As board game designers, we have to make our own magic. But it also means we’re free to.
— Paul Saxberg, quoted by Gavan Brown (@roosterjuice)
Never give up. Rejection is part of the process.
— Chevee Dodd (@cheveedodd)
Failing to trim your game into a lean mean fun machine will almost invariably cost you publication because extra parts make the game more expensive, extra rules make the game less accessible, and the combination makes a game no one wants to take a chance on.
— Jay Treat (@jtreat3)
If you are going to design a successful game, you may need to cut one of your favorite aspects of the game, in the interest of flow, pacing, and fun.
— Clint Herron

How to design an expansion?

Richard Garfield discusses creating his King of Tokyo expansion, as well as playtesting methods and navigating the publishing process, on the Games With Garfield podcast:

http://www.threedonkeys.com/blog/archives/722

SEE ALSO: Lessons learned designing an expansion, by Grant Rodiek (@HerrohGrant)

http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by

Go to the store and look at what is out there first. If you already have a design, could it stand on the shelf with the other products? If you don’t, try to design something new that could be on the shelf with the other products.
— Brad Ross
Praise doesn’t help me make my game better, it only serves to reassure me that I make awesome decisions and that hampers my ability to change those decisions later.
— Chevee Dodd (@cheveedodd)
[Push] a game’s limits when the game seems fine.
— Olivier Lamontagne