Cardboard Edison
  • About Us
  • Houdini's Last Act Quad Squad Cobras Retail Rejects More Games Prototypes
  • Blog Industry Reports Tariffs Report Playtest Groups Virtual Tabletops Contests Podcast Interviews Game Design Checklist
  • Houdini's Last Act
  • Publisher Directory
  • Award
  • Newsletter
  • Sign In My Account
Cardboard Edison
  • About Us/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Tariffs Report
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Podcast
    • Interviews
    • Game Design Checklist
  • Houdini's Last Act/
  • Publisher Directory/
  • Award/
  • Newsletter/
  • Sign InMy Account
board+game+bits.jpg
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/
    • Blog
    • Industry Reports
    • Tariffs Report
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Podcast
    • Interviews
    • Game Design Checklist
  • Houdini's Last Act/
  • Publisher Directory/
  • Award/
  • Newsletter/
  • Sign InMy Account
featured
theory
playtesting
prototyping
process
rules
licensing
publishing
industry
Bright Ideas RSS

Receive exclusive board game design tips and resources in your inbox by subscribing to our weekly Omnibus newsletter


April 27, 2014 April 27, 2014/ Cardboard Edison

The psychological benefits of ending Kickstarter pledge levels with the number 9:

http://stonemaiergames.com/kickstarter-lesson-92-the-psychological-benefits-of-ending-price-points-with-the-number-9/

April 27, 2014/ Cardboard Edison/
publishing

Cardboard Edison

April 27, 2014 April 27, 2014/ Cardboard Edison

Dan Cassar (@maltezefalkon) on the four elements of fun games, making something enjoyable to both gamers and non-gamers, and more:

http://boardgamegeek.com/blogpost/29315/dan-cassar-on-building-arboretums

April 27, 2014/ Cardboard Edison/
theory

Cardboard Edison

April 27, 2014 April 27, 2014/ Cardboard Edison

How to submit your game to BoardGameGeek–step-by-step instructions:

https://thisisthefront.wordpress.com/2014/04/27/posting-your-game-to-boardgamegeek/

April 27, 2014/ Cardboard Edison/
publishing

Cardboard Edison

April 26, 2014 April 26, 2014/ Cardboard Edison
“Demo tip: Sell the person on the game not on purchasing a copy…especially when doing it for reviewers/bloggers/podcasters.”
— Anthony Racano (@CBJPodcast)
April 26, 2014/ Cardboard Edison/
publishing, industry

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison

How to design a worker placement game–building from others’ designs, reducing analysis paralysis, and calculating the value of actions:

http://www.leagueofgamemakers.com/how-to-design-a-worker-placement-game-part-2/

April 25, 2014/ Cardboard Edison/
theory, process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“Playtest ASAP. Often more design happens during playtesting than the design phase itself.”
— Ed Marriott (@EdPMarriott)
April 25, 2014/ Cardboard Edison/
playtesting

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“Playtesting has a way of revealing “oh hey, this game should never exist.” But if you leave a first playtest thinking “but THIS part didn’t totally suck,” keep going.”
— Adam McIver (@ad7m)
April 25, 2014/ Cardboard Edison/
playtesting

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“Most significant barrier to design and publishing your first game is… you. Dedicate time and energy and you will do it.”
— Peter Vaughan (@pvaughan007)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“Seeing how intuitive playtesters find various mechanics is a great way to determine what to streamline.”
— Adam McIver (@ad7m)
April 25, 2014/ Cardboard Edison/
playtesting

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“It becomes emotionally easier to streamline after you’ve designed a bunch of games. Ideas less precious.”
— Daniel Solis (@DanielSolis)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“What can I cut while still keeping the core experience intact?”
— Nazca Games (@nazcagames)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“The HARDEST part of design is follow-through. PLENTY of amazing ideas never get made because design is hard.”
— Adam McIver (@ad7m)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“What’s fun? What is the big thing that’s fun to do? Augment that, chop off things that don’t matter.”
— Chris Darden (@cbdarden)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“If you really have game design on the brain, inspiration will come from every aspect of your life.”
— Adam McIver (@ad7m)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“It is easy to get a game half-done, and not so difficult to take it to 75%. The other 25% may never come.”
— Scott Nicholson (@snicholson)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“The reason games are reskinned by publishers is because the designer does a poor job of identifying the market.”
— Boyan Radakovich (@thegamesmith)
April 25, 2014/ Cardboard Edison/
process, licensing

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“If your goal in doing a game is to make a game you want to play, then you are the audience. If your goal in making a game is to sell the design to a publisher, then you need to think of an audience.”
— Scott Nicholson (@snicholson)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“If I design just for myself, I can’t find playtesters. Dead end. I must think about others when I design.”
— Daniel Solis (@DanielSolis)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“I would never design a game I wouldn’t enjoy myself, but knowing who else would enjoy it is also key.”
— Adam McIver (@ad7m)
April 25, 2014/ Cardboard Edison/
process

Cardboard Edison

April 25, 2014 April 25, 2014/ Cardboard Edison
“The feedback you can never deny: “Your game is good, but not yet great.””
— Andrew Federspiel (@AndrewFdrspl)
April 25, 2014/ Cardboard Edison/
playtesting

Cardboard Edison

  • Previous
  • Next

2026 Cardboard Edison Supporters:

Alley Cat Games
Back Office by Naylor Games