The Ludology podcast discusses the use of heuristics–mental shortcuts–in board games:
http://ludology.libsyn.com/ludology-episode-97-rules-of-thumb
Tips & Resources for Board Game Designers
The Ludology podcast discusses the use of heuristics–mental shortcuts–in board games:
http://ludology.libsyn.com/ludology-episode-97-rules-of-thumb
“Make your prototypes look as finished as your game is.”
The Kickstarter Effect: Signing a Game in the Age of Crowdfunding (full-resolution version)
What to do if you receive a cease-and-desist letter about your Kickstarter:
What to do when your design efforts hit a wall? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1314410/how-get-past-brainstorming
Lessons learned from a failed Kickstarter campaign: the importance of reviews, marketing, engagement and more:
http://boardgamegeek.com/thread/1314899/lessonsobservations-my-failed-kickstarter-crop-cyc
Lessons about variable player powers learned from other games:
Michael Keller (@vhgames) discusses modeling economics and markets in games:
http://hyperbolegames.com/2015/02/04/interview-with-michael-keller/
“Get your ideas on the table. Do it every chance you get. Make new chances and test it then too.”
Answers to common questions about public playtesting events:
http://kevingnunn.com/2015/02/04/getting-ready-for-protospiel-2015-part-2/
Different ways that games have handled character death without player elimination:
http://www.reddit.com/r/tabletopgamedesign/comments/2umpmw/games_that_handle_death_interestingly/
The theme for the February 2015 24-hour contest is “fairy”:
http://boardgamegeek.com/thread/1313781/24-hour-contest-february-2015
Pros vs. Newbs: Experience Counts When Signing a Game (full-resolution version)
The Meeple Syrup vidcast (@MeepleSyrup) discusses scaling games for different player numbers
Two videos on promoting a game:
The Impressions vidcast on building a network: https://www.youtube.com/watch?v=QgjsS-t8soU
The Forbidden Limb on promoting a Kickstarter: https://www.youtube.com/watch?v=cr7sg75O0a0
Designing for the colourblind?
Avoid picking two colours on the same line.
more wonderful graphics at the owner’s site:
http://www.color-blindness.com/2009/01/19/colorblind-colors-of-confusion/
What are the Rodneys? Great question. They are the name for our just launched Gamehole Con game design award. If you look at any of our annual logos, you will see an armored fellow squaring off against some foe. At Gamehole Con command central, we have always called that guy, Sir Rodney….
This month’s roundup of board game design links features data on Kickstarter trends, advice for finding a publisher and a reminder about loving your designs. Plus, the first installments in our series of reports on licensing contracts and our new series of publisher interviews.
process:
playtesting:
Cardboard Edison Omnibus is supported by our patrons on Patreon.
“Finish your designs. It’s fun to keep starting new projects, but only finished games are the best they can be.”
“Sometimes feedback from weeks or months ago can suddenly resonate. Don’t discard feedback just because it doesn’t make sense at the time.”