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16/04/2020 / Designer Talk

Excavation Earth: Dávid Turczi Designer Diary, Part 2

In the first part of this designer diary, Dávid Turczi talked about the origins of the game that would come to be Excavation Earth. That entry left off with the game having already undergone a great deal of development, but looking very different to what would turn out to be the end result – after all, it …

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02/04/2020 / Designer Talk

Excavation Earth: Dávid Turczi Designer Diary, Part 1

This week, we present the first part of renowned game designer Dávid Turczi’s two-part designer diary for Excavation Earth, Mighty Boards’ upcoming board game. The second part will be up next week, as we launch the Kickstarter campaign for the game. Some games take form over a long weekend. Other games have a tiny, shining …

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26/03/2020 / Musings

Excavation Earth: Imagining a world without us

Imagine a deserted Earth, long devoid of humans, visited by tribes of alien collectors eager to get their appendages all over the stuff we’ve left behind. This is the setting for Mighty Boards’ next game Excavation Earth, coming to Kickstarter next month. Though thoughts of an abandoned Earth have long been a part of our …

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19/12/2019 / Game Studies 101

Blurring the magic circle

How many times have you heard – or even said – the phrase, “It’s just a game”? Perhaps a fellow player, someone you thought was your best friend, believes you shouldn’t be upset about his betraying you and robbing you of the victory that was within your grasp. Or your annoying friend keeps bringing up …

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15/11/2019 / Designer Talk

SPIEL’s what you make it: Looking back at Essen Spiel ’19

We’ve just about recovered from our participation in Essen SPIEL ‘19, where we were busy launching Posthuman Saga, Nights of Fire and Petrichor: Honeybee, previewing the Vengeance: Director’s Cut expansion (on Kickstarter right now!) and Excavation Earth (hitting Kickstarter in 2020!), talking to our fans, running from meeting to meeting, and, in between, trying to find time to check out everything …

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10/10/2019 / Designer Talk

The Mighty Boards production pipeline

At Mighty Boards, we work both on game design projects coming from our own internal designers and on projects that we receive from external designers. This is a privilege: it gives us a greater pool of potential games to develop, and allows us to work specifically on projects that we really love. At the same …

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Characters aren't born into the world fully formed
10/10/2019 / Designer Talk

Building the right art style for a game

In this week’s blog post, our art director, Mark Casha, talks about the choices behind our games’ art style. Whether it’s the bright, tactile beauty of Azul, the richly-painted world of Scythe, or the cute-yet-autumnal cartoon style of Root, beautiful artwork can make a board game stand out on increasingly crowded shelves. Of course, it’s …

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10/10/2019 / Game Studies 101

Ludus and Paidia

An occasional series of reflections on concepts from game studies, applied to board game design. Let’s talk about play. ‘Play’ is a big word. We play a board game, sure, and we play a videogame. We play a game of tennis. An actor plays a role on stage. A chamber ensemble plays a sonata. Shakespeare …

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10/10/2019 / Designer Talk

Finding inspiration for post-human worldbuilding

The term ‘worldbuilding’ is going to be familiar to anyone with a passing interest in genre fiction: it’s increasingly grown to be much-used, perhaps even overused. It’s a cliché for a reason: any work of fiction worth its salt should leave you with the distinct sense of having breathed in deep and filled your lungs …

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30/08/2019 / Designer Talk

Fueling imagination through gameplay

What is the germ of a board game? Before the long, long processes of design, testing and production, what form does a board game take, when it first springs into the mind of its creator? Most often, for us, it’s an image: a vivid picture conveying a strong emotion. Take, for example, Vengeance: a lone, …

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