Adding flavor to your game through rules, art and text:
http://www.leagueofgamemakers.com/adding-flavor-to-your-game/
Tips & Resources for Board Game Designers
Adding flavor to your game through rules, art and text:
http://www.leagueofgamemakers.com/adding-flavor-to-your-game/
Basic probability for game designers:
http://www.leagueofgamemakers.com/probability-for-game-designers/
“As a game improves, the fraction of potential modifications which will improve it plummets. It gets to be like looking for water in the Sahara. One characteristic of great game designers, which I try to emulate, is they keep looking longer than everyone else.”
The pros and cons of an “upkeep phase”–think “feed your family” or “paying income”:
http://oakleafgames.wordpress.com/2014/07/28/pros-and-cons-of-an-upkeep-phase
Stonemaier Games is holding a Design Day on Nov. 15, 2014, in St. Louis:
https://docs.google.com/forms/d/1DLe28bNYmQ3cjnp_sm-R9J_cntN57hOtLdKH2gU5xBA/viewform
When to quit working on a design: “The sooner you can realize that a game isn’t deserving of your time, the sooner you can design one that is!”
http://boardsandbarley.com/2014/08/05/when-to-fold-em-quitting-on-your-designs/
“If you have no patience, you will fail.
You need patience while testing game.
You need patience when improving the game.
You need patience when balancing the game.
You need patience when your first game is released and – believe it or not – not the whole world will praise you.
You need it to give you strength to begin work on your second game. And third. And fourth…”
The top six things you need to know about running a Kickstarter project:
http://stonemaiergames.com/the-top-6-things-you-really-need-to-know/
“Anyone wanting to design games should start by playing lots of games. As you play, analyze how the game works. Why is it fun? How does the game handle dramatic tension? How is it balanced?”
Using online comments to build a brand and fan base:
http://www.buzzsprout.com/4646/192744-ep-223-building-a-crowd-with-comments-guest-jamey-stegmaier
“Play lots of games. The more games you have the more solutions you will have at your fingertips for problems that come up with your designs.”
“Get new playtesters after working on your game a while – if you always use the same playtesters your game will be developed only for experts, not for new players as well – and new players are, if anything, more important to a game.”
“The best advice I could give to designers seeking publication is when pitching your game, don’t forget to sell the publisher on YOU!”
A.J. Porfirio of Van Ryder Games (@vanrydergames) discusses designing highly thematic games, the publisher-designer relationship and more:
The theme for the August 2014 24-hour contest is “cola”:
http://boardgamegeek.com/thread/1212218/24-hour-contest-august-2014
The Ludology podcast answers questions related to luck in games:
What to expect when working with reviewers:
http://www.bgdf.com/blog/what-i-have-learned-being-reviewed-first-time
A look at deckbuilding games as a genre and related designs:
http://www.mechanics-and-meeples.com/2014/07/28/not-necessarily-a-deckbuilding-design/
18-card microgame contest
Deadline: Oct. 31, 2014
Prizes: GeekGold and possible publication
http://boardgamegeek.com/thread/1211499/18-card-microgame-contest-pre-start-discussion
A Spiel des Jahres jury member reveals what makes a game worthy of the award:
http://inspirationtopublication.wordpress.com/2014/08/02/what-make-a-game-worth-of-the-sdj-award