Cardboard Edison’s Favorite Tips & Resources - June 2015

This month, our roundup of great board game design links features inspirational quotes, publishing tips from people in the know, some exceptional podcasts, a couple of appearances by your favorite tips curators and more.

featured:

theory:

playtesting:

licensing:

publishing:

process:

  • “Immerse yourself in the community! The gaming community is very welcoming, and in my experience designers are always eager to help other designers.” - Suzanne Zinsli
  • Shari Spiro of AdMagic on balancing life and work in the games industry
  • “It’s important to do bad work. You can iterate on bad work and make it good. You can’t iterate on something you haven’t started.” - Jay Treat
  • “Play as many games as possible. Gaming is a vocabulary with a breadth of history. Knowing how to speak games and what’s already been done and not done, well and not so well will have a big impact on your design and its success.” - Justin Schaffer of Terra Nova Games

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price

TGC: 042 Carboard Edison- Tabletop Info Aggregators Share Their Favorite Resources

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TGC: 042 Carboard Edison- Tabletop Info Aggregators Share Their Favorite Resources

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If you are just starting out as a  boardgame designer, one of the more frustrating things is trying to figure out how to sort through all the resources out there to get started.Today we have boardgame Uber-info- Aggregators Christopher and Suzanne Zinsli – from Cardboard Edison to help us find the best resources for our tabletop creations.

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Meaningful Decisions: Daniel Solis on Design Choices in Belle of the Ball

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Daniel Solis, the designer of Belle of the Ball, about drafting games, character creation, humor in games and more.

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Photo by Hayley Helmstedtler

The core mechanism in Belle of the Ball features two columns of cards from which players can draft. Was the two-column draft always a feature, or were there previous versions you can tell us about?

The first version of the game mixed all of the cards together in a single deck, meaning that sometimes you had to decide whether to take a special action (from a Belle card) or start building up your party (from a Guest card).

Sometimes you’d hit streaks where the whole line was all guest cards or all Belle cards. It also meant that our currency (Regrets) would often get clogged up with a single hoarder. Later in development with Dice Hate Me, we decided to split the lines.

This divided up the Regrets a bit so they were more liquid. It also meant what was an occasional decision between Action or Set Collection now occurred *all* the time.

What tips can you share with designers who want to create a compelling drafting mechanism?

Drafting is just one way of acquiring cards. It could just as easily be a random deal to each player. The heart of a drafting game is giving players reasons to prefer one card over another. That’s the minimum standard. Ideally, you give them reasons to want to keep *all* the cards available.

Set Collection is the most common method of making drafting a compelling decision. You see it in 7 Wonders, Sushi Go, and in Belle of the Ball. However, I like it when there is a whole other layer of decision-making *after* you’ve selected your card.

Look at games like:

  • Among the Stars, where each card is a module of your space station;
  • or Citadels, where each card is a special action;
  • or Gravwell, where each card determines when and how fast your ship can move.

Finding the reason to draft X, Y, or Z is what makes a drafting mechanism interesting.

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Belle of the Ball features a wide range of characters representing various colors, genders and body types. How and why did you ensure this would be the case?

You can actually download the art direction document I sent to Jacqui Davis.

We have a LOT of unique guest characters in Belle of the Ball, which to me meant there was no excuse to have a homogenous appearance for the whole cast. It would just be so bland! Also it helps for gameplay to be able to quickly and easily distinguish one guest from another.

I knew Jacqui Davis was particularly skilled at creating unique silhouettes, which is why I really wanted her for the job. I wanted a wide spectrum of ethnic diversity and gender expression, from stern Victorian aristocrats to colorful artistic bohemians. Jacqui could draw it all and fast.

What are the benefits of including diverse characters, and what are the drawbacks?

The benefits are numerous. Everyone who plays the game has their own favorite character. The marketing has no shortage of funny-looking characters to show off in publicity material. And we don’t run into the representation-problem that unfortunately is too common in board game art.

The only drawback is that we needed a suitable art budget for the job. It’s a big investment, but well worth it in the end.

Should designers have these aspects of their games’ characters in mind throughout the process, or is it primarily a consideration once the game is nearing publication?

