Seven pieces of advice for attending playtesting events:
https://boardgamegeek.com/thread/1914655/7-lessons-learned-unpub-midwest-game-designer
Tips & Resources for Board Game Designers
Seven pieces of advice for attending playtesting events:
https://boardgamegeek.com/thread/1914655/7-lessons-learned-unpub-midwest-game-designer
Some things that make a game un-fun, and how to turn them around:
Five high-level tips for playtesting, including taking notes, receiving feedback, and more:
https://boardgamegeek.com/blogpost/72469/5-things-i-have-learned-playtesting
“Your first tests don’t have to be dreadful! From the start, focus on the core of your game. Focus on the heart that will make or break your project, the thesis statement of your design. Make sure the core of the game is fun, or has the potential for fun. Make sure that it has something unique, and that the incentives to win are useful and there.”
“What is the goal of your game? It’s impossible to make decisions in the void, but if you know your audience, your game’s weight, the focus of the decisions, and the tone of your game (your goals), you can use that to hem in your decision.”
The importance of considering your game's likely audience:
5 tips for rules writing and layout (video)
Answers to questions about fulfillment for small board game publishers:
http://brandonthegamedev.com/how-board-game-fulfillment-works-at-fulfillrite/
Ways games can avoid a feeling of "sameness" by offering progression (audio):
A good problem to have: What to do when multiple publishers are interested in your game (audio):
http://theforbiddenlimb.libsyn.com/how-to-navigate-multiple-offers-ep-63
Advice for designing, developing, playtesting and publishing a legacy game (audio):
http://www.boardgamedesignlab.com/designing-legacy-games-with-jamey-stegmaier/
Exercises to get into a daily game design routine in the new year:
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: