Sowing the First Seeds: Creating the World of Garden Dice

Every creative endeavor begins with a moment that seems small at first, but later grows into something that defines the entire project. For Garden Dice, that first seed was planted on a long drive through the quiet roads of Virginia in late 2009. The designer and his wife were on their way to Baltimore to visit family for the holidays, the kind of trip that leaves plenty of time for quiet thought. Inspiration often sneaks up at moments like this, when the mind is at ease and wandering freely. At that time, the designer had recently been introduced to Carson City, a game known for its unique blend of spatial puzzle and worker placement, and its opening setup in particular fascinated him. As the car hummed along the road, the thought took hold: what if the act of setting up a game board could be turned into the core of a game itself?

From that thought, the image of a simple square grid began to form — a blank field of possibility, waiting to be filled with player choices. A 6×6 grid felt right: large enough to give players room to maneuver and explore multiple strategies, but small enough to create tension as the board filled up. The next question was what the players would actually do on this grid. The solution came almost as quickly as the question: they would buy tiles and place them, and then later flip and remove them for points. This process would simulate growth and change, creating a visual and mechanical arc from an empty board to a thriving, crowded space.

Dice were chosen as the primary engine for the game. Four dice per player, rolled each turn, would serve as a flexible yet limited resource. The pips on these dice became a kind of currency. Players would spend them to buy seeds, to flip them (symbolizing watering), and to harvest them once they had matured. The simplicity of using dice pips as a shared economy appealed immediately — it was intuitive and easy to teach, yet forced players to make tough decisions every turn about how to allocate their limited numbers. The mechanism struck a balance between luck and planning: poor rolls could make certain moves more difficult, but with four dice to work with, players were rarely completely blocked.

Once the core idea of placing, flipping, and harvesting tiles was in place, the question of theme arose. A mechanism can be clever, but it becomes far more engaging when married to a theme that makes sense of its actions. The designer considered various possibilities, but kept coming back to one idea: gardening. It might not have been the most explosive or dramatic theme, but it fit perfectly. Buying tiles became planting seeds, flipping them became watering, and harvesting removed them from the board to score points. Gardening also lent itself naturally to the idea of a peaceful, strategic game that was approachable to a wide range of players.

With the thematic framework in place, the game began to bloom with new ideas. Birds could be introduced to eat seeds, rabbits to eat vegetables, and scarecrows to protect against them. Suddenly, the board wasn’t just a static grid — it was a living ecosystem, full of interaction and potential conflict. The tension between nurturing your own garden and interfering with your opponents’ plans became a central part of the design.

Perhaps the most distinctive innovation during this early period was the concept of chaining. The designer realized that if tiles could be placed adjacent to one another, then actions could cascade from one tile to the next. Watering one tile could also water its neighbor, provided it was of equal or lower value, and harvesting one tile could trigger adjacent harvests. This chaining mechanism immediately became one of the game’s most exciting features, rewarding clever placement and forward thinking. It also created a natural puzzle: players would try to arrange their tiles to maximize the benefit of a single action, leading to satisfying moments when a carefully planned chain went off exactly as intended.

Of course, early ideas are always the easiest part of design. Once the core concept was established, the hard work of development began. Playtesting revealed the strengths of the system, but also its weaknesses. At first, chaining was difficult to set up because players were limited to the coordinates rolled on their dice, making it frustrating to create the perfect arrangement. This was solved by introducing the sundial tile, which allowed players to adjust their die rolls slightly to hit specific coordinates. This small tweak had a huge effect, empowering players to plan better and reducing the feeling that luck alone dictated the game.

The sundial, however, came with an unexpected side effect: analysis paralysis. Giving players the ability to tweak rolls meant they now had to consider more possible outcomes before deciding their moves. Some players, particularly those who already tended to overthink, took longer to complete their turns. After multiple tests, it was decided that the benefit was worth the slight increase in decision time. The sundial had simply become too essential to the flow of the game to be removed.

While much of the core experience was beginning to work smoothly, the question of player interaction remained challenging. The birds and rabbits were powerful tools for disruption, allowing players to destroy each other’s progress. While some conflict was important to keep the game lively, early feedback revealed that the system, as it stood, was too punishing. Instead of focusing on building their own chains, players found that the most efficient strategy was simply to attack one another. The result was a game that felt mean-spirited, with progress constantly being undone. This was not the experience the designer wanted — Garden Dice was meant to be friendly competition, not a grudge match.

