Comparing several pledge managers that help with Kickstarter fulfillment:
http://www.jamesmathe.com/story-of-the-3-little-pledge-managers/
Tips & Resources for Board Game Designers
Comparing several pledge managers that help with Kickstarter fulfillment:
http://www.jamesmathe.com/story-of-the-3-little-pledge-managers/
Advice for writing rulebooks that are understandable, consistent, and usable:
http://www.leagueofgamemakers.com/following-rules-is-hard-writing-rules-is-harder/
An overview of playtesting--what it is and how to do it:
https://geekandsundry.com/how-to-make-a-game-playtesting-advice-from-game-designers/
“The real danger with making rulebooks is that if the wrong rule is more intuitive than the right one then your players will never open the rulebook again.”
“When you design a game, 1. Start with something innovative. This is your best chance to end up with something innovative.”
Advice for designing cooperative games from fans of the genre (audio):
https://soundcloud.com/user-318456537/coop-cast-episode-27-design-discussion-with-matt-leacock
...and from a skeptic of it (audio):
http://www.boardgamedesignlab.com/the-two-types-of-cooperative-games-with-peter-hayward/
A list of different kinds of playtesting you could perform:
https://boardgamegeek.com/blogpost/75551/defining-playtesting-part-2
How to make your game more accessible to more people (audio):
http://www.boardgamedesignlab.com/how-to-make-your-game-more-accessible-with-brandon-rollins/
Kickstarter advice from Pandasaurus Games:
“Go meet other designers. Play their games, have them play yours. Talk about design.”
The role of progression in a game design:
A list of goals you might have in mind for any given playtest:
https://boardgamegeek.com/blogpost/75622/why-are-you-playtesting
How "design patterns" can be used to guide a game toward the experience you want (audio):
More than 780 free emojis, useful for prototypes:
Board game design sessions from GDC 2018 (video):
“It doesn’t really matter how good your game is if nobody can understand the rulebook. Clear rules writing is important - unclear rules can sour the entire experience.”
How much should you listen to playtesters?
https://boardgamegeek.com/blogpost/75454/how-much-should-you-listen-playtesters
The theme for the April 24-hour contest is "egg":
https://boardgamegeek.com/thread/1969684/24-hour-contest-april-2018
What's your endgame--how different ways of ending a game change players' experience:
How much information you should share about a work in progress:
https://boardgamegeek.com/blogpost/75360/sharing-info-keeping-game-under-wraps