Five beginning steps to prepare for a Kickstarter campaign:
http://www.game-o-gami.com/2014/07/02/kickstarter-and-self-publishing-where-do-i-start/
Tips & Resources for Board Game Designers
Five beginning steps to prepare for a Kickstarter campaign:
http://www.game-o-gami.com/2014/07/02/kickstarter-and-self-publishing-where-do-i-start/
Designing a game the quick way: how to go about modifying an existing game to create a new one
Board Game Design Forum’s July 2014 Game Design Showdown
Restriction: design a game that uses stacking as a main mechanism
Deadline: July 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-july-2014-game-stacked
The theme for the July 2014 24-Hour Contest is “soccer”:
http://boardgamegeek.com/thread/1195990/24-hour-contest-july-2014
Curious exactly how much work goes into running a Kickstarter campaign? Doug Levandowski of Meltdown Games (@meltdowngames) is logging the hours day-by-day:
Learning from Zombicide’s success:
http://stonemaiergames.com/learning-from-zombicides-success/
A view of games beyond theme and mechanics: How context is created for players:
http://www.leagueofgamemakers.com/theme-vs-mechanics-the-false-dichotomy/
This month’s roundup of useful links and advice for board game designers features a list of what to look for in contracts, a new prototyping tool, reminders about getting started and continuing on, publishing mistakes to avoid and lots more…
“A theme should make sense with mechanisms and reduce the learning time. A novel theme for its own sake does neither.”
Ludology discusses worker-placement games: What makes them tick? Why would designers use that mechanism? What are the pitfalls to avoid?
http://ludology.libsyn.com/ludology-episode-83-all-work-and-no-place-make-games-a-dull-toy
The Building the Game Podcast (@PodcastBTG) discusses print-on-demand services, take-that games, when to give up on a design, and more:
http://www.buildingthegamepodcast.com/2014/06/29/episode-109-questions-and-magic/
The benefits of working with publishers:
http://mvpboardgames.blogspot.com/2014/06/dtow-9-working-with-publisher.html
A program for turning comma-separated lists into printable playing cards:
Advice for the process of writing your game’s rulebook:
http://boardgamegeek.com/thread/1194562/how-do-you-write-instruction-manual
Board Game Mechanics Library–a new project to catalog the different ways games have used various mechanics:
A reminder about copying and pasting messages to supporters:
http://stonemaiergames.com/kickstarter-lesson-106-dont-copy-and-paste/
What to do when testing becomes a grind–a Board Game Designers Forum discussion:
http://www.bgdf.com/forum/game-creation/playtesting/testing-becomes-grind
Kevin Nunn (@kgnunn) looks at the prisoner’s dilemma and how it can be used in games:
http://kevingnunn.com/2014/06/13/be-ye-friend-or-be-ye-foe-part-1/
http://kevingnunn.com/2014/06/17/be-ye-friend-or-be-ye-foe-part-2/
http://kevingnunn.com/2014/06/20/be-ye-friend-or-be-ye-foe-part-3/
http://kevingnunn.com/2014/06/25/be-ye-friend-or-be-ye-foe-part-4/
The Game Design Round Table talks to the Bamboozle Brothers (@bamboozlebros) about working with a partner long distance, getting picked up by a publisher and more:
http://thegamedesignroundtable.com/2014/06/24/episode-85-bamboozle-brothers/
At what point should you begin blind playtesting?
http://www.reddit.com/r/tabletopgamedesign/comments/28w8gu/when_to_hand_to_play_testers/