdown. When investigating the ratings of this game, I can see that it holds an average of 6/10 on Board Game Geek. With a similar audience to mine (ages 13+), I was extremely interested in viewing some of the comments from players.
Many players commented that while Cranium is a “fun party game” it can be “confusing when trying to keep track of everyone’s scores”. I considered a scorekeeping method within my game but decided that the simple route of advancing on a spot-by-spot basis around the board would be a cleaner way of deciding the game’s winner.

While there are similar games within the market, I believe there is space for Silly Soirée Showdown. With the increase of apps such as TikTok, I would want my game to be a source of fun that younger people might play and create their challenges and fun with. I believe players can make up for their challenges and incorporate their own rules and way of playing, further increasing player autonomy. I want my board game to have basic rules and guidelines, but I want the players of SSS to make the gameplay their own experience and twist it to mould what they want out of the game.
Before delving into the game rules and gameplay, I want to touch on the themes, game loops and narrative to ensure that we can understand the full scope of what I am trying to achieve with this game design. My game has incorporated the theme of being child-focused. I want to use bright colours and humour to fit the current standards of this theme. Games with this shared theme include Guess Who, Cluedo and Mousetrap. All games are highly stylised and are bright in nature and gameplay. Mechanics are also vital to consider. The Silly Soirée Showdown will have features of options and bidding. What makes my game unique from other children’s games in the market is that it will allow each player the chance to compete through my individualised task creation. This will therefore enhance the individual’s position in the game and will increase competition among the players. The further into the game we travel, the trickier and more humour challenges might become, therefore giving players the option to compete or back down. This incorporates the mechanics of bidding as it provides the player with a choice and will affect their position within the game. When considering my game world, I wanted to ensure my game was based on the ‘actual world’. As there are no external fictional characters, my inventory of individuals will be the same as the actual world. Cosmology is one world that users play within to escalate their gameplay. Logic is usually respected but may be occasionally violated due to the silly nature of tasks that individuals must complete to advance in this world. This is not traditionally logical as one would not have to traditionally perform these tasks in the normal world.
Title: Silly Soiree Showdown
Components:
• A game board with spaces forming a path from start to end.
• A 6-sided die.
• A deck of cards with challenge instructions.
• Player tokens.
• A stash of reward tokens.
Setup:
• Each player chooses a token to represent them on the board.
• Shuffle the deck of challenge cards and place them next to the board.
• Each player places their token on the start space of the board.
• Decide who will go first.
Gameplay:
• On their turn, a player rolls the die and moves their token forward the number of spaces shown on the die.
• There are three types of spaces on the board: Safe, Challenge, and Super Challenge. Safe spaces are neutral and nothing happens when a player lands on them. Challenge spaces are marked with a small icon, and Super Challenge spaces are marked with a bigger icon.
• If a player lands on a Challenge space, they draw a card from the Challenge deck. The player has the choice to either complete the challenge or move back one space. If they complete the challenge successfully, they receive one reward token.
• If a player lands on a Super Challenge space, they draw two cards from the Challenge deck and must choose one to perform. These challenges are intended to be more difficult or silly. If they complete the Super Challenge successfully, they receive two reward tokens. If they choose not to do the challenge or fail at the challenge, they move back to two spaces.
• Challenges can be things like “Speak in a funny accent for your next three turns” or “Invent a one-minute dance routine”. Super Challenges should be more difficult or potentially embarrassing, like “Pretend you’re a mime stuck in a box until your next turn” or “Make up a song about another player and sing it”.
• Players can interact with each other by cheering for or helping each other complete challenges, or by playfully trying to distract each other during challenges.
• The game continues until a player reaches the end of the board. However, reaching the end doesn’t automatically make that player the winner.
Winning the Game:
• Once a player reaches the end of the board, every other player gets one more turn to try and earn as many reward tokens as possible.
• After everyone has had their final turn, players count up their reward tokens. The player with the most reward tokens is the winner. If there’s a tie, the player who reached the end of the board first wins the tie.
• The end of the game should always involve some kind of final Super Challenge, possibly performed by all players at once, to add an extra level of excitement and silliness.
This game should provide a lot of laughter and fun, and even though there’s competition, the main focus should be on having a good time together. The challenges can be adapted to suit the age and comfort level of the players, making it a versatile game for all kinds of family gatherings or parties.
I was then excited to enter the playtesting experience. I wanted to ensure that what I had envisioned for my game would work out in the gameplay world. To do this I decided to design a board game and a set of sample cards with set challenges that a sample group might be able to use in their play experience. When designing my cards, I wanted to consider that my audience is predominantly family-based. I wanted a fun, colourful palettes to match the light, humourous nature of the game. I wanted my board game to be eye-catching and bright to ensure that the younger audience was drawn to this game when it was sitting on the market shelves.
After designing and making physical copies of my game, I then decided to play with my sister. Whilst experiencing this game, we both noted that the colours worked extremely well at drawing our attention around the board. We had a sample of 5 cards each with set challenges to complete and found ourselves laughing and having fun, whilst also engaging in the competition of wanting to be the winner. We noted that the challenges I had chosen e.g. speaking in a funny voice for the next 3 moves’ were easy enough to follow whilst also significantly challenging the user. I took on this feedback as I wish to keep this game at a family-based audience level.
The board is rectangular with a glossy finish, making the colours pop. It is divided into several consecutive squares, forming a path that leads from the start to the end. Each square is filled with a different colour, creating a visually appealing and dynamic game board.
In the centre of each square, there is a bold and eye-catching number, ranging from 1 to a higher value, depending on the length and complexity of the game. The numbers are displayed in a variety of vibrant hues, contrasting with the background colour of the respective square.
The start of the board is marked by a prominent arrow or a designated “Start” area, indicating where players should place their game pieces. The end of the board is similarly marked with a distinct symbol, such as a checkered flag or the word “Finish,” signifying the goal that players strive to reach.
In addition to the colourful path, there might be various illustrations or thematic elements sprinkled across the board to enhance the overall aesthetic and create an immersive experience for players. These illustrations could reflect the theme of the game, whether it’s a fantasy realm, an underwater adventure, a futuristic setting, or any other imaginative concept.
To complete the visual experience, envision players actively engaged around the board, moving their game pieces and strategizing their moves. The anticipation and excitement grow as they progress along the colourful path, striving to be the first to reach the end and claim victory in this vibrant and engaging board game.
I wanted my cards to be bright and colourful, matching the vibe of the board itself. I wanted these playing cards to tie in with the theme of the game, being light, fun and humourous. I decided on a colour palette of pinks, yellows and oranges to draw the audience’s eye whilst not clashing with the board itself. I have included my prototypes below.




























