Generating content such as effects and player powers for your game: a process for creating it, games that do and don’t need it, “free” design space, and more (video):
What do Americans think about board games? This poll digs into which games are played most often, the age groups that love games the most, and more:
https://yougov.com/en-us/articles/54943-what-americans-think-about-board-games
Are there too many board games? This piece tackles the question from various perspectives, including designers, game quality, gamers, and more (scroll for English):
https://faidutti.com/blog/blog/2026/06/12/trop-de-jeux-too-many-games/
Here’s a database of free game art that people have posted to Itch.io:
https://jeremiahb.raindrop.page/database-of-free-art-69909172
Why crowdfunding campaigns fail after funding—and how to avoid it:
https://updates.kickstarter.com/why-kickstarter-campaigns-fail-after-funding-and-how-to-avoid-it/
How board game distribution actually works for indie publishers: retailers, distributors, and consolidators:
https://catacombian.com/blog/how-board-game-distribution-actually-works
Getting your indie board game noticed online—a Reddit board game designers forum discussion:
https://www.reddit.com/r/BoardgameDesign/comments/1tji0bw/good_design_speaks_for_itself/
Mark Rosewater, head designer for Magic: The Gathering, shares lessons about creativity, audience connection, and why great design starts with how you want players to feel:
audio: https://justingarydesign.substack.com/p/mark-rosewater-designing-for-emotion
