The theme for the April 2014 24-Hour Contest is “Ninja”:
http://boardgamegeek.com/thread/1148721/24-hour-contest-april-2014
Tips & Resources for Board Game Designers
The theme for the April 2014 24-Hour Contest is “Ninja”:
http://boardgamegeek.com/thread/1148721/24-hour-contest-april-2014
Board Game Design Forum’s April 2014 Game Design Showdown
Design a game for only two players that uses bluffing and misdirection
Deadline: April 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-april-2014-fool-me-once
A detailed look at four U.S. card game manufacturers:
http://gotgeniusgames.com/kickstarter-topic-4-manufacturing-a-card-game/
Our monthly roundup of links and quotes for board game designers is here! This month features some important information for first-time designers, a useful tool for making grid paper, a valuable list of things that should be in a licensing contract and more:
Know what to expect before going into a playtesting event:
http://www.buildingthegamepodcast.com/2014/03/30/episode-96-milwaukee-blues-and-another-hailstorm/
Ways to add complexity to enhance a game for experienced players without increasing the difficulty for new ones:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/293
The merits and limitations of using icons on cards:
What causes analysis paralysis, and how can you limit it in your designs?
“While many designers may not want to admit it, the theme, art, and setting of a game can really add to the fun factor. Players have a much easier time getting into and enjoying a game when there’s strong thematic consonance.”
“Dear playtester, the more negative your feedback, the more I need to hear it. Don’t sabotage my game to spare my feelings. That hurts more.”
“Development is working with people who teach you things about your own game that you never would have noticed or were incapable of seeing.”
Using mechanics that enhance the world your game creates for players:
The Game Design Round Table discusses playtesting and the challenges of getting good feedback:
http://thegamedesignroundtable.com/2014/03/25/episode-72-playtesting-2/
Kickstarter lessons in humility: reminders about setting your goal, defining the target audience, offering add-ons and more:
http://www.albinodragon.com/blog/too-big-to-fail-a-kickstarter-lesson-in-humility/
The merits and limitations of putting text on cards:
The value of agonizing over your Kickstarter project page:
http://stonemaiergames.com/live-blogging-lesson-4-the-value-of-agonizing-over-your-project-page/
Five mistakes that will kill your Kickstarter project:
https://www.buzzsprout.com/4646/160570-5-mistakes-that-will-kill-your-kickstarter-project-ep-191
“Having limitations and guidelines helps focus a design. Boundless design can be good, but it can also cause designs to wander.”
What makes a game easy to teach or hard to teach?
The stages of game development: