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Design Lab Assemble a race game — pick a die or spinner, a board, and a rule — then run a thousands-of-games playtest and read a live fairness report.
Probability Lab Predict a design’s odds first, then watch the math reveal them — who really wins, and why.
Learn to Design Short steps on what makes a game fair and fun — dice, spinners, boards, and the rule that balances it.
Mixed Practice A short round across the kits you have played — brought back, spaced so it sticks. All activities
In the design lab
Design Lab Assemble a race game — pick a die or spinner, a board, and a rule — then run a thousands-of-games playtest and read a live fairness report: who really wins, and why. Fix This Game A player has a complaint about each game. Diagnose why it feels unfair with a playtest, then tune it until it passes the challenge — a guided way into the Design Lab. Probability Lab Predict a design’s odds before the math reveals them — is your die fair, and does the rule keep the game close?
Learn & practice
Learn to Design Short steps on what makes a game fair and fun — dice, spinners, boards, and the rule that balances it. Mixed Practice A short round across the kits you have played — brought back to make it stick. Trick Questions Probability traps with a twist — spot why the design that feels fair is not. Teach the Cast Teach a design idea to a cast member still learning it — teaching makes it stick.
Play together
Table Together 2–4 designers take turns on one device — same questions for everyone, highest first-try score wins. Table Quest — the map A progression trail through every kit. Clear each stop of real practice, then move on. Progress Your levels, streak, and how each skill area is coming along — saved on this device.
Concept Kits — 16 kits of probability, strategy & game design
Kit 1: Dice Probability and Expected Value Dice, cards & probability · grades 4-5 · 25 questions Kit 2: Card Deck Mathematics and Shuffling Dice, cards & probability · grades 4-5 · 25 questions Kit 3: Board Layout Design (Grid, Path, Hex, Freeform) Board & component design · grades 5-6 · 25 questions Kit 4: Game Component Design (Tokens, Cards, Spaces) Board & component design · grades 5-6 · 25 questions Kit 5: Game Balance and First-Player Advantage Playtest, balance & strategy · grades 6-7 · 25 questions Kit 6: Probability Simulation and Monte Carlo Methods Dice, cards & probability · grades 6-7 · 25 questions Kit 7: Rulebook Technical Writing Board & component design · grades 7-8 · 25 questions Kit 8: Playtesting and Iterative Design Playtest, balance & strategy · grades 7-8 · 25 questions Kit 9: Kingmaker Problem Player Elimination Playtest, balance & strategy · grades 5-6 · 25 questions Kit 10: Victory Condition Design Board & component design · grades 5-6 · 25 questions Kit 11: Game Theory Basics Dice, cards & probability · grades 6-7 · 25 questions Kit 12: Production And Manufacturing Playtest, balance & strategy · grades 4-5 · 25 questions Kit 13: Cross Topic Connections Playtest, balance & strategy · grades 7-8 · 25 questions Kit 14: Real World Board Game Careers Playtest, balance & strategy · grades 6-7 · 25 questions Kit 15: Misconceptions And Reasoning Playtest, balance & strategy · grades 6-7 · 25 questions Kit 16: Advanced Synthesis Playtest, balance & strategy · grades 5-6 · 25 questions
More ways to play
😄 Brain break
Meet the cast — the characters who teach this
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Bones Dice + randomness + probability — chance is design craft, NOT betting; gambling-adjacency gate anchor -
Hand Cards + hidden information — what-you-HOLD is information; what-you-SHOW is a different question -
Move Turn-structure + action economy — every turn is a question and an answer; turn-as-question framing -
Trial Playtest + iteration — what-they-DID matters more than what-they-SAID; first-playtest-supposed-to-fail framing -
Theme Game-mechanic + theme integration — the-game-IS-its-mechanics; Habgood intrinsic-integration anchor; theme-MUST-do-work framing