A look at more than 20 board game manufacturers, with pros and cons for each:
http://www.jamesmathe.com/hitchhikers-guide-to-game-manufacturers/
Tips & Resources for Board Game Designers
A look at more than 20 board game manufacturers, with pros and cons for each:
http://www.jamesmathe.com/hitchhikers-guide-to-game-manufacturers/
When should you use variable player powers? A BoardGameGeek designers forum discussion:
Dice Hate Me (@dicehateme) is running a 54-card game design challenge, with the winner receiving publication (details at 2:04):
http://www.buzzsprout.com/3256/128220-the-one-about-your-right-to-party
Advice for attending the Spiel gaming convention in Germany as a Kickstarter board game publisher:
http://www.stonemaiergames.com/4-great-reasons-for-kickstarter-game-creators-to-attend-essen-spiel/
“Have fun! If you’re not enjoying it, then what the hell is the point?”
Thoughts on mapping theme to mechanics for a well-integrated theme:
https://oakleafgames.wordpress.com/2013/10/19/game-theory-isomorphism/
Exceptions in games: When are they appropriate?
http://www.mostdangerousgamedesign.com/2013/11/investigating-exceptions.html
Thoughts on using carrots or sticks in a design:
“I don’t recommend building a medium or large game for your first design. Start simple. Design time scales exponentially with complexity.”
Jamey Stegmaier (@jameystegmaier) discusses how to get low-cost international shipping on the Funding the Dream podcast (@FundtheDream):
Matt Worden (@MattWordenGames) discusses fitting game design into real life on the Happy Mitten Games podcast (@HappyMitten):
January 2014 is 4P Month–playtest your games four times in one month:
http://gil.hova.net/2013/11/05/january-2014-will-be-4p-month/
“Don’t dismiss your idea as tough or not important, but work on it and support it.”
The theme for the November 2013 BoardGameGeek 24-Hour Contest is “map”:
http://boardgamegeek.com/thread/1064485/24-hour-contest-november-2013
What you should definitely include in your rulebook:
http://boardgameben.com/writing-rules-part-ii-whats-in-whats-out/
Ways to design a game with asymmetric difficulty, and why you might want to:
Considerations when designing and balancing “power” cards:
http://jtreat.tumblr.com/post/66115254018/a-very-brief-intro-to-designing-power-cards
A high-level look at writing rulebooks:
http://boardgameben.com/writing-rules-part-i-time-traps-and-peanut-butter/
Catch-up mechanics: When are they appropriate and how can they be done correctly?
The Cardboard Jungle podcast (@CBJPodcast) offers advice for first-time Kickstarter project creators (starting at 1:29):
http://www.mevio.com/episode/334714/episode-26-ain-t-that-a-kick