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Making Games Shine on BoardGameArena (BGA)

by Jeff Grisenthwaite

I’ve been playing games on BGA since 2014, but it wasn’t until this past year that I made the leap to developing games on BGA.

My goal is to start a discussion about what I’ve learned about making gameplay feel just right within the unique environment of BGA, using examples from a couple of my games, Soothsayers and Positano.

Simulating that Board Game Feeling

BGA is weird.

It’s a huge collection of online games that bear little resemblance to the experience of console, PC, or mobile games. Instead, BGA strives to replicate the feeling of playing board games together in real life for all those times when we can’t actually be gaming together.

And they connect players with the whole world. One of the tenets of BGA development is to stick to pretty basic, vanilla code, in order to make the games widely accessible, regardless of players’ hardware or browsers.
For Positano, the big challenge was to capture the 3D look and feel that people love about the game but to do so in the 2D non-dynamic world of BGA.

Side-by-side images of Positano in real life and Positano on BGA

The solution was to simulate the 3D hillside and buildings simply by layering images at a fixed angle. It retains the beauty of the physical game, while keeping the technical approach as basic and widely accessible as possible.

Teach Through Play

I don’t know about you, but I try to use BGA as a shortcut to avoid reading rulebooks. The tutorials are great (shoutout to Nekonyancer!), but what can be even better is when the BGA adaptation teaches players as they play.

Here are a few techniques that help to teach the game to new players:

Tooltips: When players hover over a card or other component, showing a zoomed-in display of that component, along with explanatory text, helps players to access additional information when needed.

In Soothsayers, players can hover over any card to view detailed information about it.

Title Bar Text & Buttons: BGA’s standard convention is to present the choices available to a player on a given turn as buttons in the title bar. To help players learn the game, dynamically update the text in the title bar and the text and icons on the buttons to best inform players of their options.

In Soothsayers, buttons explain the costs and effects of each action.

Player Panels: Summarizing key information within player panels, particularly scoring, reinforces for players the important metrics to pay attention to.

In Positano, the player panels help players to understand how each building they construct affects not just their overall scores, but provides detailed scoring for sea views, gelato, and three different public goals.

Animation: Using animation in key places can help players understand the effects of their actions and notice changes in the game state. For example, in Soothsayers, when you use the Judgement tarot to steal a Fate token, the Fate token flies from the rival’s card to yours.

How To Play Rules: Because BGA automates the setup and administrative steps between turns and enforces the rules during play, the text of the How to Play tab below the game can likely be 90% shorter than the full rulebook.

Undo

Before I started development, I asked game communities within Discord and on Bluesky what are their biggest points of frustration with games on BGA. The most common complaint was when games don’t provide the ability to undo your last action or reset your turn.

There are two main reasons for providing the ability to undo at key points:

1. New players are learning the game. After seeing the consequences of their actions, they may need to retry a few turns.

2. Errant clicks. BGA is trying to simulate the tabletop game feeling with as high of fidelity as possible, which is why it feels so bad to have your turn ruined by accidentally clicking or tapping on something and having no recourse.

Not every single action needs an undo, though. Providing too many can slow down games, and players should never be able to undo an action after hidden information is revealed.

In Soothsayers, after completing your turn, a Confirm button displays with a 5 second countdown before it auto-confirms. If you’re not satisfied with your turn, you can choose to reset.


Layout Considerations

The second biggest player complaint is when BGA games require too much vertical scrolling to understand the game state, so here are a few techniques to reduce the need to scroll:

Robust Player Panels: By displaying all the key information within player panels, players often can bypass needing to view opponents’ tableaus or auxiliary boards.

In Soothsayers, the player panels display the levels of all 8 cards in each player’s tableau, who holds the Fate tokens, coins, and the number of cards in each player’s hand.

Floating Hands: Many games demand that you play a card or tile from a hand to a tableau or place on the board. By anchoring the hands to the bottom of the screen and allowing them to float over everything else, players can always view the cards in hand when making the decision for where to play them.

Responsive Design: To accommodate players on tiny mobile screens, on ultra-wide monitors, and everywhere in between, responsive design techniques should be employed to make the best use of every screen size.

In Positano, the goal cards are displayed below the beach board on mobile, but when on a larger monitor, they're displayed to the left of the hillside.

Player Preferences: We’re all different people. BGA games should reflect that by providing ample player preferences to tailor the game experience to your needs.

