“You have to learn that negative feedback is real feedback. It’s MUCH better to hear it now, than after the game comes out. If you are not good at hearing negative things, designing games may not be the hobby for you.”
— Jon Gilmour
“Make sure you know where you want your game to go before you start working on it. Who is your audience? What is the feel you want?”
— Peter Gousis
“You never know what’s going to be fun or interesting until you test it on another person.”
— Emma Larkins
“If you’re going to continue to design games, you’re going to continue to have games that don’t work. The key is to accept that and keep moving on to the next game or two or ten.”
— Nathaniel Levan

Cardboard Edison's Favorite Tips & Resources - January 2016

This month, our roundup of favorite board game design links includes deep looks at some thorny design problems, an important question you probably didn't ask your playtesters, a peek inside one publisher's thought process when evaluating a game, and more.

featured:

 theory:

playtesting:

process:

licensing:

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: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer, Steven Tu

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