“What I wish someone had told me” about designing and publishing a board game for the first time:
Thoughts on competition, direct conflict, war games and screwage games:
http://pulsiphergamedesign.blogspot.com/2013/10/competition-direct-conflict-wargames.html
Anatomy of train games
Part 1: Connections http://www.mechanics-and-meeples.com/2013/09/09/anatomy-of-a-game-train-games-connections/
Part 2: Pickup and Delivery http://www.mechanics-and-meeples.com/2013/09/16/anatomy-of-a-game-train-games-pickup-and-delivery/
Part 3: Stock Holding http://www.mechanics-and-meeples.com/2013/10/07/anatomy-of-a-game-train-games-stock-holding/
How to do early-bird Kickstarter levels–if you must:
http://www.stonemaiergames.com/kickstarter-lesson-62-early-bird-pledge-levels/
“Merely playing games is not enough to be a good game designer. That’s a baby step, a necessary step, an easy step. Playing games shows you what has already been done. However, like an amazing meal in a Michelin *’d restaurant, it does not show you process of the chef/designer. Studying that is the secret. Wondering why. Deconstructing. That is what matters.”
A broad overview of the game design process:
http://nothingsacredgames.com/the-path-of-the-game-and-the-path-of-the-designer/
How to keep in contact with Kickstarter backers after the project ends:
http://www.stonemaiergames.com/kickstarter-lesson-61-post-campaign-communication/
A panel of designers at GrandCon goes over lots of topics of interest to designers:
http://www.buildingthegamepodcast.com/2013/10/02/bonus-episode-26-grandcon-2013-game-design-panel/
Colby Dauch of Plaid Hat Games (@PlaidHatGames) joins Board Game University to discuss growing a game publishing company, effective playtesting, balancing factions, working with licenses, counting the costs and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-19-colby-dauch
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
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
