Thoughts on hidden objectives in board games:
Considerations to make before offering exclusive Kickstarter content:
http://www.stonemaiergames.com/kickstarter-lesson-60-exclusive-content/
Ways to put player experience at the forefront of your design efforts:
http://hyperbolegames.com/2013/10/01/make-the-experience-scrap-the-rest/
Ruminations on numbers in board game design:
http://pulsiphergamedesign.blogspot.com/2013/09/ruminations-about-magical-numbers-in.html
Two ways to tell whether people like your game, and how game length determines which you should pay attention to:
http://boardgamegeek.com/blogpost/23636/ajs-game-success-indicator-model-a-theory-or-fo
On Board Games (@OnBoardGames) discusses real-time games with Stephen Buonocore of Stronghold Games (@StrongholdGames) and designer Scott Nicholson (@snicholson):
http://onboardgames.libsyn.com/obg-117-beseiging-the-stronghold
Ways to make the most of your players’ time:
http://boardgamegeek.com/blogpost/23533/the-most-precious-resource-5-tips-on-taking-time
Cardboard Edison's Favorite Tips & Resources - September 2013
/Our favorite links for board game designers this month include fresh looks at some age-old mechanisms, a new tool for publishers, a reminder about building a foundation of knowledge and lots more:
- Different ways to implement simultaneous play
- Why a working knowledge of probability is important to game designers
- A look at roll-and-move games. Can the mechanic be used well?
- “Want to build a sense of drama into your game? Keep this quote in mind: ‘Drama is anticipation mingled with uncertainty.’ - William Archer” - Brett Myers (@brettspiel)
Bobby Stickel of GTS Distribution explains how distribution works on Board Game University:
http://boardgameuniversity.libsyn.com/board-game-university-episode-18-bobby-stickel
A guide to push-your-luck games:
http://www.islaythedragon.com/2013/09/a-guide-to-pressing-your-luck.html
A newbie board game designer shares 10 lessons learned so far:
http://boardgamegeek.com/thread/1044947/10-things-ive-learned-while-designing-games-so-far
A look at roll-and-move games. Can the mechanic be used well?
http://www.btgco-op.com/2013/09/26/the-devils-advocate-roll-and-move/
Places to find dice for prototypes:
http://boardsandbarley.com/2013/09/26/sourcing-game-components-dice/
What gets players emotionally involved in a game? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1044477/creating-emotional-attachment-in-solo-games