It depends on your relationship with your publisher. Early on, I had publishers who really wanted to change the theme of Belle to something else. That would mean all these characters never would have even been created.

For any designer, I advise that they focus on the game’s design foremost. If the theme is really that important to the designer, the mechanics should be fundamentally and inextricably tied to that theme. So tightly, that decoupling them would pretty much make it a different game entirely.

Belle of the Ball brings out a lot of laughter from players, both through the silly names and titles of its characters and through surprising and clever uses of the Belle cards. How did you work humor into the game?

Humor in games is tricky. Belle is a funny game, but it isn’t a COMEDY game. Comedy games really try hard to make you laugh, but that’s really not sustainable. After the first time you see a joke on a card, the humor fades fast.

So I first acknowledged that any humor I inject into the game myself would have a short shelf life. I knew that I could get a chuckle by making players announce some tongue-twister names. Individually they’re amusing, but get funnier in rapid succession, like Eddie Izzard’s Englebert Humperdinck routine or Key & Peele’s East/West Football sketch.

Because it’s unlikely for the same player to take the same guest in multiple games, that extends the humor just a bit. You get to watch some other chump stumble over Capable Canklerack or Fffffff Flippinbird.

But aside from that, the game isn’t really trying too hard to force a laugh. It just allows players to make funny choices and express a touch of exaggerated regality. It’s not really trying too hard for the joke, you know?

Is there a difference between humor derived from flavor text and artwork, and humor that emerges from gameplay? What can designers do if they want the focus to be on one or the other?

Ack. I think I answered this question above. Sorry about that!

Well first of all, writing comedy is HARD. I used to work in advertising with some very funny people and that takes WORK. Then you tack on the job of designing a game around that? No way, that ain’t the job for me.

So my advice to designers is to focus on the game and collaborate with someone skilled at comedy writing to handle that kind of flavor text.

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price

Cardboard Edison’s Favorite Tips & Resources - May 2015

This month, our roundup of great board game design links features the latest in our series of infographics on licensing contracts, networking tips, PNP advice and more.

featured:

process:

rules:

playtesting:

  • “You can never playtest enough. If you think you are done, you are not. Playtest some more.” - Jon Gilmour

industry:

prototyping:

theory:

  • Data and tips for designing two-player games
  • “So many people talk about theme and mechanism as if they’re mutually exclusive, as if starting at one precludes ever adapting to the other. But where you start really doesn’t matter. It’s where they intersect at the end. Your game’s story won’t be told through flavor text. It’ll be told at the intersection of where your theme meets its mechanism.” - Gil Hova

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallej

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Trea

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perr

APPRENTICES: Gino Brancazio, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price

Cardboard Edison’s Favorite Tips & Resources - April 2015

This month our list of top links for board game designers includes a new Meaningful Decisions interview, a wide-ranging panel by indie designers and publishers, great inspirational quotes and more.

featured:

industry:

licensing:

process:

  • Time management tips for board game designers
  • “Don’t be afraid of failure, instead run at it and find what you can learn from failure.” - Daryl Andrews
  • “It’s important to not only play a lot of games, but to play a different assortment of games. Even ones you may not like. Each game you play is an opportunity to learn something new.” - Isaias Vallejo

playtesting:

  • How to learn to accept playtesters’ feedback
  • “If you ignore all feedback and advice, you will fail. If you twist and contort your designs to follow all feedback, you will fail. Listen to your advisors, and weigh their words of wisdom. But you have to make the final decisions, you have to provide the vision.” - Kevin Wilson

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICE: Gino Brancazio, Scott Gottreu, JR Honeycutt, Brad Price

Meaningful Decisions: Adam P. McIver on Design Choices in Coin Age

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Adam P. McIver, the designer of Coin Age, about the rise of microgames, player-supplied components, endgames and player control, and more.

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Coin Age was designed to play on a single wallet-sized card using spare change that players would have readily available, making the game extremely portable. Are player habits changing in favor of lighter, quicker, more portable games? Do microgames have any other, less-obvious virtues?

I do think there has been a growing market for smaller games, but I’m not sure it’s solely because gamers are looking for shorter games. Portability and price point are big factors as well. It seems like most gamers (including myself) would rather take a dozen smaller games to a gathering than three or four large ones, especially if the smaller games pack as much of a punch.

