# BGG-Themen-Recherche — 22. Juni 2026

Zeitfenster: 19.–22. Juni 2026 · 6 redaktionelle Themen · 92 Posts analysiert

## 1. Quarterbacking

**Forum:** Game Design · **Posts:** 21 · **Autoren:** GrimacePCH, ProxyDamage, Barazantathul, cymric, cferejohn

**Artikel-Winkel:** Community-Pulse: Alpha-Spieler — nerviges Designversagen oder unvermeidbare Spielerdynamik? Die BGG-Community diskutiert mit Verweis auf Pandemic, Spirit Island & Co.

**BGG-Thread:** https://boardgamegeek.com/thread/3726687

**Schlüsselzitate:**
- @SpaceSlugJoe: "I've been thinking about this a lot lately, partly because I know I've fallen foul of quarterbacking when I've been trying to help and partly because I'm designing a co-op game at the moment. In my opinion quarterbacking happens because board gamers are natural problem solvers. If we have full infor..."
- @Ryan Keane: "Quarterbacking is fundamentally a player issue. Many many gamers and groups happily enjoy full coops with completely open information and open communication like Sherlock Holmes Consulting Detective, Pandemic, Forbidden Island, Castle Panic, Sleeping Gods, etc. (often groups house rule open hands si..."
- @SpaceSlugJoe: "Thanks. I'll add that to the watch list! I think one of the reasons I often dislike open information and comms is that I'll naturally try and solve the puzzle across players and then it can be tricky to find the line of being helpful and taking someone's fun/autonomy from the game..."

**Recherche-Bedarf:** Niedrig

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## 2. Design Diary 2026

**Forum:** Game Design · **Posts:** 43 · **Autoren:** entrogames, MarksmanGames, buttonshygeorge, LeonardoMachado, JudgementDave

**Artikel-Winkel:** Button Shys jtagmire hat das legendäre Design Diary revived. Tägliche Mini-Game-Jams mit Wort-Inspirationen — was die Designer-Community daraus macht.

**BGG-Thread:** https://boardgamegeek.com/thread/3721277

**Schlüsselzitate:**
- @jtagmire: "DESIGN DIARY IS BACK FOR 2026! If you don't know about Design Diary, we ran this for a very long time back in the 2010's(?!). Essentially it's using a word of the day to inspire game design. Almost like a mini game jam each day - well we'll be doing it Tuesday through Friday. (Spend the long weekend..."
- @jtagmire: "Here are my notes for the day CRUX A puzzling or difficult problem My first thought is giving the crunchiest of choices on your turn. And maybe the whole game is that. You draw two action cards and only get to do one, but everyone else gets to do the other. Draw a Card Play a Card Move a character P..."
- @jtagmire: "And here is our team, reading and discussing our notes for the day. Youtube Video Feel free to join in and share your thoughts on the word of the day. We'll keep this up Tuesdays through Fridays, and we're doing it over at the Button Shy Discord too with a great group there...."

**Recherche-Bedarf:** Niedrig

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## 3. UKGE Speed Dating

**Forum:** Game Design · **Posts:** 3 · **Autoren:** LeonardoMachado, SpaceSlugJoe

**Artikel-Winkel:** First-Hand-Report von der UK Games Expo: Was beim Publisher Speed Dating wirklich passiert. Designer SpaceSlugJoe teilt seine Erfahrungen.

**BGG-Thread:** https://boardgamegeek.com/thread/3720413

**Schlüsselzitate:**
- @SpaceSlugJoe: "I posted last week about preparing for Designer Publisher Speed Dating at UKGE and promised a follow-up on what actually happened — here it is. [heading]What paid off[/heading] "Prepare but don't script" proved itself immediately. Several publishers asked questions mid-pitch — a script would definit..."

**Recherche-Bedarf:** Mittel

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## 4. Escape from Colditz

**Forum:** General Gaming · **Posts:** 1 · **Autoren:** TabletopJunkieMarket

**Artikel-Winkel:** Historische Story: Pat Reid, britischer Kriegsgefangener, entwarf 1973 das Brettspiel über seine eigene Flucht aus Schloss Colditz. Die verrückte Geschichte hinter dem Spiel.

**BGG-Thread:** https://boardgamegeek.com/thread/3726991

**Schlüsselzitate:**
- @TabletopJunkieMarket: "View the original here on Tabletop Junkie Here's a mad bit of board game history. Pat Reid designed Escape from Colditz (1973) based on his own experiences as a prisoner of war during World War II. Captured by the Germans in 1940, he refused to sit still, organising breakouts across multiple POW cam..."

**Recherche-Bedarf:** Mittel

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## 5. Kickstarter ohne Ads

**Forum:** Game Design · **Posts:** 12 · **Autoren:** Damir_Debanic, MarksmanGames, SpaceSlugJoe, Jakobgg, mamcx

**Artikel-Winkel:** Crowdfunding-Guide: Kann man einen Kickstarter ohne Werbebudget launchen? Die BGG-Community teilt Guerilla-Marketing-Tipps für Designer mit kleinem Budget.

**BGG-Thread:** https://boardgamegeek.com/thread/3723700

**Schlüsselzitate:**
- @SpaceSlugJoe: "I'm about a year out from launching my first Kickstarter ( Station Decimus ) and am trying to build an audience with no money for ads. It's a small card game (probably going to end up caround the £25 mark) so I don't think the maths on paid ads works out. I've got a list of things I'm planning to tr..."
- @Jakobgg: "I have no experience, but some advice might be better than none, I guess. A few years ago, I stumbled upon the term 'guerilla marketing' that has the same goal I think. No money, but efficient advertisement. Maybe it might be a good concept to look up. The seem to have a fee methods. Good luck eithe..."
- @Damir_Debanic: "You can. The sucess if you are doing all the promoting yourself is a summ of effect from paid marketing and unpaid - Facebook groups, forums, events, other social media posts. Complete and utter Flop - paid tiktok add 🤣🤣 thpusands of visits, 0 conversions. What worked - facebook bg groups. For maili..."

**Recherche-Bedarf:** Niedrig

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## 6. To Bot or Not to Bot

**Forum:** Game Design · **Posts:** 12 · **Autoren:** MartinWin, andwat, engelstein, SpaceSlugJoe, nelumbogames

**Artikel-Winkel:** KI-Gegner im Brettspiel: Brauchen wir Automa-Bots oder ist das nur Buchhaltung? Die BGG-Design-Community ist gespalten.

**BGG-Thread:** https://boardgamegeek.com/thread/3725017

**Schlüsselzitate:**
- @andwat: ""What are the advantages and disadvantages of including a bot in a game design, and what proportion of design time should it occupy?" might be a better question, but it wouldn't be as snappy a subject line. For example, I've just designed a bot for Sorcerers' Apprentices . Each player is a Sorcerer,..."
- @MartinWin: "I also don't like bots. The reason: When I play a game I want to make interesting decisions. As soon as I play a bot I have to follow strict rules what to do without any choices. This is work and not fun. You could add this for a solo option, but I would do this last - it's more important that the g..."
- @nelumbogames: "I think you can use your bot for play testing or game balancing while development, but I don't think it's healthy for the game to have one as part of it's release. Mainly because - No one likes book keeping . This is where board game industry really differentiates from video game industry who has ad..."

**Recherche-Bedarf:** Niedrig

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