“The simpler your design, the fewer decisions you give players, and the more weight each of those decisions needs to carry. It’s challenging.”
Three ways to figure out how many games to print:
http://gameofmarketing.blogspot.com/2013/05/sales-forecast-stormy-cloudy-or-sunny.html
A look at how theme and mechanics are more tightly connected than commonly assumed:
http://www.mostdangerousgamedesign.com/2013/05/theme-as-conceptual-model.html
Creating dilemmas for players:
http://berlingamedesign.blogspot.com/2013/05/the-beautiful-dilemma.html
What is the primary characteristic of a gateway game?
http://boardgamegeek.com/blogpost/19381/the-prime-characteristic-of-gateway-games
Grant Rodiek (@HerrohGrant) shares his lessons learned self-publishing his game Battle for York:
http://hyperbolegames.com/2013/05/11/publishing-case-study-york/
Danny Devine (@3ddevine) on playtesting, researching, networking and more:
http://news.thegamecrafter.com/post/50017715195/danny-devine-inducted-into-the-hall-of-fame
“Don’t make it all about the money”: advice for making the most of a Kickstarter campaign, whether you reach your funding goal or not:
http://www.stonemaiergames.com/kickstarter-lesson-36-for-better-or-for-worse/
Daniel Solis (@DanielSolis) shares some thoughts on end-game scoring methods:
http://danielsolisblog.blogspot.com/2013/05/the-sorting-hat-effect-avoiding-hazards.html
Some limitations of Kickstarter and some creative workarounds for project creators:
http://www.stonemaiergames.com/kickstarter-limitations-and-how-to-work-around-them/
The What and Why of Board Game Culture: video of a PAX East panel on board games, gamers, design and more:
http://danielsolisblog.blogspot.com/2013/05/watch-wood-for-sheep-what-and-why-of.html
