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Materials
I generally
make my game boards out of a light-colored poster-board. A quarter
sheet or half sheet is generally large enough, though obviously that
depends on the game and on the size of the playing pieces. If you
want, you can also glue on a backing (like cardboard or a mounting
board) for added sturdiness, though this will make it very difficult to
laminate.
I usually
start by outlining the design elements (squares, pictures, and
lettering) lightly in pencil, then go over them with a magic
marker. Coloring the board is a family project with which we have
a lot of fun. After the board is done, you can get it laminated to
prevent damage through accidental spills.
Basic Layout
Here are a
three examples that illustrate some different types of layout:

The board on
the left, from "Race to Altair," is sequential.
Players begin on square 1, on the bottom left, and move clockwise until
they reach the center, the planet Altair. The center board, which
is for "Space Battle," is open;
the playing spaces are not connected in a particular pattern. It also
uses hexagons rather than squares, making it a "hex"
board. (Hexagons are really hard to make with a ruler, so I
printed out several sheets on the computer, then pieced them together
... a fairly laborious process, but it worked. You can also
purchase hex sheets from game stores.) The board on the
right, which belongs to "King Richard's Ransom,"
is a hybrid. There are six different areas connected by
paths; movement is neither completely sequential nor completely open.
Each format
works well with a particular kind of game.
For example, strategy games often require "open" boards, while
"sequential" boards are good for racing games.
Hybrid
boards are the most fun to design. In "King
Richard's Ransom," I wanted to spread out the different areas
that I knew my son would enjoy the most (tournament, castle, and
forest), just so that he'd have to traverse the board. Moving from
the tournament to the castle means going through the town or cathedral,
which he otherwise would never visit.
Finishing
touches
Once you've
decided on a layout, you can also add other design elements. For
example, the "Race to Altair" board has
"warp," "black hole," and "bonus
spaces." Players that land on these move ahead or back a
certain number of spaces (move ahead/back) spaces, or they get a card
that exempts them from the effect of landing on a "black hole"
space. Similarly, when ending a move on a squares marked with a
"?" in "King Richard's Ransom,"
players draw an event card. I also often place obstacles on the
"Space Battle" board which make
coordinated movement more difficult and require some strategic thinking
when there are many pieces to be
moved.
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