A strategy for building an audience for your games, beyond just asking them to sign up to your newsletter for product updates:
https://boardgamedesigncourse.com/build-an-audience-have-something-to-say/
Tips & Resources for Board Game Designers
A strategy for building an audience for your games, beyond just asking them to sign up to your newsletter for product updates:
https://boardgamedesigncourse.com/build-an-audience-have-something-to-say/
How to grade board game publisher licensing contracts and the terms contained within them (video):
This site aggregates more than 500,000 public-domain images from museums around the world:
How some modern trick-taking games play with the genre’s mechanisms while keeping the characteristics that have made such games so long-lasting:
Two videos on some common ways designers measure success—and the shortcomings of judging yourself by them:
What to do to prepare for the final week of a crowdfunding campaign:
https://boardgamedesigncourse.com/the-last-week-of-your-kickstarter-campaign/
Lessons learned co-designing games with around 30 other designers:
https://www.wericmartin.com/co-designing-lessons-for-tabletop-games/
Board game design basics: defining your goals, restrictions, the iterative design process, qualities of good games, taking feedback, and more (video):
A short thread with one big piece of feedback for game designers making pitch videos for contests or publishers:
https://bsky.app/profile/leafydragongames.bsky.social/post/3mt4yjn2htc2x
How do you define “interesting choices” and design a game with them? A Reddit board game design forum discussion:
https://www.reddit.com/r/BoardgameDesign/comments/1vovj61/how_do_you_design_an_interesting_choice/
TTGDA has released a scoring rubric to help designers assess publishers’ licensing contracts:
https://irp.cdn-website.com/2b6905d0/files/uploaded/2026-08-11+TTGDA+Licensing+Scoring+Rubric.pdf
This website lists various board game playtesting and pitching events across Europe:
Keeping players’ attention: how to design for pacing, meaningful choices, tension, and rewards (video):
Game flow: how to ensure players feel engrossed while playing, what contributes to a good game flow, and what you can do as a designer to improve it (video):
How to sell board games on Amazon and turn a successful crowdfunding campaign into ongoing revenue (video):
This framework for thinking about the different stages of playtesting also helps you know what kinds of questions you should be asking testers each step of the way (video):
This set of game icons is free to use for both personal and commercial projects:
Published board game designers offer their top advice to a new designer in this Reddit board game design forum discussion:
James Ernest on the stages of tabletop game design, from workshopping an idea to delivering a final prototype, and the importance of learning to throw away everything that isn't working (video):
Prototyping and playtesting: building a quick, testable version of your game, gathering feedback that matters, and iterating without losing momentum (video):