Rulebooks that nail it--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1932289/best-rule-book-your-humble-opinion
Tips & Resources for Board Game Designers
Rulebooks that nail it--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1932289/best-rule-book-your-humble-opinion
Five things to do before launching your first Kickstarter:
http://blog.nskn.net/top-5-things-to-do-before-launching-your-first-kickstarter/
This month's roundup of useful board game design links features interviews with masters of the social deduction and legacy game genres, notes for writing better rulebooks, lots of advice for working with publishers, and more.
theory:
rules:
playtesting:
licensing:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: 421 Creations, Peter C. Hayward, Kris Rees, 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, Samuel Lees, Doug Levandowski, Nathan Miller, Tony Miller, Neil Roberts, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe
APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Debbie Moynihan, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson
“Make sure everyone knows that you’re playtesting to find problems, not solutions. Playtesters can easily get stuck on what is the best solution, when it’s up to you to decide and helps to not hurt feelings.”
“I believe that the best possible skill you can develop as a designer is the ability to ‘read’ people well - to know if they’re having fun or not, regardless of what they may tell you.”
“You don’t have to know where a game will end up when you start designing. Leaping into a design with only minor preparation can lead to fantastic discoveries!”
Different ways of thinking about depth in games:
https://www.northstargames.com/blogs/secret-fun/deep-games-are-legacy-games
Geekway to the West 2018 Game Design Contest
Entrants must attend the convention
Deadline: Feb. 28, 2018
Prize: publishing offer from Indie Boards & Cards
https://geekwaytothewest.com/home/events/game-design-contest/
Jamey Stegmaier tackles a variety of topics related to crowdfunding (video):
https://www.youtube.com/playlist?list=PL8FIBt9V_Bnv1m3Hlesorj7O4gQ_-eY1O
“Sit down and work out why people like a game that you hate. Try to make a game that taps into that reason, but solves your problems with the game.”
How board games can integrate role-playing (video)
Techniques for designing low-interaction games--creating engaging experiences without conflict (audio):
“You probably have an idea of how you want players to play your game, and if you have good incentives, players should generally follow your plan. But be aware of other things players could do and if those things would be a dominant strategy.”
Ways that wargame designers can give players the experience they want to:
https://katiesgamecorner.com/2018/01/25/who-are-you-by-geoff-engelstein/
“It’s not inherently a problem if your game involving doing the same thing each turn. It’s only a problem if it doesn’t feel different as the game progresses. You can accomplish this in a few ways; the two most common are escalation and a changing game state.”
Balance and asymmetry in game design (video)
Three podcasts discuss what to expect when working with a publisher:
http://www.buildingthegamepodcast.com/2018/01/21/episode-295-robs-gone-and-the-worst-guest-ever/
http://www.boardgamedesignlab.com/how-a-publisher-develops-games-with-alan-emrich/
A discussion of the challenges and opportunities presented by the legacy game format (video)
Bringing an unusual game design to a playtest event? Advice for some common "uncommon" games:
https://boardgamegeek.com/thread/1924953/and-now-something-completely-different-other-types
“If you don’t want to play your game 100 times, no one else will want to play it 10 times.”