Soothsayers player preferences include options to change the card size, remove pulsing animations, and more.

Turn-Based Play

Some games work really well in BGA’s turn-based (asynchronous) play mode. These tend to be games with chunky turns, in which you’re making big moves each turn, as opposed to micro-decisions interrupted by other players. Turn-based play on BGA lets you luxuriate in over-analyzing your strategy without worrying about holding up the game.

A few techniques for making turn-based play go a bit smoother include:

Automate Non-Choices: By identifying the spots in the game in which players don’t have an actual choice to make, you can save everyone a lot of time by automating those decisions.

Provide a Robust Log: Sometimes days pass between turns, and other times players are playing multiple turn-based instances of the same game at once, so it’s important to provide a detailed, easy-to-scan log that players can use to catch up on the most recent turns.

In Soothsayers, the log provides small renditions of the cards drafted or played to make it easier to scan.

Simultaneous Decisions: BGA offers a mode in which players can all take their turns at the same time, which can massively reduce the amount of time it takes to complete a turn-based game.

Developing on BGA

Programming games on BGA is not easy. It takes a long time, and the documentation could be more robust. The upside is that BGA connects your game with a global audience who can compete at the highest levels.

My hope with this article is to share what I’ve learned as I strive to provide an ideal BGA experience for my own games.

I’m also hoping to start a conversation! What else can developers do to provide better BGA experiences?

Jeff Grisenthwaite is the designer of Positano and Soothsayers, both available in stores and on BoardGameArena.

My Shelfie Game Review

Buy My Shelfie from Amazon.com

While I consider myself an avid board gamer, I also feel like that label is a bit of a conundrum. I prefer medium-weight (based on BoardGameGeek’s complexity rating scale) games, but my collection primarily consists of light to medium light-weight games. Many of those in my collection fall into the party category with simple player actions, and minimal scoring complexity.

This odd contrast between preference and reality stems from the groups that I typically game with, as they prefer lighter experiences. Unintentionally, this has led me to being somewhat of a gateway game connoisseur.

My Shelfie checks a few important boxes for what makes a great gateway game: connection to a well-known classic game, easy-to-understand mechanics, and a relatively short playtime. The big question is, does the rest of the game hold up, or does it teeter off the shelf and fall apart?

A Classic Connection

In My Shelfie, players compete to earn the most points by filling their ‘bookshelf’ with ‘items’. Each player's bookshelf is a vertically displayed grid that holds up to 30 items. After seeing the bookshelf setup, some players will already see the connection to the well-known classic game Connect Four. While the bookshelf holds square items instead of…

The post My Shelfie Game Review appeared first on Meeple Mountain.

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #82: Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

Von: Grant
16. Juni 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#82: Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

The Wars of Marcus Aurelius: Rome 170-180CE is a solitaire only game that uses cards similarly to a CDG to simulate the strategic level struggle of the Romans led by Marcus Aurelius to stave off the invasions of Germanic tribes and Sarmatian raiders as they encroach on Roman territory across the Danube River. That’s the history. And it is really well integrated. The game play is very fun, strategic, with lots of decision points about what to do and what cards to use, and it is really challenging.

In the game, the Roman player has a deck of Roman Cards that can be used for the printed events for various effects or that can be discarded to take any number of actions such as attack a Barbarian army or Off-Map Conflict enemy, advance the marker on the Imperium Track, add two Level 1 Forts to any eligible map spaces, flip one Level 1 Fort to a Level 2 Fort among several other actions. Sometimes the printed events in the game are just more powerful than discarding a card for just 1 action so you have to pay attention to this economy and make sure you get the most out of your cards. Now, keep in mind, sometimes discarding a good card whose ability is not right for the current situation you find yourself in is part of the game but you have to use these cards wisely to do well in the game.

The game uses two separate decks of cards including the Barbarian Deck (Green) and The Roman Deck (Red). Both of the decks are made up of 50 cards each but each have very different purposes. The Barbarian Deck is used to determine the actions of the invading Germanic tribes as well as events that effect the war effort including mutinies, plague and the will of the people. While the Roman Deck provides the resources and events that are used by the Roman player to mount a defense against the invasions and to fight back each of the different barbarian tribes. There are unique cards called Late War Cards in the deck that will be held out until the start of the 175CE turn at which time they will be mixed in with the cards to form a new Late War Deck. There are also special cards that are marked with an asterisk that if played for the event will be discarded from the game to form what is called a History Pile.