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Before Coin Age was picked up for publication by Tasty Minstrel Games, players had to use their own pocket change to play the game. What made you decide to require players to bring their own components to the table? Is this approach only valid for microgames, or can other types of games do it?

Well, Cheapass Games has obviously been following that model for years, and if your target audience is hardcore gamers you can be sure they have a plethora of bits laying around that they can sub into a game. The trick is to make sure your consumer doesn’t feel shorted when they have to provide their own pieces. Most of us can scrounge up $1.56 in change by checking a few pockets or looking under couch cushions. I thought most of the 100 or so copies I handed out at Gen Con 2013 were just going to get tossed in the garbage as soon as I was out of sight, so handing out $1.56 to each person as well just seemed like overkill, haha.

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Coin Age ends under certain conditions that are within the players’ control. Are there any pitfalls that designers should be aware of if they choose to give players the power to set the endgame?

It’s a double-edged sword; it feels great to perform the final, winning move BUT it can feel pretty crummy to see your opponent plop down several coins, end the game, and win by a mile. A large portion of the strategy is limiting your opponent’s ability to end the game, or leave the board in such a way that if they do end the game, they won’t have the most points. Ultimately, the saving grace of Coin Age is its short playing time. If you allow your opponent an easy game end, you can clear the map and play again!

If you’re designing a game and intend to give the players control of when to end the game, try to make sure that players won’t feel like they were shorted by the experience. The longer your game, the more players are likely to notice the amount of time they are investing in turns, and therefore they will be more likely to feel slighted if their opponents receive more turns.

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You created a series of new Coin Age maps for the Kickstarter campaign. Each one plays differently despite their small size. What did you learn about making maps for games, especially when working within tight constraints?

Having multiple maps wasn’t my intention at the beginning of the process, but I had playtested several arrangements to land on my favorite. When it became evident that backers really wanted a variety of maps, I was able to bring back some of those runner-ups. All the maps we included in the final version follow a few general ground rules, such as keeping the number of overall spaces the same. During playtesting, I realized that fighting for majority is fun, and tying for it generally isn’t. Because of that, I made sure that each map only has a few regions with even numbers of spaces: players can’t tie for control in a region with an odd number of spaces!

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICE: Gino Brancazio, JR Honeycutt, Brad Price

Cardboard Edison’s Favorite Tips & Resources – March 2015

This month’s roundup of useful board game design links features practical advice for making board games a sustainable endeavor, important reminders about playtesting, notes on a taboo game mechanism and more.

industry:

publishing:

playtesting:

process:

  • “We’re all just making this up as we go along. Experiment with crazy ideas when you’re designing.” – Matt Leacock
  • “Pay more attention to the ideas that return to you. They strike a chord for a reason.” – Jay Treat

theory:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, Richard Durham, Jeff Johnston, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICE: Gino Brancazio, JR Honeycutt, Brad Price

Cardboard Edison's Favorite Tips & Resources - February 2015

This month’s roundup of useful board game design links features two more infographics from our series on licensing contracts, advice for playtesting brutally, tips from some giants in the industry and lots more.

featured:

theory:

playtesting:

industry:

publishing:

  • “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.” - Ivan Turner

prototyping:

  • “Make your prototypes look as finished as your game is.” - Daniel Solis

process:

  • “Not all problems have easy, perfect solutions, and you shouldn’t be afraid to try something unusual when all the solutions are messy anyway.” - Teale Fristoe

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, Richard Durham, Jeff Johnston, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICE: Gino Brancazio, JR Honeycutt, Brad Price

Cardboard Edison’s Favorite Tips & Resources - January 2015

This month’s roundup of board game design links features data on Kickstarter trends, advice for finding a publisher and a reminder about loving your designs. Plus, the first installments in our series of reports on licensing contracts and our new series of publisher interviews.

featured:

licensing:

publishing:

theory:

process:

  • “If your own designs aren’t among your very favorite games, then you might need to work harder to design games you like.” - Alf Seegert

playtesting:

  • “The goal of playtesting is to make it suck a little less each time.” - Ben Begeal

Cardboard Edison Omnibus is supported by our patrons on Patreon.

