Reasons why a publisher might reject a game even if it's very good:
http://www.nerdstable.blogspot.com/2015/10/publishers-answer-would-you-reject-good.html
Tips & Resources for Board Game Designers
Reasons why a publisher might reject a game even if it's very good:
http://www.nerdstable.blogspot.com/2015/10/publishers-answer-would-you-reject-good.html
Ways to save money on manufacturing: box size, card count and punchboards:
http://www.leagueofgamemakers.com/designing-boardgames-efficiently-for-cost/
How to deal with a Kickstarter IP dispute:
http://www.rockmanorgames.com/2015/10/how-to-deal-with-a-kickstarter-ip-dispute/
“Always document your work. You never know when you’ll have to retrace your steps to see why and how you got here.”
Types of information in board games & how they affect players' experiences:
Part 1: http://designingcardboard.com/ep-03-information-types-part-1-and-animal-words/
Part 2: http://designingcardboard.com/ep-04-information-types-part-2-and-underground-deduction/
Tips for designing a solo version of a game:
Seven mechanisms for building suspense in games:
http://boardgameben.com/7-mechanics-for-building-suspense-in-games/
Pitfalls to avoid when creating a solo mode for your game:
https://boardgamegeek.com/blogpost/47197/dont-waste-your-time-work-right-thing-right-time-a
How to pitch to a publisher (starting at 35:00):
Drawbacks and opportunities posed by the limitations of board games:
http://keithburgun.net/the-clockwork-game-design-podcast-episode-5-the-limitations-of-boardgames/
When to share your ideas with others:
http://cardboardarchitects.libsyn.com/episode-7-sharing-ideas
“If you don’t ever come up with bad mechanics, you aren’t taking enough risks. Designers need to always push the envelope and try new things, and discovering things that don’t work out is part of that process. The important thing is how you react to those problems.”
What to do about a broken game mechanic?
Overcoming "designer's block"
How to name your game:
http://thegamecrafter.libsyn.com/naming-your-games-with-the-game-crafter-episode-41
Lots of pointers for creating the print-and-play version of your game:
https://convergentgamesblog.wordpress.com/2015/10/21/print-and-play-explained-in-10-questions-2/
Scott Almes (@Scott_Almes) on breaking into the board game industry:
http://breakingintoboardgames.libsyn.com/episode-2-scott-almes
Richard Garfield on early and late playtesting, making a good design great, the "complexity budget" and more:
“Don’t be afraid to give up on an idea if it isn’t working. You can always come back to it later or put it into another game. Don’t try to force a game together. It won’t be fun.”