Applying the “rule of three” to a game pitch, gameplay characteristics and unknown elements:
http://boardgamegeek.com/blogpost/38869/game-design-101-power-three
Tips & Resources for Board Game Designers
Applying the “rule of three” to a game pitch, gameplay characteristics and unknown elements:
http://boardgamegeek.com/blogpost/38869/game-design-101-power-three
Lessons learned from Unpub 5: preparation, feedback, teaching, making contacts and more:
When and how to use negative points:
http://danielsolisblog.blogspot.com/2015/02/choice-and-time-when-do-negative-points.html
“Know what you’re getting into. Once you get past the thrill of expressing your creativity, you have to deal with setbacks and criticism. Making a game is fun. Publishing it is business.”
Sources of player dissatisfaction–and suggested solutions:
The benefits of microgames as a design exercise:
https://oakleafgames.wordpress.com/2015/02/11/design-exercise-microgame/
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
11 rules for board game rules writing:
Takeaways from selling down a first print run of a Kickstarter game:
“Playtesting is more about finding where your design needs improvement, rather than validating what you did right.”
Board Game Jam: March 7-8, 2015, in Toronto:
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/
“The best feedback doesn’t come from asking someone a question and hearing their response. It comes from just sitting back and watching them play.”
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
“You can sit and tweak forever, or you can start to get it out there. It’s a tough and fuzzy line, but you start to gauge it a little better with each go.”
Challenges in designing a 4X game:
http://boardgamegeek.com/blogpost/38580/snowball-and-steamroller-fundamental-challenges-4x