If you want to go fast, work alone. If you want to go far, work with someone else.
— Bruno Cathala

Some principles for creating an expansion, from Scott Caputo (designer of Kachina/Völuspá):

  1. It has to be desirable.
  2. It has to feel like part of the original game.
  3. It cannot make the game feel overly long.
  4. The new [components] have to work well together.
  5. It needs to allow for more planning.

http://boardgamegeek.com/blogpost/12929/designer-diary-voluspa-or-how-a-native-american-su

SEE ALSO:

Lessons learned designing an expansion, by Grant Rodiek (@HerrohGrant):

http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by

A couple iterations of prototypes are well worth the investment. They give you the opportunity to work out the fine details and minor kinks that make all the difference between a passing fancy and a really successful game.
— Drew Bancroft of Pope Street Games

Cardboard Edison’s Favorite Tips & Resources – July 2012

Board game industry players answer the question: What makes a great game?

http://goforthandgame.com/2012/08/12/what-makes-a-great-game/

http://goforthandgame.com/2012/08/22/what-makes-a-great-game-part-2/

There were 47 different answers to the question “What makes a game great?”. The element that showed up most was hard decisions/meaningful choices. Nineteen percent of my guests felt that this was essential for a game to be considered great. The next most mentioned aspect of a great game was a three-way tie between 1) many paths to victory 2) a sense of story 3) depth that can be explored all coming in with 8% of my guests mentioning these aspects.

Have dreams. Have courage to follow these dreams. Do your games. You don’t need to have big budget. You don’t need to have 20 people crew. You don’t need anything except passion and will to fight. Fight for your success. It is at your fingertips.
— Ignacy Trzewiczek (@