To address this, a clever solution was implemented: using a bird or rabbit would now require the player to spend one of their ownership discs. This meant that every time a player chose to attack, they were also limiting their own ability to claim future tiles. The cost made attacks feel significant rather than automatic, and encouraged players to weigh the benefit of hurting an opponent against the opportunity cost of losing a disc. This small change had a transformative effect on the game’s tone, shifting it away from relentless aggression and back toward a balance of growth and interference.

Playtesters contributed further refinements. One suggestion in particular — allowing players to chain off one another’s tiles — proved to be a breakthrough. This created a shared sense of investment in the board state, as actions could now benefit multiple players at once. It also introduced a layer of timing strategy: sometimes it was worth letting another player place just the right tile before triggering a chain, so you could harvest not only your own crops but also theirs. Of course, this level of interaction brought its own challenges. On some occasions, a single chain would wipe most of the board, leaving the game feeling as though it had been reset. This was ultimately solved by tweaking the rules so that chains could only proceed from higher-valued tiles to lower-valued ones. This preserved the satisfaction of a big combo turn without letting it completely erase all progress.

By this point, Garden Dice had taken on a clear identity. It was a light-to-medium strategy game with a focus on spatial reasoning, timing, and careful risk assessment. It was interactive but not brutal, rewarding both tactical flexibility and long-term planning. The combination of dice, grid placement, and chaining created a rhythm that felt unique, and the gardening theme kept the tone approachable.

What remained was the long and painstaking process of polishing — tweaking the special tiles, refining the role of rolling sixes, rebalancing the bird and rabbit powers, and developing a satisfying endgame. This part of the process took much longer than the initial design phase, but it was where the game truly matured.

Nurturing the Design – Balancing Dice, Tiles, and Interaction

Once the foundation of Garden Dice was firmly in place, the next challenge was refining its moving parts until they worked in harmony. This was not a process of sweeping changes, but of careful pruning and adjustment — like tending an actual garden, where small interventions at the right time make the difference between chaos and healthy growth.

At the heart of the game was its dice economy. Each player rolled four dice every turn, and the resulting numbers dictated what they could buy, where they could place tiles, and which actions they could take. The pips acted as a shared resource system, representing everything from money to effort to opportunity. This made every roll meaningful and kept players engaged. But as with any dice-based game, there was a tension between providing enough control to make the game feel fair and keeping enough randomness to ensure every playthrough felt fresh.

Early playtests revealed that rolling a six was disproportionately powerful. A six allowed players to buy, water, or harvest any tile they wanted, ignoring normal restrictions. This level of flexibility turned sixes into golden tickets, leaving players who rolled fewer of them feeling disadvantaged. Rather than weaken the power of sixes, the designer decided to lean into this feature and make sixes even more interesting. They became not only a universal action but also a gateway to special opportunities. Players could use a six to buy special tiles such as birds, rabbits, scarecrows, or sundials. They could flip special tiles, turning a bird into a rabbit or vice versa, or a sundial into a scarecrow. They could also use sixes to place tiles in the coveted bottom-right corner of the board, where their harvest would yield double points.

This abundance of choices transformed sixes from merely a lucky roll into a decision-making puzzle. Players who rolled multiple sixes in a turn now had to weigh which benefit to pursue, rather than simply default to the strongest option. It also gave players a chance to express different strategies: some might focus on collecting special tiles early to build a robust engine, while others might save their sixes for critical late-game moves or to deny opponents key opportunities.

But this new emphasis on sixes also created a fresh problem: what happened to a player who simply couldn’t roll one? For a game designed to be accessible and fair, being locked out of special tiles for several turns in a row could be devastating, particularly when other players were snapping them up. To fix this, the designer considered giving players a way to manipulate dice results. The first solution was a token that could change a single die face to any number the player desired. Playtesters liked this idea, as it provided a safety net without removing the excitement of rolling. However, after more experimentation, a more elegant approach emerged: simply give each player their set of special tiles from the start and allow them to choose when to place them. This ensured that everyone had access to key powers and removed the swinginess of depending on lucky sixes.

Even with these adjustments, the designer decided to keep the die-modification token in the game. It became an additional layer of tactical depth rather than a crutch, allowing players to time their moves with greater precision. Sometimes, using it to turn a four into a six at just the right moment could swing the balance of the game, making it a coveted resource that had to be used wisely.

