Catchup mechanics:
Ways of generating gameplay that's engaging in the abstract but that also build interesting narratives:
http://www.3dtotalgames.com/story-vs-mechanics/
Blunt advice for entering game design contests:
http://www.buildingthegamepodcast.com/2016/01/24/episode-191-contest-woes-and-drafting-drafters/
What makes a game high- or low-ranked on BoardGameGeek:
http://meeplezone.com/2016/01/21/what-makes-a-high-ranked-game-data-mining-bgg/
What game mechanisms have the biggest effect on BoardGameGeek ratings?
http://www.ludometrica.org/highly-rated-mechanics-and-other-determinants-of-rating/
Korea Boardgames Design Contest
Deadline: April 1, 2016
Prizes: cash and publication
http://boardgamegeek.com/thread/1509434/kbg-design-contest-2016
Why you should ask playtesters, "How did the game make you feel?"
http://www.wiltgren.com/2016/01/18/a-simple-way-to-get-great-playtesting-feedback/
Tips for board game designers to stay focused and be productive:
http://www.dicelabgames.com/trial-and-error-blog/staying-focused-and-being-productive/
Lessons from analyzing the Spiel des Jahres winners:
http://opinionatedgamers.com/2016/01/15/sdj-re-reviews-series-conclusion/
