Some questions to consider asking blind playtesters:
http://drwictzboardgames.blogspot.com/2013/10/what-to-ask-on-blind-play-tester.html
Tips & Resources for Board Game Designers
Some questions to consider asking blind playtesters:
http://drwictzboardgames.blogspot.com/2013/10/what-to-ask-on-blind-play-tester.html
How to get multiplayer interaction without too much politics–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1051971/how-to-get-multiplayer-interaction-wo-too-much-pol
Aldo Ghiozzi of distributor Impressions discusses the impact of Kickstarter on retailers, what publishers should know, and more on Funding the Dream (@FundTheDream):
http://www.buzzsprout.com/4646/120665-ep-164-aldo-ghiozzi-kickstarter-impact-on-boardgame-retailers
10 pieces of advice for a successful Kickstarter:
http://www.boardgamegeek.com/blogpost/23844/10-pieces-of-advice-for-a-successful-kickstarter
The Happy Mitten Games podcast (@HappyMitten) goes over the basics of board game mechanics:
“Challenge what you think you know about your design; try new things; you only learn the true boundaries of a design by pushing against them in all directions.”
Advice for staying focused on your Kickstarter’s goals and not losing backers as a result:
http://www.stonemaiergames.com/kickstarter-lesson-63-stay-focused-or-lose-backers/
Squeezing “zits” from your game–finding out what’s annoying players:
http://boardgamegeek.com/blogpost/23637/squeezing-the-zits-from-your-game
Designers discuss pitching to publishers, dealing with rejection and more on the Something From Nothing vidcast
Bruno Faidutti on why theme is just as important for a light game:
Corey Koneiczka of Fantasy Flight Games discusses expansions on the Ludology podcast:
http://ludology.libsyn.com/ludology-episode-66-please-sir-can-i-have-some-more
Making prototype icons using Inkscape:
http://boardsandbarley.com/2013/10/08/prototype-art-icons-in-inkscape/
“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/
“The measure of a game designer is not how often they turn out to be wrong about something, but how gracefully they recover when it happens.”
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/