Bart de Jong

Bart de Jong

@bartgamedesign.bsky.social

Father. Primary school teacher. Game designer. Writer/Editor. Designer of Bable (2024) and L'Oaf (2025).

180 followers164 following709 posts

- Mole Racing was the best new release I saw by a mile. I didn't get to play it, but just watching people play was already a delight - It was my first (and hopefully last 🤞) time visiting and working a con in a wheelchair, and it was a smooth ride. Everyone was really nice and helpful!

Bart de Jong reposted

I wasn't sure if I could attend Spiel due to boring medical stuff, so I didn't make any appointments. Now that I'm going to be there Saturday and Sunday, I'd love to meet some people. Let me know if you've got time, or just say hi if you see me zooming around in the fancy wheelchair I rented

Bart de Jong reposted

Even when I was just reading the rules for Pact, I was starting to get excited like I did for Arcs and The Old King’s Crown; Asymmetrical powers, shifting allegiances, and COIN style card selection. It’s a bunch of very cool mechanics, and a high level of player interaction.

This whole thread is my way of saying that you should totally hire me to write, revise, or translate your rules

Bart de Jong@bartgamedesign.bsky.social

I recently started doing freelance work revising and editing rulebooks for games by other designers. As a primary school teacher I'm good at finding the absolute simplest way to explain complex things. What I didn't expect is that writing rules for someone else's game is WAY easier than for my own.

I recently started doing freelance work revising and editing rulebooks for games by other designers. As a primary school teacher I'm good at finding the absolute simplest way to explain complex things. What I didn't expect is that writing rules for someone else's game is WAY easier than for my own.

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3) Your mental model of this game is not just its current iteration; it’s all the iterations it’s ever been. Rules changed, actions got different names, components got added or removed. It's easy to miss relics of old versions in your rules, because to you those things don’t seem out of place.

This all of course doesn’t mean designers can’t write good rulebooks. These are just challenges we face due to the unique relationship we have with our own work. However, I do believe we can circumvent those challenges by getting an outsider's perspective.

I recently started doing freelance work revising and editing rulebooks for games by other designers. As a primary school teacher I'm good at finding the absolute simplest way to explain complex things. What I didn't expect is that writing rules for someone else's game is WAY easier than for my own.

I realised that as designers, we are at a unique disadvantage when writing rules for our own games. For three reasons: 1) You’re the only person in the world who can't experience what it’s like to learn your game. You can’t experience which rules are confusing, or which sections need examples.

2) At the same time, you have deeper knowledge of your game’s inner workings than anyone playing it will ever need. A lot of what is important to you as the designer, the players don’t need to know. Keeping your explanations simple is a major challenge when every little detail feels important.

Bart de Jong reposted

Yesterday's news about Jacob Geller broke my heart, so much that I couldn't stop dwelling on it all day. In an effort to make sense of this horrific news and my admittedly complicated feelings about it, here is my article on the Jacob Geller situation: epiloguegaming.com/what-do-we-d...

epiloguegaming.comWhat Do We Do With Jacob Geller? - Epilogue GamingEarlier this week, a friend noticed Jacob Geller’s book, How A Game Lives, sitting amongst my living room shelves. Under almost any other circumstances, this would have been an exciting invitation for...

Hey, I heard you like L'Oaf. So if you get this awesome promo card at the Wulfhorn Games booth in Essen (3H225), you can play L'Oaf with these oafs who are loafing by playing L'Oaf instead of baking loafs

Video game discourse has an issue with players who want every game to be "for them". There are thousands of games being released every year, it's totally fine to bounce off one every once in a while. It doesn't mean the game needs to change; it just means it's not for you.

Kotaku@kotaku.com

Kill the creature in your head that hates friction https://kotaku.com/the-blood-of-dawnwalker-sequel-time-mechanic-rebel-wolves-2000735592

Bart de Jong reposted

To continue this analogy, it depends what you're making. I find the secret to bread is careful measuring, but cakes are much more about flair and style. 🎲✂️

Bart de Jong@bartgamedesign.bsky.social

Using math to balance your game is like measuring your ingredients for cooking. It provides a useable baseline, but it's no substitute for good old tasting

🎲✂️ tonight was that magical moment where I finished a playtest without wanting to immediately change anything. The vibe was right, and all the parts were doing what they're supposed to do. Doesn't mean the game is finished, but it's getting close.

Bart de Jong reposted

Our Spiel plans right now are to demo Pact the first thing on Thursday morning, we're super curious about it!

Bart de Jong@bartgamedesign.bsky.social

We had an amazing session of @zhoekstra.bsky.social's upcoming game Pact this evening. There was lots of scheming, there were plots being foiled and some poor bug got guillotined. Y'all should be looking out for this one: gamefound.com/en/projects/...

Our daughter turned 2 the other day, so naturally she got her first HABA game as a present. I showed her how to punch the cardboard pieces, and then she spent half an hour repeatedly putting them back in the mold and punching them out again. She already knows where to find the true pleasures in life

Encouraging children to read is to encourage curiosity, imagination, compassion, and wonder. On a fundamental level, reading gives a massive boost to a child's vocabulary, which helps them in pretty much every other aspect of life. It is so very essential. Dolly Parton was nothing less than a hero.

🎲✂️ I told my wife about a design I'm working on and she responded with "That really doesn't sound like my kind of game." Of course I secretly hoped for a more enthusiastic reply, but I was still happy she said that. For a game to have a distinct audience, it needs to have a distinct not-audience.

Whenever your character dies, you can pay €1,50 to instantly revive it. If you don't, you respawn with all progress lost. On average, a character dies 6 times in a 30 minute play session.

After a year or so I'll decide that the game isn't making enough money and all copies will instantly self-combust. You can't sue me because you agreed that house fires were at your own risk when you accepted the terms and conditions.

Last week we played a game of Catan with my in laws, and the rules they played with were WILD. They did the placement draft with the numbers face down, so you had no idea what the good spots were. They also played with open hands, and you could choose the card when you stole one

There were a bunch of other things they did "wrong", but those were less critical. What was wildest to me is that they have been playing and enjoying the game like this for years. Sure, as a competitive experience it wouldn't hold up, but as a shared activity for a family gathering it did just fine.