Using volatility to make a design more interesting:
http://www.leagueofgamemakers.com/making-volatility-work-for-your-game/
Tips & Resources for Board Game Designers
Using volatility to make a design more interesting:
http://www.leagueofgamemakers.com/making-volatility-work-for-your-game/
The requirement for the November 2015 24-Hour Contest is "architecture":
http://boardgamegeek.com/thread/1465186/24-hour-contest-november-2015
November 2015 Game Design Showdown
Pitch a game that uses heirloom-quality tiles
Deadline: Nov. 9, 2015
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-november-2015-heirloom-quality
“Build relationships with publishers by attending conventions and/or volunteering to demoing for them. People listen to those they know.”
NPC Cast (@npccast) discusses 4X games with Jamey Stegmaier (@jameystegmaier):
https://npccast.wordpress.com/2015/10/31/scythe-and-4x-games-w-jamey-stegmaier/
Our roundup of excellent board game design links and tips this month includes the conclusion of our series on licensing contract terms, reminders about seeking publishing partners, advice from a titan in the industry, and more...
featured:
licensing:
theory:
playtesting:
process:
publishing:
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, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro
APPRENTICES: Gino Brancazio, Kevin Brusky, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer
How to get noticed by a publisher at a convention:
http://theforbiddenlimb.libsyn.com/pitching-to-a-publisher-at-a-convention-ep-27
Getting your indie tabletop game made: notes from PAX Australia:
https://storify.com/ehronlime/getting-your-indie-tabletop-game-made
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.”