  • SENIOR INVENTORS: Steven Cole, Richard Durham, Jeff Johnston, Matthew O’Malley, Isaias Vallejo
  • JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
  • ASSOCIATES: Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro
  • APPRENTICE: Brad Price

The Publishers: Q&A With Chris Kirkman of Dice Hate Me Games

We’re proud to launch a new feature on the Cardboard Edison blog: The Publishers, in which we talk with board game publishers about the tabletop gaming industry and their role in it.

For the first installment, we spoke with Chris Kirkman of Dice Hate Me Games about scouting new games, building a company’s brand, the importance of theme, growing a business, and more…

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More than any other publisher, Dice Hate Me Games is associated with the Unpub program for unpublished games. Most of your games were signed at Unpub events. How long do you plan on maintaining that approach? Is it sustainable in the long run, or do you plan to expand beyond it? Will the rise of public playtesting events like Unpub give other publishers access to a pipeline of new designs?

I have always supported the Unpub program, and I will continue to do so until it either folds or transitions into something else. I believe that approaching designers within the Unpub network is an invaluable way to not only see designs as they progress, but also help to shape the scope of them through the process. Basically, for a publisher, it’s almost like a shortcut to internal playtesting. By sitting down, playing a game and getting feedback, you’re helping those designers make better games–games that I may want to sign later!

I do believe that as more playtesting events occur, more and more publishers will realize the value of the system. Already in the past three years at Unpub, we’ve seen more and more publishers send representatives to scope out the best and brightest. I think that will continue to grow.

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How do your personal preferences inform your decisions as a publisher? Where’s the boundary between Chris Kirkman and Dice Hate Me Games, and will that boundary move as your company grows?

That’s a really tough question to qualify. I know in my gut what I’m looking for as a publisher, and so when I sit down and something just clicks, I know I want it. That happened with Brew Crafters. Not only had designer Ben Rosset put together a solid and fun game, but he had also built it from the ground up with theme in mind. That leans a bit more toward my design philosophy and what lends Dice Hate Me Games a certain atmosphere. Of course, the fact that the theme was beer certainly didn’t hurt!

As far as a boundary between myself and the company–I don’t see that changing as we grow. I’ve stuck to my guns on what I’m looking for and it has worked, so far. That’s not to say that I won’t be challenging myself to branch out a bit in the future. We have a lot of big things planned, and it may surprise some people.

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Dice Hate Me titles typically share a design aesthetic that you’ve called “retro Americana.” But occasionally you’ll publish a game that diverges from that aesthetic, such as Belle of the Ball with its fictional setting or New Bedford with its historical setting. How do you decide when to stray from your company’s thematic signature?

Well, Belle of the Ball was certainly an aberration for the company, but I felt like it was a good one. By Kickstarting a smaller game with a slightly quirkier theme, we could test the waters on marketability and how far to stretch the brand. Even though Belle was set on a fictional Victorian island, the game still maintained that certain unique aesthetic that we go for. Trying out some new things from time to time–like Belle of the Ball and Isle of Trains–helps us to get people accustomed to seeing more from the company. But it has to be done carefully to maintain the integrity of the brand.

As for New Bedford, I think it fits directly into the Dice Hate Me Games aesthetic. All of our games that are part of the “retro Americana” style are set in a particular time period. VivaJava is the ‘50s coffee culture, Compounded reaches back a bit to the late ’60s, The Great Heartland Hauling Co. is set during the hayday of trucking in the ‘70s. Carnival stretched back to about the '20s and '30s, and so when New Bedford came along I felt that going back even further might be cool. The theme is certainly a big part of American history, so it just fit.

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When is retheming appropriate for a publisher with a particular thematic approach?

When it comes to retheming from a publishing standpoint, it really comes down to whether that particular company’s brand has a specific scope. In regards to Dice Hate Me Games, I really haven’t had to do a lot of retheming to fit our brand because the themes of the games I’ve chosen have already been integrated pretty tightly and work well.

