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Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
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  • Our Games/
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    • Quad Squad
    • Cobras
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theory
playtesting
prototyping
process
rules
licensing
publishing
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June 27, 2012 June 27, 2012/ Cardboard Edison
“Playtesting. LOTS of playtesting. Think you’re done? Wrong. Keep playtesting.”
— Phil Kilcrease (@krinklechip)
June 27, 2012/ Cardboard Edison/ /Source
playtesting

Cardboard Edison

June 27, 2012 June 27, 2012/ Cardboard Edison

Trim your game, yes, but how to decide what to keep and what to toss?

Jay Treat (@jtreat3) has some tips:

http://hyperbolegames.com/2012/06/27/assault-on-khyber-station/

June 27, 2012/ Cardboard Edison/
process

Cardboard Edison

June 27, 2012 June 27, 2012/ Cardboard Edison
“As a game designer, it is your job to create systems that are intriguing to master without being completely baffling.”
— Daniel Cook (@danctheduck)
June 27, 2012/ Cardboard Edison/ /Source
process, theory

Cardboard Edison

June 26, 2012 June 26, 2012/ Cardboard Edison
“Designing games is not easy, but promoting games is hard as hell.”
— Sam Liberty (@SA_Liberty)
June 26, 2012/ Cardboard Edison/
publishing

Cardboard Edison

June 26, 2012 June 26, 2012/ Cardboard Edison
“Games become the most fun as the players become emotionally involved.”
— HoopCAT Games (@HoopCATGames)
June 26, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 26, 2012 June 26, 2012/ Cardboard Edison

Tips for creating board games with zero text–and the pros and cons of doing it:
 
http://www.suntzugames.com/1/post/2012/06/not-saying-a-word-the-language-neutral-board-game.html

June 26, 2012/ Cardboard Edison/
publishing, industry

Cardboard Edison

June 25, 2012 June 25, 2012/ Cardboard Edison

Techniques for designing learnable systems, by Daniel Cook: 

“As a game designer, it is your job to create systems that are intriguing to master without being completely baffling.”

https://plus.google.com/app/plus/mp/103/#~loop:view=activity&aid=z13mydywbwvdipse222szp0bcpzpy3q3x

June 25, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 25, 2012 June 25, 2012/ Cardboard Edison

On complexity vs. depth in board games:
 
http://hyperbolegames.com/2012/06/25/blood-from-the-turnip/

June 25, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 23, 2012 June 23, 2012/ Cardboard Edison

Richard Launius (Arkham Horror) discusses his process for creating cooperative games in this interview from 2010:

http://www.mechanics-and-meeples.com/2010/11/25/co-op-interviews-richard-launius-arkham-horror/

June 23, 2012/ Cardboard Edison/
process

Cardboard Edison

June 23, 2012 June 23, 2012/ Cardboard Edison
“Any game that claims to get better with repeated plays needs to be fun enough that players want to get to that point.”
— UndeadViking, as quoted by Games & Grub (@GamesAndGrub)
June 23, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 23, 2012 June 23, 2012/ Cardboard Edison
“People who wish to design games should play games. Lots of them.”
— Richard Garfield, in The Kobold Guide to Board Game Design, quoted by Brett Myers (@brettspiel)
June 23, 2012/ Cardboard Edison/
process

Cardboard Edison

June 23, 2012 June 23, 2012/ Cardboard Edison
“Frustration is an excellent spice, but a very poor main ingredient.”
— Chris Maka (@chrismaka)
June 23, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 22, 2012 June 22, 2012/ Cardboard Edison
“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.”
— Reiner Knizia (@ReinerKnizia)
June 22, 2012/ Cardboard Edison/
rules, process

Cardboard Edison

June 22, 2012 June 22, 2012/ Cardboard Edison
“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.”
— Grant Rodiek (@HerrohGrant)
June 22, 2012/ Cardboard Edison/
rules

Cardboard Edison

June 22, 2012 June 22, 2012/ Cardboard Edison

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/

June 22, 2012/ Cardboard Edison/
publishing

Cardboard Edison

June 21, 2012 June 21, 2012/ Cardboard Edison

Designing Games With the Publisher in Mind

http://www.otb-games.com/?p=2567

June 21, 2012/ Cardboard Edison/
licensing

Cardboard Edison

June 21, 2012 June 21, 2012/ Cardboard Edison

Tips for how to generate interest for your board game:

http://boardgamegeek.com/article/9444941#9444941

June 21, 2012/ Cardboard Edison/
publishing, industry

Cardboard Edison

June 21, 2012 June 21, 2012/ Cardboard Edison

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

June 21, 2012/ Cardboard Edison/
industry, process

Cardboard Edison

June 21, 2012 June 21, 2012/ Cardboard Edison

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

June 21, 2012/ Cardboard Edison/
theory

Cardboard Edison

June 21, 2012 June 21, 2012/ Cardboard Edison
“Games create stories. Rules imply the stories that a game can tell.”
— Darrell Hardy (@HardyTales)
June 21, 2012/ Cardboard Edison/
theory, rules

Cardboard Edison

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