In this entry, we will focus on our first Barbarian Card from the game, as almost all of these cards are really bad for the player, called Good Omens. The “Good” portion of the card’s name doesn’t refer to the Romans but is a benefit for the Barbarians. This card can undo the hard fought victories of Marcus Aurelius and his commanders as its effect is immediate and cannot be cancelled like a Barbarian Surge effect can be by discarding a card. The Good Omens Barbarian Card will immediately cause the player to flip all of the Barbarian armies to their Bold side. Well that doesn’t sound so bad you say? Well, remember that each of the Barbarian army counters is double sided with one side being their Bold side and the other their Demoralized side. On their Bold side, the army is at its strongest with its Combat Value being higher than on the Demoralized side. In our pictures, you can see that the Iazyges army counter has a 4 Combat Value on its Bold side while the Combat Value on the Demoralized side is 2 less at just 2 Combat Value. During combat, or even due to some of the events on the Roman Cards, if a Roman army defeats a Barbarian army, their counter will be flipped from their Bold side to their Demoralized side and they will also have to retreat backward 1 space. I know that the difference here is only 2 but that is in essence gaining a +2 to the Barbarians Combat Value and in a game where the differences between the 2 armies can be just 1 or 2 or even no difference at all, this makes a huge difference and can sometimes feel like you are having to climb a mountain to overcome these Barbarian foes.

Ancient peoples believed deeply in their gods and traditions and would watch for signs in the heavens or from other sources when making key decisions about many things including military campaigns. Good omens would be seen positively as they believed that their decision was favored by the gods and that they would have a good outcome. The Romans believed these things as well but unlike the highly structured Romans, who read omens by sacrificing animals or watching birds fly, barbarian armies like the Germans and Celts relied on signs from nature or even from dreams. These signs when seen would boost morale and gave tribes the psychological edge they needed to fight the powerful armies of the Romans. Germanic tribes believed sacred groves and rivers were portals to their gods and if they were fighting near these places they would take greater strength. Weather was also seen as a major sign and roaring winds, dark storms or rivers that suddenly flooded were viewed as the gods fighting on their side.

The most famous “omen” came from the Battle of the Teutoburg Forest in 9 AD, which occurred over 100 years before the events of the game. A fierce storm, combined with the clever planning of the Germanic leader Arminius, allowed Germanic tribes to completely trap and wipe out 3 Roman legions. The Romans viewed the loss of their legionary eagles and this devastating defeat as a terrible omen for their empire’s future.

Hermann (Arminius) at the Battle of the Teutoburg Forest in 9 AD by Peter Janssen.

I shot a playthrough video for the game and you can watch that at the following link:

I also followed that up with a full video review sharing my thoughts:

In the next entry in this series, we will take a look at British Leader Wellington from Congress of Vienna from GMT Games.

-Grant

INX Incountry Review

16. Juni 2026 um 13:31
IncountryEvery year, I make a trip up to Milwaukee for Adepticon. It’s a game convention focused on war games and miniatures. My main goal in going, other than taking some painting classes, is to wander the dealer hall and look for new games to try out. Last year, I stumbled across Hametsu and absolutely loved […]

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Spiel des Jahres – how the jury chooses games (Topic Discussion)

16. Juni 2026 um 12:43

Every year, the announcement of the Spiel des Jahres nominations leads to a lot of discussion across our hobby. Some people agree with the choices, others question why certain games were not included, and many try to predict the eventual winners. What most people don't realise when they discuss the nominations is that the jury does not gather for a single weekend to decide the best game of the year. No, jurors spend many months playing hundreds of new releases several times with different groups of people. It is a lot of work that often goes unnoticed, but that explains why the award continues to carry such influence nearly fifty years after it began. In the second article of the series, I look at this in more detail.

The post Spiel des Jahres – how the jury chooses games (Topic Discussion) appeared first on Tabletop Games Blog.

boardgaming in photos: playtesting

Choon Ean and I were at Kinokuniya bookstore (Pavilion Damansara Heights) demoing our games over the weekend of 30-31 May 2026. This time our tables were occupied more, compared to two weeks earlier when I was there by myself. There were people who stayed to play for quite long. It feels great to see people enjoy my games and want to play again and again. That weekend I think I sold out all

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