Nick Bentley Makes Games
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Nick Bentley Makes Games
@nickbentley.bsky.social
Posts about game design. Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
There are few hot takes I agree with more than this.

- too many hobbyists take rules complexity as a proxy for depth, which it isn't.

- too many hobbyists play simple games, don't understand the strategy but assume they do, and conclude "shallow". It's hubris.
I think a lot board gamers underestimate the depth of light games and overestimate the depth of heavy games. More moving parts does not necessarily mean a game has more strategy. It often just means there's more noisiness obscuring the impact of your decisions.
February 17, 2026 at 7:47 PM
Reposted by Nick Bentley Makes Games
For designers at the start/early of a game, it’s important to look at prototypes of signed games and really internalize how utterly plain and in-fancy your prototypes can and should be, and still be pitch-ready.

Many prototypes are overdeveloped, when you can save time on preparing your pitch! 🎲✂️
Got to play Dino Racer 🦖 with friends yesterday—so I took the opportunity to take comparison photos with the prototype!!

I forgot how charming the original prototype was. It’s awesome seeing what has stayed the same between the two versions.

The new art adds so much liveliness on the table!
February 17, 2026 at 5:23 PM
In the last weekish, I've seen a burst of board game design posts here that seem unusually thoughtful and effortful.

I want to encourage more of this.

Imo our communities are only as good as our contributions, and we undervalue how useful a platform like this could be with high care/effort.

🎲✂️
February 17, 2026 at 4:33 PM
Reposted by Nick Bentley Makes Games
I studied a bunch of icons from various published board games while preparing a rule book for Cardboard Edison, with a particular focus on Ian O'Toole.

For those who come after, this article captures what I learned 🎲✂️

rossongames.com/icons

#BoardGameDesign
Board Game Icons
Tips on designing board game icons.
rossongames.com
February 16, 2026 at 12:31 PM
Reposted by Nick Bentley Makes Games
At the nick of time, I finished my @cardboardedison.com Award judging for 2026! 🎲✂️

It's always a pleasure to be trusted with so many games from so many people around the world, and I hope that my feedbacks can help improve those projects.

That said, 6 general tips I can give for next year:
February 16, 2026 at 1:56 PM
Reposted by Nick Bentley Makes Games
Pandemic creator Matt Leacock on fighting for designers’ rights, working with developers effectively and his publisher ‘pet peeves’:

boardgamewire.com/index.php/20...

@mattleacock.bsky.social
February 11, 2026 at 4:29 PM
Reposted by Nick Bentley Makes Games
I've been thinking about game budgets a lot over the past couple of years. There are big chunks of the tabletop market that are able to support publishers and designers, and mostly I think its because of a combination of strong crowdfunding communities + cheap dev costs (often less than 50k). 🧵
they only way the indie industry economics works if indies can release gigantic amazing games that cost $30k to make
I know it's meant in good faith but "if we just made smaller scope games and charged 20-40 dollars for them it would fix the industry" is very funny to me. indies release like 20 of those a week on steam. are you buying them? is the industry fixed? no? hm. sounds like you need a different solution
February 16, 2026 at 2:00 AM
Reposted by Nick Bentley Makes Games
In today's video I go over what I earnt as a full time game designer in 2025, comparing my income over the past few years and how it varies from game to game.

My aim has always been to increase transparency in the industry and help newer designers with what to expect.

youtu.be/avLL2siSmyc

🎲✂️
How much money I made as a game designer in 2025
YouTube video by Matthew Dunstan
youtu.be
February 16, 2026 at 8:32 AM
Reposted by Nick Bentley Makes Games
To be more specific: if your 🎲✂️ game relies on "cards with words," those cards are where the real fun of your game is. If you don't show us those cards in action, we can't see how awesome your game is. (I imagine this applies as much to publishers as to contest judges)
2. Please provide several examples of your cards/tiles/board abilities so they can be evaluated along with the rules, if not a full index. It’s often tough to gauge dynamics from the system/rules alone if you have a lot of interacting abilities. I’d rather not have to pause a video to see examples.
February 15, 2026 at 4:27 PM
Reposted by Nick Bentley Makes Games
Most people learn games from half-remembered rules, in a fugue of distractions: kids, TV, phones, or just enjoying each other’s company

And most finely tuned hobby games need to be played perfectly and optimally or they’re … a rough experience

Recalibrate
February 5, 2026 at 2:43 AM
Something I’ve seen repeatedly in tabletop game design is designers mistaking a "situated experience" for a marketable game.

