“Game design is mind control. So is marketing. Game designers, take note: design your products like you design your games. (Game != Product)”
— Fred Hicks (@fredhicks)

Grant Rodiek (@HerrohGrant):
Tasty Minstrel posted the PNP and rules for their new game for free. This is the way to do things.

Tasty Minstrel Games (@TastyMinstrel):
.@HerrohGrant When you had confidence in the game play, the logical conclusion is to make it available to people to try before pledging.

Grant Rodiek (@HerrohGrant):
@TastyMinstrel I agree with you 100%. It’s the way all projects should be presented.

“Lead a game to worldwide success: keep it simple that people understand it; make it different that people recognize it; but keep it familiar”
— Reiner Knizia (@ReinerKnizia)
“To design good games, you need peace in your heart - even for a first-person shooter.”
— Reiner Knizia (@ReinerKnizia)

An experiment showed that people often lie about the result of a secret die roll if it benefits them. 

The takeaway for board game designers, according to BoardGameNews:

“If you want someone to be honest, then do not allow him to roll a die in secret.”  

http://boardgamegeek.com/blogpost/9382/links-flash-mob-game-reviews-the-hasty-cheater-ye

RELATED:

Preventing cheating: Is the honor system sufficient?

http://cardboardedison.tumblr.com/post/19570523236/preventing-cheating-is-the-honor-system

“Contacting an industry professional for the first time? Don’t ask for anything. OFFER value. Start a relationship. Ask later. …maybe.”
— Chris Oatley (@ChrisOatley)
“When I write a design, I always start with goals. It makes my designs more focused, and it helps me think more creatively.”
— Ray Mazza (@GameDesignFTW)
“Designing a game is like raising a child. You cannot change its personality, but you can help maximize its potential.”
— Reiner Knizia (@ReinerKnizia)
“Game design protip: When creating many more rules to justify an exceptional case, remove the exception from the rules instead.”
— Daniel Solis (@DanielSolis)