An exploration of board game boxes and their role in selling a game, framing and contextualizing the experience, and creating meaning (video):
Why it isn’t helpful to compare your game design efforts to those of other designers, and why it’s better to pay attention to your own progress instead:
https://boardgamedesigncourse.com/stop-comparing-yourself-to-others/
Should you playtest in-person or virtually? Why not both? Here are some upsides to each approach:
https://discocandybar.com/2025/12/05/playtesting-your-tcg-game-paper-or-pixels/
Marketing your board game ahead of a crowdfunding campaign: organic marketing, Facebook ads, and more:
https://boardgamedesigncourse.com/kickstarter-campaign-market-your-game/
Considering the differences between maps that use hexes vs. maps that use connected points:
https://www.skeletoncodemachine.com/p/everything-is-pointcrawl
What do you do with your old prototypes? A Reddit board game designers discussion:
https://www.reddit.com/r/BoardgameDesign/comments/1ozz02m/what_do_you_do_with_old_prototypes/
When should you start talking about your board game idea? A Reddit board game design forum discussion:
https://www.reddit.com/r/BoardgameDesign/comments/1ozjd9o/when_to_start_talking_about_ideas/
When shipping a crowdfunded game to backers, here are some problems you might run into—and the opportunities to provide great customer service that come with them:
https://boardgamedesigncourse.com/shipping-your-games-to-backers-and-following-up-on-any-issues/
