“In game design, it’s often beneficial to consider multiple problems at once. This tends to spark your creativity and you may just stumble upon a single solution that solves all of them.”
Teale Fristoe of Nothing Sacred Games (@nothingsacredg) offers Kickstarter advice for before, during and after the campaign:
http://www.leagueofgamemakers.com/kickstarter-questions-with-teale-fristoe/
MicroStack Games Summer 2014 Design Contest
Deadline: July 31, 2014
Prizes: GeekGold
http://boardgamegeek.com/thread/1182028/summer-2014-design-contest
Stealing From Games (And A Game About Stealing)→
/Stealing From Games (And A Game About Stealing)
I see this a lot among game designers of all kinds, both new and experienced:
I really want to use [game mechanism X] but I worry it’ll be too much like [popular game]
I am here to set you free and tell you not…
Tips for editing a large rules paragraph:
http://danielsolisblog.blogspot.com/2014/06/tips-for-editing-large-rules-paragraph.html
The Ludology podcast answers a variety of questions about randomness in games:
http://ludology.libsyn.com/ludology-episode-81-random-acts-of-kindness
Jamey Stegmaier (@jameystegmaier) joins Board Game University to discuss Kickstarter, blind playtesting and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-33-jamey-stegmaier
The theme for the June 2014 24-hour game design contest is “gothic”:
http://boardgamegeek.com/thread/1180826/24-hour-contest-june-2014
Cardboard Edison's Favorite Tips & Resources - May 2014
/Our monthly roundup of useful advice and helpful links for board game designers features sage words about a common concern, tips for approaching publishers, a blast from the past and more:
- “Consume knowledge and experience as though starving. Then, go by your gut.” - Eric Lang (@eric_lang)
- Something From Nothing offers lots of advice for putting out a print-and-play
- “It is important to not make too many changes at once, and to playtest any changes you do make thoroughly, with different types of players. Take notes on what works and what doesn’t, make adjustments, and try again.” - Doug Bass of Meridae Games
- “A playtest where your game breaks? Whether it’s truly a bad playtest is up to you. It could be the most important test of your game’s development.” - Gil Hova (@gilhova)
2014 Solitaire Print and Play Contest
Deadline: Aug. 2, 2014
Prizes: GeekGold
http://boardgamegeek.com/thread/1179655/2014-solitaire-print-and-play-contest

