“It is very easy to want to get the game out of the gates as quickly as possible and launch it on Kickstarter or sell it online as soon as possible. Wait. Get it play-tested and refined. Do your research both on the design end and the business end.”
Applying the “rule of three” to a game pitch, gameplay characteristics and unknown elements:
http://boardgamegeek.com/blogpost/38869/game-design-101-power-three
When and how to use negative points:
http://danielsolisblog.blogspot.com/2015/02/choice-and-time-when-do-negative-points.html
The benefits of microgames as a design exercise:
https://oakleafgames.wordpress.com/2015/02/11/design-exercise-microgame/
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
