A DIY guide to making a prototype game box:
The BoardGameGeek designers forum discusses what characteristics define different countries’ game design styles:
http://boardgamegeek.com/thread/1234451/japanese-game-design
Questions to ask yourself before deciding to launch your game on Kickstarter:
http://boardgamegeek.com/blogpost/33884/article-1-kickstart-or-not-kickstart
Amanda Milne of SchilMil Games on playtesting, learning about the industry, codesigning and more:
http://clubfantasci.com/women-board-games-david-lowry-interviews-amanda-milne/
What qualities will help a game stand up to repeated plays?
http://hyperbolegames.com/2014/09/11/designing-for-the-deep-dive/
What mechanics give players a sense of adventure and wonder? A Reddit tabletop designers forum discussion:
http://www.reddit.com/r/tabletopgamedesign/comments/2fzzfe/designing_adventure/
The benefits of including a $1 reward level in your Kickstarter campaign:
http://stonemaiergames.com/kickstarter-lesson-113-why-every-project-should-have-a-1-reward-level/
Human nature and the “Remind Me” button: getting backers to say Yes instead of Maybe:
http://blog.lanternsgame.com/2014/09/10/why-do-kickstarter-projects-spike-at-the-end/
Erik Dahlman of The Albino Dragon discusses Kickstarter expenses, fulfillment, advertising and more:
http://www.leagueofgamemakers.com/kickstarter-questions-with-erik-dahlman/
Advice for attending conventions as a designer or publisher:
http://thegamedesignroundtable.com/2014/09/09/episode-96-the-conventions-of-conventions/
The benefits of game design “cram sessions”:
http://mvpboardgames.blogspot.com/2014/09/designtip-of-week-18-cram-sessions.html
The benefits and limits of auctions in board games:
http://drwictzboardgames.blogspot.com/2014/09/market-mechanic-lecture-auctions.html
On the human need for games:
http://sparksandrec.blogspot.com/2014/08/lets-talk-games.html
