“You know you’re getting close when people end your game and start discussing strategy and what they wish they’d done differently, not just what’s broken or unfun. You know you’re there when people insist on playing again. Not agree to play again; insist.”
Don Eskridge, designer of The Resistance, on creating a social deduction game (audio):
http://www.boardgamedesignlab.com/designing-social-deduction-games-with-don-eskridge/
Seven pieces of advice for attending playtesting events:
https://boardgamegeek.com/thread/1914655/7-lessons-learned-unpub-midwest-game-designer
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.”
Answers to questions about fulfillment for small board game publishers:
http://brandonthegamedev.com/how-board-game-fulfillment-works-at-fulfillrite/
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/
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/
