Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.
— John Brieger
Can you summarise the primary focus of your game into 1-5 words? Everything not supporting that core focus should maybe be cut.
— Behrooz Shahriari
At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.
— John Brieger
Every mechanism has problems and advantages. Good design is using them in the best possible way, for a suitable purpose.
— Behrooz Shahriari
It’s not a game designer’s job to know how an idea will play. It’s their job to find out.
— Jay Treat
Your playtesters’ minor irritants of today are your reviewers’ slams of tomorrow.
— John Brieger
It’s not a game until it’s on the table. Get it on the table. Then you’re a game designer. Congrats!
— JR Honeycutt

Cardboard Edison's Favorite Tips & Resources - August 2017

This month our roundup of favorite board game design links includes new ways of thinking about board games, data on what players are looking for, pitching advice and more.

featured:

process:

theory:

industry:

licensing:

publishing:

playtesting:

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

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, 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