A roundup of the most common advice given to board game designers:
http://themetagame.blogspot.com/2013/07/most-common-feedback-for-board-game.html
Tips & Resources for Board Game Designers
A roundup of the most common advice given to board game designers:
http://themetagame.blogspot.com/2013/07/most-common-feedback-for-board-game.html
The Ludology podcast on what makes for a good set of rules: What are some common pitfalls? How should they be structured? What should be highlighted?
http://ludology.libsyn.com/ludology-episode-60-how-to-how-to-play
Creating “goal chains” that guide players through the decision-making process:
Chevee Dodd (@cheveedodd) joins the Happy Mitten podcast (@HappyMitten) to discuss rapid prototyping, courting publishers and more:
An in-depth post-mortem from an unsuccessful board game Kickstarter campaign: what worked and what didn’t:
Two upcoming playtesting events:
Protospiel - Milwaukee: Sept. 28-29, 2013, http://protospiel-milwaukee.org/
Brookline Booksmith Prototype Event: Aug. 12, 2013, http://www.overboard-comic.com/blog/brookline-booksmith-prototype-event/
As game designers you should be taking into account color-blindness. This utility can help you out.
A primer for copyright and board games:
http://www.acrosstheboardgames.net/andrew/law-and-games-copyrighting-games/
A guide to role-selection games:
http://www.islaythedragon.com/2013/07/who-am-i-this-time-guide-on-role.html
Eric Lang (@eric_lang) on examining your motivations, choosing between correct solutions, quitting your day job and more:
Rob Daviau (@robdaviaugamer) joins the Board Game University podcast to discuss working at a major game company, questioning assumptions, playing to analyze, and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-8-rob-daviau
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