Issues of depth and complexity in board game design:
http://www.leagueofgamemakers.com/depth-and-complexity-of-design-with-randy-hoyt-of-foxtrot-games/
Tips & Resources for Board Game Designers
Issues of depth and complexity in board game design:
http://www.leagueofgamemakers.com/depth-and-complexity-of-design-with-randy-hoyt-of-foxtrot-games/
June 2016 Game Design Showdown
Pitch a tournament-style game
Deadline: June 9, 2016
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-june-2016-its-tourney-time
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: