How your scoring system distributes points, and how it encourages player behavior:
http://kevingnunn.com/2014/02/05/ties-damn-ties-and-statistics-part-3/
Tips & Resources for Board Game Designers
How your scoring system distributes points, and how it encourages player behavior:
http://kevingnunn.com/2014/02/05/ties-damn-ties-and-statistics-part-3/
Examining depth and emergent gameplay–finding the ideal ratio of depth to complexity:
The Something From Nothing vidcast discusses designing big vs. small games, interaction, player helplessness and more
Geoff Engelstein (@gengelstein) joins the Game Design Round Table to discuss real-time games, designing with family, learning to play new games, and more:
http://www.buzzsprout.com/7928/147758-65-real-time-with-geoff-engelstein
February 2014’s Board Game Design Showdown: “From nothing, something”
Design a game with exactly one type of component
Deadline: Feb. 8, 2014
Grammatical pitfalls in rulebook writing:
http://www.diceonfire.com/2014/02/writing-instruction-manuals-part-2.html
The theme for February 2014’s 24-hour game design contest is commercialism:
http://boardgamegeek.com/thread/1115277/24-hour-contest-february-2014
What expansions can do to alter the base game:
Don’t waste the publisher’s time: creating a salable product and getting right to the point:
http://boardgamegeek.com/blogpost/26977/submitting-your-game-101-dont-waste-the-publishers
David Chott (@3haresgames) on preparing for a Kickstarter campaign, talking with playtesters one-on-one and more:
http://hyperbolegames.com/2014/01/31/interview-with-david-chott/
Scott Almes (@Scott_Almes) on getting started in design, balancing factions, cutting mechanics, finding a publisher and more:
The new year is off to a great start. In addition to a pair of guest posts on the Cardboard Edison blog, we found a bunch of useful tips and resources for board game designers all over the web:
Major categories of tiebreakers:
http://kevingnunn.com/2014/01/31/ties-damn-ties-and-statistics-part-2/
Different ways of making prototype cards, with pros and cons for each:
http://stonemaiergames.com/kickstarter-lesson-77-creating-card-prototypes-for-third-party-reviewers/
“If you want to create things, there is no substitute for practice. Don’t just read about games; don’t just play them. You have to make a lot of games.”
Jeffrey D. Allers on personal discipline when designing, skills designers need, “beautiful dilemmas,” the “Vitruvian triangle” of board games, learning by copying and more:
Ten things a Kickstarter project should have if you want to attract as many backers as possible:
http://stonemaiergames.com/kickstarter-lesson-77-the-10-reasons-ill-back-a-kickstarter-project/
The Game Design Round Table discusses conflict and its role in games:
On positional balance–the relative position among players–and addressing the runaway leader problem and implementing catch-up mechanics:
Ways of divvying-up points among tied players:
http://kevingnunn.com/2014/01/29/ties-damn-ties-and-statistics-part-1/