A guide to hand management as a gaming mechanism:
http://www.islaythedragon.com/2013/07/he-deserves-big-hand-for-that-and-we.html
Tips & Resources for Board Game Designers
A guide to hand management as a gaming mechanism:
http://www.islaythedragon.com/2013/07/he-deserves-big-hand-for-that-and-we.html
“Work hard. Take it seriously. Create the games you want to play and be passionate about everything you do.”
Advice for coping with the aftermath of a bad playtest:
http://danielsolisblog.blogspot.com/2013/07/advice-for-playtest-hangover.html
Ensuring that one player’s enjoyment of your game doesn’t come at the expense of another’s:
“Designers are made between the first and second prototype. The first one is easy, changes are hard.”
A spreadsheet of information about more than 50 board game reviewers:
http://www.jamesmathe.com/o-reviewer-reviewer-wherefore-art-thou/
“Part of being a game designer is input. Don’t keep the game to yourself, *especially* if it’s broken. Needs sun to grow.”
The role of reviewers in the board game industry, from the perspective of designers, publishers, players and the reviewers themselves:
Balloon Cup designer Stephen Glenn offers advice for designers on the Board Games University podcast:
http://boardgameuniversity.libsyn.com/board-game-university-episode-7-stephen-glenn
Debating what solo board games can and can’t do, with On Board Games (@OnBoardGames) and A.J. Porfirio (@VanRyderGames):
http://onboardgames.libsyn.com/obg-111-all-alone-with-friends
“Do Your Research Before Using Kickstarter.” Here’s where to start:
http://www.happymittengames.com/do-your-research-before-using-kickstarter/
The Game Crafter’s Classic Arcade Challenge
Theme: Reinvent a classic arcade game as a tabletop game
Deadline: Sept. 9, 2013
http://news.thegamecrafter.com/post/54916954287/classic-arcade-challenge
Online source for free, downloadable grids, such as hex grids:
Lessons learned from the Corporate America Kickstarter:
“As you develop a game, keep in mind WHY you made some decisions earlier. You may need to re-factor them for the game NOW as sands shift.”
Viticulture Expansion Design Contest
Prize: $2,000
Deadline: Sept. 30, 2013
http://www.stonemaiergames.com/2000-viticulture-expansion-design-contest/?fb_source=pubv1
Have you ever tried playing a two-player game against yourself? It’s normally pretty unsatisfying because you can’t surprise yourself. And if you’re testing an early prototype, it’s not as helpful as testing with another person because you won’t misinterpret this thing that seems flawless in…
Methods for self-testing your early prototypes
The Ludology podcast discusses the psychological effect of loss aversion and how designers can use–or avoid–it:
http://ludology.libsyn.com/ludology-episode-59-hey-that-s-mine
Board Game Design Forum’s July 2013 Game Design Showdown - “Order of Play”
Restriction: Create a game with changing orders, in which play doesn’t proceed in exactly the same order from round to round
Deadline: July 8, 2013
Photoshop tricks that might come in handy for board game designers:
http://gnomishdesign.tumblr.com/post/54362259533/photoshop-tricks-that-might-come-in-handy-for-board