With the dice economy in good shape, attention turned to the interaction between players. From the very beginning, Garden Dice was designed as a shared-space game. The grid was a communal area, and every tile placement affected not only the player placing it but also their opponents. This created tension and opportunities for clever play, but it also risked frustrating players if they felt their efforts were constantly being undone.

The bird and rabbit tiles were the primary culprits in this respect. They were introduced as a way to add thematic tension and give players tools to disrupt dominant strategies. Birds could swoop in and eat seeds before they could grow, while rabbits could feast on ripe vegetables just before harvest. On paper, this seemed like a fun way to keep players engaged with each other’s gardens. In practice, it often became too powerful. Players could simply spend their turns unleashing critters on each other, erasing progress and creating a cycle of retaliation that left the board in constant flux. This made it harder for anyone to set up satisfying chains, which were meant to be one of the most rewarding parts of the game.

The solution, as mentioned earlier, was to require players to spend one of their ownership discs when using a bird or rabbit. This change was subtle but profound. Suddenly, attacks had a real cost, and players had to ask themselves whether depriving an opponent of a single tile was worth sacrificing long-term control over the board. This encouraged more thoughtful use of critters and restored the focus to building efficient gardens rather than constantly tearing each other down.

Another breakthrough came when a playtester suggested allowing players to chain off one another’s tiles. This transformed the game from a purely competitive affair into something more interactive and dynamic. Now, when one player waters a tile, they might also be helping another player’s crops grow, setting up opportunities for shared benefit. Of course, this raised the stakes for timing and positioning. A well-placed tile could act like a lever, encouraging opponents to trigger a chain that benefited you more than them.

This shared chaining also made the game more social, as players began to discuss openly whether it was worth triggering a chain that would help multiple people. In some cases, a player might deliberately leave a chain untriggered, hoping someone else would do it and inadvertently set up their own future move. This type of emergent play is often a sign that a design is coming into its own, offering players not just mechanical decisions but also opportunities for bluffing, negotiation, and subtle manipulation.

However, there was still the problem of overly dramatic chains that could wipe most of the board in a single turn. This was particularly frustrating when it happened early, as it left players feeling as though the game had reset and all their progress had been nullified. The eventual fix — limiting chains to tiles of equal or lower value — elegantly solved this issue. It made it impossible for a single chain to consume everything, and it rewarded players who placed high-value tiles in strategic positions, since those tiles could now act as powerful anchors for big turns.

Another balancing act involved the scarecrow tile. The scarecrow was meant to be a defensive piece, protecting nearby crops from birds and rabbits, but it quickly became clear that it was too strong. When surrounded by tiles, a scarecrow could create an impenetrable fortress, allowing a player to coast to victory without fear of interference. This was particularly frustrating for opponents, who might spend several turns setting up a chain only to find that they couldn’t touch the protected area.

The scarecrow was reworked to be more situational and less dominant. First, it no longer protected vegetables from rabbits, which made thematic sense and prevented it from being a universal shield. Second, it was given a new scoring incentive: players earned bonus points for each tile surrounding a scarecrow that was successfully harvested. This turned it into a piece that encouraged clustering rather than simply locking down an area. Finally, it was ruled that scarecrows (and sundials) could not be removed by rolling their coordinates and a six, further solidifying their role as fixtures of the garden without making them oppressive.

With these changes, the game’s core systems began to feel well-balanced. The dice economy provided enough randomness to keep players adapting, the tile placement created a satisfying spatial puzzle, and the interaction between critters, scarecrows, and chaining offered a blend of tension and creativity. Players could pursue multiple strategies: focusing on building long chains, investing in special tiles for control, or racing to collect sets for end-game bonuses. No single approach dominated, which kept the game replayable and interesting.

Refining the Flow – Endgame, Scoring, and Emotional Impact

With the core gameplay loop balanced and satisfying, the next major task was to refine the pacing and the way the game concluded. A well-crafted ending is one of the most important elements of any board game. If a game ends too abruptly, players may feel cheated out of a satisfying conclusion; if it drags on too long, the tension dissipates, and what could have been an exciting finale turns into a grind. Garden Dice had to strike a balance between these two extremes, delivering a climax that rewarded good planning without punishing players who fell slightly behind.

In its earliest versions, the game ended as soon as the last tile was taken from the supply. This was simple and clean, but it had two major drawbacks. First, it could catch players off guard if they were not closely tracking the number of tiles remaining, leading to abrupt endings before they could execute their final plans. Second, it encouraged a strange form of play in close games: players would intentionally delay taking tiles, sometimes using their turns just to move birds or rabbits around aimlessly to avoid being the one to end the game. This slowed the tempo and drained some of the energy from what should have been the most exciting moments.

