“No matter how “finished” you think your game is, feedback from a publisher can lead to important improvements even if they ultimately take a pass.”
Three best practices for creating a Risk: Legacy-style game, by Daniel Solis:
http://danielsolisblog.blogspot.com/2012/06/three-best-practices-of-risk-legacy.html
Reddit has a small but supportive community of tabletop game designers:
http://www.reddit.com/r/tabletopgamedesign/
A few ways to implement secret positioning or secret movement:
http://boardgames.stackexchange.com/questions/7492/how-can-you-have-secret-units-on-the-board
First playtest disaster: The BoardGameGeek designers forums share their trainwreck stories and how to get past them:
http://boardgamegeek.com/thread/810189/first-playtest-disaster-breathe-deeply
The Toy Industry Association’s “Toy Inventor & Designer Guide” has some general information about how to introduce a new toy or game into the market:
http://www.toyassociation.org/AM/PDFs/TIA/TIAToyInventorDesignerGuide2ndEdition.pdf
Notes from a game design class using The Kobold Guide to Board Game Design:
http://boardgamegeek.com/blogpost/10866/1st-game-design-class
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
