Possible outcomes of a copyright infringement dispute:
http://www.strebecklaw.com/what-can-happen-if-you-infringe-someones-copyright/
Tips & Resources for Board Game Designers
Possible outcomes of a copyright infringement dispute:
http://www.strebecklaw.com/what-can-happen-if-you-infringe-someones-copyright/
The Meeple Syrup show (@MeepleSyrup) discusses real-time games
Three tenets of crowdfunding leadership: taking responsibility, asking for help and trusting people:
http://stonemaiergames.com/kickstarter-lesson-156-3-tenets-of-crowdfunding-leadership/
Don’t stop players from playing the game–and when you might want to anyway:
http://danielsolisblog.blogspot.com/2015/07/one-thing-to-avoid-in-game-design.html
When and how to interact with reviewers:
How venues change playtests, and how to factor them into feedback:
Why every playtester has something useful to tell you:
https://oakleafgames.wordpress.com/2015/07/14/feedback-everyone-has-something-useful-to-tell-you/
Playtesting lessons from Protospiel 2015:
The executive director of GAMA joins the Gaming Careers podcast to discuss different tracks to working in the games industry:
http://www.thecompanybard.com/tgc-045-john-ward-executive-director-of-gama-can-help-you-find-your-fit-in-the-tabletop-gaming-industry/
Daniel Solis (@DanielSolis) joins The Game Design Round Table (@TGDRT) to discuss working with international publishers as well as crowdfunding and print-on-demand:
http://thegamedesignroundtable.com/2015/07/14/episode-129-daniel-solis/
“I think world-building is very important for some games, but I think it’s very easy for creators to lose track of the fact that nobody will care as much about their world as they do. The mechanics and decisions players make have to reinforce your fictional construct, or it’ll all get ignored.”
Ways to give players interesting decisions in combat:
http://www.reddit.com/r/tabletopgamedesign/comments/3ctc8w/combat_and_interesting_decisions/
“I think you need to chase the heart of every design. It’s such a broad craft and by strictly limiting yourself to only theme, or only mechanisms, or any one development method, you’re just limiting your output.”
Why you should learn from others’ Kickstarter campaigns–but not compare them:
http://stonemaiergames.com/kickstarter-lesson-155-the-most-dangerous-thing-a-creator-can-do/
2015 Mint Tin Design Contest
Deadline: Oct. 31, 2015
http://boardgamegeek.com/thread/1398349/2015-mint-tin-design-contest
Questions to ask yourself before deciding whether to use Kickstarter:
http://thegamecrafter.libsyn.com/to-utilize-kickstarter-or-not-with-the-game-crafter-episode-26
Lots of pointers for working with tabletop game manufacturers:
http://theforbiddenlimb.libsyn.com/working-with-a-manufacturer-ep19
“Always be prepared to revisit every decision.”
Tips for coming up with a tagline that quickly describes your game:
http://designingcardboard.com/properly-describing-board-games/
“There’s no right way to design. There’s no easy way to do it. Experiment, test often, make something you love, and research by playing other great (and sometimes lousy!) games.”