The designer experimented with several solutions, including a fixed number of rounds after the supply was emptied, but this added bookkeeping and felt a bit too mechanical. Eventually, the breakthrough came in the form of the “gimme” rule: each player would only be penalized for all but one of their unplanted tiles at the end of the game. This simple change had an elegant effect. Players were no longer terrified of ending the game with a few tiles left over, but they still had an incentive to plant and harvest efficiently. It also meant the last few turns were about maximizing points rather than stalling, since there was no longer an advantage to dragging out the endgame artificially.

Another major component of the endgame was scoring. From the beginning, scoring was based on the value of harvested vegetables, but playtests quickly revealed that this wasn’t enough to keep the competition close. Players who had managed to plant chains of high-value vegetables would often run away with the game, leaving others with little chance to catch up. To mitigate this, set collection bonuses were introduced. At the end of the game, players received points for collecting like-kind sets (multiple copies of the same vegetable) and mixed sets (one of each type). This gave players who had focused on breadth rather than depth a chance to compete, and it encouraged diverse strategies.

However, these bonuses were initially too generous. In early versions, completing a set awarded 25 points, which often resulted in massive swings in score at the very end. A player who had trailed throughout the game could suddenly vault into first place with a single lucky harvest that completed their set. While surprise comebacks can be exciting, this level of volatility made the outcome feel arbitrary and diminished the value of steady, careful play earlier in the game. The solution was to scale the bonuses back to 15 points for a complete set, which struck a better balance between rewarding collection and keeping scores competitive.

Chaining, as refined in earlier stages, also became a crucial part of scoring dynamics. Because chains could now be triggered across players’ tiles but only proceeded to equal or lower-value tiles, they created a puzzle of risk versus reward. A player might place a high-value tile in a prime position to act as the starting point for a lucrative chain, but in doing so, they risked an opponent triggering that chain first and reaping the benefits. This led to tense decisions about timing: should you water and harvest now to secure points, or wait in hopes of setting up an even bigger turn later?

Bonus squares in the lower right corner of the board added yet another wrinkle. These squares doubled the points earned from harvesting, making them highly desirable locations for planting. But their very desirability introduced an area-control element to the game, as players jockeyed for position and tried to claim the best spots before their opponents could. Early versions had triple-point squares, but these proved too swingy and were eventually scaled back to double points only. The reduction in scoring potential made competition for those squares more manageable, while still giving them strategic importance.

Beyond mechanics, one of the most rewarding aspects of refining Garden Dice was seeing how players engaged with the game emotionally. Playtests revealed moments of delight when players executed a perfect chain or cleverly used a bird to deny an opponent a crucial harvest. There were also moments of shared groaning when a rabbit hopped in at just the wrong time, destroying several turns’ worth of setup. These emotional highs and lows gave the game character and helped it stand out in a crowded market of light strategy games.

But with emotional engagement came the risk of frustration. The designer had to be careful to avoid creating “feel-bad” moments that could sour a player’s experience. For example, in some versions of the game, birds and rabbits could be moved repeatedly to wreak havoc on multiple opponents in a single turn. This level of destruction was exciting for the attacker but devastating for the victims, who could do little to recover. The introduction of the ownership-disc cost mentioned earlier mitigated this problem and made aggressive play more thoughtful.

One of the most interesting playtesting discoveries was the way players began to interact socially over the shared board. Because chaining could benefit multiple players, it became common for players to negotiate over when to trigger a chain. A player might try to convince others to leave a chain untriggered for one more turn, arguing that it would help them both more if they waited. In some cases, players even offered informal deals, promising not to use their bird on an opponent’s seed in exchange for letting them complete a harvest. While such table talk was not formally part of the rules, it added a rich layer of emergent play that made the game feel alive and personal.

The development process was not without its challenges. Like many designers working on their first game, the creator of Garden Dice had to resist the temptation to keep adding new mechanics. Every new idea was tested and scrutinized, but many were ultimately cut for the sake of clarity and flow. The goal was to create a game that could be taught in under ten minutes and played in under an hour, making it approachable for families and casual gamers while still offering enough depth for hobbyists to enjoy repeated plays.

