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Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
  • About Us/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
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December 12, 2013 December 12, 2013/ Cardboard Edison

The purpose of a pitch: on the importance of engaging backers in your Kickstarter campaign:

http://www.stonemaiergames.com/kickstarter-lesson-73-the-art-of-pitching/

December 12, 2013/ Cardboard Edison/
publishing

Cardboard Edison

December 12, 2013 December 12, 2013/ Cardboard Edison

Big games vs. small games–considerations for designers and publishers:

http://nothingsacredgames.com/all-games-big-and-small/

December 12, 2013/ Cardboard Edison/
process, publishing

Cardboard Edison

December 12, 2013 December 12, 2013/ Cardboard Edison

A look at several games that let players make up the rules:

http://3dtotalgames.com/making-rules-go-along/

December 12, 2013/ Cardboard Edison/
theory

Cardboard Edison

December 09, 2013 December 09, 2013/ Cardboard Edison

The Building the Game podcast (@PodcastBTG) discusses ways to build a community of supporters:

http://www.buildingthegamepodcast.com/2013/12/08/episode-80-exploding-beer-and-other-stuff/

December 09, 2013/ Cardboard Edison/
industry

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

A chart of board game distribution companies:

http://www.jamesmathe.com/hitchhikers-guide-to-game-distributors/

December 06, 2013/ Cardboard Edison/
publishing, industry

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

A close look at the board game Kickstarter campaigns that failed in 2013:

http://boardgamegeek.com/blogpost/25472/kickstarter-analytics-2013-failures

December 06, 2013/ Cardboard Edison/
publishing

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Board Game Design Forum’s December 2013 Game Design Showdown - “The Gifting Season”

Create a game where players must give some component to other players

Deadline: Dec. 9, 2013

http://www.bgdf.com/node/13622

December 06, 2013/ Cardboard Edison/
contests

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

On audience feedback: “Realize that your game can’t be everything for everyone - even within the intended audience.”

http://boardgamegeek.com/blogpost/25469/a-designers-perspective-on-audience-feedback

December 06, 2013/ Cardboard Edison/
industry

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Geoff Engelstein (@gengelstein) on player experience, playtesting, promotion and more:

http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-1-of-4.html

http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-2-of-4.html

http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-3-of-4.html

http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-4-of-4.html

December 06, 2013/ Cardboard Edison/
theory, process, playtesting, industry

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

The 10 Elements of Great Customer Service for a Kickstarter Creator:

http://www.stonemaiergames.com/kickstarter-lesson-72-the-10-elements-of-great-customer-service-for-a-kickstarter-creator/

December 06, 2013/ Cardboard Edison/
publishing

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Thoughts on perfect-information games:

http://www.mechanicalgamer.com/post/68975033631/blog-post-perfect-information-in-games

December 06, 2013/ Cardboard Edison/
theory

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Three strengths and a weakness of worker-placement games:

http://www.brasscastlegames.co.uk/?p=80

December 06, 2013/ Cardboard Edison/
theory

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Four reactions that great games elicit from players: Oooh, Hmmm, Ugh, and Aha:

http://boardgamegeek.com/thread/1080452/four-familiar-factors-of-great-games

December 06, 2013/ Cardboard Edison/
theory

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Give yourself a “license to suck” during playtesting:

http://gil.hova.net/2013/12/03/license-to-suck/

December 06, 2013/ Cardboard Edison/
playtesting

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

The theme for the December 2013 24-hour game design contest is “blue”:

http://boardgamegeek.com/thread/1079926/24-hour-contest-december-2013

December 06, 2013/ Cardboard Edison/
contests

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison
“Getting feedback to “tear everything down and start again from the core principles” is a **good** thing. It’s no fun to hear, but it means fundamentally your game has ideas worth all that extra work. “I don’t know what to tell you” is far worse; there might not be a game.”
— Mike Mullins (@bluedevilduke)
December 06, 2013/ Cardboard Edison/
playtesting

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison

Rob Daviau podcast double feature–the designer discusses “legacy” game systems:

Ludology: http://ludology.libsyn.com/ludology-episode-70-risky-business

Game Design Round Table: http://thegamedesignroundtable.com/2013/12/02/episode-56/

December 06, 2013/ Cardboard Edison/
theory, process, playtesting, industry, podcasts

Cardboard Edison

December 06, 2013 December 06, 2013/ Cardboard Edison
“Being a game designer just means making and playing games; it’s good times. Being a published game designer adds some stuff that’s no fun. It might not be for you.”
— Donald X. (via tcpettyiii)
December 06, 2013/ Cardboard Edison/

Cardboard Edison

December 04, 2013 December 04, 2013/ Cardboard Edison

Ares Magazine is accepting submissions for board games that can be included in their fantasy-fiction magazine:

http://aresmagazine.com/?page_id=46

December 04, 2013/ Cardboard Edison/
industry

Cardboard Edison

December 04, 2013 December 04, 2013/ Cardboard Edison
“Learn from ancient game designers, use every part of a game mechanic. Don’t do with two systems what you can do with one.”
— Daniel Solis (@DanielSolis)
December 04, 2013/ Cardboard Edison/
theory

Cardboard Edison

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