How many dice (to include with a game)?
http://pulsiphergamedesign.blogspot.com/2012/11/how-many-dice-to-include-with-game.html
Tips & Resources for Board Game Designers
How many dice (to include with a game)?
http://pulsiphergamedesign.blogspot.com/2012/11/how-many-dice-to-include-with-game.html
Some suggestions for programs that let you make cards:
What would you learn about board game design if you created and published a new game every month for 10 years straight?
Jonathan Leistiko, who did just that for Invisible City Productions, shares what he’s learned:
http://www.rantgaming.com/2012/11/11/not-so-old-school-interviews-invisible-citys-jonathan-leistiko/
Registration for Unpub 3, to be held Jan. 19-20, 2013, in Magnolia, Delaware, is open now through Jan. 1:
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=840c1d9d6b
Spanish publisher nestorgames has launched a crowdfunding service for games.
It’ll license any successful projects that it can produce, with the designer receiving a 10% royalty. However, the designer must pay a 60 euro fee up front to launch the project.
The Game Crafter (@thegamecrafter) is now offering bulk discounts for large orders, starting at 25 units:
http://news.thegamecrafter.com/post/35561758838/new-bulk-pricing-great-for-kickstarters
Bruno Faidutti discusses factions in board and card games:
Daniel Solis (@DanielSolis) discusses his process of iterating his games through numerous playtests:
I tried to stay patient, making small changes, and testing them out with several different groups in rapid succession. Here’s what I’ve learned over the past year.
http://danielsolisblog.blogspot.com/2012/11/rapid-prototyping-vs-reckless.html
“Focus. The designer should pick a goal they want to accomplish. Everything in the game should focus towards that point. It’s easier to do one or two things incredibly well than fifty things.”
Grant Rodiek (@HerrohGrant) discusses open design, community engagement, Kickstarting his game Farmageddon, looking professional, what makes a game great, running Hyperbole Games (@HyperboleGames) and more:
http://goforthandgame.com/2012/11/09/a-conversation-with-grant-rodiek-the-designer-of-farmageddon/
Bernd Brunnhofer has some pointers for novice designers who want to submit to Hans im Glück, in this interview:
http://boardgamegeek.com/blogpost/14253/interview-with-bernd-brunnhofer-from-hans-im-gluck
The Secret of Learning from Others
Know that you are not the best. You are in fact, not that good. BUT you are equipped with a formidable weapon that will grant you victory.
You are learning.
http://exampleofplay.wordpress.com/2012/11/09/the-secret-of-learning-from-others/
Some advice for dealing with contradictory feedback from playtesters:
http://www.reddit.com/r/tabletopgamedesign/comments/12epqb/advice_on_taking_playtesting_advice/
Ideas for overcoming designer’s block:
http://www.reddit.com/r/tabletopgamedesign/comments/12fjsl/when_the_idea_store_runs_dry/
Some places to find professional playtesters–and a few words of warning about them:
http://boardgamegeek.com/thread/878872/is-there-a-market-for-professional-playtesters-org
Designers and publishers are invited to a late-stage playtest session at this year’s BGG.CON:
Story Realms creators Angie Hickman Newnham and Julian Leiberan-Titus discuss how to get players hyped up for your game, having the right attitude while playtesting, the importance of collaboration and more:
Lewis Pulsipher (@lewpuls) looks at economic production cycles in games:
http://pulsiphergamedesign.blogspot.com/2012/11/the-economic-production-cycle-in-games.html
A new website, GameFunders, promises to offer “a better place to fund games than Kickstarter”:
Board Game Design Forum’s November 2012 Game Design Showdown
Theme: “Crossover Appeal”
Deadline: Nov. 9, 2012