Advice for making rules-reading less painful than it has to be
Why it’s worth entering design contests–and what to expect when you do:
http://www.leagueofgamemakers.com/game-design-contests-are-they-worth-it/
What gives a game a rewarding moment for players?
http://hyperbolegames.com/2014/09/15/pre-baking-with-dopamine/
6 tips for designers to make their game more replayable:
http://www.mofbg.co.uk/2014/09/lessons-on-re-playability.html
SEE ALSO: http://hyperbolegames.com/2014/09/11/designing-for-the-deep-dive/
How to do Kickstarter outreach: reviews, previews, interviews, podcasts and game stores:
http://nothingsacredgames.com/shadow-throne-kickstarter-outreach-part-i/
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/
