11 games that do roll-and-move right:
How to find–or build–a game design community:
http://www.leagueofgamemakers.com/a-league-of-your-own-building-a-game-design-community/
Reflections on playtesting: making changes, stopping it early, picking players and more:
http://boardgamegeek.com/thread/1318171/reflections-playtesting
Kickstarter lessons learned: building a community, setting prices, getting reviews, videos, and more:
http://boardgamegeek.com/thread/1315808/post-mortem-necronauts-kickstarter
Clever scoring mechanisms–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1317082/clever-scoring-mechanics
The merits of different programs to quickly create prototype cards:
http://www.reddit.com/r/tabletopgamedesign/comments/2v9in7/card_prototype_generator/
Michael Keller (@vhgames) on economic games, auctions, player interaction, the design process and more:
http://ninjavspirates.libsyn.com/s9e07-lets-play-mayor-for-a-day
Challenges in designing a 4X game:
http://boardgamegeek.com/blogpost/38580/snowball-and-steamroller-fundamental-challenges-4x
The Ludology podcast discusses the use of heuristics–mental shortcuts–in board games:
http://ludology.libsyn.com/ludology-episode-97-rules-of-thumb
The Kickstarter Effect: Signing a Game in the Age of Crowdfunding (full-resolution version)
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
