Tips for writing rules: word choice, rulebook organization, proofreading and more:
http://sedjtroll.blogspot.com/2015/03/tips-for-rules-writing.html
Tips & Resources for Board Game Designers
Tips for writing rules: word choice, rulebook organization, proofreading and more:
http://sedjtroll.blogspot.com/2015/03/tips-for-rules-writing.html
Board Game Design Forum’s Game Design Showdown for March 2015
Create an area-control game played with a partner or team, where partners are not allowed to communicate with each other
Deadline: March 8, 2015
How players’ associations with certain components can affect their experience of a game:
Methods of creating tension:
After the Kickstarter ends: lessons on communication, manufacturing, fulfillment, shipping and more:
http://theinquisitivemeeple.com/2015/02/27/designing-meeples-after-the-kickstarter-ends/
What makes choices in games meaningful, and how games can use them to their full advantage:
http://ruddygam.es/tabletop-lessons-for-digital-designers-pt-1-meaningful-choices/
“Not all problems have easy, perfect solutions, and you shouldn’t be afraid to try something unusual when all the solutions are messy anyway.”
“Don’t worry about throwing what you feel may be a dumb theme on a game, it may just work better than you think.”
“If you find that the current game is just frustrating, throw it in the pile and start working on something else. It’s okay to make a bad game. It’s not okay to release a bad game.”
Ignacy Trzewiczek (@trzewik) on why playtesters are liars, pitching to publishers, making beautiful prototypes and more
Advice for how many different designs you should work on at the same time
The Meeple Syrup vidcast (@MeepleSyrup) discusses print-on-demand and prototyping services such as The Game Crafter and Print & Play Productions
Graphic design advice for tabletop game designers, from Daniel Solis at Unpub 5
At Unpub 5, Richard Launius and Mike Fitzgerald offered advice on playtesting, the design process, finding a publisher and more (starting at 1:19):
“It’s easy to get attached to a style, or to rules or simply to lose sight of everything that is possible – so it’s worth periodically doing something that pushes your comfort zone a little to expand your horizons.”
The Game Crafter’s Killer Gamer’s Remorse Challenge
Create a game with player elimination
Deadline: May 4, 2015
https://www.thegamecrafter.com/contests/killer-gamer-s-remorse-challenge
Randy Hoyt (@randyhoyt) of Foxtrot Games joins the Game Design Round Table (@TGDRT) to discuss the art of publishing: refining a design, changing themes, finding a design to publish and more:
http://thegamedesignroundtable.com/2015/02/24/episode-119-foxtrot-games-with-randy-hoyt/
“Focus on 1. Fun, 2. Decisions, 3. Interaction. If they aren’t enjoying themselves, nothing else matters.”
Richard Garfield joins the Ludology podcast to discuss the evolution of the board game industry, design philosophy, types of players and more:
http://ludology.libsyn.com/ludology-episode-98-gathering-the-magic
Jay Cormier of the Bamboozle Brothers (@bamboozlebros) on games designers should study, prototyping, managing multiple designs, questions for playtesters, pitching publishers, considering manufacturing, rulebook structure and quite a bit more:
http://theinquisitivemeeple.com/2015/02/23/designing-meeples-with-jay-cormier/