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Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
  • About Us/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Tariffs Report
    • Playtest Groups
    • Virtual Tabletops
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    • Game Design Checklist
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featured
theory
playtesting
prototyping
process
rules
licensing
publishing
industry
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November 15, 2014 November 15, 2014/ Cardboard Edison
“The most important part of game design is playtesting. Constant, relentless, iterative playtesting. Every single part of the game has to be battle-tested, every part has to justify its existence.”
— Gil Hova (@gilhova)
November 15, 2014/ Cardboard Edison/ /Source
playtesting

Cardboard Edison

November 15, 2014 November 15, 2014/ Cardboard Edison

Gil Hova (@gilhova) on playtesting, design resources and tools, moving into self-publishing, having thick skin and lots more:

http://andhegames.com/how-gil-hova-designer-of-battle-merchants-makes-games/

November 15, 2014/ Cardboard Edison/
playtesting, process

Cardboard Edison

November 14, 2014 November 14, 2014/ Cardboard Edison
“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.”
— Nathaniel Levan (@OakleafGames)
November 14, 2014/ Cardboard Edison/ /Source
playtesting

Cardboard Edison

November 14, 2014 November 14, 2014/ Cardboard Edison

Starting tools for a prototyping kit:

http://boardsandbarley.com/2014/11/14/game-design-starter-prototyping-tools/

November 14, 2014/ Cardboard Edison/
prototyping

Cardboard Edison

November 13, 2014 November 13, 2014/ Cardboard Edison

Building a community for your game, a panel from Metatopia 2014

November 13, 2014/ Cardboard Edison/
industry

Cardboard Edison

November 13, 2014 November 13, 2014/ Cardboard Edison

Tips for writing and organizing rulebooks

November 13, 2014/ Cardboard Edison/
rules

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison
“I believe in erring on the short side. Keep your players wanting more. Too many games overstay their welcome. Instead, add replay variety to encourage players to play again.”
— Tom Lehmann
November 12, 2014/ Cardboard Edison/ /Source
theory

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison

Tom Lehmann on being a full-time designer, collaboration, designing simultaneous systems, completing your first designs and more:

http://www.gamesprecipice.com/tom-lehmann/

November 12, 2014/ Cardboard Edison/
industry, theory, process, licensing

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison

Advice for making Kickstarter backers feel heard:

http://stonemaiergames.com/kickstarter-lesson-127-give-each-backer-a-voice/

November 12, 2014/ Cardboard Edison/
publishing

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison

Building a Better Prototype, a Metatopia 2014 panel with prototyping tips for designers

November 12, 2014/ Cardboard Edison/
prototyping

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison
“Creativity is a muscle, and you need to exercise that muscle. It’s that simple.”
— Rob Couch (@poorly_designed)
November 12, 2014/ Cardboard Edison/ /Source
process

Cardboard Edison

November 12, 2014 November 12, 2014/ Cardboard Edison
“You can think you have it mathed out, but if the butter to pancake ratio just seems off in your game then you gotta just add more butter.”
— Ben Pinchback (@pinchback21)
November 12, 2014/ Cardboard Edison/
process

Cardboard Edison

November 11, 2014 November 11, 2014/ Cardboard Edison

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

November 11, 2014/ Cardboard Edison/
theory

Cardboard Edison

November 11, 2014 November 11, 2014/ Cardboard Edison

What chefs can teach us about game design:

http://kevingnunn.com/2014/11/08/what-chefs-can-teach-us-about-game-design/

November 11, 2014/ Cardboard Edison/
theory

Cardboard Edison

November 11, 2014 November 11, 2014/ Cardboard Edison

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/

November 11, 2014/ Cardboard Edison/
publishing

Cardboard Edison

November 11, 2014 November 11, 2014/ Cardboard Edison
“Take a critical look at your game: Why does it need to be published, and how is it excelling? How is it doing something different than other games have done in the recent past?”
— Stephen Buonocore (@StrongholdGames)
November 11, 2014/ Cardboard Edison/ /Source
licensing

Cardboard Edison

November 10, 2014 November 10, 2014/ Cardboard Edison

Advice for starting small as a new publisher:

http://stonemaiergames.com/good-creator-bad-creator-a-guest-post-by-brian-henk/

November 10, 2014/ Cardboard Edison/
publishing

Cardboard Edison

November 07, 2014 November 07, 2014/ Cardboard Edison

The theme for the November 2014 24-hour contest is “beard”:

http://boardgamegeek.com/thread/1265203/24-hour-contest-november-2014

November 07, 2014/ Cardboard Edison/
contests

Cardboard Edison

November 06, 2014 November 06, 2014/ Cardboard Edison

Larry Roznai of Mayfair Games (@mayfairgames) and Patrick Nickell of Crash Games (@Crash_Games) on how designers and publishers work together, on the Meeple Syrup vidcast (@MeepleSyrup)

November 06, 2014/ Cardboard Edison/
licensing

Cardboard Edison

November 06, 2014 November 06, 2014/ Cardboard Edison

Thoughts on action cards and their role in a game:

http://www.3dtotalgames.com/action-cards/

November 06, 2014/ Cardboard Edison/
theory

Cardboard Edison

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