2016 Solitaire Print and Play Contest
Deadline: July 31, 2016
Prizes: GeekGold
https://boardgamegeek.com/thread/1584590/2016-solitaire-print-and-play-contest
Tips & Resources for Board Game Designers
2016 Solitaire Print and Play Contest
Deadline: July 31, 2016
Prizes: GeekGold
https://boardgamegeek.com/thread/1584590/2016-solitaire-print-and-play-contest
The requirement for the June 2016 24-hour contest is "kitten":
https://boardgamegeek.com/thread/1584529/24-hour-contest-june-2016
How to know when your game is ready for blind playtesting:
http://www.dancinggiantgames.com/blog/when-is-your-game-ready-for-blind-playtesting
This month, our roundup of favorite board game design links includes advice for designing game systems, co-ops and family games, notes on getting into distribution, thoughts on when to throw in the towel, and more.
featured:
theory:
playtesting:
process:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Peter C. Hayward, Chris and Kathy Keane (The Drs. Keane), 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., Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer
Body language to look for in playtesters:
http://galvanizedstudios.com/2016/05/30/playtesters-nonverbal-behaviors/
The essential qualities of a good playtesting session and how designer and players can contribute to it:
https://infoperfected.com/2016/05/30/perfect-information-v-seth-jaffee/
How to playtest tabletop games using blind playtests, Protospiel/Unpub events, and other methods:
Advice for when you get tired of playing your own game:
“Being a good game designer means coming up with a 100 of the coolest mechanics ever seen, and then finding out which 98 need to be trashed.”
Ways of managing predictability in a game, and how to use them responsibly:
On taking early ideas and developing them into something more:
http://www.critical-hits.com/blog/2016/05/27/game-design-by-example-making-an-idea-into-more/
Where do your ideas come from? A Reddit tabletop game design forum discussion:
What is and isn't needed in a rulebook:
http://thegamecrafter.libsyn.com/rulebooks-with-the-game-crafter-episode-72
Advice for balancing your game:
How some modern trick-taking games balance strong hands:
https://boardgamegeek.com/blogpost/54432/balancing-trick-taking-games
What to ask on your playtesting feedback form:
How to decide if you need a design partner:
http://www.leagueofgamemakers.com/how-to-decide-if-you-need-a-game-design-partner/
Advice for writers that's also good advice for board game designers:
Thinking about games in terms of player interaction and planning horizon:
“No matter what your style, build and develop with your own sensibility at the heart of the matter. Build your game, no one else’s. But be fluid, not every design is the same. Let the game itself guide you. Let playtests challenge your assumptions.”