Every game sucks at some point. If you don’t feel like your game sucks, you are not being honest with yourself.
— Jon Gilmour
Try not to develop before you design. Playtest first and often, then cut later.
— JR Honeycutt
Be part of a community of designers. You’ll learn just by talking through issues with other experienced people.
— John Brieger

Cardboard Edison’s Favorite Tips & Resources - July 2017

This month our roundup of favorite board game design links includes advice from a master, tips for con season, thoughts on a much maligned mechanism, and more.

featured:

industry:

theory:

process:

playtesting:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, James Griffin, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Ryan Wilson, Matt Wolfe

APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble

Know what words you want to hear players using. Those words are a great way to tell if your design is immersive.
— JR Honeycutt