Chris Kirkman on letting go of design decisions, knowing when a game is done, what makes a game stand out and more:
A brainstorming exercise for creating a new board game:
http://www.cudoplays.com/board-game-brainstorm-the-cure-for-game-designers-block/
Ways to use asymmetry and variable player powers (audio):
https://www.buzzsprout.com/48513/581555-episode-36-asymmetry-and-variable-player-powers
What to do after getting negative playtest feedback on your design:
http://brandonthegamedev.com/how-to-turn-negative-play-test-feedback-into-a-brilliant-game/
“As a designer, you go deep into the mechanisms and begin to form strong opinions as you work through the game in your mind’s eye. You begin to know all the details by heart. Nevertheless, it is extremely important to test every detail, and patiently make notes for improvements because conflicts arise when a change clashes with other existing rules.”
2017 Children's Game Print and Play Design Contest
Deadline: Nov. 26, 2017
Prizes: GeekGold
https://boardgamegeek.com/thread/1867573/2017-childrens-game-print-and-play-design-contest
A look at "forcing lines," where players exert control over their opponents' options:
http://www.kindfortress.com/2017/10/17/design-pattern-may-the-force-be-with-you/
Evan Derrick on designing thematic games (audio):
http://www.buildingthegamepodcast.com/2017/10/08/episode-280-evan-derrick-and-thematic-detectives/
http://www.boardgamedesignlab.com/theme-and-how-to-bring-it-out-with-evan-derrick/
Ways to define the audience for your game:
http://brandonthegamedev.com/the-one-thing-that-can-sink-sales-for-board-games/
Questions to ask in the middle of your Kickstarter campaign:
http://www.theindiegamereport.com/cardboarding-with-carla-mid-campaign-kickstarter-retrospectives/
Ways games can use some elements as different resources:
http://www.kindfortress.com/2017/10/09/design-patterns-you-can-also-use-it-as-a-resource/