At this point, the game was nearing its final form, and the focus shifted toward presentation and production. Art and graphic design played a major role in making the game inviting. The cheerful gardening theme was brought to life with colorful vegetables, friendly critters, and a board that looked like a well-tended plot. The aesthetic choices reinforced the tone of the game: light, friendly, and strategic without being overly aggressive.

The collaboration with the artist also helped solve a few lingering mechanical issues. For example, the board was designed with clear grid coordinates, making it easier for players to place tiles precisely. Icons were added to the tiles to remind players of their costs and effects, reducing the need to constantly refer to the rulebook. These quality-of-life improvements helped smooth the learning curve and kept the focus on gameplay.

By this stage, the designer had logged hundreds of playtests, both with close friends and with strangers at conventions and game stores. Each playtest brought new insights, some confirming that the game was working as intended, others revealing subtle balance issues that still needed to be addressed. For instance, early scoring often favored players who rolled high numbers frequently, allowing them to secure premium vegetables more easily. Adjustments were made to ensure that lower-value vegetables remained viable and could even form the backbone of a winning strategy if used cleverly in chains.

Perhaps the most gratifying part of this stage was seeing how different groups approached the game. Some played it as a cutthroat area-control battle, jockeying for the best positions and using critters aggressively to disrupt opponents. Others approached it more as a puzzle, focusing on building elaborate chains and maximizing efficiency. Both approaches were valid, and the fact that the game supported multiple play styles was a sign that it had depth and flexibility.

Bringing the Game to Life – Production, Launch, and Lessons Learned

Once the core design of Garden Dice was polished and thoroughly playtested, the next major hurdle was turning it from a prototype into a published product. Designing a game is challenging enough, but production and publishing bring a whole new set of obstacles that many first-time designers underestimate. Manufacturing, logistics, marketing, and fulfillment all need to be handled with care to ensure that the final game reaches players in good condition and matches the vision of the creator.

One of the first considerations was component quality. The prototype had been made using basic cardstock tiles and hand-drawn art, but this would not suffice for a retail-ready game. Players needed sturdy components that could stand up to repeated plays and feel satisfying to handle. Cardboard thickness was carefully considered for the tiles so that they would be durable but not too expensive to produce. Wooden discs were chosen to indicate tile ownership, both because they were tactile and because they helped visually distinguish each player’s presence on the board. Dice, of course, were central to the experience, and selecting dice with clear, readable pips and good weight was a priority.

The art direction had already been sketched out during development, but now it was time to finalize it. The goal was to create a visual identity that was inviting, thematic, and easy to parse during play. The board was designed to look like a simple garden plot, with soft earth tones and clearly marked spaces. The vegetable tiles were illustrated in a bright, slightly whimsical style that conveyed freshness and charm without being too cartoonish. Special tiles like birds, rabbits, sundials, and scarecrows received extra attention to ensure they were easily distinguishable and thematic.

Graphic design was just as important as illustration. Every icon had to be intuitive so that players could understand the game state at a glance. Placement costs were printed directly on the tiles, and the board included helpful reminders about chaining direction and bonus spaces. These small touches minimized the need for constant rulebook reference, keeping the experience smooth and immersive.

With the visual elements falling into place, the next step was to figure out how to fund production. Traditional publishing was an option, but given the timeline and the desire for creative control, crowdfunding became the preferred route. Kickstarter had already established itself as a viable platform for independent game designers by 2012, and Garden Dice was well-suited to the model: it was approachable, had an appealing theme, and could be explained easily in a campaign video.

Preparing for the campaign required careful planning. A clear and concise pitch had to be crafted, explaining not just the rules of the game but why it was worth supporting. High-quality photographs of the prototype were taken, and the rules were polished into a downloadable PDF for potential backers to examine. The campaign page also laid out the funding goal, stretch goals, and reward tiers. Reward tiers were kept relatively simple to avoid fulfillment complications, focusing on offering the game itself, some bonus promotional content, and opportunities for backers to be thanked publicly.

The campaign launch was both exhilarating and nerve-wracking. After years of development, the project was finally being shared with the public on a large scale. The initial response was encouraging, with backers pledging steadily in the first 48 hours. The campaign relied heavily on word of mouth, gaming forums, and social media to spread awareness. The gardening theme and family-friendly appeal helped it stand out among other projects, and updates during the campaign shared progress, highlighted playtester stories, and answered backer questions.

