If lots of players do something wrong in a game, like consistently misinterpreting how a particular mechanic works, then you either have to spend a lot of effort making it really obvious what they should be doing (by producing reminder cards or lots of rules examples), or you can change the game so that what they were doing is correct. The latter course of action is usually better - fighting human nature is not easy.
— Sebastian Bleasdale

Cardboard Edison's Favorite Tips & Resources - June 2014

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…

#playtesting:

#process:

#prototyping:

#licensing:

#publishing:

#theory: