“It’s not enough to have a cool theme. It’s not enough to have cool mechanisms. Your game lives at the intersection of its theme and its mechanism.”
Types of player interaction:
http://www.leagueofgamemakers.com/game-elements-interaction/
Places to promote your board game online:
http://pixygamesuk.blogspot.com/2016/07/the-marketing-guide-links-to-market.html
A game designer's convention packing list:
http://www.leagueofgamemakers.com/a-game-designers-convention-packing-list/
10 ways to market your board game:
http://pixygamesuk.blogspot.com/2016/07/the-marketing-guide-10-ways-to-market.html
A lengthy glossary of tabletop game mechanics:
https://www.reddit.com/r/tabletopgamedesign/comments/4tu27t/tabletop_game_mechanic_list/
When to introduce your game to the world--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1606181/how-and-when-do-you-introduce-your-game-world
5 tips for a productive playtest session:
http://boardgamegeek.com/thread/1606803/5-tips-productive-play-testing-session
What makes choices interesting or uninteresting:
http://makethemplay.com/index.php/2016/07/14/creating-interesting-choices-in-your-board-game/
Three types of game development sessions:
http://hyperbolegames.com/2016/07/13/three-development-sessions/
Getting your game on Tabletop Simulator:
http://www.3dtotalgames.com/getting-game-tabletop-simulator/
Tips for using components from existing board games for your prototypes (audio):
https://www.buzzsprout.com/48513/399766-episode-18-harvesting-games
Notes on shipping and fulfillment for a Kickstarter board game:
http://stonemaiergames.com/shipping-innovations-by-level99-games/
5 lessons about game development from working on SeaFall:
http://www.leagueofgamemakers.com/five-things-i-learned-while-developing-seafall/
