What to do before reaching out to reviewers:
http://brandonthegamedev.com/how-to-get-your-board-game-reviewed/
Tips & Resources for Board Game Designers
What to do before reaching out to reviewers:
http://brandonthegamedev.com/how-to-get-your-board-game-reviewed/
Things to consider when using an unusual theme for your game:
https://dzayas.com/advice/alternative-themes-andrew-russell-birkett/
Why a publisher isn't going to steal your game:
Game Pieces Only Challenge
Design a game without any printed components
Deadline: April 20, 2018
Prizes: cash, The Game Crafter points and shop credit, and more
https://www.thegamecrafter.com/contests/game-pieces-only-challenge
“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.”
Five lessons for building a place for yourself in the board game industry:
“The fewer rules that people have to remember, the more time they can spend enjoying your game.”
A crash course in board game manufacturing (video)
Deep Water Games Card Game Design Competition
Design a small, thematic card game
Deadline: Feb. 10, 2018
Prize: $100 and possible publication
“Your card text is an extension of your rulebook. Make sure it gets the same amount of TLC in development.”
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
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):