Some games need some tweaks along the way, of course. The Great Heartland Hauling Co. was originally known as Over the Road, and it had a much more modern urban feel to it. The original graphic design was more akin to trucks delivering around a city, and, while attractive, just didn’t seem to fit our aesthetic. So we decided to draw on a lot of the open road appeal of the Midwest and channel the 1970s when trucking was truly king. After some deliberation, the name was changed to reflect that Americana vibe that runs through most of our titles, and the graphic design took on a much brighter tone with lots of maps, classic iconography, and town references that evoked the time period.

Some publishers may find that a game’s theme needs to be completely reworked, but with DHMG, it’s more often the case of fine-tuning the visual aesthetic so that our games seem to live in the same universe.

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Your background in graphic design lets you do much of your company’s graphic design work yourself. Do you plan to continue that or will you bring on more help as your company grows? How long should small publishers take a “do it yourself” approach, and how can they know when it’s time to delegate?

As the company has grown, I have found my time for graphic design duties a bit stretched. It becomes harder and harder to stay on schedule when I have so many other logistics to manage. I will continue to do a lot of the graphic design for our games, but I’m also branching out. Darrell Louder has been immensely helpful in taking care of all of the design for his game, Compounded, and has lent a hand for art for VivaJava and Brew Crafters, as well as tackling a couple of the Rabbits series of card games.

One way that I think we’re branching out with more and more in order to save me some time is in hiring outside artists. I can still manage and art direct from the captain’s chair, and we can draft the skills of some great artists like Jacqui Davis, Adam McIver, Benjamin Raynal, and more as we grow.

I do think small publishers should be heavily involved in doing it themselves, provided they have the time and skills. I will say, however, that if you’re not good at graphic design, don’t skimp–it can make a huge difference in your end product!

Cardboard Edison is supported by our patrons on Patreon

  • SENIOR INVENTORS: Steven Cole, Richard Durham, Matthew O'Malley, Isaias Vallejo
  • JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
  • ASSOCIATES: Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro
  • APPRENTICE: Brad Price

Cardboard Edison’s Favorite Tips & Resources of 2014

This past year was an exceptionally busy one for the Cardboard Edison tips blog. We’ve made nearly 1,000 posts over the past 12 months, a 50% increase from 2013.

To support our expansion, we launched an ongoing Patreon campaign. The success of that campaign means you can look forward to even more from us in 2015: a first-of-its-kind industry survey on licensing contract terms, regular Meaningful Decisions discussions with designers, a new series of publisher interviews and, with your help, even more to come.

But for now, we hope you’ll find the following list of our favorite board game design tips and resources from 2014 to be as helpful as we did.

Thanks once again for your support, and have a happy new year!

~ Chris & Suzanne Zinsli, Cardboard Edison

featured:

industry:

process:

  • 10 steps to design a board game
  • “Consume knowledge and experience as though starving. Then, go by your gut.” - Eric Lang
  • How to research a theme
  • “What I have learned over time is to not rely on one strength, and not to have one fixed methodology when designing games. Designing games is not a science where you have a specific method that you always repeat.” - Reiner Knizia

theory:

licensing:

playtesting:

publishing:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Isaias Vallejo, Richard Durham

JUNIOR INVENTORS: Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat, Stephen B Davies

ASSOCIATES: Marcel Perro, Zachery Cook, Nathan Miller, Doug Levandowski

APPRENTICE: Brad Price

Cardboard Edison's Favorite Tips & Resources - November 2014

This month’s roundup of useful board game design links features advice for organizing your rulebook, playtester feedback forms, a reminder about objectivity when designing, and interviews with two giants of the industry.

#rules:

#theory:

#playtesting:

#process:

#industry:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTOR: Richard Durham

JUNIOR INVENTORS: Jay Treat, Stephen B Davies

ASSOCIATES: Zachery Cook, Nathan Miller, Doug Levandowski

APPRENTICE: Brad Price

Cardboard Edison's Favorite Tips & Resources - October 2014

Cardboard Edison's Favorite Tips & Resources - September 2014

In this month’s roundup, we have an in-depth interview with Matt Leacock, a thoughtful post on exoticism in board games, a new source for prototyping icons, Kickstarter advice for before, during and after the campaign, and lots more!

#featured:

#theory:

#industry:

#prototyping:

#publishing:

#playtesting:

#process:

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