“My trick to simplify my designs is to write the rules in an early stage. If I can’t describe a feature in a few sentences, it’s too complex.”
“Don’t worry too much about making your rules clever and funny. The purpose of the rules is to teach the game, hopefully quickly. Instead, put your focus on making your game clever and funny. Let your mechanics tell a story. Don’t muddy your rules. Write great rules first, then add humor.”
Fred Hicks (@fredhicks) reveals how Evil Hat Productions designed the pledge levels and rewards for their “Race to Adventure” Kickstarter campaign:
http://www.deadlyfredly.com/2012/06/in-the-red/
Designer question of dread: Do we need any more games?
Put another way: What keeps you inspired?
http://boardgamegeek.com/blogpost/11335/designer-question-of-dread-do-we-need-any-more-gam
Some considerations when creating a board game’s economic system:
http://www.suntzugames.com/1/post/2012/06/the-money-flow-and-economy-in-board-games.html
Need a single copy of a game printed, or a small print run?
Here are some recommendations:
http://boardgamegeek.com/thread/817156/print-on-demand-board-games
Things to avoid in game design. Thou shalt not…
http://boardgamegeek.com/thread/816102/things-to-avoid-in-game-design-thou-shalt-not
Thou shalt not publish without a great deal of playtesting.
Thou shalt not become enamored of thine own ideas.
Thou shalt not make the prototype too elaborate.
Thou shalt not post on BGG forums during designated design time.
Thou shalt not be afraid. Once your game is good and polished, get out there and market that sucker.
Thou shalt not add to fix a problem, thou shalt remove.
Thou shalt not design games that must be played in the “spirit of the game.”
Thou shalt not give up…
