As heuristic and accepted guidelines are becoming more and more prevalent in today’s software design society, why is it that the game design community shy away from them when it comes to the translation of an existing analogue or board game for the digital realm? In the creation of either of these analogue board or digital games, a designer must have rules to follow. This report aims to introduce a defined set of Heuristics for Analogue Game Translation, to clarify why, or indeed if, they are needed and if so how they should be implemented.