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Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
  • About Us/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
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    • Tariffs Report
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July 11, 2012 July 11, 2012/ Cardboard Edison

On imbalance as a pre-requisite for interesting negotiation in games:
 
http://paintedwoodencubes.com/2012/07/11/balance-issues/

July 11, 2012/ Cardboard Edison/
theory

Cardboard Edison

July 11, 2012 July 11, 2012/ Cardboard Edison

Gen Con 2012 will feature a playtest area for prototype testing:
 
http://us1.campaign-archive2.com/?u=2f77d2f8c77398c0b064223ba&id=ef381ea5d4#three
 
Application form: http://community.gencon.com/files/folders/pmg/entry324634.aspx
 
Policies: http://community.gencon.com/files/folders/pmg/entry324633.aspx

July 11, 2012/ Cardboard Edison/
playtesting

Cardboard Edison

July 11, 2012 July 11, 2012/ Cardboard Edison
“It is the sparkle in your eye that will sell your game. If you don’t believe in it first no one will.”
— Michael Coe (@Crash_Games)
July 11, 2012/ Cardboard Edison/
licensing, publishing

Cardboard Edison

July 11, 2012 July 11, 2012/ Cardboard Edison

Why it’s important to ask: “Does my game really need that rule?”

by Ignacy Trzewiczek (@trzewik)

http://boardgamesthattellstories.blogspot.com/2012/07/you-have-to-have-guts-to-ask-this.html

July 11, 2012/ Cardboard Edison/
process

Cardboard Edison

July 11, 2012 July 11, 2012/ Cardboard Edison

Some recommendations for dice manufacturers in the U.S.:

http://boardgamegeek.com/thread/826682/dice-question

July 11, 2012/ Cardboard Edison/
publishing, prototyping, industry

Cardboard Edison

July 11, 2012 July 11, 2012/ Cardboard Edison

Michael Coe and Patrick Nickell of Crash Games discuss their development process, the value of a professional prototype, handling playtesters’ feedback, and achieving balance:  

http://goforthandgame.com/2012/07/11/a-conversation-with-crash-games-michael-coe-and-patrick-nickell

July 11, 2012/ Cardboard Edison/
process, theory, prototyping, playtesting

Cardboard Edison

July 09, 2012

A Discourse on Gaming: Random Elements: Dice vs. Cards→

July 09, 2012/ Cardboard Edison

adiscourseongaming:

I’ve been kicking around a board game idea for a while which uses both cards and dice as elements of randomness. I recently had the idea to remove dice entirely and only use cards, which has gotten me thinking about how each affects the random elements of a game.

Every game requires some lack of…

July 09, 2012/ Cardboard Edison/ /Source
theory

Cardboard Edison

July 09, 2012 July 09, 2012/ Cardboard Edison

Pros and cons of cards as a game component:

http://hyperbolegames.com/2012/07/09/handful-of-fun/

July 09, 2012/ Cardboard Edison/
theory

Cardboard Edison

July 08, 2012

Cardboard Edison’s Favorite Tips & Resources – June 2012

July 08, 2012/ Cardboard Edison

Every month, we revisit the board game design tips and resources we’ve found, and we pick out the best, most useful ones to spotlight. Here are our choices for June 2012:

#process:

  • “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.”
  • “Got a practical problem with your board game? Don’t add more stuff. First, try using what you already *have* in a new way.”
  • Richard Launius discusses his process for creating cooperative games

#rules:

  • “Your game is always more difficult and complicated than you think. Always.”

#theory:

  • Things to avoid in game design. Thou shalt not…
  • “Don’t confuse depth with complexity.”

#playtesting:

  • How to effectively playtest and iterate your board game design
  • “Gamers gonna game, and your game can’t break when they do.”

#industry:

  • “Spend some time creating games just for the fun of it before you decide it’s the right choice to make it into a business venture.”
  • Every BoardGameGeek Designer Diary

#prototyping:

  • “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.”
July 08, 2012/ Cardboard Edison/
featured, process, rules, theory, playtesting, industry, prototyping

Cardboard Edison

July 06, 2012 July 06, 2012/ Cardboard Edison

How to prevent one player from dominating a co-op game? Some ideas from Richard Garfield:
 
http://www.threedonkeys.com/blog/archives/748

July 06, 2012/ Cardboard Edison/
theory

Cardboard Edison

July 06, 2012 July 06, 2012/ Cardboard Edison

Unpublished-games fest Unpub 3 by Cartrunk Entertainment (@CartrunkEnt) is shaping up for Jan. 18-20 in Delaware:
 
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=be97f17954

July 06, 2012/ Cardboard Edison/
playtesting

Cardboard Edison

July 05, 2012 July 05, 2012/ Cardboard Edison
“Making games is like sports or music, you have to practice and you really need to beware of what’s been done already if you want to be the best.”
— Matt Nuccio (@MattNuccio)
July 05, 2012/ Cardboard Edison/ /Source
process

Cardboard Edison

July 05, 2012 July 05, 2012/ Cardboard Edison

The Paper Money podcast reveals “All About Boxes.” It’s not the most interesting stuff, but it’s essential knowledge if you’re going into publishing:
 
http://www.purplepawn.com/2012/06/papermoney-64-all-about-boxes/

July 05, 2012/ Cardboard Edison/
publishing

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison

Half Plug Games has launched a new marketplace where designers can offer print-and-play versions of their games:

http://www.halfplug.com

July 03, 2012/ Cardboard Edison/
publishing, industry

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison

Making a living vs. supplemental income: What’s a realistic goal for making money in the board game industry?

http://boardgamegeek.com/article/9532509

July 03, 2012/ Cardboard Edison/
industry

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison
“If you are really interested in games, nothing will stretch you more than reading smart stuff outside of your own interest.”
— Rob Donoghue (@rdonoghue)
July 03, 2012/ Cardboard Edison/
process

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison

Guiding game principles, the elements of great games, interpreting playtest feedback, collaborating effectively and more: an interview with Sam Liberty (@SA_Liberty) and Kevin Spak (@CaptainSpak) of Spoiled Flush Games:
 
 http://bellwethergames.com/bellwether-resources/featureddesigners/187-sam-liberty-a-kevin-spak-interview.html

July 03, 2012/ Cardboard Edison/
theory, process, playtesting, industry

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison

The Game Crafter Steampunk Design Challenge

Deadline: Aug. 31, 2012

Prizes: Game Crafter points and store credit

http://news.thegamecrafter.com/post/26404680048/steampunk-design-challenge

July 03, 2012/ Cardboard Edison/
contests

Cardboard Edison

July 03, 2012 July 03, 2012/ Cardboard Edison
“Failed designs are part of the process, so don’t get discouraged if it doesn’t work! Just remember why the design didn’t work for you and try not to repeat those same mistakes.”
— Chevee Dodd (@cheveedodd)
July 03, 2012/ Cardboard Edison/ /Source
process

Cardboard Edison

July 02, 2012 July 02, 2012/ Cardboard Edison
“Look at the games you like, and see what works, and what doesn’t work. Sharp analytical skills are a game designer’s best tool.”
— D. Brad Talton Jr., Level 99 Games (@Level99Games)
July 02, 2012/ Cardboard Edison/ /Source
process

Cardboard Edison

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