More questions to ask and things to pay attention to during playtests:
http://boardgamegeek.com/blogpost/23715/ajs-game-success-indicator-model
Tips & Resources for Board Game Designers
More questions to ask and things to pay attention to during playtests:
http://boardgamegeek.com/blogpost/23715/ajs-game-success-indicator-model
Creating an “idea box” for quick game design on the go:
http://www.cheveedodd.com/2013/10/03/practice-makes-perfect-my-idea-box/
24 Hour Contest - October 2013
Requirement: cards
http://boardgamegeek.com/thread/1047939/24-hour-contest-october-2013
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/
Board Game Design Forum’s October 2013 Game Design Showdown
Theme: “Balancing the Line.” Create a game that uses dexterity as a main mechanic, and balances that line of “heavy enough for a gamer, but light enough for the masses.”
Deadline: Oct. 8, 2013
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
Hippodice Game Designer Competition 2014
Application deadline: Nov. 1, 2013
Submission deadline: Dec. 6, 2013
A discussion about open vs. hidden information, and following the designer’s intent:
Free image files of silhouettes, good for prototyping:
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:
Some big-picture guidance for running a smooth playtest:
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
Tips for focusing on the foundation of your game before designing the extras:
–Build the simplest implementation of your game.
–Build with a focus to your hook.
–Build with a focus to fun.
–Don’t get caught up in the potential. Get caught up quickly in what’s real.