Advantages of card decks with asymmetric suits:
http://kevingnunn.com/2014/02/26/asymmetrical-suits-in-card-games-part-1/
Tips & Resources for Board Game Designers
Advantages of card decks with asymmetric suits:
http://kevingnunn.com/2014/02/26/asymmetrical-suits-in-card-games-part-1/
Phil Kilcrease of 5th Street Games (@5thstreetgames) on stress-testing games, designing for everyone, and more:
http://goforthandgame.com/2014/02/23/a-conversation-with-phil-kilcrease-of-5th-street-games-2/
The Bamboozle Brothers (@bamboozlebros) on analyzing feedback, communicating with players and publishers, the “micro-game mentality,” long-distance co-designing and more:
http://bellwethergames.com/designers/jay-cormier-and-sen-foong-lim-interview/
Manufacturing in China vs. the U.S.–pros and cons:
http://www.leagueofgamemakers.com/china-vs-united-states-manufacturing/
Things to do during your Kickstarter’s “dead zone”:
https://www.buzzsprout.com/4646/153357-ep-186-tyler-james-9-things-during-the-kickstarter-dead-zone
Panda Game Manufacturing (@pandagm) discusses manufacturing, components, the gaming industry worldwide and more on the Happy Mitten podcast (@HappyMitten):
“For a designer, honest feedback is a beautiful thing. You can’t overreact or underreact. It’s your job to digest and appropriately address.”
Matt Leacock (@mleacock) and A.J. Porfirio (@vanrydergames) discuss designing co-op and solo games on the Something From Nothing vidcast
Some basic assumptions we have about tabletop games–and how they might be subverted:
http://danielsolisblog.blogspot.com/2014/02/game-assumptions-technique-for-coming.html
“Choices need to be partially but not fully comprehensible in order to be meaningful”–thoughts on understanding and choice in games:
Scoring schemes for large sets:
http://kevingnunn.com/2014/02/18/ties-damn-ties-and-statistics-part-7/
GameTek’s Geoff Engelstein (@gengelstein) discusses the importance of high points and strong endings in games:
The Game Design Round Table discusses game phases–early, mid, late–and “pivot” points:
http://thegamedesignroundtable.com/2014/02/17/episode-67-game-phases-pivots/
Things to avoid in pitch letters to publishers:
http://boardgamegeek.com/blogpost/27117/submitting-103-stuff-you-dont-want-to-get-caught-d
Avoiding player elimination, by Lewis Pulsipher (@lewpuls)
What’s required for a modern train game?
http://boardgamegeek.com/blogpost/27515/empire-builder-and-the-modern-train-game
SEE ALSO:
Scoring schemes for small sets:
http://kevingnunn.com/2014/02/14/ties-damn-ties-and-statistics-part-6/
Underused game formats that lie somewhere between competitive and cooperative:
http://boardgamegeek.com/blogpost/27555/game-format-competitive-cooperative-and-semi-quasi
Runaway leaders, rubber banding and feedback mechanisms:
http://oakleafgames.wordpress.com/2014/02/13/game-theory-runaway-leader-rubber-banding-and-feedback/
“‘I think my game is too simple, and should add more rules.’ - said no good internal monologue, ever.”