Ways of making a resource-efficiency game challenging:
http://www.mechanics-and-meeples.com/2017/03/06/the-design-of-a-resource-efficiency-game/
Tips & Resources for Board Game Designers
Ways of making a resource-efficiency game challenging:
http://www.mechanics-and-meeples.com/2017/03/06/the-design-of-a-resource-efficiency-game/
“Tip for new designers: your first half-dozen games (at least) are going to be terrible. Lower your expectations, iterate quickly, and be prepared to throw them out.”
The requirement for the March 24-hour contest is "March":
https://boardgamegeek.com/thread/1737555/24-hour-contest-march-2017
This month our list of great board game design links features ways to use dice and cards, advice for designers from a developer, crucial but often overlooked playtesting advice--and an appearance by the fine folks at Cardboard Edison!
featured:
theory:
How multi-use cards can be used in games (audio)
Tips for designing a heavy game
What makes for interesting choices in a game--a Reddit tabletop game design forum discussion
process:
playtesting:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Peter C. Hayward, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Koen Hendrix, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Stephen B Davies, Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe
APPRENTICES: Kiva Fecteau, Scott Gottreu, JR Honeycutt, Knight Works, Scott Martel Jr., David J. Mortimer, Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer
How to design a great cooperative board game (audio):
http://www.boardgamedesignlab.com/how-to-design-a-great-cooperative-game-with-jt-smith/
What makes a decision meaningful? (audio)
https://infoperfected.com/2017/02/27/perfect-university-103-meaningful-decisions/
Things to consider when redesigning an existing game, such as for a second edition (audio):
“In order to survive in the gaming market, you have to go over and above. It’s not enough to just do enough. You have to be able to wow people, and to wow people, you can’t just play it safe.”
Taking breaks from game design and how to get back in the swing of things when you do (audio):
https://www.buzzsprout.com/48513/480425-episode-28-returning-from-a-break
Ways of creating an immersive player experience (audio):
http://cardboardarchitects.libsyn.com/episode-70-art-theme-mechanics-immersion
What a day in the life of an independent board game professional is like (audio):
http://www.boardgamedesignlab.com/a-day-in-the-life-of-a-pro-designer-with-jamey-stegmaier/
When is it OK to borrow game ideas? (audio)
http://thegamecrafter.libsyn.com/borrowing-in-game-design-with-the-game-crafter-episode-111
See also: http://cardboardarchitects.libsyn.com/designer-interview-chris-rowlands-0
Poll reveals what's important to Kickstarter backers:
Advice for making industry connections and getting more table time for your game (audio):
How to find the right artist for the style of game you're making (audio):
http://theforbiddenlimb.libsyn.com/matching-art-to-your-game-ep-51
How-to guides for three methods of fulfilling a board game Kickstarter:
http://brandonthegamedev.com/2017/02/17/3-simple-how-to-guides-for-board-game-fulfillment/
The ins and outs of putting together a hidden movement game (audio):
http://www.boardgamedesignlab.com/how-to-make-a-great-hidden-movement-game-with-emerson-matsuuchi/
Matt Leacock on designing and playtesting cooperative games and legacy games:
http://www.leagueofgamemakers.com/games-of-emotion-interview-with-game-designer-matt-leacock/
“One of the great parts of working in a super crowded design space (zombies, dungeons) is that the audience already gets the premise. However, where most people fail is not sufficiently setting themselves apart from their peers in the genre. You have to differ meaningfully.”