“Test as early as you can and learn how to ruin your game from the start. Test your game as you are forming the idea. Use a lot of thought experiments.”
Data on daily and monthly trends in Kickstarter success:
http://paulowengames.blogspot.com/2015/01/statistical-review-of-seasonal-effects.html
Rob Daviau (@robdaviaugamer) on exploring false paths, calling it quits, making fixes and more:
http://playersdisconnected.com/an-interview-with-rob-daviau/
How to keep players trading in a trading game:
http://drwictzboardgames.blogspot.com/2015/01/trade-mechanic-equilibrium-in-board.html
Advice for designing games with your partner:
http://www.leagueofgamemakers.com/it-takes-two-to-make-a-game-go-right/
Data on the value of a solo mode to a game’s success–and tips for how to approach designing one:
http://stonemaiergames.com/the-compelling-power-of-solo-play-for-tabletop-game-kickstarters/
Data on how much offering a print-and-play copy helps a Kickstarter campaign:
http://www.jamesmathe.com/does-a-print-play-version-of-your-game-help-sales/
Guidelines for great art in board games:
http://www.acrosstheboardgames.net/nicole/what-makes-great-art-in-games/
The Long View podcast (@Longviewpodcast) discusses the characteristics and popularity of dice games:
http://boardgamegeek.com/boardgamepodcastepisode/135031/long-view-dice-games
Thoughts on unique player powers:
http://lawofgamedesign.com/2015/01/09/theory-rules-for-player-powers/
