Goal
Preserve the key decision of a digital mechanic in a simple tabletop prototype.
Scenario and materials
A boat crosses a river with moving obstacles. The player chooses between a short dangerous route and a longer calm one. Move this situation onto a grid: the boat and current move in steps, while tokens represent the water state.
Board and pieces
Constraints
- No screen, timer or facilitator making the player’s decisions is needed.
- A game lasts no more than ten turns.
- Before choosing a route, the player sees at least some consequences of the next step.
Steps
- Write down the decision you want the adaptation to preserve.
- Define the order of boat, current and obstacle movement.
- Play the short and long routes from the same starting state. Clarify the collision rules.
Deliverable
A board, single-turn rules and a comparison of the two routes.
Check your work
- Another person can play a turn without extra verbal rules from the designer.
- The routes differ in risk or cost, not just appearance.
- List the feelings of the digital version that the paper prototype cannot test.
Reflect
Which decision survived the adaptation? What was lost by making time turn-based?
Sources and further reading
Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.