“Your job as a designer is not to please everyone. You can’t be everyone’s favorite game. Make a killer game for someone and you.”
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/
