“Everyone has something to tell you. No matter how far along your design is, it can always benefit from feedback. Even if you don’t think the feedback is right, it has a grain of useful information about something your game can do differently, and sometimes better.”
Starting tools for a prototyping kit:
http://boardsandbarley.com/2014/11/14/game-design-starter-prototyping-tools/
Advice for making Kickstarter backers feel heard:
http://stonemaiergames.com/kickstarter-lesson-127-give-each-backer-a-voice/
Achieving fun by making players feel smart and unique:
http://mvpboardgames.blogspot.com/2014/11/design-tip-of-week-22-fun-to-time-ratio.html
What chefs can teach us about game design:
http://kevingnunn.com/2014/11/08/what-chefs-can-teach-us-about-game-design/
Getting it right and wrong on Kickstarter: page layout, engagement with backers, reviews and stretch goals:
http://meltdowngames.wordpress.com/2014/11/11/gothic-doctor-wrap-up-part-2-during-the-project/
Advice for starting small as a new publisher:
http://stonemaiergames.com/good-creator-bad-creator-a-guest-post-by-brian-henk/
The theme for the November 2014 24-hour contest is “beard”:
http://boardgamegeek.com/thread/1265203/24-hour-contest-november-2014
A list of market mechanics and how they can be used in board games:
http://drwictzboardgames.blogspot.com/2014/11/market-mechanic-lecture-retrospective.html
Peter Olotka, co-designer of Cosmic Encounter and Dune, joins the Ludology podcast to discuss the board game industry, story in games, variable player powers, balance and more:
http://ludology.libsyn.com/ludology-episode-91-olotka-encounter