One of the most valuable aspects of the Kickstarter process was the sense of community that formed around the game. Backers offered suggestions, reported edge cases in the rules, and expressed enthusiasm for the project’s theme and artwork. Some of these interactions even led to last-minute tweaks that improved the final product. For example, several backers requested a player aid card to summarize turn structure and tile effects, and this was added as a stretch goal that enhanced usability.

As funding crossed the finish line, attention turned to manufacturing and fulfillment. Finding a manufacturer who could deliver high-quality components at a reasonable cost was critical. Several quotes were obtained from overseas factories, and samples were ordered to evaluate printing quality and component sturdiness. Production timelines had to be carefully managed to align with the promised delivery dates from the Kickstarter campaign.

Even with careful planning, there were challenges along the way. Shipping logistics were a particularly steep learning curve. Coordinating freight from the factory to fulfillment centers, managing customs paperwork, and arranging last-mile delivery to backers required patience and organization. There were also the inevitable small hiccups: a few games arrived with damaged components or missing pieces, and replacements had to be sent out promptly to maintain goodwill.

Despite these hurdles, the feeling of holding the first mass-produced copy of Garden Dice was a deeply satisfying moment. It represented years of effort, creativity, and collaboration brought to life in a tangible, polished product. Sharing that moment with backers and supporters was just as rewarding, as they were as much a part of the journey as the designer and development team.

Once the game was in backers’ hands, the focus shifted to broader reception. Reviews began to appear on blogs and video channels, many praising the game’s accessibility and clever chaining mechanism. Players enjoyed the blend of light strategy, family-friendly theme, and interactive elements that allowed for both gentle competition and moments of clever play. The garden critter tiles, in particular, were often highlighted as a fun way to add a touch of tension and mischief without overwhelming the experience.

The game found a niche among families and casual gamers, but also appealed to hobbyists looking for a lighter filler game that still rewarded thoughtful play. Its relatively short playtime made it easy to bring to the table, and its approachable theme made it a great gateway game for introducing new players to hobby board games. Garden Dice was not intended to be a heavy, thinky euro, and it didn’t pretend to be one; instead, it filled a unique space between casual and strategic gaming, which was exactly what the designer had hoped to achieve.

Reflecting on the entire process, there were many lessons learned. One of the biggest was the importance of simplicity. Early versions of the game had more complexity, but trimming away excess rules and focusing on the core experience made the game tighter and more fun. This was a lesson in restraint: just because a mechanic is clever doesn’t mean it belongs in the final design. Every rule had to earn its place by making the game more engaging.

Another key takeaway was the value of playtesting with diverse groups. Friends and family were helpful early on, but testing with strangers revealed blind spots and usability issues that would never have been discovered otherwise. People who had no personal connection to the designer played the game as it was, not as they imagined it should be, and their feedback was invaluable in refining both the mechanics and the presentation.

The process also underscored how essential good communication is during a crowdfunding campaign. Backers appreciate transparency, frequent updates, and honesty about delays or problems. The designer learned that keeping the community informed, even when there was bad news, helped maintain trust and enthusiasm.

Finally, there was a profound sense of gratitude. Garden Dice was not just a personal project but a collaboration involving artists, playtesters, manufacturers, backers, and players around the world. Each of them contributed something to its success, whether it was an insightful rules tweak, a beautiful illustration, or simply the decision to give the game a chance.

Garden Dice went on to have a modest but meaningful life in the hobby gaming community. It may not have been a massive blockbuster, but it succeeded in carving out a space for itself and providing joy to the people who played it. For the designer, it was the beginning of a journey into game design, offering lessons that would inform future projects and a reminder of the power of games to bring people together around a table.

Conclusion

Garden Dice stands as both a personal milestone and a testament to the power of persistence, creativity, and collaboration in game design. What began as a simple idea during a car ride evolved into a polished, engaging tabletop experience that blends accessibility with thoughtful strategy. The process was far from linear—rules were rewritten, mechanisms refined, and countless playtests run—but each challenge shaped a game that delivers moments of satisfaction and clever play for its audience.

The Kickstarter campaign was not just a funding platform but a community-building experience, allowing backers to share in the game’s development and celebrate its completion. From the careful selection of components to the charming artwork and streamlined rule set, every choice was guided by the goal of creating a game that would welcome players of all skill levels while still rewarding careful planning.

Most importantly, Garden Dice proved that a first-time designer can bring a dream to life when supported by passionate players, patient playtesters, and a dedicated creative team. It opened the door to future projects and demonstrated that games—no matter their weight or complexity—can foster connection, laughter, and shared memories around the table.