Ask yourself two things… what’s the point, and who cares? In other words, get right to the heart of the matter, and always always always remember your audience.
— Peggy Brown, inventor of Backseat Drawing and others

Cardboard Edison’s Favorite Tips & Resources – November 2012

Here’s our regular roundup of the most valuable tips and resources for board game designers that we’ve found over the past month.

This month’s list features advice for the design process, playtesting, game design theory, publishing and more. Enjoy!

#industry:

#process:

#theory:

#playtesting:

#publishing:

I long ago learned that you can’t call a game educational if you want anyone to think it’s fun. You have to let the educational part sneak up on the players.
— Alan R. Moon
Steal blatantly from other games during playtest, then let it become its own thing.
— Dave Chalker (@DaveTheGame)
Your game begins as a rough rock. Submerge it in playtesting. It will be smoothed into its final shape.
— Daniel Solis (@DanielSolis)
There’s no set of rules so small that someone won’t misread it anyway.
— Daniel Solis (@DanielSolis)