It looks like this:

🎲✂️(1/19)
February 9, 2026 at 11:02 PM
Reposted by Nick Bentley Makes Games
Today's 🎲✂️ observation after judging 10 @cardboardedison.com entries:

Strive for high coherence across your components, mechanics, and theme.

When all 3 align, the mechanics are easier to learn, it's satisfying to use the components, and players feel immersed in the world.
February 4, 2026 at 4:48 PM
Personal Celebration:

I managed the design studio that made the Trekking games, and I designed Trekking the World 2nd Edition.

Just snapped this pic at Target. Those games are making their way in the world!

(and are surrounded by killers on those shelves)
January 27, 2026 at 5:04 PM
Reposted by Nick Bentley Makes Games
Even the simplest rulesets in games can lead to incredible emerging complexities.

There are only 12 card types in Abandon All Artichokes (if you include the Rhubarb expansion), and yet there are a huge number of possible configurations, depending on... 🎲✂️
January 27, 2026 at 6:08 AM
As a game designer, you may have to fall in love with what you're making to make it well.

But then remember there's a broad distribution of opinion about each game, and now you're likely on its positive tail.

Now you're at risk of going blind to what folks elsewhere in the distribution think.

🎲✂️
January 27, 2026 at 3:04 PM
Reposted by Nick Bentley Makes Games
10 Lessons From 5 Years of Game Design

Over the past two weeks I've been writing a series of mini dev-diaries finding a lesson from each of the 10 games I've finished.

Which ones resonate with you? Have you come across these in your designs?

The full series: boardgamegeek.com/thread/36308...
December 30, 2025 at 8:28 PM
Reposted by Nick Bentley Makes Games
Today's video is about approaching game design in a new way - trying to design a bad game from the start!

youtu.be/wj3IZtxw_PI

🎲✂️
Stop trying to design good games
YouTube video by Matthew Dunstan
youtu.be
January 19, 2026 at 10:47 AM
Reposted by Nick Bentley Makes Games
I increasingly spend time thinking about designing games for spectation as opposed to just active participation. On the extreme end, you have game shows, which are nearly 100% about spectation & interesting to me for that reason. But many types of games benefit from considering, What's fun to watch?
January 14, 2026 at 4:03 PM
I was startled at how much more I could see when I began rewatching recorded playtests.

I hadn't understood how my attention is pulled in the heat of conducting a test.

Rewatching affords a deeper kind of observation.

🎲✂️(1/2)
January 17, 2026 at 4:27 PM
A split test is a playtest where players play two games back-to-back and then compare their experiences.

It’s now my default testing method.

This thread explains why it’s been transformative for me and how to do it well.

🎲✂️(1/18)
January 15, 2026 at 8:36 PM
Note there are multiple flavors of "stuck".

Here I'm mostly talking about this feeling:

"I see no good options and I don't know how to advance."

...rather than:

"I don't know how to choose between my options."

But the latter can also be a problem if it slows the game too much.

🎲✂️(1/3)
January 10, 2026 at 11:53 AM
Brag:

This past Saturday, I conceived, designed, made files for, printed, sleeved, and tested a game in under an hour.

Today the company I work for greenlit it.

Personal record for return-on-design time.

🎲✂️
January 7, 2026 at 4:12 PM
An excellent framework for thinking about how to turn a good game into a good product (the two aren't the same):

TLDR: make a compelling promise, deliver on it, then exceed expectations.

jboger.substack.com/p/games-as-p...

🎲✂️
Games as Promises
How to design games that sell in three (very hard) steps.
jboger.substack.com
January 7, 2026 at 1:59 PM
This tip is specific to strategy game design. Two benefits:

👍 players can learn the rules in pieces, over turns, instead of all at once.

👍 It can create an escalating game arc.

But be careful not to make the early turns *too* simple. That can make for a boring first impression.

🎲✂️(1/2)
January 6, 2026 at 5:01 PM
I suspect "in the wild", folks play games wrong more than many designers think.

I also think there's a degree to which this can't be fixed, thanks to 2 unfixable issues:

1. lots of folks dislike learning rules, so they learn poorly

2. our short term memory is tiny

🎲✂️(1/3)
January 5, 2026 at 5:55 PM