Ways of balancing a game before playtesting:
http://www.leagueofgamemakers.com/finding-balance-before-playtesting/
Tips & Resources for Board Game Designers
Ways of balancing a game before playtesting:
http://www.leagueofgamemakers.com/finding-balance-before-playtesting/
Two perspectives on working as a team in the board game industry:
http://brandonthegamedev.com/how-to-work-in-a-team-in-the-board-game-industry/
“Don’t ask irrelevant questions – know where you are in your process and tailor questions for your test.”
Escape Room in a Box Game Design Challenge
Deadline: April 3, 2018
Prizes: The Game Crafter shop credit and more
https://www.thegamecrafter.com/contests/escape-room-challenge
Keeping the manufacturing process in mind while designing (audio):
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-54-ben-rosset-panda-game
Advice for pitching to a publisher and working with them, from final testing through publication:
“I think the hardest part for any designer is letting go. You have to be willing to kill your babies if you want to design effectively.”
Chris Kirkman on letting go of design decisions, knowing when a game is done, what makes a game stand out and more:
Hook Box Challenge
Design a game that will fit into an 18-card "hook box"
Deadline: Jan. 15, 2018
Prizes: The Game Crafter shop credit, possible publication and more
A brainstorming exercise for creating a new board game:
http://www.cudoplays.com/board-game-brainstorm-the-cure-for-game-designers-block/
“Playtesters enjoying the game doesn’t imply there is nothing to change, and vice versa.”
“Never forget how important hope is to your players. The longest odds make the greatest moments.”
A look at the Euro and American styles of board game design (audio):
“Even if you work alone, you *really* need blind playtesters who don’t care about your feelings. That’s how good games get made.”
Ways to use asymmetry and variable player powers (audio):
https://www.buzzsprout.com/48513/581555-episode-36-asymmetry-and-variable-player-powers
“Instead of: ‘That question’s answered in the rules.’ Think – ‘Can I prevent anyone needing to ask the question?’”
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/