Make the prototype quickly from anything you can find. Once you have a game, improve the prototype enough to interest playtesters. Once you get a finely-tuned game, make it shine.
— Philip duBarry (@pdubarry)
You may have a great track record of quality games, but if you are a pain to deal with, future publishers may pass on your submissions and accept games from less difficult designers.
— Chevee Dodd (@cheveedodd)
There’s a lot of information out there, but the best advice that tends to get repeated over and over is this: Design a game you’d like to play.
— Seth Jaffee (@sedjtroll)
Your first game will not be your best, so if you have a favorite idea that you’d love to make a game out of, then you might want to save it for after you’ve got the hang of things.
— Seth Jaffee (@sedjtroll)
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