Different ways of determining turn order:
Chevee Dodd (@cheveedodd) on the value of rapid prototyping:
http://www.cheveedodd.com/2013/08/01/rapid-prototyping-the-faster-the-better/
Cardboard Edison’s Favorite Tips & Resources – July 2013
/This past month was an exceptionally busy one, offering more useful advice and websites for board game creators than almost any other month in the past year and a half.
Among the many helpful items, we found some good advice from some terrible people, a giant spreadsheet of reviewers, detailed breakdowns of a successful Kickstarter and an unsuccessful one, and lots more. We even conducted our first interview!
Enjoy this month’s jumbo-sized roundup.
- A reminder about etiquette in the board game industry
- A wide-ranging, hour-long panel with lots of advice for aspiring designers
- Feedback from the organizers of the Cards Against Humanity Tabletop Deathmatch contest is also good advice for designers in general
- A spreadsheet of information about more than 50 board game reviewers
- “Do Your Research Before Using Kickstarter”–where to start
- A detailed breakdown of all the costs of producing a Kickstarted board game
- An in-depth post-mortem from an unsuccessful board game Kickstarter campaign
- A guide to the pick-up-and-deliver genre of board games
- Observations on resource systems in games: what they are and how they can be used
- “Good designers sometimes make bad designs. Only bad designers give up.” – Jay Treat
- “Work hard. Take it seriously. Create the games you want to play and be passionate about everything you do.” – Grant Rodiek
- “Keep a journal and write down every game idea you have…there are truly no bad ideas because what seems like a terrible idea for a game when you first think of it can sometimes months later lead you to a great idea when you go back and read it in the journal.” – Jason Slingerland
- “Learn to fail. Game design is all about trial and error.” – Kevin Kulp
Our first licensed game design, Tessen, is up on Kickstarter now!
A smooth rules explanation can enable playtesters to focus on the game, rather than the rules. Some tips on teaching your game:
http://hyperbolegames.com/2013/07/31/how-to-teach-your-game/
A detailed breakdown of all the costs of producing a Kickstarted board game:
http://nothingsacredgames.com/the-cost-of-a-board-game-money/
Suggestions for what to ask in your Kickstarter backer survey:
http://www.stonemaiergames.com/kickstarter-lesson-42-the-backer-survey/
The Game Classic Remix Contest
Design a new game using the components of a classic popular game
Deadline: Oct. 1, 2013
http://hyperbolegames.com/2013/07/30/contest-game-classic-remix/
Feedback from the organizers of the Cards Against Humanity Tabletop Deathmatch contest is also good advice for designers in general:
http://maxistentialist.tumblr.com/post/56178756061/judging-the-tabletop-deathmatch-back-in
Advice for using symmetry and asymmetry in your board game designs:
http://boardsandbarley.com/2013/07/23/symmetry-in-board-game-design/
A reminder about etiquette in the board game industry:
http://www.stonemaiergames.com/kickstarter-lesson-41-etiquette-in-the-public-eye/
Free advice for launching a board game Kickstarter campaign, from observing what works and what doesn’t:
http://hyperbolegames.com/2013/07/26/free-kickstarter-advice/
Geoff Engelstein (@gengelstein) joins Board Game University to discuss designing with children, video games vs. board games, pitching publishers, balancing the math, and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-10-geoff-engelstein
“What if someone steals your idea?” Daniel Solis (@DanielSolis) on why execution is more important than ideas:
http://danielsolisblog.blogspot.com/2013/07/what-if-someone-steals-your-idea.html
