Ignacy Trzewiczek on why it’s important to be able to throw out your favorite ideas:
Ways of keeping players of varying skill levels engaged in a game:
http://www.mostdangerousgamedesign.com/2013/07/the-challenges-of-competition.html
Create better games through social media–a quick guide to online networking for board game designers:
http://www.boardgamegeek.com/blogpost/21418/create-better-games-through-social-media
Targi designer Andreas Steiger on your second license, predicting players’ actions, designing for two players, and more:
http://meepletown.com/2013/07/game-designer-interview-andreas-steiger/
Different ways to make prototype cards–pros and cons:
http://boardgameben.com/in-which-i-seek-out-the-best-way-to-make-prototype-cards/
A guide to the pick-up-and-deliver genre of board games:
http://www.islaythedragon.com/2013/07/special-delivery-guide-to-pick-up-and.html
Making a language-independent game, and important points about iconography:
http://exampleofplay.wordpress.com/2013/07/19/language-independent-games/
A wide-ranging, hour-long panel–featuring Robert Burke, Richard Launius, Bryan Pope and Colby Dauch–with lots of advice for aspiring board game designers:
http://boardgameuniversity.libsyn.com/board-game-university-episode-9-dice-tower-panel
Battle Merchants designer Gil Hova (@ingredientx) discusses auctions, mixing theme and mechanics, rounds vs. turns, overvaluing your ideas and much more:
http://hyperbolegames.com/2013/07/18/interview-with-gil-hova/
Daniel Solis (@DanielSolis) discusses open design, life as an indie game designer, exploring mechanics and more on the All Us Geeks podcast (@AllUsGeeks):
http://www.allusgeeks.com/2013/07/all-us-geeks-interview-with-daniel-solis/
Tips for how to interpret feedback from playtesters and apply it to your design:
http://boardsandbarley.com/2013/07/18/game-design-process-applying-feedback/
Anatomy of a great Kickstarter project page:
http://www.stonemaiergames.com/kickstarter-lesson-39-anatomy-of-a-greater-kickstarter-project-page/
