How Long Should I Make My Board Game? Timing by Game Type

A common overlooked part of designing a board game is figuring out how long it should take to play. Game length directly affects your audience, your replayability, and how often your game actually hits the table.

So how do you decide on the ideal playtime?

The answer depends heavily on what kind of game you’re designing. We did research on several common board game types and will show how long popular titles last to help you determine a good target range for your own game.


Party Games (15–45 minutes)

Target audience: Casual players, families, large groups
Ideal playtime: 15 to 45 minutes

Popular examples:

Design advice: Party games thrive on speed and simplicity. Err on the shorter side, and let the group choose how many rounds to play. If your game drags past 45 minutes, it may lose its energy.


Abstract Strategy Games (15–60 minutes)

Target audience: 2-player gamers and also strategy board game lovers
Ideal playtime: 20 to 45 minutes

Popular examples:

Design advice: Keep it quick and elegant. Abstract games are often played multiple times in one sitting, so design with fast rounds and tight mechanics.


Light Eurogames (30–60 minutes)

Target audience: Families, casual hobby gamers
Ideal playtime: 30 to 60 minutes

Popular examples:

Design advice: These games are approachable, strategic, and play quickly. If your game fits this style, aim to wrap up in under an hour—even with new players.


Medium-Weight Strategy Games (60–90 minutes)

Target audience: Hobby gamers, competitive players
Ideal playtime: 60 to 90 minutes

Popular examples:

Design advice: This range hits a sweet spot for depth without overstaying its welcome. Consider adding modular components or expansions to let players scale complexity.


Heavy Strategy and Eurogames (90–180 minutes)

Target audience: Experienced gamers, strategy enthusiasts
Ideal playtime: 90 to 150 minutes

Popular examples:

Design advice: Longer games need strong pacing and player engagement to justify their length. Build in ways to minimize downtime and guide newer players through complex systems.


Social Deduction Games (15–90 minutes depending on group size)

Target audience: Party groups, conventions, casual players
Ideal playtime: 30 to 60 minutes

Popular examples:

Design advice: These games often involve a few quick rounds rather than one long session. Focus on replayability and group dynamics more than game length per se.


Thematic and Narrative Games (120–300 minutes)

Target audience: Immersive players, weekend game groups
Ideal playtime: 2 to 5 hours

Popular examples:

  • Gloomhaven – 120–240 minutes per session
  • Twilight Imperium (4th Ed) – 4–8 hours

Design advice: Only go this long if you’re creating an epic experience that rewards investment. Expect that players will only play this kind of game occasionally—so it has to leave a lasting impression.


Legacy and Campaign Games (Session-based)

Target audience: Ongoing play groups, committed players
Ideal session length: 45 to 90 minutes
Total campaign: 10 to 25 sessions

Popular examples:

  • Pandemic Legacy – 60 minutes per session
  • Charterstone – 45–75 minutes per session
  • Clank! Legacy – 90–120 minutes per session

Design advice: Aim for consistent session lengths and a clear story arc. Games that drag in the middle often fail to finish their campaigns. Keep each chapter satisfying, with clear progress and player impact.


Final Tips for Deciding Your Game’s Length

  • Start with your audience. Casual players want 20–60 minutes. Strategy gamers often enjoy 60–120.
  • Playtest for flow. If your game drags in the middle or overstays its welcome, it’s probably too long.
  • Think about setup and teardown. Even a 45-minute game can feel like a burden if it takes 20 minutes to set up.
  • Make length adjustable. Consider offering short and long versions, or modular components that can be added or removed.

Designing the right playtime is as important as designing the mechanics. It shapes the kind of experiences players will have—and how often they’ll pull your game off the shelf.

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