How to put together a rulebook that’s easy to teach and learn (audio):
http://www.boardgamedesignlab.com/how-to-create-an-awesome-rulebook-with-dustin-schwartz/
Tips & Resources for Board Game Designers
How to put together a rulebook that’s easy to teach and learn (audio):
http://www.boardgamedesignlab.com/how-to-create-an-awesome-rulebook-with-dustin-schwartz/
Our massive year-end roundup of favorite board game design links and quotes includes a huge amount of useful material for board game designers!
featured:
industry:
theory:
playtesting:
process:
contests:
rules:
licensing:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: 421 Creations, Peter C. Hayward, Neil Roberts, 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: Stephen B Davies, Scot Duvall, Doug Levandowski, Nathan Miller, Anthony Ortega, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe
APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Sean Rumble, VickieGames
“Abilities that automatically and always get applied are much easier to forget (thus, leading to more take backs, etc.) than abilities that you have to consciously choose to apply.”
A "rules structure" document you can use to start your game's rulebook:
https://docs.google.com/document/d/13UvO25x5x0FZOieskxJlKCaxVHudACTEC4SBdeE3PjM/edit
What goes on behind the scenes to bring a game to market: prototyping, review copies, networking, promotion and more:
http://brandonthegamedev.com/bringing-it-together-the-board-game-as-a-project/
The requirement for the January 2018 24-hour contest is "hope":
https://boardgamegeek.com/thread/1911581/24-hour-contest-january-2018
Game design inspiration: what makes board game designers keep designing:
18 New Year's resolutions for board game designers:
http://brandonthegamedev.com/18-new-years-resolutions-for-board-game-devs/
“Before you spend hours and hours writing content for a prototype, playtest the core, core mechanic of your game. If that isn’t at least a little fun before any content is added, it’s not worth making.”
Two articles exploring potential ways of designing a game's endpoint:
http://www.gamesprecipice.com/endings/
http://makethemplay.com/index.php/2017/12/27/5-ways-of-ending-your-board-game/
“When you design something and get it out, there are some who will not like it, no matter how much effort you put in. And that’s okay- there is something else out there for them. The main thing is to get it out... Don’t be so worried about what people will think.”
The purposes of blind playtesting, and how to know when you've done it enough:
http://brandonthegamedev.com/how-many-blind-play-tests-does-your-board-game-really-need/
Intellectual property, trademark and liability in board games (audio):
http://thegamecrafter.libsyn.com/game-law-with-zach-strebeck-and-the-game-crafter-episode154
Advice for how to create a good player experience (audio):
http://www.boardgamedesignlab.com/crafting-the-player-experience-with-matt-leacock/
How a game's structure can affect player engagement (audio):
http://ludology.libsyn.com/ludology-episode-166-impulse-control
Writing a comprehensible rulebook (video)
How long it will take to make your game, at a bare minimum:
http://brandonthegamedev.com/the-long-haul-project-why-making-games-takes-a-long-time/
Advice for how to filter playtester feedback (audio):
http://thegamecrafter.libsyn.com/filtering-feedback-with-the-game-crafter-episode153
Some of the challenges that come with using licensed IP in a board game (audio):
http://theforbiddenlimb.libsyn.com/total-recall-post-mortem-ep-62